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9 Commits

Author SHA1 Message Date
Hussein Farran
95779c76ed Merge branch 'main' into use_sphinx_for_docs
# Conflicts:
#	docs/sphinx/NetworkProtocol.md
2022-09-07 18:32:37 -04:00
Hussein Farran
b8b6b1c2da Split AddingGames.md and revise it. 2022-08-20 18:31:28 -04:00
Hussein Farran
309651a644 Add mermaid support and Architecture.md. Expand index.md 2022-08-20 17:41:11 -04:00
Hussein Farran
dee8a2aaa9 Revert changes to NetworkProtocol.md for sake of sphinx 2022-08-20 15:31:34 -04:00
Hussein Farran
edcfd66658 Merge from Main 2022-08-20 15:20:43 -04:00
Hussein Farran
b0119a6a80 Add sphinx project 2022-07-06 22:32:17 -04:00
Hussein Farran
e35d1f98eb Use real life docstrings in AutoWorld.py 2022-07-06 22:31:56 -04:00
Hussein Farran
727f86c1f1 Use list for __all__ 2022-07-06 22:31:37 -04:00
Hussein Farran
f3e5acbbc4 Ignore sphinx build dir with gitignore 2022-07-06 22:30:09 -04:00
120 changed files with 3171 additions and 3866 deletions

1
.gitignore vendored
View File

@@ -21,6 +21,7 @@
*.archipelago
*.apsave
docs/sphinx/_build/
build
bundle/components.wxs
dist

View File

@@ -955,13 +955,6 @@ class Region:
return True
return False
def get_connecting_entrance(self, is_main_entrance: typing.Callable[[Entrance], bool]) -> Entrance:
for entrance in self.entrances:
if is_main_entrance(entrance):
return entrance
for entrance in self.entrances: # BFS might be better here, trying DFS for now.
return entrance.parent_region.get_connecting_entrance(is_main_entrance)
def __repr__(self):
return self.__str__()
@@ -1429,6 +1422,7 @@ class Spoiler():
"f" in self.world.shop_shuffle[player]))
outfile.write('Custom Potion Shop: %s\n' %
bool_to_text("w" in self.world.shop_shuffle[player]))
outfile.write('Boss shuffle: %s\n' % self.world.boss_shuffle[player])
outfile.write('Enemy health: %s\n' % self.world.enemy_health[player])
outfile.write('Enemy damage: %s\n' % self.world.enemy_damage[player])
outfile.write('Prize shuffle %s\n' %

View File

@@ -5,7 +5,6 @@ import urllib.parse
import sys
import typing
import time
import functools
import ModuleUpdate
ModuleUpdate.update()
@@ -18,8 +17,7 @@ if __name__ == "__main__":
Utils.init_logging("TextClient", exception_logger="Client")
from MultiServer import CommandProcessor
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, \
ClientStatus, Permission, NetworkSlot, RawJSONtoTextParser
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission, NetworkSlot
from Utils import Version, stream_input
from worlds import network_data_package, AutoWorldRegister
import os
@@ -206,10 +204,6 @@ class CommonContext:
# execution
self.keep_alive_task = asyncio.create_task(keep_alive(self), name="Bouncy")
@functools.cached_property
def raw_text_parser(self) -> RawJSONtoTextParser:
return RawJSONtoTextParser(self)
@property
def total_locations(self) -> typing.Optional[int]:
"""Will return None until connected."""

View File

@@ -1,5 +1,4 @@
import asyncio
import copy
import json
import time
from asyncio import StreamReader, StreamWriter
@@ -7,7 +6,7 @@ from typing import List
import Utils
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, ClientCommandProcessor, logger, \
get_base_parser
SYSTEM_MESSAGE_ID = 0
@@ -65,7 +64,7 @@ class FF1Context(CommonContext):
def _set_message(self, msg: str, msg_id: int):
if DISPLAY_MSGS:
self.messages[time.time(), msg_id] = msg
self.messages[(time.time(), msg_id)] = msg
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
@@ -74,28 +73,32 @@ class FF1Context(CommonContext):
msg = args['text']
if ': !' not in msg:
self._set_message(msg, SYSTEM_MESSAGE_ID)
def on_print_json(self, args: dict):
if self.ui:
self.ui.print_json(copy.deepcopy(args["data"]))
else:
text = self.jsontotextparser(copy.deepcopy(args["data"]))
logger.info(text)
relevant = args.get("type", None) in {"Hint", "ItemSend"}
if relevant:
item = args["item"]
# goes to this world
if self.slot_concerns_self(args["receiving"]):
relevant = True
# found in this world
elif self.slot_concerns_self(item.player):
relevant = True
# not related
else:
relevant = False
if relevant:
item = args["item"]
msg = self.raw_text_parser(copy.deepcopy(args["data"]))
elif cmd == "ReceivedItems":
msg = f"Received {', '.join([self.item_names[item.item] for item in args['items']])}"
self._set_message(msg, SYSTEM_MESSAGE_ID)
elif cmd == 'PrintJSON':
print_type = args['type']
item = args['item']
receiving_player_id = args['receiving']
receiving_player_name = self.player_names[receiving_player_id]
sending_player_id = item.player
sending_player_name = self.player_names[item.player]
if print_type == 'Hint':
msg = f"Hint: Your {self.item_names[item.item]} is at" \
f" {self.player_names[item.player]}'s {self.location_names[item.location]}"
self._set_message(msg, item.item)
elif print_type == 'ItemSend' and receiving_player_id != self.slot:
if sending_player_id == self.slot:
if receiving_player_id == self.slot:
msg = f"You found your own {self.item_names[item.item]}"
else:
msg = f"You sent {self.item_names[item.item]} to {receiving_player_name}"
else:
if receiving_player_id == sending_player_id:
msg = f"{sending_player_name} found their {self.item_names[item.item]}"
else:
msg = f"{sending_player_name} sent {self.item_names[item.item]} to " \
f"{receiving_player_name}"
self._set_message(msg, item.item)
def run_gui(self):

150
Fill.py
View File

@@ -136,98 +136,33 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
itempool.extend(unplaced_items)
def remaining_fill(world: MultiWorld,
locations: typing.List[Location],
itempool: typing.List[Item]) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
while locations and itempool:
item_to_place = itempool.pop()
spot_to_fill: typing.Optional[Location] = None
for i, location in enumerate(locations):
if location.item_rule(item_to_place):
# popping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
break
else:
# we filled all reachable spots.
# try swapping this item with previously placed items
for (i, location) in enumerate(placements):
placed_item = location.item
# Unplaceable items can sometimes be swapped infinitely. Limit the
# number of times we will swap an individual item to prevent this
if swapped_items[placed_item.player,
placed_item.name] > 1:
continue
location.item = None
placed_item.location = None
if location.item_rule(item_to_place):
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
swapped_items[placed_item.player,
placed_item.name] += 1
itempool.append(placed_item)
break
# Item can't be placed here, restore original item
location.item = placed_item
placed_item.location = location
if spot_to_fill is None:
# Can't place this item, move on to the next
unplaced_items.append(item_to_place)
continue
world.push_item(spot_to_fill, item_to_place, False)
placements.append(spot_to_fill)
if unplaced_items and locations:
# There are leftover unplaceable items and locations that won't accept them
raise FillError(f'No more spots to place {unplaced_items}, locations {locations} are invalid. '
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
itempool.extend(unplaced_items)
def fast_fill(world: MultiWorld,
item_pool: typing.List[Item],
fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
placing = min(len(item_pool), len(fill_locations))
for item, location in zip(item_pool, fill_locations):
world.push_item(location, item, False)
return item_pool[placing:], fill_locations[placing:]
def distribute_items_restrictive(world: MultiWorld) -> None:
fill_locations = sorted(world.get_unfilled_locations())
world.random.shuffle(fill_locations)
# get items to distribute
itempool = sorted(world.itempool)
world.random.shuffle(itempool)
progitempool: typing.List[Item] = []
usefulitempool: typing.List[Item] = []
filleritempool: typing.List[Item] = []
nonexcludeditempool: typing.List[Item] = []
localrestitempool: typing.Dict[int, typing.List[Item]] = {player: [] for player in range(1, world.players + 1)}
nonlocalrestitempool: typing.List[Item] = []
restitempool: typing.List[Item] = []
for item in itempool:
if item.advancement:
progitempool.append(item)
elif item.useful:
usefulitempool.append(item)
elif item.useful: # this only gets nonprogression items which should not appear in excluded locations
nonexcludeditempool.append(item)
elif item.name in world.local_items[item.player].value:
localrestitempool[item.player].append(item)
elif item.name in world.non_local_items[item.player].value:
nonlocalrestitempool.append(item)
else:
filleritempool.append(item)
restitempool.append(item)
call_all(world, "fill_hook", progitempool, usefulitempool, filleritempool, fill_locations)
call_all(world, "fill_hook", progitempool, nonexcludeditempool,
localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
loc_type: [] for loc_type in LocationProgressType}
@@ -249,16 +184,50 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
raise FillError(
f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
remaining_fill(world, excludedlocations, filleritempool)
if excludedlocations:
raise FillError(
f"Not enough filler items for excluded locations. There are {len(excludedlocations)} more locations than items")
if nonexcludeditempool:
world.random.shuffle(defaultlocations)
# needs logical fill to not conflict with local items
fill_restrictive(
world, world.state, defaultlocations, nonexcludeditempool)
if nonexcludeditempool:
raise FillError(
f'Not enough locations for non-excluded items. There are {len(nonexcludeditempool)} more items than locations')
restitempool = usefulitempool + filleritempool
defaultlocations = defaultlocations + excludedlocations
world.random.shuffle(defaultlocations)
remaining_fill(world, defaultlocations, restitempool)
if any(localrestitempool.values()): # we need to make sure some fills are limited to certain worlds
local_locations: typing.Dict[int, typing.List[Location]] = {player: [] for player in world.player_ids}
for location in defaultlocations:
local_locations[location.player].append(location)
for player_locations in local_locations.values():
world.random.shuffle(player_locations)
unplaced = restitempool
for player, items in localrestitempool.items(): # items already shuffled
player_local_locations = local_locations[player]
for item_to_place in items:
if not player_local_locations:
logging.warning(f"Ran out of local locations for player {player}, "
f"cannot place {item_to_place}.")
break
spot_to_fill = player_local_locations.pop()
world.push_item(spot_to_fill, item_to_place, False)
defaultlocations.remove(spot_to_fill)
for item_to_place in nonlocalrestitempool:
for i, location in enumerate(defaultlocations):
if location.player != item_to_place.player:
world.push_item(defaultlocations.pop(i), item_to_place, False)
break
else:
raise Exception(f"Could not place non_local_item {item_to_place} among {defaultlocations}. "
f"Too many non-local items for too few remaining locations.")
world.random.shuffle(defaultlocations)
restitempool, defaultlocations = fast_fill(
world, restitempool, defaultlocations)
unplaced = progitempool + restitempool
unfilled = defaultlocations
if unplaced or unfilled:
@@ -272,6 +241,15 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
logging.info(f'Per-Player counts: {print_data})')
def fast_fill(world: MultiWorld,
item_pool: typing.List[Item],
fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
placing = min(len(item_pool), len(fill_locations))
for item, location in zip(item_pool, fill_locations):
world.push_item(location, item, False)
return item_pool[placing:], fill_locations[placing:]
def flood_items(world: MultiWorld) -> None:
# get items to distribute
world.random.shuffle(world.itempool)

View File

@@ -23,6 +23,7 @@ from worlds.alttp.EntranceRandomizer import parse_arguments
from Main import main as ERmain
from BaseClasses import seeddigits, get_seed
import Options
from worlds.alttp import Bosses
from worlds.alttp.Text import TextTable
from worlds.AutoWorld import AutoWorldRegister
import copy
@@ -336,6 +337,19 @@ def prefer_int(input_data: str) -> Union[str, int]:
return input_data
available_boss_names: Set[str] = {boss.lower() for boss in Bosses.boss_table if boss not in
{'Agahnim', 'Agahnim2', 'Ganon'}}
available_boss_locations: Set[str] = {f"{loc.lower()}{f' {level}' if level else ''}" for loc, level in
Bosses.boss_location_table}
boss_shuffle_options = {None: 'none',
'none': 'none',
'basic': 'basic',
'full': 'full',
'chaos': 'chaos',
'singularity': 'singularity'
}
goals = {
'ganon': 'ganon',
'crystals': 'crystals',
@@ -442,7 +456,42 @@ def roll_triggers(weights: dict, triggers: list) -> dict:
return weights
def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str, option: type(Options.Option), plando_options: PlandoSettings):
def get_plando_bosses(boss_shuffle: str, plando_options: Set[str]) -> str:
if boss_shuffle in boss_shuffle_options:
return boss_shuffle_options[boss_shuffle]
elif PlandoSettings.bosses in plando_options:
options = boss_shuffle.lower().split(";")
remainder_shuffle = "none" # vanilla
bosses = []
for boss in options:
if boss in boss_shuffle_options:
remainder_shuffle = boss_shuffle_options[boss]
elif "-" in boss:
loc, boss_name = boss.split("-")
if boss_name not in available_boss_names:
raise ValueError(f"Unknown Boss name {boss_name}")
if loc not in available_boss_locations:
raise ValueError(f"Unknown Boss Location {loc}")
level = ''
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = f" {loc[-1]}"
loc = " ".join(loc[:-1])
loc = loc.title().replace("Of", "of")
if not Bosses.can_place_boss(boss_name.title(), loc, level):
raise ValueError(f"Cannot place {boss_name} at {loc}{level}")
bosses.append(boss)
elif boss not in available_boss_names:
raise ValueError(f"Unknown Boss name or Boss shuffle option {boss}.")
else:
bosses.append(boss)
return ";".join(bosses + [remainder_shuffle])
else:
raise Exception(f"Boss Shuffle {boss_shuffle} is unknown and boss plando is turned off.")
def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str, option: type(Options.Option)):
if option_key in game_weights:
try:
if not option.supports_weighting:
@@ -453,9 +502,10 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
except Exception as e:
raise Exception(f"Error generating option {option_key} in {ret.game}") from e
else:
player_option.verify(AutoWorldRegister.world_types[ret.game], ret.name, plando_options)
if hasattr(player_option, "verify"):
player_option.verify(AutoWorldRegister.world_types[ret.game])
else:
setattr(ret, option_key, option.from_any(option.default)) # call the from_any here to support default "random"
setattr(ret, option_key, option(option.default))
def roll_settings(weights: dict, plando_options: PlandoSettings = PlandoSettings.bosses):
@@ -499,11 +549,11 @@ def roll_settings(weights: dict, plando_options: PlandoSettings = PlandoSettings
if ret.game in AutoWorldRegister.world_types:
for option_key, option in world_type.option_definitions.items():
handle_option(ret, game_weights, option_key, option, plando_options)
handle_option(ret, game_weights, option_key, option)
for option_key, option in Options.per_game_common_options.items():
# skip setting this option if already set from common_options, defaulting to root option
if not (option_key in Options.common_options and option_key not in game_weights):
handle_option(ret, game_weights, option_key, option, plando_options)
handle_option(ret, game_weights, option_key, option)
if PlandoSettings.items in plando_options:
ret.plando_items = game_weights.get("plando_items", [])
if ret.game == "Minecraft" or ret.game == "Ocarina of Time":
@@ -586,6 +636,8 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
ret.item_functionality = get_choice_legacy('item_functionality', weights)
boss_shuffle = get_choice_legacy('boss_shuffle', weights)
ret.shufflebosses = get_plando_bosses(boss_shuffle, plando_options)
ret.enemy_damage = {None: 'default',
'default': 'default',

53
Main.py
View File

@@ -12,7 +12,7 @@ from typing import Dict, Tuple, Optional, Set
from BaseClasses import MultiWorld, CollectionState, Region, RegionType, LocationProgressType, Location
from worlds.alttp.Items import item_name_groups
from worlds.alttp.Regions import is_main_entrance
from worlds.alttp.Regions import lookup_vanilla_location_to_entrance
from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
from worlds.alttp.Shops import SHOP_ID_START, total_shop_slots, FillDisabledShopSlots
from Utils import output_path, get_options, __version__, version_tuple
@@ -249,9 +249,24 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
output_file_futures.append(
pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
def get_entrance_to_region(region: Region):
for entrance in region.entrances:
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
return entrance
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
return get_entrance_to_region(entrance.parent_region)
# collect ER hint info
er_hint_data: Dict[int, Dict[int, str]] = {}
AutoWorld.call_all(world, 'extend_hint_information', er_hint_data)
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
world.shuffle[player] != "vanilla" or world.retro_caves[player]}
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
checks_in_area = {player: {area: list() for area in ordered_areas}
for player in range(1, world.players + 1)}
@@ -261,23 +276,22 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for location in world.get_filled_locations():
if type(location.address) is int:
main_entrance = get_entrance_to_region(location.parent_region)
if location.game != "A Link to the Past":
checks_in_area[location.player]["Light World"].append(location.address)
else:
main_entrance = location.parent_region.get_connecting_entrance(is_main_entrance)
if location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'} \
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
elif location.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif location.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
elif location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'} \
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
elif location.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif location.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
checks_in_area[location.player]["Total"] += 1
oldmancaves = []
@@ -291,7 +305,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
player = region.player
location_id = SHOP_ID_START + total_shop_slots + index
main_entrance = region.get_connecting_entrance(is_main_entrance)
main_entrance = get_entrance_to_region(region)
if main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[player]["Light World"].append(location_id)
else:
@@ -326,6 +340,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for player, world_precollected in world.precollected_items.items()}
precollected_hints = {player: set() for player in range(1, world.players + 1 + len(world.groups))}
for slot in world.player_ids:
slot_data[slot] = world.worlds[slot].fill_slot_data()

View File

@@ -126,7 +126,6 @@ class Context:
location_names: typing.Dict[int, str] = Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})')
all_item_and_group_names: typing.Dict[str, typing.Set[str]]
forced_auto_forfeits: typing.Dict[str, bool]
non_hintable_names: typing.Dict[str, typing.Set[str]]
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
hint_cost: int, item_cheat: bool, forfeit_mode: str = "disabled", collect_mode="disabled",
@@ -197,7 +196,7 @@ class Context:
self.item_name_groups = {}
self.all_item_and_group_names = {}
self.forced_auto_forfeits = collections.defaultdict(lambda: False)
self.non_hintable_names = collections.defaultdict(frozenset)
self.non_hintable_names = {}
self._load_game_data()
self._init_game_data()
@@ -222,11 +221,11 @@ class Context:
self.all_item_and_group_names[game_name] = \
set(game_package["item_name_to_id"]) | set(self.item_name_groups[game_name])
def item_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["item_name_to_id"] if game in self.gamespackage else None
def item_names_for_game(self, game: str) -> typing.Dict[str, int]:
return self.gamespackage[game]["item_name_to_id"]
def location_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["location_name_to_id"] if game in self.gamespackage else None
def location_names_for_game(self, game: str) -> typing.Dict[str, int]:
return self.gamespackage[game]["location_name_to_id"]
# General networking
async def send_msgs(self, endpoint: Endpoint, msgs: typing.Iterable[dict]) -> bool:
@@ -744,7 +743,6 @@ async def countdown(ctx: Context, timer: int):
broadcast_countdown(ctx, 0, f"[Server]: GO")
ctx.countdown_timer = 0
def broadcast_text_all(ctx: Context, text: str, additional_arguments: dict = {}):
old_clients, new_clients = [], []
@@ -757,10 +755,8 @@ def broadcast_text_all(ctx: Context, text: str, additional_arguments: dict = {})
ctx.broadcast(old_clients, [{"cmd": "Print", "text": text }])
ctx.broadcast(new_clients, [{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_countdown(ctx: Context, timer: int, message: str):
broadcast_text_all(ctx, message, {"type": "Countdown", "countdown": timer})
broadcast_text_all(ctx, message, { "type": "Countdown", "countdown": timer })
def get_players_string(ctx: Context):
auth_clients = {(c.team, c.slot) for c in ctx.endpoints if c.auth}
@@ -901,14 +897,14 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
ctx.save()
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str]) -> typing.List[NetUtils.Hint]:
def collect_hints(ctx: Context, team: int, slot: int, item_name: str) -> typing.List[NetUtils.Hint]:
hints = []
slots: typing.Set[int] = {slot}
for group_id, group in ctx.groups.items():
if slot in group:
slots.add(group_id)
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
seeked_item_id = ctx.item_names_for_game(ctx.games[slot])[item_name]
for finding_player, check_data in ctx.locations.items():
for location_id, (item_id, receiving_player, item_flags) in check_data.items():
if receiving_player in slots and item_id == seeked_item_id:
@@ -1336,33 +1332,13 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output(f"A hint costs {self.ctx.get_hint_cost(self.client.slot)} points. "
f"You have {points_available} points.")
return True
elif input_text.isnumeric():
game = self.ctx.games[self.client.slot]
hint_id = int(input_text)
hint_name = self.ctx.item_names[hint_id] \
if not for_location and hint_id in self.ctx.item_names \
else self.ctx.location_names[hint_id] \
if for_location and hint_id in self.ctx.location_names \
else None
if hint_name in self.ctx.non_hintable_names[game]:
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
hints = []
elif not for_location:
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id)
else:
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id)
else:
game = self.ctx.games[self.client.slot]
if game not in self.ctx.all_item_and_group_names:
self.output("Can't look up item/location for unknown game. Hint for ID instead.")
return False
names = self.ctx.location_names_for_game(game) \
if for_location else \
self.ctx.all_item_and_group_names[game]
hint_name, usable, response = get_intended_text(input_text, names)
hint_name, usable, response = get_intended_text(input_text,
names)
if usable:
if hint_name in self.ctx.non_hintable_names[game]:
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
@@ -1376,65 +1352,63 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
else: # location name
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name)
cost = self.ctx.get_hint_cost(self.client.slot)
if hints:
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
old_hints = set(hints) - new_hints
if old_hints:
notify_hints(self.ctx, self.client.team, list(old_hints))
if not new_hints:
self.output("Hint was previously used, no points deducted.")
if new_hints:
found_hints = [hint for hint in new_hints if hint.found]
not_found_hints = [hint for hint in new_hints if not hint.found]
if not not_found_hints: # everything's been found, no need to pay
can_pay = 1000
elif cost:
can_pay = int((points_available // cost) > 0) # limit to 1 new hint per call
else:
can_pay = 1000
self.ctx.random.shuffle(not_found_hints)
# By popular vote, make hints prefer non-local placements
not_found_hints.sort(key=lambda hint: int(hint.receiving_player != hint.finding_player))
hints = found_hints
while can_pay > 0:
if not not_found_hints:
break
hint = not_found_hints.pop()
hints.append(hint)
can_pay -= 1
self.ctx.hints_used[self.client.team, self.client.slot] += 1
points_available = get_client_points(self.ctx, self.client)
if not_found_hints:
if hints and cost and int((points_available // cost) == 0):
self.output(
f"There may be more hintables, however, you cannot afford to pay for any more. "
f" You have {points_available} and need at least "
f"{self.ctx.get_hint_cost(self.client.slot)}.")
elif hints:
self.output(
"There may be more hintables, you can rerun the command to find more.")
else:
self.output(f"You can't afford the hint. "
f"You have {points_available} points and need at least "
f"{self.ctx.get_hint_cost(self.client.slot)}.")
notify_hints(self.ctx, self.client.team, hints)
self.ctx.save()
return True
else:
self.output("Nothing found. Item/Location may not exist.")
return False
else:
self.output(response)
return False
if hints:
cost = self.ctx.get_hint_cost(self.client.slot)
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
old_hints = set(hints) - new_hints
if old_hints:
notify_hints(self.ctx, self.client.team, list(old_hints))
if not new_hints:
self.output("Hint was previously used, no points deducted.")
if new_hints:
found_hints = [hint for hint in new_hints if hint.found]
not_found_hints = [hint for hint in new_hints if not hint.found]
if not not_found_hints: # everything's been found, no need to pay
can_pay = 1000
elif cost:
can_pay = int((points_available // cost) > 0) # limit to 1 new hint per call
else:
can_pay = 1000
self.ctx.random.shuffle(not_found_hints)
# By popular vote, make hints prefer non-local placements
not_found_hints.sort(key=lambda hint: int(hint.receiving_player != hint.finding_player))
hints = found_hints
while can_pay > 0:
if not not_found_hints:
break
hint = not_found_hints.pop()
hints.append(hint)
can_pay -= 1
self.ctx.hints_used[self.client.team, self.client.slot] += 1
points_available = get_client_points(self.ctx, self.client)
if not_found_hints:
if hints and cost and int((points_available // cost) == 0):
self.output(
f"There may be more hintables, however, you cannot afford to pay for any more. "
f" You have {points_available} and need at least "
f"{self.ctx.get_hint_cost(self.client.slot)}.")
elif hints:
self.output(
"There may be more hintables, you can rerun the command to find more.")
else:
self.output(f"You can't afford the hint. "
f"You have {points_available} points and need at least "
f"{self.ctx.get_hint_cost(self.client.slot)}.")
notify_hints(self.ctx, self.client.team, hints)
self.ctx.save()
return True
else:
self.output("Nothing found. Item/Location may not exist.")
return False
@mark_raw
def _cmd_hint(self, item_name: str = "") -> bool:
"""Use !hint {item_name},
@@ -1882,25 +1856,17 @@ class ServerCommandProcessor(CommonCommandProcessor):
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
item_name = " ".join(item_name)
game = self.ctx.games[slot]
full_name = " ".join(item_name)
if full_name.isnumeric():
item, usable, response = int(full_name), True, None
elif game in self.ctx.all_item_and_group_names:
item, usable, response = get_intended_text(full_name, self.ctx.all_item_and_group_names[game])
else:
self.output("Can't look up item for unknown game. Hint for ID instead.")
return False
item_name, usable, response = get_intended_text(item_name, self.ctx.all_item_and_group_names[game])
if usable:
if game in self.ctx.item_name_groups and item in self.ctx.item_name_groups[game]:
if item_name in self.ctx.item_name_groups[game]:
hints = []
for item_name_from_group in self.ctx.item_name_groups[game][item]:
for item_name_from_group in self.ctx.item_name_groups[game][item_name]:
if item_name_from_group in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group))
else: # item name or id
hints = collect_hints(self.ctx, team, slot, item)
else: # item name
hints = collect_hints(self.ctx, team, slot, item_name)
if hints:
notify_hints(self.ctx, team, hints)
@@ -1921,22 +1887,11 @@ class ServerCommandProcessor(CommonCommandProcessor):
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
game = self.ctx.games[slot]
full_name = " ".join(location_name)
if full_name.isnumeric():
location, usable, response = int(full_name), True, None
elif self.ctx.location_names_for_game(game) is not None:
location, usable, response = get_intended_text(full_name, self.ctx.location_names_for_game(game))
else:
self.output("Can't look up location for unknown game. Hint for ID instead.")
return False
location_name = " ".join(location_name)
location_name, usable, response = get_intended_text(location_name,
self.ctx.location_names_for_game(self.ctx.games[slot]))
if usable:
if isinstance(location, int):
hints = collect_hint_location_id(self.ctx, team, slot, location)
else:
hints = collect_hint_location_name(self.ctx, team, slot, location)
hints = collect_hint_location_name(self.ctx, team, slot, location_name)
if hints:
notify_hints(self.ctx, team, hints)
else:
@@ -2086,28 +2041,15 @@ async def main(args: argparse.Namespace):
args.auto_shutdown, args.compatibility, args.log_network)
data_filename = args.multidata
if not data_filename:
try:
try:
if not data_filename:
filetypes = (("Multiworld data", (".archipelago", ".zip")),)
data_filename = Utils.open_filename("Select multiworld data", filetypes)
except Exception as e:
if isinstance(e, ImportError) or (e.__class__.__name__ == "TclError" and "no display" in str(e)):
if not isinstance(e, ImportError):
logging.error(f"Failed to load tkinter ({e})")
logging.info("Pass a multidata filename on command line to run headless.")
exit(1)
raise
if not data_filename:
logging.info("No file selected. Exiting.")
exit(1)
try:
ctx.load(data_filename, args.use_embedded_options)
except Exception as e:
logging.exception(f"Failed to read multiworld data ({e})")
logging.exception('Failed to read multiworld data (%s)' % e)
raise
ctx.init_save(not args.disable_save)

View File

@@ -26,31 +26,15 @@ class AssembleOptions(abc.ABCMeta):
attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()})
options.update(new_options)
# apply aliases, without name_lookup
aliases = {name[6:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("alias_")}
assert "random" not in aliases, "Choice option 'random' cannot be manually assigned."
# auto-alias Off and On being parsed as True and False
if "off" in options:
options["false"] = options["off"]
if "on" in options:
options["true"] = options["on"]
options.update(aliases)
if "verify" not in attrs:
# not overridden by class -> look up bases
verifiers = [f for f in (getattr(base, "verify", None) for base in bases) if f]
if len(verifiers) > 1: # verify multiple bases/mixins
def verify(self, *args, **kwargs) -> None:
for f in verifiers:
f(self, *args, **kwargs)
attrs["verify"] = verify
else:
assert verifiers, "class Option is supposed to implement def verify"
# auto-validate schema on __init__
if "schema" in attrs.keys():
@@ -128,41 +112,6 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
def from_any(cls, data: typing.Any) -> Option[T]:
raise NotImplementedError
if typing.TYPE_CHECKING:
from Generate import PlandoSettings
from worlds.AutoWorld import World
def verify(self, world: World, player_name: str, plando_options: PlandoSettings) -> None:
pass
else:
def verify(self, *args, **kwargs) -> None:
pass
class FreeText(Option):
"""Text option that allows users to enter strings.
Needs to be validated by the world or option definition."""
def __init__(self, value: str):
assert isinstance(value, str), "value of FreeText must be a string"
self.value = value
@property
def current_key(self) -> str:
return self.value
@classmethod
def from_text(cls, text: str) -> FreeText:
return cls(text)
@classmethod
def from_any(cls, data: typing.Any) -> FreeText:
return cls.from_text(str(data))
@classmethod
def get_option_name(cls, value: T) -> str:
return value
class NumericOption(Option[int], numbers.Integral):
# note: some of the `typing.Any`` here is a result of unresolved issue in python standards
@@ -419,53 +368,6 @@ class Choice(NumericOption):
__hash__ = Option.__hash__ # see https://docs.python.org/3/reference/datamodel.html#object.__hash__
class TextChoice(Choice):
"""Allows custom string input and offers choices. Choices will resolve to int and text will resolve to string"""
def __init__(self, value: typing.Union[str, int]):
assert isinstance(value, str) or isinstance(value, int), \
f"{value} is not a valid option for {self.__class__.__name__}"
self.value = value
super(TextChoice, self).__init__()
@property
def current_key(self) -> str:
if isinstance(self.value, str):
return self.value
else:
return self.name_lookup[self.value]
@classmethod
def from_text(cls, text: str) -> TextChoice:
if text.lower() == "random": # chooses a random defined option but won't use any free text options
return cls(random.choice(list(cls.name_lookup)))
for option_name, value in cls.options.items():
if option_name.lower() == text.lower():
return cls(value)
return cls(text)
@classmethod
def get_option_name(cls, value: T) -> str:
if isinstance(value, str):
return value
return cls.name_lookup[value]
def __eq__(self, other: typing.Any):
if isinstance(other, self.__class__):
return other.value == self.value
elif isinstance(other, str):
if other in self.options:
return other == self.current_key
return other == self.value
elif isinstance(other, int):
assert other in self.name_lookup, f"compared against an int that could never be equal. {self} == {other}"
return other == self.value
elif isinstance(other, bool):
return other == bool(self.value)
else:
raise TypeError(f"Can't compare {self.__class__.__name__} with {other.__class__.__name__}")
class Range(NumericOption):
range_start = 0
range_end = 1
@@ -483,7 +385,7 @@ class Range(NumericOption):
if text.startswith("random"):
return cls.weighted_range(text)
elif text == "default" and hasattr(cls, "default"):
return cls.from_any(cls.default)
return cls(cls.default)
elif text == "high":
return cls(cls.range_end)
elif text == "low":
@@ -494,7 +396,7 @@ class Range(NumericOption):
and text in ("true", "false"):
# these are the conditions where "true" and "false" make sense
if text == "true":
return cls.from_any(cls.default)
return cls(cls.default)
else: # "false"
return cls(0)
return cls(int(text))
@@ -605,7 +507,7 @@ class VerifyKeys:
raise Exception(f"Found unexpected key {', '.join(extra)} in {cls}. "
f"Allowed keys: {cls.valid_keys}.")
def verify(self, world, player_name: str, plando_options) -> None:
def verify(self, world):
if self.convert_name_groups and self.verify_item_name:
new_value = type(self.value)() # empty container of whatever value is
for item_name in self.value:
@@ -698,7 +600,10 @@ class OptionSet(Option[typing.Set[str]], VerifyKeys):
@classmethod
def from_any(cls, data: typing.Any):
if isinstance(data, (list, set, frozenset)):
if type(data) == list:
cls.verify_keys(data)
return cls(data)
elif type(data) == set:
cls.verify_keys(data)
return cls(data)
return cls.from_text(str(data))
@@ -827,8 +732,8 @@ class ItemLinks(OptionList):
pool |= {item_name}
return pool
def verify(self, world, player_name: str, plando_options) -> None:
super(ItemLinks, self).verify(world, player_name, plando_options)
def verify(self, world):
super(ItemLinks, self).verify(world)
existing_links = set()
for link in self.value:
if link["name"] in existing_links:

View File

@@ -15,6 +15,9 @@ import typing
from json import loads, dumps
import ModuleUpdate
ModuleUpdate.update()
from Utils import init_logging, messagebox
if __name__ == "__main__":

View File

@@ -19,11 +19,10 @@ from sc2.data import Race
from sc2.main import run_game
from sc2.player import Bot
import NetUtils
from MultiServer import mark_raw
from Utils import init_logging, is_windows
from worlds.sc2wol import SC2WoLWorld
from worlds.sc2wol.Items import lookup_id_to_name, item_table, ItemData, type_flaggroups
from worlds.sc2wol.Items import lookup_id_to_name, item_table
from worlds.sc2wol.Locations import SC2WOL_LOC_ID_OFFSET
from worlds.sc2wol.MissionTables import lookup_id_to_mission
from worlds.sc2wol.Regions import MissionInfo
@@ -136,7 +135,7 @@ class SC2Context(CommonContext):
last_loc_list = None
difficulty_override = -1
mission_id_to_location_ids: typing.Dict[int, typing.List[int]] = {}
last_bot: typing.Optional[ArchipelagoBot] = None
raw_text_parser: RawJSONtoTextParser
def __init__(self, *args, **kwargs):
super(SC2Context, self).__init__(*args, **kwargs)
@@ -165,13 +164,10 @@ class SC2Context(CommonContext):
check_mod_install()
def on_print_json(self, args: dict):
# goes to this world
if "receiving" in args and self.slot_concerns_self(args["receiving"]):
relevant = True
# found in this world
elif "item" in args and self.slot_concerns_self(args["item"].player):
relevant = True
# not related
else:
relevant = False
@@ -295,37 +291,34 @@ class SC2Context(CommonContext):
category_panel.add_widget(
Label(text=category, size_hint_y=None, height=50, outline_width=1))
# Map is completed
for mission in categories[category]:
text: str = mission
tooltip: str = ""
text = mission
tooltip = ""
# Map has uncollected locations
if mission in unfinished_missions:
text = f"[color=6495ED]{text}[/color]"
tooltip = f"Uncollected locations:\n"
tooltip += "\n".join([self.ctx.location_names[loc] for loc in
self.ctx.locations_for_mission(mission)
if loc in self.ctx.missing_locations])
elif mission in available_missions:
text = f"[color=FFFFFF]{text}[/color]"
# Map requirements not met
else:
text = f"[color=a9a9a9]{text}[/color]"
tooltip = f"Requires: "
if self.ctx.mission_req_table[mission].required_world:
if len(self.ctx.mission_req_table[mission].required_world) > 0:
tooltip += ", ".join(list(self.ctx.mission_req_table)[req_mission - 1] for
req_mission in
self.ctx.mission_req_table[mission].required_world)
if self.ctx.mission_req_table[mission].number:
if self.ctx.mission_req_table[mission].number > 0:
tooltip += " and "
if self.ctx.mission_req_table[mission].number:
if self.ctx.mission_req_table[mission].number > 0:
tooltip += f"{self.ctx.mission_req_table[mission].number} missions completed"
remaining_location_names: typing.List[str] = [
self.ctx.location_names[loc] for loc in self.ctx.locations_for_mission(mission)
if loc in self.ctx.missing_locations]
if remaining_location_names:
if tooltip:
tooltip += "\n"
tooltip += f"Uncollected locations:\n"
tooltip += "\n".join(remaining_location_names)
mission_button = MissionButton(text=text, size_hint_y=None, height=50)
mission_button.tooltip_text = tooltip
@@ -362,8 +355,6 @@ class SC2Context(CommonContext):
async def shutdown(self):
await super(SC2Context, self).shutdown()
if self.last_bot:
self.last_bot.want_close = True
if self.sc2_run_task:
self.sc2_run_task.cancel()
@@ -440,27 +431,47 @@ wol_default_categories = [
]
def calculate_items(items: typing.List[NetUtils.NetworkItem]) -> typing.List[int]:
network_item: NetUtils.NetworkItem
accumulators: typing.List[int] = [0 for _ in type_flaggroups]
def calculate_items(items):
unit_unlocks = 0
armory1_unlocks = 0
armory2_unlocks = 0
upgrade_unlocks = 0
building_unlocks = 0
merc_unlocks = 0
lab_unlocks = 0
protoss_unlock = 0
minerals = 0
vespene = 0
supply = 0
for network_item in items:
name: str = lookup_id_to_name[network_item.item]
item_data: ItemData = item_table[name]
for item in items:
data = lookup_id_to_name[item.item]
# exists exactly once
if item_data.quantity == 1:
accumulators[type_flaggroups[item_data.type]] |= 1 << item_data.number
if item_table[data].type == "Unit":
unit_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Upgrade":
upgrade_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Armory 1":
armory1_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Armory 2":
armory2_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Building":
building_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Mercenary":
merc_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Laboratory":
lab_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Protoss":
protoss_unlock += (1 << item_table[data].number)
elif item_table[data].type == "Minerals":
minerals += item_table[data].number
elif item_table[data].type == "Vespene":
vespene += item_table[data].number
elif item_table[data].type == "Supply":
supply += item_table[data].number
# exists multiple times
elif item_data.type == "Upgrade":
accumulators[type_flaggroups[item_data.type]] += 1 << item_data.number
# sum
else:
accumulators[type_flaggroups[item_data.type]] += item_data.number
return accumulators
return [unit_unlocks, upgrade_unlocks, armory1_unlocks, armory2_unlocks, building_unlocks, merc_unlocks,
lab_unlocks, protoss_unlock, minerals, vespene, supply]
def calc_difficulty(difficulty):
@@ -491,7 +502,7 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
setup_done: bool
ctx: SC2Context
mission_id: int
want_close: bool = False
can_read_game = False
last_received_update: int = 0
@@ -499,17 +510,12 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
def __init__(self, ctx: SC2Context, mission_id):
self.setup_done = False
self.ctx = ctx
self.ctx.last_bot = self
self.mission_id = mission_id
self.boni = [False for _ in range(max_bonus)]
super(ArchipelagoBot, self).__init__()
async def on_step(self, iteration: int):
if self.want_close:
self.want_close = False
await self._client.leave()
return
game_state = 0
if not self.setup_done:
self.setup_done = True
@@ -793,12 +799,7 @@ def check_game_install_path() -> bool:
with open(einfo) as f:
content = f.read()
if content:
try:
base = re.search(r" = (.*)Versions", content).group(1)
except AttributeError:
sc2_logger.warning(f"Found {einfo}, but it was empty. Run SC2 through the Blizzard launcher, then "
f"try again.")
return False
base = re.search(r" = (.*)Versions", content).group(1)
if os.path.exists(base):
executable = sc2.paths.latest_executeble(Path(base).expanduser() / "Versions")
@@ -815,8 +816,7 @@ def check_game_install_path() -> bool:
else:
sc2_logger.warning(f"{einfo} pointed to {base}, but we could not find an SC2 install there.")
else:
sc2_logger.warning(f"Couldn't find {einfo}. Run SC2 through the Blizzard launcher, then try again. "
f"If that fails, please run /set_path with your SC2 install directory.")
sc2_logger.warning(f"Couldn't find {einfo}. Please run /set_path with your SC2 install directory.")
return False

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@@ -46,4 +46,4 @@ def get_datapackage_versions():
return version_package
from . import generate, user, tracker # trigger registration
from . import generate, user # trigger registration

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@@ -1,50 +0,0 @@
import collections
from flask import jsonify
from typing import Optional, Dict, Any, Tuple, List
from Utils import restricted_loads
from uuid import UUID
from ..models import Room
from . import api_endpoints
from ..tracker import fill_tracker_data, get_static_room_data
from worlds import lookup_any_item_id_to_name, lookup_any_location_id_to_name
from WebHostLib import cache
@api_endpoints.route('/tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>')
@cache.memoize(timeout=60)
def update_player_tracker(tracker: UUID, tracked_team: int, tracked_player: int):
room: Optional[Room] = Room.get(tracker=tracker)
locations = get_static_room_data(room)[0]
items_counter: Dict[int, collections.Counter] = get_item_names_counter(locations)
player_tracker, multisave, inventory, seed_checks_in_area, lttp_checks_done, \
slot_data, games, player_name, display_icons = fill_tracker_data(room, tracked_team, tracked_player)
# convert numbers to string
for item in player_tracker.items_received:
if items_counter[tracked_player][item] == 1:
player_tracker.items_received[item] = ''
else:
player_tracker.items_received[item] = str(player_tracker.items_received[item])
return jsonify({
"items_received": player_tracker.items_received,
"checked_locations": list(sorted(player_tracker.checked_locations)),
"icons": display_icons,
"progressive_names": player_tracker.progressive_names
})
@cache.cached()
def get_item_names_counter(locations: Dict[int, Dict[int, Tuple[int, int, int]]]):
# create and fill dictionary of all progression items for players
items_counters: Dict[int, collections.Counter] = {}
for player in locations:
for location in locations[player]:
item, recipient, flags = locations[player][location]
item_name = lookup_any_item_id_to_name[item]
items_counters.setdefault(recipient, collections.Counter())[item_name] += 1
return items_counters

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@@ -1,16 +1,15 @@
from __future__ import annotations
import asyncio
import collections
import datetime
import functools
import logging
import pickle
import random
import websockets
import asyncio
import socket
import threading
import time
import websockets
import random
import pickle
import logging
import datetime
import Utils
from .models import db_session, Room, select, commit, Command, db
@@ -50,8 +49,6 @@ class DBCommandProcessor(ServerCommandProcessor):
class WebHostContext(Context):
room_id: int
def __init__(self, static_server_data: dict):
# static server data is used during _load_game_data to load required data,
# without needing to import worlds system, which takes quite a bit of memory
@@ -65,8 +62,6 @@ class WebHostContext(Context):
def _load_game_data(self):
for key, value in self.static_server_data.items():
setattr(self, key, value)
self.forced_auto_forfeits = collections.defaultdict(lambda: False, self.forced_auto_forfeits)
self.non_hintable_names = collections.defaultdict(frozenset, self.non_hintable_names)
def listen_to_db_commands(self):
cmdprocessor = DBCommandProcessor(self)

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@@ -0,0 +1,20 @@
window.addEventListener('load', () => {
const url = window.location;
setInterval(() => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
// Create a fake DOM using the returned HTML
const domParser = new DOMParser();
const fakeDOM = domParser.parseFromString(ajax.responseText, 'text/html');
// Update item and location trackers
document.getElementById('inventory-table').innerHTML = fakeDOM.getElementById('inventory-table').innerHTML;
document.getElementById('location-table').innerHTML = fakeDOM.getElementById('location-table').innerHTML;
};
ajax.open('GET', url);
ajax.send();
}, 15000)
});

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@@ -1,82 +0,0 @@
window.addEventListener('load', () => {
// Reload tracker
const update = () => {
const room = document.getElementById('tracker-wrapper').getAttribute('data-tracker');
const request = new Request('/api/tracker/' + room);
fetch(request)
.then(response => response.json())
.then(data => {
// update locations blocks
for (const location of data.checked_locations) {
document.getElementById(location).classList.add('acquired');
}
// update totals checks done
let total_checks_ele = document.getElementById('total-checks');
const total_checks = document.getElementsByClassName('location').length;
let checks_done = data.checked_locations.length;
total_checks_ele.innerText = 'Total Checks Done: ' + checks_done + '/' + total_checks;
// update item and icons blocks
// update icons block
if (data.icons.length > 0) {
for (let item in data.icons) {
if (data.progressive_names.length > 0) {
for (let item_category in data.progressive_names) {
let i = 0;
for (let current_item in current_name) {
if (current_item === item) {
let doc_item = document.getElementById(item_category)
doc_item.children[0].src = data.icons[item];
if (item in data.items_received) {
doc_item.children[0].classList.add('acquired');
doc_item.children[1].innerText = item_category;
}
}
}
}
} else {
if (item in data.items_received) {
let current_item = document.getElementById(item);
current_item.children[0].classList.add('acquired');
current_item.children[0].src = data.icons[item];
current_item.children[1].innerText = item;
}
}
}
} else {
for (const item in data.items_received) {
if (document.getElementById(item)) {
let current_item = document.getElementById(item);
current_item.innerText = item + data.items_received[item];
}
}
}
});
}
update()
setInterval(update, 30000);
// Collapsible regions section
const regions = document.getElementsByClassName('regions-column');
for (let i = 0; i < regions.length; i++) {
let region_name = regions[i].id;
const tab_header = document.getElementById(region_name+'-header');
const locations = document.getElementById(region_name+'-locations');
// toggle locations display
regions[i].addEventListener('click', function(event) {
if (tab_header.innerHTML.includes("▼")) {
locations.classList.remove('hidden');
// change header text
tab_header.innerHTML = tab_header.innerHTML.replace('▼', '▲');
} else {
locations.classList.add('hidden');
// change header text
tab_header.innerHTML = tab_header.innerHTML.replace('▲', '▼');
}
});
}
});

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@@ -1,82 +0,0 @@
window.addEventListener('load', () => {
// Reload tracker
const update = () => {
const room = document.getElementById('tracker-wrapper').getAttribute('data-tracker');
const request = new Request('/api/tracker/' + room);
fetch(request)
.then(response => response.json())
.then(data => {
// update locations blocks
for (const location of data.checked_locations) {
document.getElementById(location).classList.add('acquired');
}
// update totals checks done
let total_checks_ele = document.getElementById('total-checks');
const total_checks = document.getElementsByClassName('location').length;
let checks_done = data.checked_locations.length;
total_checks_ele.innerText = 'Total Checks Done: ' + checks_done + '/' + total_checks;
// update item and icons blocks
// update icons block
if (data.icons.length > 0) {
for (let item in data.icons) {
if (data.progressive_names.length > 0) {
for (let item_category in data.progressive_names) {
let i = 0;
for (let current_item in current_name) {
if (current_item === item) {
let doc_item = document.getElementById(item_category)
doc_item.children[0].src = data.icons[item];
if (item in data.items_received) {
doc_item.children[0].classList.add('acquired');
doc_item.children[1].innerText = item_category;
}
}
}
}
} else {
if (item in data.items_received) {
let current_item = document.getElementById(item);
current_item.children[0].classList.add('acquired');
current_item.children[0].src = data.icons[item];
current_item.children[1].innerText = item;
}
}
}
} else {
for (const item in data.items_received) {
if (document.getElementById(item)) {
let current_item = document.getElementById(item);
current_item.innerText = item + data.items_received[item];
}
}
}
});
}
update()
setInterval(update, 30000);
// Collapsible regions section
const regions = document.getElementsByClassName('regions-column');
for (let i = 0; i < regions.length; i++) {
let region_name = regions[i].id;
const tab_header = document.getElementById(region_name+'-header');
const locations = document.getElementById(region_name+'-locations');
// toggle locations display
regions[i].addEventListener('click', function(event) {
if (tab_header.innerHTML.includes("▼")) {
locations.classList.remove('hidden');
// change header text
tab_header.innerHTML = tab_header.innerHTML.replace('▼', '▲');
} else {
locations.classList.add('hidden');
// change header text
tab_header.innerHTML = tab_header.innerHTML.replace('▲', '▼');
}
});
}
});

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@@ -51,17 +51,6 @@ table.dataTable{
color: #000000;
}
table.dataTable img.icon{
height: 100%;
max-width: 60px;
max-height: 60px;
filter: grayscale(100%) contrast(75%) brightness(50%);
}
table.dataTable img.acquired{
filter: none;
}
table.dataTable thead{
font-family: LexendDeca-Regular, sans-serif;
}

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@@ -1,150 +0,0 @@
/* CSS Overrides */
.dirt-wrapper{
background-color: #897249;
}
.dirt-wrapper h1{}
.grass-wrapper{
background-color: #3fb24a;
}
.grass-wrapper h1{}
.grassFlowers-wrapper{
background-color: #3fb24a;
}
.grassFlowers-wrapper h1{}
.ice-wrapper{
background-color: #afe0ef;
}
.ice-wrapper h1{}
.jungle-wrapper{
background-color: #2a7808;
}
.jungle-wrapper h1{}
.ocean-wrapper{
background-color: #3667b1;
}
.ocean-wrapper h1{}
.partyTime-wrapper{
background-color: #3a0f69;
color: #ffffff;
}
.partyTime-wrapper h1{}
/* Actual Styles */
h1 {
font-size: 20px;
color: #ffffff;
padding: 5px;
text-align: center;
text-shadow: 1px 1px black;
}
h2 {
padding: 8px;
}
#player-keys-tracker{
width: 600px;
}
#items-container{
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: space-evenly;
padding: 5px;
}
#items-container div{
margin: 0;
padding: 0;
}
.image-container{
display: absolute;
height: 75px;
width: 75px;
}
.bottom-text{
position: relative;
align-items: bottom;
text-align: center;
}
.icon{
height: 100%;
position: relative;
left: 15px;
max-width: 45px;
max-height: 45px;
filter: grayscale(100%) contrast(75%) brightness(40%);
}
.icon.acquired{
filter: none;
}
.total-checks{
text-align: center;
padding: 5px;
font-size: 18px;
}
.locations-container{
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 5px;
margin-left: 50px;
margin-right: 50px;
}
.location.acquired{
text-decoration: line-through;
filter: none;
}
.regions-container{
display: flex;
flex-direction: column;
flex-wrap: wrap;
justify-content: space-evenly;
padding: 5px;
text-align: center;
}
.regions-header{
font-size: 18px;
padding: 15px;
cursor: pointer;
text-align: center;
}
.hidden{
display: none;
}
.button-link{
display: block;
width: 100%;
height: 30px;
text-align: center;
text-decoration: none;
line-height: 30px;
background-color: lightgrey;
cursor: pointer;
color: inherit;
}

View File

@@ -2,9 +2,9 @@
{% block head %}
{{ super() }}
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/trackers/tracker.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/jquery.scrollsync.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/trackers/tracker.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/tracker.js") }}"></script>
{% endblock %}
{% block body %}
@@ -13,9 +13,6 @@
<div id="tracker-header-bar">
<input placeholder="Search" id="search"/>
<span class="info">This tracker will automatically update itself periodically.</span>
<a href="/tracker/{{ room.tracker|suuid }}/{{ team }}/{{ player }}" class="button-link">
Go to Styled Tracker
</a>
</div>
<div class="table-wrapper">
<table class="table non-unique-item-table">

View File

@@ -0,0 +1,86 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/globalStyles.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/lttp-tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/lttp-tracker.js") }}"></script>
</head>
<body>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ bow_url }}" class="{{ 'acquired' if bow_acquired }}" /></td>
<td><img src="{{ icons["Blue Boomerang"] }}" class="{{ 'acquired' if 'Blue Boomerang' in acquired_items }}" /></td>
<td><img src="{{ icons["Red Boomerang"] }}" class="{{ 'acquired' if 'Red Boomerang' in acquired_items }}" /></td>
<td><img src="{{ icons["Hookshot"] }}" class="{{ 'acquired' if 'Hookshot' in acquired_items }}" /></td>
<td><img src="{{ icons["Magic Powder"] }}" class="powder-fix {{ 'acquired' if 'Magic Powder' in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Fire Rod"] }}" class="{{ 'acquired' if "Fire Rod" in acquired_items }}" /></td>
<td><img src="{{ icons["Ice Rod"] }}" class="{{ 'acquired' if "Ice Rod" in acquired_items }}" /></td>
<td><img src="{{ icons["Bombos"] }}" class="{{ 'acquired' if "Bombos" in acquired_items }}" /></td>
<td><img src="{{ icons["Ether"] }}" class="{{ 'acquired' if "Ether" in acquired_items }}" /></td>
<td><img src="{{ icons["Quake"] }}" class="{{ 'acquired' if "Quake" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Lamp"] }}" class="{{ 'acquired' if "Lamp" in acquired_items }}" /></td>
<td><img src="{{ icons["Hammer"] }}" class="{{ 'acquired' if "Hammer" in acquired_items }}" /></td>
<td><img src="{{ icons["Flute"] }}" class="{{ 'acquired' if "Flute" in acquired_items }}" /></td>
<td><img src="{{ icons["Bug Catching Net"] }}" class="{{ 'acquired' if "Bug Catching Net" in acquired_items }}" /></td>
<td><img src="{{ icons["Book of Mudora"] }}" class="{{ 'acquired' if "Book of Mudora" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Bottle"] }}" class="{{ 'acquired' if "Bottle" in acquired_items }}" /></td>
<td><img src="{{ icons["Cane of Somaria"] }}" class="{{ 'acquired' if "Cane of Somaria" in acquired_items }}" /></td>
<td><img src="{{ icons["Cane of Byrna"] }}" class="{{ 'acquired' if "Cane of Byrna" in acquired_items }}" /></td>
<td><img src="{{ icons["Cape"] }}" class="{{ 'acquired' if "Cape" in acquired_items }}" /></td>
<td><img src="{{ icons["Magic Mirror"] }}" class="{{ 'acquired' if "Magic Mirror" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Pegasus Boots"] }}" class="{{ 'acquired' if "Pegasus Boots" in acquired_items }}" /></td>
<td><img src="{{ glove_url }}" class="{{ 'acquired' if glove_acquired }}" /></td>
<td><img src="{{ icons["Flippers"] }}" class="{{ 'acquired' if "Flippers" in acquired_items }}" /></td>
<td><img src="{{ icons["Moon Pearl"] }}" class="{{ 'acquired' if "Moon Pearl" in acquired_items }}" /></td>
<td><img src="{{ icons["Mushroom"] }}" class="{{ 'acquired' if "Mushroom" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ sword_url }}" class="{{ 'acquired' if sword_acquired }}" /></td>
<td><img src="{{ shield_url }}" class="{{ 'acquired' if shield_acquired }}" /></td>
<td><img src="{{ mail_url }}" class="acquired" /></td>
<td><img src="{{ icons["Shovel"] }}" class="{{ 'acquired' if "Shovel" in acquired_items }}" /></td>
<td><img src="{{ icons["Triforce"] }}" class="{{ 'acquired' if "Triforce" in acquired_items }}" /></td>
</tr>
</table>
<table id="location-table">
<tr>
<th></th>
<th class="counter"><img src="{{ icons["Chest"] }}" /></th>
{% if key_locations and "Universal" not in key_locations %}
<th class="counter"><img src="{{ icons["Small Key"] }}" /></th>
{% endif %}
{% if big_key_locations %}
<th><img src="{{ icons["Big Key"] }}" /></th>
{% endif %}
</tr>
{% for area in sp_areas %}
<tr>
<td>{{ area }}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
{% if key_locations and "Universal" not in key_locations %}
<td class="counter">
{{ inventory[small_key_ids[area]] if area in key_locations else '—' }}
</td>
{% endif %}
{% if big_key_locations %}
<td>
{{ '✔' if area in big_key_locations and inventory[big_key_ids[area]] else ('—' if area not in big_key_locations else '') }}
</td>
{% endif %}
</tr>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -50,7 +50,7 @@
No file to download for this game.
{% endif %}
</td>
<td><a href="{{ url_for("get_player_tracker", tracker=room.tracker, tracked_team=0, tracked_player=patch.player_id) }}">Tracker</a></td>
<td><a href="{{ url_for("getPlayerTracker", tracker=room.tracker, tracked_team=0, tracked_player=patch.player_id) }}">Tracker</a></td>
</tr>
{% endfor %}
</tbody>

View File

@@ -2,8 +2,8 @@
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/trackers/minecraftTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/trackers/minecraftTracker.js') }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/minecraftTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/minecraftTracker.js') }}"></script>
<link rel="stylesheet" media="screen" href="https://fontlibrary.org//face/minecraftia" type="text/css"/>
</head>

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@@ -2,8 +2,8 @@
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/trackers/supermetroidTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/trackers/supermetroidTracker.js') }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/supermetroidTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/supermetroidTracker.js') }}"></script>
</head>
<body>

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@@ -2,8 +2,8 @@
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/trackers/timespinnerTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/trackers/timespinnerTracker.js') }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/timespinnerTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/timespinnerTracker.js') }}"></script>
</head>
<body>

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@@ -2,9 +2,9 @@
{% block head %}
{{ super() }}
<title>Multiworld Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/trackers/tracker.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/jquery.scrollsync.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/trackers/tracker.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/tracker.js") }}"></script>
{% endblock %}
{% block body %}
@@ -44,7 +44,7 @@
<tbody>
{%- for player, items in players.items() -%}
<tr>
<td><a href="{{ url_for("get_player_tracker", tracker=room.tracker,
<td><a href="{{ url_for("getPlayerTracker", tracker=room.tracker,
tracked_team=team, tracked_player=player)}}">{{ loop.index }}</a></td>
{%- if (team, loop.index) in video -%}
{%- if video[(team, loop.index)][0] == "Twitch" -%}
@@ -121,7 +121,7 @@
<tbody>
{%- for player, checks in players.items() -%}
<tr>
<td><a href="{{ url_for("get_player_tracker", tracker=room.tracker,
<td><a href="{{ url_for("getPlayerTracker", tracker=room.tracker,
tracked_team=team, tracked_player=player)}}">{{ loop.index }}</a></td>
<td>{{ player_names[(team, loop.index)]|e }}</td>
{%- for area in ordered_areas -%}

View File

@@ -1,99 +0,0 @@
{% block head %}
<!--suppress XmlDuplicatedId -->
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/trackers/playerTracker.css') }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/tooltip.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/trackers/playerTracker.js') }}"></script>
{% endblock %}
{% block body %}
<div id="tracker-wrapper" class="{{ theme }}-wrapper" data-tracker="{{ room.tracker|suuid }}/{{ team }}/{{ player }}">
<a href="/generic_tracker/{{ room.tracker|suuid }}/{{ team }}/{{ player }}" class="button-link">
Go to Generic Tracker
</a>
{% if icons %}
{% block icons_render %}
<h1>Items</h1>
<div id="items-container">
{%- for item in icons %}
<div class="image-container tooltip" id="{{ item }}" data-tooltip="{{ item }}">
<img
src="{{ icons[item] }}"
class="icon tooltip {{ 'acquired' if item in received_items }}"
/>
</div>
{%- endfor %}
</div>
{% endblock %}
{% else %}
{% block item_names_render %}
<h1 class="items-header">Items</h1>
<div class="items-container">
{%- for item in received_items|sort -%}
<div class="item" id="{{ item }}">
{{ item }}
{% if all_progression_items[item] > 1 %}
{{ received_items[item] }}
{% else %}
{% endif %}
</div>
{%- endfor -%}
</div>
{% endblock %}
{% endif %}
{# div for total checks done as percentage. Probably needs to be put somewhere else but I liked how it looked here #}
<div class="total-checks" id="total-checks">
Total Checks Done: {{ checked_locations|length }}/{{ locations|length }}
</div>
{% if regions %}
{% block regions_render %}
<div class="regions-container">
{% for region in regions %}
<div class="regions-column" id="{{ region }}">
<h1 class="regions-header" id="{{ region }}-header">{{ region }} ▼ {{ checks_done[region]|length }} / {{ regions[region]|length }}</h1>
<div class="location-column hidden" id="{{ region }}-locations">
{%- for location in regions[region] %}
<div class="location {{ 'acquired' if location in checked_locations }}" id="{{ location }}">{{ location }}</div>
{%- endfor %}
</div>
</div>
{% endfor %}
</div>
{% endblock %}
{% else %}
{% block locations_render %}
<h1>Locations</h1>
<div class="locations-container" id="locations-container">
{% for location in locations %}
<div class="location {{ 'acquired' if name in checked_locations }}" id="{{ location }}">
{{ location }}
</div>
{% endfor %}
</div>
{% endblock %}
{% endif %}
</div>
{% endblock %}

View File

@@ -1,77 +0,0 @@
{% block head %}
<!--suppress XmlDuplicatedId -->
<title>{{ player_name }}&apos;s Keys Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/trackers/playerTracker.css') }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/tooltip.css') }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/trackers/zeldaKeysTracker.js') }}"/></script>
{% endblock %}
{# this tracker is mostly similar to the generic player tracker but
also adds a table with the key and checks counts for each region in the middle #}
{% block body %}
<div id="tracker-wrapper" class="{{ theme }}-wrapper" data-tracker="{{ room.tracker|suuid }}/{{ team }}/{{ player }}">
<a href="/generic_tracker/{{ room.tracker|suuid }}/{{ team }}/{{ player }}" class="button-link">
Go to Generic Tracker
</a>
<h1>Items</h1>
<div id="items-container">
{% for item in icons %}
{% if item not in ['Small Key', 'Big Key'] %}
<div class="image-container tooltip" id="{{ item }}" data-tooltip="{{ item }}">
<img
src="{{ icons[item] }}"
class="icon tooltip {{ 'acquired' if item in received_items }}"
/>
</div>
{% endif %}
{% endfor %}
</div>
<div class="total-checks" id="total-checks">
Total Checks Done: {{ checked_locations|length }}/{{ locations|length }}
</div>
<table id="regions-column">
<tr class="keys-icons">
<td><img src="{{icons['Small Key']}}" class="icon tooltip acquired" id="small-key-icon"/></td>
<td><img src="{{icons['Big Key']}}" class="icon tooltip acquired" id="big-key-icon"/></td>
<td class="right-align">Total</td>
</tr>
{% for region in regions %}
<tr class="regions-column" id="{{ region }}">
<td id="{{ region }}-header">{{ region }} ▼</td>
{% if region in region_keys %}
{%- if region_keys[region]|length > 1 %}
<td class="smallkeys">{{ received_items[region_keys[region][0]] if region_keys[region][0] in received_items else '-' }}</td>
<td class="bigkeys">{{ received_items[region_keys[region][1]] if region_keys[region][1] in received_items else '-' }}</td>
{%- else %}
{% if 'Small Key' in region_keys[region][0] %}
<td class="smallkeys">{{ received_items[region_keys[region][0]] if region_keys[region][0] in received_items else '-' }}</td>
<td class="bigkeys">-</td>
{% else %}
<td class="smallkeys">-</td>
<td class="bigkeys">{{ received_items[region_keys[region][0]] if region_keys[region][0] in received_items else '-' }}</td>
{% endif %}
{%- endif%}
{% else %}
<td class="smallkeys">-</td>
<td class="bigkeys">-</td>
{% endif %}
<td class="counter">{{ checks_done[region]|length }} / {{ regions[region]|length }}</td>
</tr>
<tbody class="locations hidden" id="{{ region }}-locations">
{% for location in regions[region] %}
<tr>
<td class="location {{ 'acquired' if location in checked_locations }}" id="{{ location }}">
{{ location }}
</td>
</tr>
{% endfor %}
</tbody>
{% endfor %}
</div>
</div>
{% endblock %}

View File

@@ -1,6 +1,6 @@
import collections
import typing
from typing import Counter, Optional, Dict, Any, Tuple, Set, List, TYPE_CHECKING
from typing import Counter, Optional, Dict, Any, Tuple
from flask import render_template
from werkzeug.exceptions import abort
@@ -11,53 +11,9 @@ from worlds.alttp import Items
from WebHostLib import app, cache, Room
from Utils import restricted_loads
from worlds import lookup_any_item_id_to_name, lookup_any_location_id_to_name
from worlds.AutoWorld import AutoWorldRegister
from MultiServer import get_item_name_from_id, Context
from MultiServer import Context
from NetUtils import SlotType
class PlayerTracker:
"""This class will create a basic 'prettier' tracker for each world using their themes automatically. This
can be overridden to customize how it will appear. Can provide icons and custom regions. The html used is also
a jinja template that can be overridden if you want your tracker to look different in certain aspects. To render
icons and regions add dictionaries to the relevant attributes of the tracker_info. To customize the layout of
your icons you can create a new html in your world and extend playerTracker.html and overwrite the icons_render
block then change the tracker_info template attribute to your template."""
template: str = 'playerTracker.html'
icons: Dict[str, str] = {}
progressive_items: List[str] = []
progressive_names: Dict[str, List[str]] = {}
regions: Dict[str, List[str]] = {}
checks_done: Dict[str, Set[str]] = {}
room: Any
team: int
player: int
name: str
all_locations: Set[str]
checked_locations: Set[str]
all_prog_items: Counter[str]
items_received: Counter[str]
received_prog_items: Counter[str]
slot_data: Dict[any, any]
theme: str
region_keys: Dict[str, str] = {}
def __init__(self, room: Any, team: int, player: int, name: str, all_locations: Set[str],
checked_locations: set, all_progression_items: Counter[str], items_received: Counter[str],
slot_data: Dict[any, any]):
self.room = room
self.team = team
self.player = player
self.name = name
self.all_locations = all_locations
self.checked_locations = checked_locations
self.all_prog_items = all_progression_items
self.items_received = items_received
self.slot_data = slot_data
alttp_icons = {
"Blue Shield": r"https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
"Red Shield": r"https://www.zeldadungeon.net/wiki/images/5/55/Fire-Shield.png",
@@ -332,7 +288,7 @@ def get_static_room_data(room: Room):
@app.route('/tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>')
@cache.memoize(timeout=60) # multisave is currently created at most every minute
def get_player_tracker(tracker: UUID, tracked_team: int, tracked_player: int, want_generic: bool = False):
def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int, want_generic: bool = False):
# Team and player must be positive and greater than zero
if tracked_team < 0 or tracked_player < 1:
abort(404)
@@ -341,78 +297,13 @@ def get_player_tracker(tracker: UUID, tracked_team: int, tracked_player: int, wa
if not room:
abort(404)
player_tracker, multisave, inventory, seed_checks_in_area, lttp_checks_done, \
slot_data, games, player_name, display_icons = fill_tracker_data(room, tracked_team, tracked_player)
game_name = games[tracked_player]
# TODO move all games in game_specific_trackers to new system
if game_name in game_specific_trackers and not want_generic:
specific_tracker = game_specific_trackers.get(game_name, None)
return specific_tracker(multisave, room, player_tracker.all_locations, inventory, tracked_team, tracked_player,
player_name, seed_checks_in_area, lttp_checks_done, slot_data[tracked_player])
elif game_name in AutoWorldRegister.world_types and not want_generic:
return render_template(
"trackers/" + player_tracker.template,
all_progression_items=player_tracker.all_prog_items,
player=tracked_player,
team=tracked_team,
room=player_tracker.room,
player_name=player_tracker.name,
checked_locations=sorted(player_tracker.checked_locations),
locations=sorted(player_tracker.all_locations),
theme=player_tracker.theme,
icons=display_icons,
regions=player_tracker.regions,
checks_done=player_tracker.checks_done,
region_keys=player_tracker.region_keys
)
else:
return __renderGenericTracker(multisave, room, player_tracker.all_locations, inventory, tracked_team, tracked_player, player_name, seed_checks_in_area, lttp_checks_done)
@app.route('/generic_tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>')
@cache.memoize(timeout=60)
def get_generic_tracker(tracker: UUID, tracked_team: int, tracked_player: int):
return get_player_tracker(tracker, tracked_team, tracked_player, True)
def get_tracker_icons_and_regions(player_tracker: PlayerTracker) -> Dict[str, str]:
"""this function allows multiple icons to be used for the same item but it does require the world to submit both
a progressive_items list and the icons dict together"""
display_icons: Dict[str, str] = {}
if player_tracker.progressive_names and player_tracker.icons:
for item in player_tracker.progressive_items:
if item in player_tracker.progressive_names:
level = min(player_tracker.items_received[item], len(player_tracker.progressive_names[item]) - 1)
display_name = player_tracker.progressive_names[item][level]
if display_name in player_tracker.icons:
display_icons[item] = player_tracker.icons[display_name]
else:
display_icons[item] = player_tracker.icons[item]
else:
display_icons[item] = player_tracker.icons[item]
else:
if player_tracker.progressive_items and player_tracker.icons:
for item in player_tracker.progressive_items:
display_icons[item] = player_tracker.icons[item]
if player_tracker.regions:
for region in player_tracker.regions:
for location in region:
if location in player_tracker.checked_locations:
player_tracker.checks_done.setdefault(region, set()).add(location)
return display_icons
def fill_tracker_data(room: Room, tracked_team: int, tracked_player: int) -> Tuple:
"""Collect seed information and pare it down to a single player"""
# Collect seed information and pare it down to a single player
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \
precollected_items, games, slot_data, groups = get_static_room_data(room)
player_name = names[tracked_team][tracked_player - 1]
location_to_area = player_location_to_area[tracked_player]
inventory = collections.Counter()
lttp_checks_done = {loc_name: 0 for loc_name in default_locations}
checks_done = {loc_name: 0 for loc_name in default_locations}
# Add starting items to inventory
starting_items = precollected_items[tracked_player]
@@ -430,7 +321,6 @@ def fill_tracker_data(room: Room, tracked_team: int, tracked_player: int) -> Tup
if tracked_player in group_members:
slots_aimed_at_player.add(group_id)
checked_locations = set()
# Add items to player inventory
for (ms_team, ms_player), locations_checked in multisave.get("location_checks", {}).items():
# Skip teams and players not matching the request
@@ -442,52 +332,383 @@ def fill_tracker_data(room: Room, tracked_team: int, tracked_player: int) -> Tup
item, recipient, flags = player_locations[location]
if recipient in slots_aimed_at_player: # a check done for the tracked player
attribute_item_solo(inventory, item)
if ms_player == tracked_player: # a check done by the tracked player
lttp_checks_done[location_to_area[location]] += 1
lttp_checks_done["Total"] += 1
checked_locations.add(lookup_any_location_id_to_name[location])
prog_items = collections.Counter
all_location_names = set()
all_location_names = {lookup_any_location_id_to_name[id] for id in locations[tracked_player]}
prog_items = collections.Counter()
for player in locations:
for location in locations[player]:
item, recipient, flags = locations[player][location]
if recipient == player:
if flags & 1:
item_name = lookup_any_item_id_to_name[item]
prog_items[item_name] += 1
items_received = collections.Counter()
for id in inventory:
items_received[lookup_any_item_id_to_name[id]] = inventory[id]
player_tracker = PlayerTracker(
room,
tracked_team,
tracked_player,
player_name,
all_location_names,
checked_locations,
prog_items,
items_received,
slot_data[tracked_player]
)
# grab webworld and apply its theme to the tracker
webworld = AutoWorldRegister.world_types[games[tracked_player]].web
player_tracker.theme = webworld.theme
# allow the world to add information to the tracker class
webworld.modify_tracker(player_tracker)
display_icons = get_tracker_icons_and_regions(player_tracker)
return player_tracker, multisave, inventory, seed_checks_in_area, lttp_checks_done, slot_data, games, player_name, display_icons
checks_done[location_to_area[location]] += 1
checks_done["Total"] += 1
specific_tracker = game_specific_trackers.get(games[tracked_player], None)
if specific_tracker and not want_generic:
return specific_tracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name,
seed_checks_in_area, checks_done, slot_data[tracked_player])
else:
return __renderGenericTracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name,
seed_checks_in_area, checks_done)
def __renderTimespinnerTracker(multisave: Dict[str, Any], room: Room, locations: set,
@app.route('/generic_tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>')
def get_generic_tracker(tracker: UUID, tracked_team: int, tracked_player: int):
return getPlayerTracker(tracker, tracked_team, tracked_player, True)
def __renderAlttpTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int, int]]],
inventory: Counter, team: int, player: int, player_name: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int], slot_data: Dict) -> str:
# Note the presence of the triforce item
game_state = multisave.get("client_game_state", {}).get((team, player), 0)
if game_state == 30:
inventory[106] = 1 # Triforce
# Progressive items need special handling for icons and class
progressive_items = {
"Progressive Sword": 94,
"Progressive Glove": 97,
"Progressive Bow": 100,
"Progressive Mail": 96,
"Progressive Shield": 95,
}
progressive_names = {
"Progressive Sword": [None, 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
"Progressive Glove": [None, 'Power Glove', 'Titan Mitts'],
"Progressive Bow": [None, "Bow", "Silver Bow"],
"Progressive Mail": ["Green Mail", "Blue Mail", "Red Mail"],
"Progressive Shield": [None, "Blue Shield", "Red Shield", "Mirror Shield"]
}
# Determine which icon to use
display_data = {}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name]) - 1)
display_name = progressive_names[item_name][level]
acquired = True
if not display_name:
acquired = False
display_name = progressive_names[item_name][level + 1]
base_name = item_name.split(maxsplit=1)[1].lower()
display_data[base_name + "_acquired"] = acquired
display_data[base_name + "_url"] = alttp_icons[display_name]
# The single player tracker doesn't care about overworld, underworld, and total checks. Maybe it should?
sp_areas = ordered_areas[2:15]
player_big_key_locations = set()
player_small_key_locations = set()
for loc_data in locations.values():
for values in loc_data.values():
item_id, item_player, flags = values
if item_player == player:
if item_id in ids_big_key:
player_big_key_locations.add(ids_big_key[item_id])
elif item_id in ids_small_key:
player_small_key_locations.add(ids_small_key[item_id])
return render_template("lttpTracker.html", inventory=inventory,
player_name=player_name, room=room, icons=alttp_icons, checks_done=checks_done,
checks_in_area=seed_checks_in_area[player],
acquired_items={lookup_any_item_id_to_name[id] for id in inventory},
small_key_ids=small_key_ids, big_key_ids=big_key_ids, sp_areas=sp_areas,
key_locations=player_small_key_locations,
big_key_locations=player_big_key_locations,
**display_data)
def __renderMinecraftTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int, int]]],
inventory: Counter, team: int, player: int, playerName: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int], slot_data: Dict) -> str:
icons = {
"Wooden Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d2/Wooden_Pickaxe_JE3_BE3.png",
"Stone Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c4/Stone_Pickaxe_JE2_BE2.png",
"Iron Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d1/Iron_Pickaxe_JE3_BE2.png",
"Diamond Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e7/Diamond_Pickaxe_JE3_BE3.png",
"Wooden Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d5/Wooden_Sword_JE2_BE2.png",
"Stone Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b1/Stone_Sword_JE2_BE2.png",
"Iron Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/8/8e/Iron_Sword_JE2_BE2.png",
"Diamond Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/4/44/Diamond_Sword_JE3_BE3.png",
"Leather Tunic": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b7/Leather_Tunic_JE4_BE2.png",
"Iron Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Iron_Chestplate_JE2_BE2.png",
"Diamond Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e0/Diamond_Chestplate_JE3_BE2.png",
"Iron Ingot": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Iron_Ingot_JE3_BE2.png",
"Block of Iron": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Block_of_Iron_JE4_BE3.png",
"Brewing Stand": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b3/Brewing_Stand_%28empty%29_JE10.png",
"Ender Pearl": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/f6/Ender_Pearl_JE3_BE2.png",
"Bucket": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Bucket_JE2_BE2.png",
"Bow": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ab/Bow_%28Pull_2%29_JE1_BE1.png",
"Shield": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c6/Shield_JE2_BE1.png",
"Red Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/6/6a/Red_Bed_%28N%29.png",
"Netherite Scrap": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/33/Netherite_Scrap_JE2_BE1.png",
"Flint and Steel": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/94/Flint_and_Steel_JE4_BE2.png",
"Enchanting Table": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Enchanting_Table.gif",
"Fishing Rod": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7f/Fishing_Rod_JE2_BE2.png",
"Campfire": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Campfire_JE2_BE2.gif",
"Water Bottle": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/75/Water_Bottle_JE2_BE2.png",
"Spyglass": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c1/Spyglass_JE2_BE1.png",
}
minecraft_location_ids = {
"Story": [42073, 42023, 42027, 42039, 42002, 42009, 42010, 42070,
42041, 42049, 42004, 42031, 42025, 42029, 42051, 42077],
"Nether": [42017, 42044, 42069, 42058, 42034, 42060, 42066, 42076, 42064, 42071, 42021,
42062, 42008, 42061, 42033, 42011, 42006, 42019, 42000, 42040, 42001, 42015, 42014],
"The End": [42052, 42005, 42012, 42032, 42030, 42042, 42018, 42038, 42046],
"Adventure": [42047, 42050, 42096, 42097, 42098, 42059, 42055, 42072, 42003, 42035, 42016, 42020,
42048, 42054, 42068, 42043, 42074, 42075, 42024, 42026, 42037, 42045, 42056, 42099, 42100],
"Husbandry": [42065, 42067, 42078, 42022, 42007, 42079, 42013, 42028, 42036,
42057, 42063, 42053, 42102, 42101, 42092, 42093, 42094, 42095],
"Archipelago": [42080, 42081, 42082, 42083, 42084, 42085, 42086, 42087, 42088, 42089, 42090, 42091],
}
display_data = {}
# Determine display for progressive items
progressive_items = {
"Progressive Tools": 45013,
"Progressive Weapons": 45012,
"Progressive Armor": 45014,
"Progressive Resource Crafting": 45001
}
progressive_names = {
"Progressive Tools": ["Wooden Pickaxe", "Stone Pickaxe", "Iron Pickaxe", "Diamond Pickaxe"],
"Progressive Weapons": ["Wooden Sword", "Stone Sword", "Iron Sword", "Diamond Sword"],
"Progressive Armor": ["Leather Tunic", "Iron Chestplate", "Diamond Chestplate"],
"Progressive Resource Crafting": ["Iron Ingot", "Iron Ingot", "Block of Iron"]
}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name]) - 1)
display_name = progressive_names[item_name][level]
base_name = item_name.split(maxsplit=1)[1].lower().replace(' ', '_')
display_data[base_name + "_url"] = icons[display_name]
# Multi-items
multi_items = {
"3 Ender Pearls": 45029,
"8 Netherite Scrap": 45015
}
for item_name, item_id in multi_items.items():
base_name = item_name.split()[-1].lower()
count = inventory[item_id]
if count >= 0:
display_data[base_name + "_count"] = count
# Victory condition
game_state = multisave.get("client_game_state", {}).get((team, player), 0)
display_data['game_finished'] = game_state == 30
# Turn location IDs into advancement tab counts
checked_locations = multisave.get("location_checks", {}).get((team, player), set())
lookup_name = lambda id: lookup_any_location_id_to_name[id]
location_info = {tab_name: {lookup_name(id): (id in checked_locations) for id in tab_locations}
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done = {tab_name: len([id for id in tab_locations if id in checked_locations])
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done['Total'] = len(checked_locations)
checks_in_area = {tab_name: len(tab_locations) for tab_name, tab_locations in minecraft_location_ids.items()}
checks_in_area['Total'] = sum(checks_in_area.values())
return render_template("minecraftTracker.html",
inventory=inventory, icons=icons,
acquired_items={lookup_any_item_id_to_name[id] for id in inventory if
id in lookup_any_item_id_to_name},
player=player, team=team, room=room, player_name=playerName,
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
**display_data)
def __renderOoTTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int, int]]],
inventory: Counter, team: int, player: int, playerName: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int], slot_data: Dict) -> str:
icons = {
"Fairy Ocarina": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/97/OoT_Fairy_Ocarina_Icon.png",
"Ocarina of Time": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Ocarina_of_Time_Icon.png",
"Slingshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/32/OoT_Fairy_Slingshot_Icon.png",
"Boomerang": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/d/d5/OoT_Boomerang_Icon.png",
"Bottle": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/fc/OoT_Bottle_Icon.png",
"Rutos Letter": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/OoT_Letter_Icon.png",
"Bombs": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/11/OoT_Bomb_Icon.png",
"Bombchus": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/36/OoT_Bombchu_Icon.png",
"Lens of Truth": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/05/OoT_Lens_of_Truth_Icon.png",
"Bow": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/9a/OoT_Fairy_Bow_Icon.png",
"Hookshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/77/OoT_Hookshot_Icon.png",
"Longshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/a/a4/OoT_Longshot_Icon.png",
"Megaton Hammer": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/93/OoT_Megaton_Hammer_Icon.png",
"Fire Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/1e/OoT_Fire_Arrow_Icon.png",
"Ice Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/3c/OoT_Ice_Arrow_Icon.png",
"Light Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/76/OoT_Light_Arrow_Icon.png",
"Dins Fire": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/d/da/OoT_Din%27s_Fire_Icon.png",
"Farores Wind": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/7a/OoT_Farore%27s_Wind_Icon.png",
"Nayrus Love": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/be/OoT_Nayru%27s_Love_Icon.png",
"Kokiri Sword": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/5/53/OoT_Kokiri_Sword_Icon.png",
"Biggoron Sword": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/2e/OoT_Giant%27s_Knife_Icon.png",
"Mirror Shield": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b0/OoT_Mirror_Shield_Icon_2.png",
"Goron Bracelet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b7/OoT_Goron%27s_Bracelet_Icon.png",
"Silver Gauntlets": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b9/OoT_Silver_Gauntlets_Icon.png",
"Golden Gauntlets": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/6/6a/OoT_Golden_Gauntlets_Icon.png",
"Goron Tunic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/1c/OoT_Goron_Tunic_Icon.png",
"Zora Tunic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/2c/OoT_Zora_Tunic_Icon.png",
"Silver Scale": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Silver_Scale_Icon.png",
"Gold Scale": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/95/OoT_Golden_Scale_Icon.png",
"Iron Boots": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/34/OoT_Iron_Boots_Icon.png",
"Hover Boots": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/22/OoT_Hover_Boots_Icon.png",
"Adults Wallet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/f9/OoT_Adult%27s_Wallet_Icon.png",
"Giants Wallet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/8/87/OoT_Giant%27s_Wallet_Icon.png",
"Small Magic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/9f/OoT3D_Magic_Jar_Icon.png",
"Large Magic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/3e/OoT3D_Large_Magic_Jar_Icon.png",
"Gerudo Membership Card": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Gerudo_Token_Icon.png",
"Gold Skulltula Token": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/47/OoT_Token_Icon.png",
"Triforce Piece": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/0b/SS_Triforce_Piece_Icon.png",
"Triforce": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/6/68/ALttP_Triforce_Title_Sprite.png",
"Zeldas Lullaby": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Eponas Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Sarias Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Suns Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Song of Time": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Song of Storms": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Minuet of Forest": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/e/e4/Green_Note.png",
"Bolero of Fire": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/f0/Red_Note.png",
"Serenade of Water": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/0f/Blue_Note.png",
"Requiem of Spirit": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/a/a4/Orange_Note.png",
"Nocturne of Shadow": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/97/Purple_Note.png",
"Prelude of Light": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/90/Yellow_Note.png",
"Small Key": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/e/e5/OoT_Small_Key_Icon.png",
"Boss Key": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/40/OoT_Boss_Key_Icon.png",
}
display_data = {}
# Determine display for progressive items
progressive_items = {
"Progressive Hookshot": 66128,
"Progressive Strength Upgrade": 66129,
"Progressive Wallet": 66133,
"Progressive Scale": 66134,
"Magic Meter": 66138,
"Ocarina": 66139,
}
progressive_names = {
"Progressive Hookshot": ["Hookshot", "Hookshot", "Longshot"],
"Progressive Strength Upgrade": ["Goron Bracelet", "Goron Bracelet", "Silver Gauntlets", "Golden Gauntlets"],
"Progressive Wallet": ["Adults Wallet", "Adults Wallet", "Giants Wallet", "Giants Wallet"],
"Progressive Scale": ["Silver Scale", "Silver Scale", "Gold Scale"],
"Magic Meter": ["Small Magic", "Small Magic", "Large Magic"],
"Ocarina": ["Fairy Ocarina", "Fairy Ocarina", "Ocarina of Time"]
}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name])-1)
display_name = progressive_names[item_name][level]
if item_name.startswith("Progressive"):
base_name = item_name.split(maxsplit=1)[1].lower().replace(' ', '_')
else:
base_name = item_name.lower().replace(' ', '_')
display_data[base_name+"_url"] = icons[display_name]
if base_name == "hookshot":
display_data['hookshot_length'] = {0: '', 1: 'H', 2: 'L'}.get(level)
if base_name == "wallet":
display_data['wallet_size'] = {0: '99', 1: '200', 2: '500', 3: '999'}.get(level)
# Determine display for bottles. Show letter if it's obtained, determine bottle count
bottle_ids = [66015, 66020, 66021, 66140, 66141, 66142, 66143, 66144, 66145, 66146, 66147, 66148]
display_data['bottle_count'] = min(sum(map(lambda item_id: inventory[item_id], bottle_ids)), 4)
display_data['bottle_url'] = icons['Rutos Letter'] if inventory[66021] > 0 else icons['Bottle']
# Determine bombchu display
display_data['has_bombchus'] = any(map(lambda item_id: inventory[item_id] > 0, [66003, 66106, 66107, 66137]))
# Multi-items
multi_items = {
"Gold Skulltula Token": 66091,
"Triforce Piece": 66202,
}
for item_name, item_id in multi_items.items():
base_name = item_name.split()[-1].lower()
count = inventory[item_id]
display_data[base_name+"_count"] = inventory[item_id]
# Gather dungeon locations
area_id_ranges = {
"Overworld": (67000, 67280),
"Deku Tree": (67281, 67303),
"Dodongo's Cavern": (67304, 67334),
"Jabu Jabu's Belly": (67335, 67359),
"Bottom of the Well": (67360, 67384),
"Forest Temple": (67385, 67420),
"Fire Temple": (67421, 67457),
"Water Temple": (67458, 67484),
"Shadow Temple": (67485, 67532),
"Spirit Temple": (67533, 67582),
"Ice Cavern": (67583, 67596),
"Gerudo Training Ground": (67597, 67635),
"Thieves' Hideout": (67259, 67263),
"Ganon's Castle": (67636, 67673),
}
def lookup_and_trim(id, area):
full_name = lookup_any_location_id_to_name[id]
if id == 67673:
return full_name[13:] # Ganons Tower Boss Key Chest
if area not in ["Overworld", "Thieves' Hideout"]:
# trim dungeon name. leaves an extra space that doesn't display, or trims fully for DC/Jabu/GC
return full_name[len(area):]
return full_name
checked_locations = multisave.get("location_checks", {}).get((team, player), set()).intersection(set(locations[player]))
location_info = {area: {lookup_and_trim(id, area): id in checked_locations for id in range(min_id, max_id+1) if id in locations[player]}
for area, (min_id, max_id) in area_id_ranges.items()}
checks_done = {area: len(list(filter(lambda x: x, location_info[area].values()))) for area in area_id_ranges}
checks_in_area = {area: len([id for id in range(min_id, max_id+1) if id in locations[player]])
for area, (min_id, max_id) in area_id_ranges.items()}
# Remove Thieves' Hideout checks from Overworld, since it's in the middle of the range
checks_in_area["Overworld"] -= checks_in_area["Thieves' Hideout"]
checks_done["Overworld"] -= checks_done["Thieves' Hideout"]
for loc in location_info["Thieves' Hideout"]:
del location_info["Overworld"][loc]
checks_done['Total'] = sum(checks_done.values())
checks_in_area['Total'] = sum(checks_in_area.values())
# Give skulltulas on non-tracked locations
non_tracked_locations = multisave.get("location_checks", {}).get((team, player), set()).difference(set(locations[player]))
for id in non_tracked_locations:
if "GS" in lookup_and_trim(id, ''):
display_data["token_count"] += 1
# Gather small and boss key info
small_key_counts = {
"Forest Temple": inventory[66175],
"Fire Temple": inventory[66176],
"Water Temple": inventory[66177],
"Spirit Temple": inventory[66178],
"Shadow Temple": inventory[66179],
"Bottom of the Well": inventory[66180],
"Gerudo Training Ground": inventory[66181],
"Thieves' Hideout": inventory[66182],
"Ganon's Castle": inventory[66183],
}
boss_key_counts = {
"Forest Temple": '' if inventory[66149] else '',
"Fire Temple": '' if inventory[66150] else '',
"Water Temple": '' if inventory[66151] else '',
"Spirit Temple": '' if inventory[66152] else '',
"Shadow Temple": '' if inventory[66153] else '',
"Ganon's Castle": '' if inventory[66154] else '',
}
# Victory condition
game_state = multisave.get("client_game_state", {}).get((team, player), 0)
display_data['game_finished'] = game_state == 30
return render_template("ootTracker.html",
inventory=inventory, player=player, team=team, room=room, player_name=playerName,
icons=icons, acquired_items={lookup_any_item_id_to_name[id] for id in inventory},
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
small_key_counts=small_key_counts, boss_key_counts=boss_key_counts,
**display_data)
def __renderTimespinnerTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int, int]]],
inventory: Counter, team: int, player: int, playerName: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int], slot_data: Dict[str, Any]) -> str:
@@ -524,7 +745,7 @@ def __renderTimespinnerTracker(multisave: Dict[str, Any], room: Room, locations:
}
timespinner_location_ids = {
"Present": [
"Present": [
1337000, 1337001, 1337002, 1337003, 1337004, 1337005, 1337006, 1337007, 1337008, 1337009,
1337010, 1337011, 1337012, 1337013, 1337014, 1337015, 1337016, 1337017, 1337018, 1337019,
1337020, 1337021, 1337022, 1337023, 1337024, 1337025, 1337026, 1337027, 1337028, 1337029,
@@ -545,20 +766,20 @@ def __renderTimespinnerTracker(multisave: Dict[str, Any], room: Room, locations:
1337150, 1337151, 1337152, 1337153, 1337154, 1337155,
1337171, 1337172, 1337173, 1337174, 1337175],
"Ancient Pyramid": [
1337236,
1337236,
1337246, 1337247, 1337248, 1337249]
}
if(slot_data["DownloadableItems"]):
timespinner_location_ids["Present"] += [
1337156, 1337157, 1337159,
1337160, 1337161, 1337162, 1337163, 1337164, 1337165, 1337166, 1337167, 1337168, 1337169,
1337160, 1337161, 1337162, 1337163, 1337164, 1337165, 1337166, 1337167, 1337168, 1337169,
1337170]
if(slot_data["Cantoran"]):
timespinner_location_ids["Past"].append(1337176)
if(slot_data["LoreChecks"]):
timespinner_location_ids["Present"] += [
1337177, 1337178, 1337179,
1337177, 1337178, 1337179,
1337180, 1337181, 1337182, 1337183, 1337184, 1337185, 1337186, 1337187]
timespinner_location_ids["Past"] += [
1337188, 1337189,
@@ -587,13 +808,13 @@ def __renderTimespinnerTracker(multisave: Dict[str, Any], room: Room, locations:
acquired_items = {lookup_any_item_id_to_name[id] for id in inventory if id in lookup_any_item_id_to_name}
options = {k for k, v in slot_data.items() if v}
return render_template("trackers/" + "timespinnerTracker.html",
return render_template("timespinnerTracker.html",
inventory=inventory, icons=icons, acquired_items=acquired_items,
player=player, team=team, room=room, player_name=playerName,
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
options=options, **display_data)
def __renderSuperMetroidTracker(multisave: Dict[str, Any], room: Room, locations: set,
def __renderSuperMetroidTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int, int]]],
inventory: Counter, team: int, player: int, playerName: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int], slot_data: Dict) -> str:
@@ -668,7 +889,6 @@ def __renderSuperMetroidTracker(multisave: Dict[str, Any], room: Room, locations
for item_name, item_id in multi_items.items():
base_name = item_name.split()[0].lower()
count = inventory[item_id]
display_data[base_name+"_count"] = inventory[item_id]
# Victory condition
@@ -686,7 +906,7 @@ def __renderSuperMetroidTracker(multisave: Dict[str, Any], room: Room, locations
checks_in_area = {tab_name: len(tab_locations) for tab_name, tab_locations in supermetroid_location_ids.items()}
checks_in_area['Total'] = sum(checks_in_area.values())
return render_template("trackers/" + "supermetroidTracker.html",
return render_template("supermetroidTracker.html",
inventory=inventory, icons=icons,
acquired_items={lookup_any_item_id_to_name[id] for id in inventory if
id in lookup_any_item_id_to_name},
@@ -694,8 +914,7 @@ def __renderSuperMetroidTracker(multisave: Dict[str, Any], room: Room, locations
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
**display_data)
def __renderGenericTracker(multisave: Dict[str, Any], room: Room, locations: set,
def __renderGenericTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int, int]]],
inventory: Counter, team: int, player: int, playerName: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int]) -> str:
@@ -710,11 +929,11 @@ def __renderGenericTracker(multisave: Dict[str, Any], room: Room, locations: set
for order_index, networkItem in enumerate(ordered_items, start=1):
player_received_items[networkItem.item] = order_index
return render_template("trackers/" + "genericTracker.html",
return render_template("genericTracker.html",
inventory=inventory,
player=player, team=team, room=room, player_name=playerName,
checked_locations=checked_locations,
not_checked_locations=locations - checked_locations,
not_checked_locations=set(locations[player]) - checked_locations,
received_items=player_received_items)
@@ -756,9 +975,9 @@ def getTracker(tracker: UUID):
continue
item, recipient, flags = player_locations[location]
if recipient in names:
attribute_item(inventory, team, recipient, item)
checks_done[team][player][player_location_to_area[player][location]] += 1
checks_done[team][player]["Total"] += 1
@@ -802,7 +1021,7 @@ def getTracker(tracker: UUID):
for (team, player), data in multisave.get("video", []):
video[(team, player)] = data
return render_template("trackers/" + "multiworldTracker.html", inventory=inventory, get_item_name_from_id=lookup_any_item_id_to_name,
return render_template("tracker.html", inventory=inventory, get_item_name_from_id=lookup_any_item_id_to_name,
lookup_id_to_name=Items.lookup_id_to_name, player_names=player_names,
tracking_names=tracking_names, tracking_ids=tracking_ids, room=room, icons=alttp_icons,
multi_items=multi_items, checks_done=checks_done, ordered_areas=ordered_areas,
@@ -813,6 +1032,9 @@ def getTracker(tracker: UUID):
game_specific_trackers: typing.Dict[str, typing.Callable] = {
"Minecraft": __renderMinecraftTracker,
"Ocarina of Time": __renderOoTTracker,
"Timespinner": __renderTimespinnerTracker,
"A Link to the Past": __renderAlttpTracker,
"Super Metroid": __renderSuperMetroidTracker
}
}

View File

@@ -1,343 +0,0 @@
# How do I add a game to Archipelago?
This guide is going to try and be a broad summary of how you can do just that.
There are two key steps to incorporating a game into Archipelago:
- Game Modification
- Archipelago Server Integration
Refer to the following documents as well:
- [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md) for network communication between client and server.
- [world api.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md) for documentation on server side code and creating a world package.
# Game Modification
One half of the work required to integrate a game into Archipelago is the development of the game client. This is
typically done through a modding API or other modification process, described further down.
As an example, modifications to a game typically include (more on this later):
- Hooking into when a 'location check' is completed.
- Networking with the Archipelago server.
- Optionally, UI or HUD updates to show status of the multiworld session or Archipelago server connection.
In order to determine how to modify a game, refer to the following sections.
## Engine Identification
This is a good way to make the modding process much easier. Being able to identify what engine a game was made in is critical. The first step is to look at a game's files. Let's go over what some game files might look like. Its important that you be able to see file extensions, so be sure to enable that feature in your file viewer of choice.
Examples are provided below.
### Creepy Castle
![Creepy Castle Root Directory in Window's Explorer](./img/creepy-castle-directory.png)
This is the delightful title Creepy Castle, which is a fantastic game that I highly recommend. Its also your worst-case
scenario as a modder. All thats present here is an executable file and some meta-information that Steam uses. You have
basically nothing here to work with. If you want to change this game, the only option you have is to do some pretty nasty
disassembly and reverse engineering work, which is outside the scope of this tutorial. Lets look at some other examples
of game releases.
### Heavy Bullets
![Heavy Bullets Root Directory in Window's Explorer](./img/heavy-bullets-directory.png)
Heres the release files for another game, Heavy Bullets. We see a .exe file, like expected, and a few more files.
“hello.txt” is a text file, which we can quickly skim in any text editor. Many games have them in some form, usually
with a name like README.txt, and they may contain information about a game, such as a EULA, terms of service, licensing
information, credits, and general info about the game. You usually wont find anything too helpful here, but it never
hurts to check. In this case, it contains some credits and a changelog for the game, so nothing too important.
“steam_api.dll” is a file you can safely ignore, its just some code used to interface with Steam.
The directory “HEAVY_BULLETS_Data”, however, has some good news.
![Heavy Bullets Data Directory in Window's Explorer](./img/heavy-bullets-data-directory.png)
Jackpot! It might not be obvious what youre looking at here, but I can instantly tell from this folders contents that
what we have is a game made in the Unity Engine. If you look in the sub-folders, youll seem some .dll files which affirm
our suspicions. Telltale signs for this are directories titled “Managed” and “Mono”, as well as the numbered, extension-less
level files and the sharedassets files. Well tell you a bit about why seeing a Unity game is such good news later,
but for now, this is what one looks like. Also keep your eyes out for an executable with a name like UnityCrashHandler,
thats another dead giveaway.
### Stardew Valley
![Stardew Valley Root Directory in Window's Explorer](./img/stardew-valley-directory.png)
This is the game contents of Stardew Valley. A lot more to look at here, but some key takeaways.
Notice the .dll files which include “CSharp” in their name. This tells us that the game was made in C#, which is good news.
More on that later.
### Gato Roboto
![Gato Roboto Root Directory in Window's Explorer](./img/gato-roboto-directory.png)
Our last example is the game Gato Roboto. This game is made in GameMaker, which is another green flag to look out for.
The giveaway is the file titled "data.win". This immediately tips us off that this game was made in GameMaker.
This isn't all you'll ever see looking at game files, but it's a good place to start.
As a general rule, the more files a game has out in plain sight, the more you'll be able to change.
This especially applies in the case of code or script files - always keep a lookout for anything you can use to your
advantage!
## Open or Leaked Source Games
As a side note, many games have either been made open source, or have had source files leaked at some point.
This can be a boon to any would-be modder, for obvious reasons.
Always be sure to check - a quick internet search for "(Game) Source Code" might not give results often, but when it
does you're going to have a much better time.
Be sure never to distribute source code for games that you decompile or find if you do not have express permission to do
so, or to redistribute any materials obtained through similar methods, as this is illegal and unethical.
## Modifying Release Versions of Games
However, for now we'll assume you haven't been so lucky, and have to work with only whats sitting in your install directory.
Some developers are kind enough to deliberately leave you ways to alter their games, like modding tools,
but these are often not geared to the kind of work you'll be doing and may not help much.
As a general rule, any modding tool that lets you write actual code is something worth using.
### Research
The first step is to research your game. Even if you've been dealt the worst hand in terms of engine modification,
it's possible other motivated parties have concocted useful tools for your game already.
Always be sure to search the Internet for the efforts of other modders.
### Analysis Tools
Depending on the games underlying engine, there may be some tools you can use either in lieu of or in addition to existing game tools.
#### [dnSpy](https://github.com/dnSpy/dnSpy/releases)
The first tool in your toolbox is dnSpy.
dnSpy is useful for opening and modifying code files, like .exe and .dll files, that were made in C#.
This won't work for executable files made by other means, and obfuscated code (code which was deliberately made
difficult to reverse engineer) will thwart it, but 9 times out of 10 this is exactly what you need.
You'll want to avoid opening common library files in dnSpy, as these are unlikely to contain the data you're looking to
modify.
For Unity games, the file youll want to open will be the file (Data Folder)/Managed/Assembly-CSharp.dll, as pictured below:
![Heavy Bullets Managed Directory in Window's Explorer](./img/heavy-bullets-managed-directory.png)
This file will contain the data of the actual game.
For other C# games, the file you want is usually just the executable itself.
With dnSpy, you can view the games C# code, but the tool isnt perfect.
Although the names of classes, methods, variables, and more will be preserved, code structures may not remain entirely intact. This is because compilers will often subtly rewrite code to be more optimal, so that it works the same as the original code but uses fewer resources. Compiled C# files also lose comments and other documentation.
#### [UndertaleModTool](https://github.com/krzys-h/UndertaleModTool/releases)
This is currently the best tool for modifying games made in GameMaker, and supports games made in both GMS 1 and 2.
It allows you to modify code in GML, if the game wasn't made with the wrong compiler (usually something you don't have
to worry about).
You'll want to open the data.win file, as this is where all the goods are kept.
Like dnSpy, you wont be able to see comments.
In addition, you will be able to see and modify many hidden fields on items that GameMaker itself will often hide from
creators.
Fonts in particular are notoriously complex, and to add new sprites you may need to modify existing sprite sheets.
#### [CheatEngine](https://cheatengine.org/)
CheatEngine is a tool with a very long and storied history.
Be warned that because it performs live modifications to the memory of other processes, it will likely be flagged as
malware (because this behavior is most commonly found in malware and rarely used by other programs).
If you use CheatEngine, you need to have a deep understanding of how computers work at the nuts and bolts level,
including binary data formats, addressing, and assembly language programming.
The tool itself is highly complex and even I have not yet charted its expanses.
However, it can also be a very powerful tool in the right hands, allowing you to query and modify gamestate without ever
modifying the actual game itself.
In theory it is compatible with any piece of software you can run on your computer, but there is no "easy way" to do
anything with it.
### What Modifications You Should Make to the Game
We talked about this briefly in [Game Modification](#game-modification) section.
The next step is to know what you need to make the game do now that you can modify it. Here are your key goals:
- Modify the game so that checks are shuffled
- Know when the player has completed a check, and react accordingly
- Listen for messages from the Archipelago server
- Modify the game to display messages from the Archipelago server
- Add interface for connecting to the Archipelago server with passwords and sessions
- Add commands for manually rewarding, re-syncing, forfeiting, and other actions
To elaborate, you need to be able to inform the server whenever you check locations, print out messages that you receive
from the server in-game so players can read them, award items when the server tells you to, sync and re-sync when necessary,
avoid double-awarding items while still maintaining game file integrity, and allow players to manually enter commands in
case the client or server make mistakes.
Refer to the [Network Protocol documentation](./network%20protocol.md) for how to communicate with Archipelago's servers.
## But my Game is a console game. Can I still add it?
That depends what console?
### My Game is a recent game for the PS4/Xbox-One/Nintendo Switch/etc
Most games for recent generations of console platforms are inaccessible to the typical modder. It is generally advised
that you do not attempt to work with these games as they are difficult to modify and are protected by their copyright
holders. Most modern AAA game studios will provide a modding interface or otherwise deny modifications for their console games.
### My Game isnt that old, its for the Wii/PS2/360/etc
This is very complex, but doable.
If you don't have good knowledge of stuff like Assembly programming, this is not where you want to learn it.
There exist many disassembly and debugging tools, but more recent content may have lackluster support.
### My Game is a classic for the SNES/Sega Genesis/etc
Thats a lot more feasible.
There are many good tools available for understanding and modifying games on these older consoles, and the emulation
community will have figured out the bulk of the consoles secrets.
Look for debugging tools, but be ready to learn assembly.
Old consoles usually have their own unique dialects of ASM youll need to get used to.
Also make sure theres a good way to interface with a running emulator, since thats the only way you can connect these
older consoles to the Internet.
There are also hardware mods and flash carts, which can do the same things an emulator would when connected to a computer,
but these will require the same sort of interface software to be written in order to work properly - from your perspective
the two won't really look any different.
### My Game is an exclusive for the Super Baby Magic Dream Boy. Its this console from the Soviet Union that-
Unless you have a circuit schematic for the Super Baby Magic Dream Boy sitting on your desk, no.
Obscurity is your enemy there will likely be little to no emulator or modding information, and youd essentially be
working from scratch.
## How to Distribute Game Modifications
**NEVER EVER distribute anyone else's copyrighted work UNLESS THEY EXPLICITLY GIVE YOU PERMISSION TO DO SO!!!**
This is a good way to get any project you're working on sued out from under you.
The right way to distribute modified versions of a game's binaries, assuming that the licensing terms do not allow you
to copy them wholesale, is as patches.
There are many patch formats, which I'll cover in brief. The common theme is that you cant distribute anything that
wasn't made by you. Patches are files that describe how your modified file differs from the original one, thus avoiding
the issue of distributing someone elses original work.
Users who have a copy of the game just need to apply the patch, and those who dont are unable to play.
### Patches
#### IPS
IPS patches are a simple list of chunks to replace in the original to generate the output. It is not possible to encode
moving of a chunk, so they may inadvertently contain copyrighted material and should be avoided unless you know it's
fine.
#### UPS, BPS, VCDIFF (xdelta), bsdiff
Other patch formats generate the difference between two streams (delta patches) with varying complexity. This way it is
possible to insert bytes or move chunks without including any original data. Bsdiff is highly optimized and includes
compression, so this format is used by APBP.
Only a bsdiff module is integrated into AP. If the final patch requires or is based on any other patch, convert them to
bsdiff or APBP before adding it to the AP source code as "basepatch.bsdiff4" or "basepatch.apbp".
#### APBP Archipelago Binary Patch
Starting with version 4 of the APBP format, this is a ZIP file containing metadata in `archipelago.json` and additional
files required by the game / patching process. For ROM-based games the ZIP will include a `delta.bsdiff4` which is the
bsdiff between the original and the randomized ROM.
To make using APBP easy, they can be generated by inheriting from `Patch.APDeltaPatch`.
### Mod files
Games which support modding will usually just let you drag and drop the mods files into a folder somewhere.
Mod files come in many forms, but the rules about not distributing other people's content remain the same.
They can either be generic and modify the game using a seed or `slot_data` from the AP websocket, or they can be
generated per seed.
If the mod is generated by AP and is installed from a ZIP file, it may be possible to include APBP metadata for easy
integration into the Webhost by inheriting from `Patch.APContainer`.
## Archipelago Integration
Integrating a randomizer into Archipelago involves a few steps.
There are several things that may need to be done, but the most important is to create an implementation of the
`World` class specific to your game. This implementation should exist as a Python module within the `worlds` folder
in the Archipelago file structure.
This encompasses most of the data for your game the items available, what checks you have, the logic for reaching those
checks, what options to offer for the players yaml file, and the code to initialize all this data.
Heres an example of what your world module can look like:
![Example world module directory open in Window's Explorer](./img/archipelago-world-directory-example.png)
The minimum requirements for a new archipelago world are the package itself (the world folder containing a file named `__init__.py`),
which must define a `World` class object for the game with a game name, create an equal number of items and locations with rules,
a win condition, and at least one `Region` object.
Let's give a quick breakdown of what the contents for these files look like.
This is just one example of an Archipelago world - the way things are done below is not an immutable property of Archipelago.
### Items.py
This file is used to define the items which exist in a given game.
![Example Items.py file open in Notepad++](./img/example-items-py-file.png)
Some important things to note here. The center of our Items.py file is the item_table, which individually lists every
item in the game and associates them with an ItemData.
This file is rather skeletal - most of the actual data has been stripped out for simplicity.
Each ItemData gives a numeric ID to associate with the item and a boolean telling us whether the item might allow the
player to do more than they would have been able to before.
Next there's the item_frequencies. This simply tells Archipelago how many times each item appears in the pool.
Items that appear exactly once need not be listed - Archipelago will interpret absence from this dictionary as meaning
that the item appears once.
Lastly, note the `lookup_id_to_name` dictionary, which is typically imported and used in your Archipelago `World`
implementation. This is how Archipelago is told about the items in your world.
### Locations.py
This file lists all locations in the game.
![Example Locations.py file open in Notepad++](./img/example-locations-py-file.png)
First is the achievement_table. It lists each location, the region that it can be found in (more on regions later),
and a numeric ID to associate with each location.
The exclusion table is a series of dictionaries which are used to exclude certain checks from the pool of progression
locations based on user settings, and the events table associates certain specific checks with specific items.
`lookup_id_to_name` is also present for locations, though this is a separate dictionary, to be clear.
### Options.py
This file details options to be searched for in a player's YAML settings file.
![Example Options.py file open in Notepad++](./img/example-options-py-file.png)
There are several types of option Archipelago has support for.
In our case, we have three separate choices a player can toggle, either On or Off.
You can also have players choose between a number of predefined values, or have them provide a numeric value within a
specified range.
### Regions.py
This file contains data which defines the world's topology.
In other words, it details how different regions of the game connect to each other.
![Example Regions.py file open in Notepad++](./img/example-regions-py-file.png)
`terraria_regions` contains a list of tuples.
The first element of the tuple is the name of the region, and the second is a list of connections that lead out of the region.
`mandatory_connections` describe where the connection leads.
Above this data is a function called `link_terraria_structures` which uses our defined regions and connections to create
something more usable for Archipelago, but this has been left out for clarity.
### Rules.py
This is the file that details rules for what players can and cannot logically be required to do, based on items and settings.
![Example Rules.py file open in Notepad++](./img/example-rules-py-file.png)
This is the most complicated part of the job, and is one part of Archipelago that is likely to see some changes in the future.
The first class, called `TerrariaLogic`, is an extension of the `LogicMixin` class.
This is where you would want to define methods for evaluating certain conditions, which would then return a boolean to
indicate whether conditions have been met. Your rule definitions should start with some sort of identifier to delineate it
from other games, as all rules are mixed together due to `LogicMixin`. In our case, `_terraria_rule` would be a better name.
The method below, `set_rules()`, is where you would assign these functions as "rules", using lambdas to associate these
functions or combinations of them (or any other code that evaluates to a boolean, in my case just the placeholder `True`)
to certain tasks, like checking locations or using entrances.
### \_\_init\_\_.py
This is the file that actually extends the `World` class, and is where you expose functionality and data to Archipelago.
![Example \_\_init\_\_.py file open in Notepad++](./img/example-init-py-file.png)
This is the most important file for the implementation, and technically the only one you need, but it's best to keep this
file as short as possible and use other script files to do most of the heavy lifting.
If you've done things well, this will just be where you assign everything you set up in the other files to their associated
fields in the class being extended.
This is also a good place to put game-specific quirky behavior that needs to be managed, as it tends to make things a bit
cluttered if you put these things elsewhere.
The various methods and attributes are documented in `/worlds/AutoWorld.py[World]` and
[world api.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md),
though it is also recommended to look at existing implementations to see how all this works first-hand.
Once you get all that, all that remains to do is test the game and publish your work.

View File

@@ -23,10 +23,3 @@ No metadata is specified yet.
## Extra Data
The zip can contain arbitrary files in addition what was specified above.
## Caveats
Imports from other files inside the apworld have to use relative imports.
Imports from AP base have to use absolute imports, e.g. Options.py and worlds/AutoWorld.py.

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@@ -0,0 +1,108 @@
# Archipelago Integration
Integrating a randomizer into Archipelago involves a few steps.
There are several things that may need to be done, but the most important is to create an implementation of the
`World` class specific to your game. This implementation should exist as a Python module within the `worlds` folder
in the Archipelago file structure.
This encompasses most of the data for your game the items available, what checks you have, the logic for reaching those
checks, what options to offer for the players yaml file, and the code to initialize all this data.
Heres an example of what your world module can look like:
![Example world module directory open in Window's Explorer](_static/archipelago-world-directory-example.png)
The minimum requirements for a new archipelago world are the package itself (the world folder containing a file named `__init__.py`),
which must define a `World` class object for the game with a game name, create an equal number of items and locations with rules,
a win condition, and at least one `Region` object.
Let's give a quick breakdown of what the contents for these files look like.
This is just one example of an Archipelago world - the way things are done below is not an immutable property of Archipelago.
## Items.py
This file is used to define the items which exist in a given game.
![Example Items.py file open in Notepad++](_static/example-items-py-file.png)
Some important things to note here. The center of our Items.py file is the item_table, which individually lists every
item in the game and associates them with an ItemData.
This file is rather skeletal - most of the actual data has been stripped out for simplicity.
Each ItemData gives a numeric ID to associate with the item and a boolean telling us whether the item might allow the
player to do more than they would have been able to before.
Next there's the item_frequencies. This simply tells Archipelago how many times each item appears in the pool.
Items that appear exactly once need not be listed - Archipelago will interpret absence from this dictionary as meaning
that the item appears once.
Lastly, note the `lookup_id_to_name` dictionary, which is typically imported and used in your Archipelago `World`
implementation. This is how Archipelago is told about the items in your world.
## Locations.py
This file lists all locations in the game.
![Example Locations.py file open in Notepad++](_static/example-locations-py-file.png)
First is the achievement_table. It lists each location, the region that it can be found in (more on regions later),
and a numeric ID to associate with each location.
The exclusion table is a series of dictionaries which are used to exclude certain checks from the pool of progression
locations based on user settings, and the events table associates certain specific checks with specific items.
`lookup_id_to_name` is also present for locations, though this is a separate dictionary, to be clear.
## Options.py
This file details options to be searched for in a player's YAML settings file.
![Example Options.py file open in Notepad++](_static/example-options-py-file.png)
There are several types of option Archipelago has support for.
In our case, we have three separate choices a player can toggle, either On or Off.
You can also have players choose between a number of predefined values, or have them provide a numeric value within a
specified range.
## Regions.py
This file contains data which defines the world's topology.
In other words, it details how different regions of the game connect to each other.
![Example Regions.py file open in Notepad++](_static/example-regions-py-file.png)
`terraria_regions` contains a list of tuples.
The first element of the tuple is the name of the region, and the second is a list of connections that lead out of the region.
`mandatory_connections` describe where the connection leads.
Above this data is a function called `link_terraria_structures` which uses our defined regions and connections to create
something more usable for Archipelago, but this has been left out for clarity.
## Rules.py
This is the file that details rules for what players can and cannot logically be required to do, based on items and settings.
![Example Rules.py file open in Notepad++](_static/example-rules-py-file.png)
This is the most complicated part of the job, and is one part of Archipelago that is likely to see some changes in the future.
The first class, called `TerrariaLogic`, is an extension of the `LogicMixin` class.
This is where you would want to define methods for evaluating certain conditions, which would then return a boolean to
indicate whether conditions have been met. Your rule definitions should start with some sort of identifier to delineate it
from other games, as all rules are mixed together due to `LogicMixin`. In our case, `_terraria_rule` would be a better name.
The method below, `set_rules()`, is where you would assign these functions as "rules", using lambdas to associate these
functions or combinations of them (or any other code that evaluates to a boolean, in my case just the placeholder `True`)
to certain tasks, like checking locations or using entrances.
## \_\_init\_\_.py
This is the file that actually extends the `World` class, and is where you expose functionality and data to Archipelago.
![Example \_\_init\_\_.py file open in Notepad++](_static/example-init-py-file.png)
This is the most important file for the implementation, and technically the only one you need, but it's best to keep this
file as short as possible and use other script files to do most of the heavy lifting.
If you've done things well, this will just be where you assign everything you set up in the other files to their associated
fields in the class being extended.
This is also a good place to put game-specific quirky behavior that needs to be managed, as it tends to make things a bit
cluttered if you put these things elsewhere.
The various methods and attributes are documented in `/worlds/AutoWorld.py[World]` and
[world api.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md),
though it is also recommended to look at existing implementations to see how all this works first-hand.
Once you get all that, all that remains to do is test the game and publish your work.

225
docs/sphinx/AddingGames.md Normal file
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@@ -0,0 +1,225 @@
# Adding Games to Archipelago
This guide is going to try and be a broad summary of what is required to add a game integration to Archipelago.
This guide is not an in-depth tutorial on video game modification nor is it a getting started guide to software or
video game development. The intent is to provide information, tips, and tools, to assist a would-be modder in adding a
game integration to Archipelago.
There are two key steps to incorporating a game into Archipelago:
- Game Modification
- Archipelago Server Integration
This document covers game modification. Information on creating the Archipelago server integration may be found in the
[Adding Archipelago Integration](./AddingArchipelagoIntegration.md).
## Game Modification
One half of the work required to integrate a game into Archipelago is the development of the game client. This is
typically done through a modding API or other modification process, this is described further down.
As an example, modifications to a game typically include:
- Hooking into when a "location check" is completed.
- Networking with the Archipelago server.
- Optionally, UI or HUD updates to show status of the multiworld session or Archipelago server connection.
### Engine Identification
This is a good way to make the modding process much easier. Being able to identify what engine a game was made in is
critical. The first step is to look at a game's files. Let's go over what some game files might look like. Its
important that you be able to see file extensions, so be sure to enable that feature in your file viewer of choice.
#### Examples
##### Proprietary Game Engine
![Creepy Castle Root Directory in Window's Explorer](_static/creepy-castle-directory.png)
This is the game _Creepy Castle_. Its your worst-case scenario as a modder. All thats present here is an executable
file and some meta-information that Steam uses. You have basically nothing here to work with. If you want to change
this game, the only option you have is to do some pretty nasty disassembly and reverse engineering work, which is
outside the scope of this tutorial.
##### Unity Game Engine
![Heavy Bullets Root Directory in Window's Explorer](_static/heavy-bullets-directory.png)
Heres the release files for another game, _Heavy Bullets_. We see a .exe file, like expected, and a few more files.
`hello.txt` is a text file, which we can quickly skim in any text editor. Many games have text files in their directories
in some form, usually with a name like `README.txt`. They may contain information about a game, such as a EULA, terms
of service, licensing information, credits, or other general info about the game. You typically wont find anything too
helpful here, but it never hurts to check.
In this case, it contains some credits and a changelog for the game, so nothing too important.
`steam_api.dll` is a file you can safely ignore, its just some code used to interface with Steam.
The directory `HEAVY_BULLETS_Data`, however, has some good news.
![Heavy Bullets Data Directory in Window's Explorer](_static/heavy-bullets-data-directory.png)
The contents of the `HEAVY_BULLETS_Data` directory follow the pattern typically used by the Unity game engine.
If you look in the sub-folders, youll seem some .dll files which affirm our suspicions. Telltale signs for this are
directories titled `Managed` and `Mono`, as well as the numbered, extension-less level files and the sharedassets files.
Also keep your eyes out for an executable with a name like UnityCrashHandler, thats another dead giveaway.
##### XNA/FNA
![Stardew Valley Root Directory in Window's Explorer](_static/stardew-valley-directory.png)
This is the game contents of _Stardew Valley_.
A lot more to look at here, but there are some key takeaways. Notice the .dll files which include “CSharp” in their
name. Also notice the `Content`. These signs point to a game based on the .NET framework and many games following this
style will use the XNA game framework as the base to build their game from.
##### Gato Roboto
![Gato Roboto Root Directory in Window's Explorer](_static/gato-roboto-directory.png)
Our last example is the game _Gato Roboto_. Notice the file titled `data.win`. This immediately tips us off that this
game was made in GameMaker.
### Open or Leaked Source Games
As a side note, many games have either been made open source, or have had source files leaked at some point.
This can be a boon to any would-be modder, for obvious reasons.
Always be sure to check - a quick internet search for "(Game) Source Code" might not give results often, but when it
does you're going to have a much better time.
Be sure **never** to distribute source code for games that you decompile or find if you do not have express permission
from the author to do so, nor to redistribute any materials obtained through similar methods, as this is illegal and
unethical.
### Modifying Release Versions of Games
Some developers are kind enough to deliberately leave you ways to alter their games, like modding tools, but these are
often not geared to the kind of work you'll be doing and may not help much. This is usually assessed on a case-by-case
basis. Games with large modding communities typically grow around the tooling a developer provides or they grow around
the fact that the game is easy to modify in the first place.
As a general rule, any modding tool that lets you write actual code is something worth using.
### Creating the Mod
#### Research
The first step is to research your game. Even if you've been dealt the worst hand in terms of engine modification,
it's possible other motivated parties have concocted useful tools for your game already.
Always be sure to search the Internet for the efforts of other modders.
#### Analysis Tools
Depending on the games underlying engine, there may be some tools you can use either in lieu of or in addition to
existing game tools.
##### ILSpy
You can download ILSpy and see more info about it on the [ILSpy GitHub repository homepage](https://github.com/icsharpcode/ILSpy).
The first tool in your toolbox is ILSpy. ILSpy is a .NET decompiler. The purpose of this program is to take a compiled
.NET assembly (.DLL or .EXE file) and turn it back into human-readable source code. A file is a .NET assembly when it
was created through the compilation of any programming language targeting the .NET runtime. Usually, the programming
language in question is C# (C Sharp).
Unity games are a combination of native code (compiled in a "native language" such as C++) and .NET code. Most game
developers will write the bulk of their code as C# and this will be compiled by Unity into .NET assemblies. Those files
may then be decompiled with ILSpy to allow you to see the original source code of the game.
For Unity games, the file youll typically want to open will be the file (Data Folder)/Managed/Assembly-CSharp.dll, as
pictured below:
![Heavy Bullets Managed Directory in Window's Explorer](_static/heavy-bullets-managed-directory.png)
For other .NET based games, which are not made in Unity, the file you want is usually just the executable itself.
Although the names of classes, methods, variables, and more will be preserved, code structures may not remain entirely
intact. This is because compilers will often subtly rewrite code to be more optimal, so that it works the same as the
original code but uses fewer resources. Compiled C# files also lose comments and other documentation.
##### UndertaleModTool
You can download and find more info on UndertaleModTool on the [UndertaleModTool GitHub repository homepage](https://github.com/krzys-h/UndertaleModTool/releases).
This is currently the best tool for modifying games made in GameMaker, and supports games made in both GameMaker Studio
1 and 2. It allows you to modify code in GameMaker Language (GML).
Use the tool to open the `data.win` file to see game data and code.
Like ILSpy, you wont be able to see comments.
In addition, you will be able to see and modify many hidden fields on items that GameMaker itself will often hide from
creators.
Fonts in particular are notoriously complex, and to add new sprites you may need to modify existing sprite sheets.
#### What Modifications You Should Make to the Game
We talked about this briefly in [Game Modification](#game-modification) section.
The next step is to know what you need to make the game do now that you can modify it. Here are your key goals:
- Modify the game so that checks are shuffled
- Know when the player has completed a check, and react accordingly
- Listen for messages from the Archipelago server
- Modify the game to display messages from the Archipelago server
- Add interface for connecting to the Archipelago server with passwords and sessions
- Add commands for manually rewarding, re-syncing, forfeiting, and other actions
To elaborate, you need to be able to inform the server whenever you check locations, print out messages that you receive
from the server in-game so players can read them, award items when the server tells you to, sync and re-sync when necessary,
avoid double-awarding items while still maintaining game file integrity, and allow players to manually enter commands in
case the client or server make mistakes.
Refer to the [Network Protocol documentation](../NetworkProtocol.md) for how to communicate with Archipelago's servers.
### Modifying Console Games
#### My Game is a recent game for the PS4/Xbox-One/Nintendo Switch/etc
Most games for recent generations of console platforms are inaccessible to the typical modder. It is generally advised
that you do not attempt to work with these games as they are difficult to modify and are protected by their copyright
holders. Most modern AAA game studios will provide a modding interface or otherwise deny modifications for their console
games.
There is some traction on this changing as studios are finding ways to include game modifications in console games.
#### My Game isnt that old, its for the Wii/PS2/360/etc
This is very complex, but doable.
It is typically necessary to use Assembly (ASM) to modify these games.
If you don't have good knowledge of stuff like Assembly programming, this is not where you want to learn it.
There exist many disassembly and debugging tools, but more recent content may have lackluster support.
#### My Game is a classic for the SNES/Sega Genesis/etc
Thats a lot more feasible.
There are many good tools available for understanding and modifying games on these older consoles, and the emulation
community will have figured out the bulk of the consoles secrets. Look for debugging tools, but be ready to learn
assembly. Old consoles usually have their own unique dialects of ASM youll need to get used to.
Also make sure theres a good way to interface with a running emulator, since thats the only way you can connect these
older consoles to the internet. There are also hardware mods and flash carts, which can do the same things an emulator
would when connected to a computer. These will require the same sort of interface software to be written in order to
work properly--from your perspective the two won't really look any different.
#### My Game is an exclusive for the Super Baby Magic Dream Boy. Its this console from the Soviet Union that-
Unless you have a circuit schematic for the Super Baby Magic Dream Boy sitting on your desk, no.
Obscurity is your enemy there will likely be little to no emulator or modding information, and youd essentially be
working from scratch. You're welcome to try and break ground on something like this, but understand that community
support will range from "extremely limited" to "nonexistent".
### How to Distribute Game Modifications
**NEVER EVER distribute anyone else's copyrighted work UNLESS THEY EXPLICITLY GIVE YOU PERMISSION TO DO SO!!!**
The right way to distribute modified versions of a game's binaries is to distribute binary patches.
The common theme is that you cant distribute anything that wasn't made by you. Patches are files that describe how
your modified file differs from the original one without including the original file's content, thus avoiding the issue
of distributing someone elses original work.
Users who have a copy of the game just need to apply the patch, and those who dont are unable to play.
#### Patches
The following patch formats are commonly seen in the game modding scene.
##### IPS
IPS patches are a simple list of chunks to replace in the original to generate the output. It is not possible to encode
moving of a chunk, so they may inadvertently contain copyrighted material and should be avoided unless you know it's
fine.
##### UPS, BPS, VCDIFF (xdelta), bsdiff
Other patch formats generate the difference between two streams (delta patches) with varying complexity. This way it is
possible to insert bytes or move chunks without including any original data. Bsdiff is highly optimized and includes
compression, so this format is used by APBP.
Only a bsdiff module is integrated into AP. If the final patch requires or is based on any other patch, convert them to
bsdiff or APBP before adding it to the AP source code as "basepatch.bsdiff4" or "basepatch.apbp".
##### APBP Archipelago Binary Patch
Starting with version 4 of the APBP format, this is a ZIP file containing metadata in `archipelago.json` and additional
files required by the game / patching process. For ROM-based games the ZIP will include a `delta.bsdiff4` which is the
bsdiff between the original and the randomized ROM.
To make using APBP easy, they can be generated by inheriting from `Patch.APDeltaPatch`.
#### Mod files
Games which support modding will usually just let you drag and drop the mods files into a folder somewhere.
Mod files come in many forms, but the rules about not distributing other people's content remain the same.
They can either be generic and modify the game using a seed or `slot_data` from the AP websocket, or they can be
generated per seed.
If the mod is generated by AP and is installed from a ZIP file, it may be possible to include APBP metadata for easy
integration into the Webhost by inheriting from `Patch.APContainer`.

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# Archipelago Architecture
Archipelago is split into several components. All components must operate in tandem to facilitate randomization
and gameplay.
The components are:
* [Archipelago Generator](#archipelago-generator)
* [Archipelago Server](#archipelago-server)
* [Archipelago Game Client](#archipelago-game-client)
Some games require additional components in order to facilitate gameplay or communication with Archipelago.
The additional components vary from game to game but are typically:
* [Retro Console Emulator](#retro-console-emulator)
* [Emulator Communication Bridge (SNI)](#emulator-communication-bridge)
## Archipelago Generator
The Archipelago Generator is the part of Archipelago which takes YAML configuration files as input and produces a ZIP
file containing the data necessary for the Archipelago Server to service a session. The generator software is standalone
from the server or game clients and is run outside the server context. The server may then be pointed to the resulting
file to serve that session.
For more information on using the Archipelago Generator as a user, please visit the user facing MultiWorld Setup Guide
section on [Rolling a YAML Locally](https://archipelago.gg/tutorial/Archipelago/setup/en#rolling-a-yaml-locally).
The Generator functions by using the classes defined in the `/worlds` folder to understand each game's items, location,
YAML options, and logic. The "World" classes define these properties in code and are loaded by the generator to allow it
to validate YAML options and create a multiworld with cohesive and solvable logic despite the possibility of disparate
games being played.
## Archipelago Server
The Archipelago Server facilitates gameplay for a multiworld session. A session may have any number of players.
As Archipelago is client-server software the server is still required for sessions even if only a single player is
present. The server takes a ZIP file or an ARCHIPELAGO file as input and serves the session using the information from
the input to properly serve the game clients over network.
## Archipelago Game Client
Archipelago game clients are currently implemented in two main ways. The first are in-process clients, which operate as
a mod loaded within the game process. The game process will then facilitate the WebSocket communication with the
Archipelago Server. Typically, more "modern" games will use this approach as they are typically easier to mod or are
easier to inject with code at runtime.
Some examples of Archipelago games implementing the in-process model are:
* [Risk of Rain 2](https://github.com/Ijwu/Archipelago.RiskOfRain2)
* [Subnautica](https://github.com/Berserker66/ArchipelagoSubnauticaModSrc)
* [Hollow Knight](https://github.com/Ijwu/Archipelago.HollowKnight)
The in-process model can be visualized using the following diagram:
```{mermaid}
flowchart LR
APS[Archipelago Server]
APGC[Archipelago Game Client]
APS <-- WebSockets --> APGC
```
The second model of game client are those which operate out-of-process. The out-of-process clients are shipped with the
Archipelago installation and live within the Archipelago codebase. They are implemented in Python using [CommonClient.py](https://github.com/ArchipelagoMW/Archipelago/blob/main/CommonClient.py)
as a base. This client model is typically used for games in which runtime modification is difficult to impossible and for
games which require additional components such as the emulator communication bridge. This model is also used for clients
which communicate with the game from outside the game process to understand game state; the client then communicates
updates to the Archipelago server based on the game state.
Some examples of Archipelago games implementing the out-of-process model are:
* [Starcraft 2](https://github.com/ArchipelagoMW/Archipelago/blob/main/Starcraft2Client.py)
* [Factorio](https://github.com/ArchipelagoMW/Archipelago/blob/main/FactorioClient.py)
* [The Legend of Zelda: Ocarina of Time](https://github.com/ArchipelagoMW/Archipelago/blob/main/OoTClient.py)
The out-of-process model can be visualized using the following diagram:
```{mermaid}
flowchart LR
APS[Archipelago Server]
OOPGC[Out-of-Process Game Client]
GP[Game Process]
APS <-- WebSockets --> OOPGC <--> GP
```
Games which use the [SNI](https://github.com/alttpo/sni) emulator communication bridge can be connected to Archipelago using the [SNIClient](https://github.com/ArchipelagoMW/Archipelago/blob/main/SNIClient.py).
Games communicating using SNI may be visualized using the following diagram:
```{mermaid}
flowchart LR
APS[Archipelago Server]
SNIC[SNIClient]
SNI[SNI]
GP[Game Process]
APS <-- WebSockets --> SNIC <-- WebSockets --> SNI <--> GP
```
## Retro Console Emulator
Some game implementations require the use of an emulator in order to run the game and to communicate with SNI.
These games are typically "retro" games which were released on 8-bit or 16-bit consoles, although newer consoles may be
included for some game implementations.
All emulators currently used in Archipelago game implementations which require them are lua enabled and use a lua script
to communicate with SNI.
## Emulator Communication Bridge
All implementations of game clients for which the game is run in an emulator presently use [SuperNintendoInterface or SNI](https://github.com/alttpo/sni)
to communicate between the emulator and the SNIClient. The emulator uses lua to communicate to SNI which communicates with
the SNIClient which communicates with the Archipelago server.

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World Class
===========
```{eval-rst}
.. currentmodule:: worlds.AutoWorld
.. autoclass:: World
:members: options, game, topology_present, all_item_and_group_names,
item_name_to_id, location_name_to_id, item_name_groups, data_version,
required_client_version, required_server_version, hint_blacklist,
remote_items, remote_start_inventory, forced_auto_forfeit, hidden,
world, player, item_id_to_name, location_id_to_name, item_names,
location_names, web, assert_generate, generate_early, create_regions,
create_items, set_rules, generate_basic, pre_fill, fill_hook, post_fill,
generate_output, fill_slot_data, modify_multidata, write_spoiler_header,
write_spoiler, write_spoiler_end, create_item, get_filler_item_name,
collect_item, get_pre_fill_items
:undoc-members:
:special-members: __init__
```

20
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@@ -0,0 +1,20 @@
# Minimal makefile for Sphinx documentation
#
# You can set these variables from the command line, and also
# from the environment for the first two.
SPHINXOPTS ?=
SPHINXBUILD ?= sphinx-build
SOURCEDIR = .
BUILDDIR = _build
# Put it first so that "make" without argument is like "make help".
help:
@$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
.PHONY: help Makefile
# Catch-all target: route all unknown targets to Sphinx using the new
# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS).
%: Makefile
@$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)

View File

@@ -1,4 +1,8 @@
```mermaid
# Archipelago Network Diagram
(Psst, scroll down and zoom in.)
```{mermaid}
flowchart LR
%% Diagram arranged specifically so output generates no terrible crossing lines.
%% AP Server
@@ -69,12 +73,6 @@ flowchart LR
end
SNI <-- Various, depending on SNES device --> SMZ
%% Donkey Kong Country 3
subgraph Donkey Kong Country 3
DK3[SNES]
end
SNI <-- Various, depending on SNES device --> DK3
%% Native Clients or Games
%% Games or clients which compile to native or which the client is integrated in the game.
subgraph "Native"
@@ -88,12 +86,10 @@ flowchart LR
MT[Meritous]
TW[The Witness]
SA2B[Sonic Adventure 2: Battle]
DS3[Dark Souls 3]
APCLIENTPP <--> SOE
APCLIENTPP <--> MT
APCLIENTPP <-- The Witness Randomizer --> TW
APCLIENTPP <--> DS3
APCPP <--> SM64
APCPP <--> V6
APCPP <--> SA2B

View File

@@ -1,17 +1,20 @@
# Archipelago General Client
# Archipelago Network Protocol
## Archipelago Connection Handshake
These steps should be followed in order to establish a gameplay connection with an Archipelago session.
1. Client establishes WebSocket connection to Archipelago server.
2. Server accepts connection and responds with a [RoomInfo](#RoomInfo) packet.
3. Client may send a [GetDataPackage](#GetDataPackage) packet.
4. Server sends a [DataPackage](#DataPackage) packet in return. (If the client sent GetDataPackage.)
5. Client sends [Connect](#Connect) packet in order to authenticate with the server.
6. Server validates the client's packet and responds with [Connected](#Connected) or [ConnectionRefused](#ConnectionRefused).
7. Server may send [ReceivedItems](#ReceivedItems) to the client, in the case that the client is missing items that are queued up for it.
8. Server sends [Print](#Print) to all players to notify them of the new client connection.
2. Server accepts connection and responds with a [RoomInfo](#roominfo) packet.
3. Client may send a [GetDataPackage](#getdatapackage) packet.
4. Server sends a [DataPackage](#datapackage) packet in return. (If the client sent GetDataPackage.)
5. Client sends [Connect](#connect) packet in order to authenticate with the server.
6. Server validates the client's packet and responds with [Connected](#connected) or
[ConnectionRefused](#connectionrefused).
7. Server may send [ReceivedItems](#receiveditems) to the client, in the case that the client is missing items that
are queued up for it.
8. Server sends [Print](#print) to all players to notify them of the new client connection.
In the case that the client does not authenticate properly and receives a [ConnectionRefused](#ConnectionRefused) then the server will maintain the connection and allow for follow-up [Connect](#Connect) packet.
In the case that the client does not authenticate properly and receives a [ConnectionRefused](#connectionrefused) then
the server will maintain the connection and allow for follow-up [Connect](#connect) packet.
There are also a number of community-supported libraries available that implement this network protocol to make integrating with Archipelago easier.
@@ -27,18 +30,26 @@ There are also a number of community-supported libraries available that implemen
| Haxe | [hxArchipelago](https://lib.haxe.org/p/hxArchipelago) | |
## Synchronizing Items
When the client receives a [ReceivedItems](#ReceivedItems) packet, if the `index` argument does not match the next index that the client expects then it is expected that the client will re-sync items with the server. This can be accomplished by sending the server a [Sync](#Sync) packet and then a [LocationChecks](#LocationChecks) packet.
When the client receives a [ReceivedItems](#receiveditems) packet, if the `index` argument does not match the next index
that the client expects then it is expected that the client will re-sync items with the server. This can be accomplished
by sending the server a [Sync](#sync) packet and then a [LocationChecks](#locationchecks) packet.
Even if the client detects a desync, it can still accept the items provided in this packet to prevent gameplay interruption.
Even if the client detects a desync, it can still accept the items provided in this packet to prevent gameplay
interruption.
When the client receives a [ReceivedItems](#ReceivedItems) packet and the `index` arg is `0` (zero) then the client should accept the provided `items` list as its full inventory. (Abandon previous inventory.)
When the client receives a [ReceivedItems](#receiveditems) packet and the `index` arg is `0` (zero) then the client
should accept the provided `items` list as its full inventory. (Abandon previous inventory.)
# Archipelago Protocol Packets
Packets are sent between the multiworld server and client in order to sync information between them. Below is a directory of each packet.
## Archipelago Protocol Packets
Packets are sent between the multiworld server and client in order to sync information between them.
Below is a directory of each packet.
Packets are simple JSON lists in which any number of ordered network commands can be sent, which are objects. Each command has a "cmd" key, indicating its purpose. All packet argument types documented here refer to JSON types, unless otherwise specified.
Packets are simple JSON lists in which any number of ordered network commands can be sent, which are objects.
Each command has a "cmd" key, indicating its purpose. All packet argument types documented here refer to JSON types,
unless otherwise specified.
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following example.
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following
example.
Example:
```javascript
@@ -46,40 +57,41 @@ Example:
```
## (Server -> Client)
These packets are are sent from the multiworld server to the client. They are not messages which the server accepts.
* [RoomInfo](#RoomInfo)
* [ConnectionRefused](#ConnectionRefused)
* [Connected](#Connected)
* [ReceivedItems](#ReceivedItems)
* [LocationInfo](#LocationInfo)
* [RoomUpdate](#RoomUpdate)
* [Print](#Print)
* [PrintJSON](#PrintJSON)
* [DataPackage](#DataPackage)
* [Bounced](#Bounced)
* [InvalidPacket](#InvalidPacket)
* [Retrieved](#Retrieved)
* [SetReply](#SetReply)
These packets are sent from the multiworld server to the client. They are not messages which the server accepts.
* [RoomInfo](#roominfo)
* [ConnectionRefused](#connectionrefused)
* [Connected](#connected)
* [ReceivedItems](#receiveditems)
* [LocationInfo](#locationinfo)
* [RoomUpdate](#roomupdate)
* [Print](#print)
* [PrintJSON](#printjson)
* [DataPackage](#datapackage)
* [Bounced](#bounced)
* [InvalidPacket](#invalidpacket)
* [Retrieved](#retrieved)
* [SetReply](#setreply)
### RoomInfo
Sent to clients when they connect to an Archipelago server.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| version | [NetworkVersion](#NetworkVersion) | Object denoting the version of Archipelago which the server is running. |
| version | [NetworkVersion](#networkversion) | Object denoting the version of Archipelago which the server is running. |
| tags | list\[str\] | Denotes special features or capabilities that the sender is capable of. Example: `WebHost` |
| password | bool | Denoted whether a password is required to join this room.|
| permissions | dict\[str, [Permission](#Permission)\[int\]\] | Mapping of permission name to [Permission](#Permission), keys are: "forfeit", "collect" and "remaining". |
| permissions | dict\[str, [Permission](#permission)\[int\]\] | Mapping of permission name to [Permission](#permission), keys are: "forfeit", "collect" and "remaining". |
| hint_cost | int | The amount of points it costs to receive a hint from the server. |
| location_check_points | int | The amount of hint points you receive per item/location check completed. ||
| games | list\[str\] | List of games present in this multiworld. |
| datapackage_version | int | Sum of individual games' datapackage version. Deprecated. Use `datapackage_versions` instead. |
| datapackage_versions | dict\[str, int\] | Data versions of the individual games' data packages the server will send. Used to decide which games' caches are outdated. See [Data Package Contents](#Data-Package-Contents). |
| datapackage_versions | dict\[str, int\] | Data versions of the individual games' data packages the server will send. Used to decide which games' caches are outdated. See [Data Package Contents](#data-package-contents). |
| seed_name | str | uniquely identifying name of this generation |
| time | float | Unix time stamp of "now". Send for time synchronization if wanted for things like the DeathLink Bounce. |
#### forfeit
Dictates what is allowed when it comes to a player forfeiting their run. A forfeit is an action which distributes the rest of the items in a player's run to those other players awaiting them.
Dictates what is allowed when it comes to a player forfeiting their run. A forfeit is an action which distributes the
rest of the items in a player's run to those other players awaiting them.
* `auto`: Distributes a player's items to other players when they complete their goal.
* `enabled`: Denotes that players may forfeit at any time in the game.
@@ -88,7 +100,8 @@ Dictates what is allowed when it comes to a player forfeiting their run. A forfe
* `goal`: Allows for manual use of forfeit command once a player completes their goal. (Disabled until goal completion)
#### collect
Dictates what is allowed when it comes to a player collecting their run. A collect is an action which sends the rest of the items in a player's run.
Dictates what is allowed when it comes to a player collecting their run. A collect is an action which sends the rest of
the items in a player's run.
* `auto`: Automatically when they complete their goal.
* `enabled`: Denotes that players may !collect at any time in the game.
@@ -122,13 +135,13 @@ Sent to clients when the connection handshake is successfully completed.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| team | int | Your team number. See [NetworkPlayer](#NetworkPlayer) for more info on team number. |
| slot | int | Your slot number on your team. See [NetworkPlayer](#NetworkPlayer) for more info on the slot number. |
| players | list\[[NetworkPlayer](#NetworkPlayer)\] | List denoting other players in the multiworld, whether connected or not. |
| team | int | Your team number. See [NetworkPlayer](#networkplayer) for more info on team number. |
| slot | int | Your slot number on your team. See [NetworkPlayer](#networkplayer) for more info on the slot number. |
| players | list\[[NetworkPlayer](#networkplayer)\] | List denoting other players in the multiworld, whether connected or not. |
| missing_locations | list\[int\] | Contains ids of remaining locations that need to be checked. Useful for trackers, among other things. |
| checked_locations | list\[int\] | Contains ids of all locations that have been checked. Useful for trackers, among other things. Location ids are in the range of ± 2<sup>53</sup>-1. |
| slot_data | dict | Contains a json object for slot related data, differs per game. Empty if not required. |
| slot_info | dict\[int, [NetworkSlot](#NetworkSlot)\] | maps each slot to a [NetworkSlot](#NetworkSlot) information |
| slot_info | dict\[int, [NetworkSlot](#networkslot)\] | maps each slot to a [NetworkSlot](#networkslot) information |
### ReceivedItems
Sent to clients when they receive an item.
@@ -136,25 +149,25 @@ Sent to clients when they receive an item.
| Name | Type | Notes |
| ---- | ---- | ----- |
| index | int | The next empty slot in the list of items for the receiving client. |
| items | list\[[NetworkItem](#NetworkItem)\] | The items which the client is receiving. |
| items | list\[[NetworkItem](#networkitem)\] | The items which the client is receiving. |
### LocationInfo
Sent to clients to acknowledge a received [LocationScouts](#LocationScouts) packet and responds with the item in the location(s) being scouted.
Sent to clients to acknowledge a received [LocationScouts](#locationscouts) packet and responds with the item in the location(s) being scouted.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| locations | list\[[NetworkItem](#NetworkItem)\] | Contains list of item(s) in the location(s) scouted. |
| locations | list\[[NetworkItem](#networkitem)\] | Contains list of item(s) in the location(s) scouted. |
### RoomUpdate
Sent when there is a need to update information about the present game session. Generally useful for async games.
Once authenticated (received Connected), this may also contain data from Connected.
#### Arguments
The arguments for RoomUpdate are identical to [RoomInfo](#RoomInfo) barring:
The arguments for RoomUpdate are identical to [RoomInfo](#roominfo) barring:
| Name | Type | Notes |
| ---- | ---- | ----- |
| hint_points | int | New argument. The client's current hint points. |
| players | list\[[NetworkPlayer](#NetworkPlayer)\] | Send in the event of an alias rename. Always sends all players, whether connected or not. |
| players | list\[[NetworkPlayer](#networkplayer)\] | Send in the event of an alias rename. Always sends all players, whether connected or not. |
| checked_locations | list\[int\] | May be a partial update, containing new locations that were checked, especially from a coop partner in the same slot. |
| missing_locations | list\[int\] | Should never be sent as an update, if needed is the inverse of checked_locations. |
@@ -169,14 +182,15 @@ Sent to clients purely to display a message to the player.
| text | str | Message to display to player. |
### PrintJSON
Sent to clients purely to display a message to the player. This packet differs from [Print](#Print) in that the data being sent with this packet allows for more configurable or specific messaging.
Sent to clients purely to display a message to the player. This packet differs from [Print](#print) in that the data
being sent with this packet allows for more configurable or specific messaging.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| data | list\[[JSONMessagePart](#JSONMessagePart)\] | Type of this part of the message. |
| type | str | May be present to indicate the [PrintJsonType](#PrintJsonType) of this message. |
| receiving | int | Is present if type is Hint or ItemSend and marks the destination player's ID. |
| item | [NetworkItem](#NetworkItem) | Is present if type is Hint or ItemSend and marks the source player id, location id, item id and item flags. |
| item | [NetworkItem](#networkitem) | Is present if type is Hint or ItemSend and marks the source player id, location id, item id and item flags. |
| found | bool | Is present if type is Hint, denotes whether the location hinted for was checked. |
| countdown | int | Is present if type is `Countdown`, denotes the amount of seconds remaining on the countdown. |
@@ -191,35 +205,37 @@ Currently defined types are:
| Countdown | The message contains information about the current server Countdown. |
### DataPackage
Sent to clients to provide what is known as a 'data package' which contains information to enable a client to most easily communicate with the Archipelago server. Contents include things like location id to name mappings, among others; see [Data Package Contents](#Data-Package-Contents) for more info.
Sent to clients to provide what is known as a 'data package' which contains information to enable a client to most
easily communicate with the Archipelago server. Contents include things like location id to name mappings,
among others; see [Data Package Contents](#data-package-contents) for more info.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| data | [DataPackageObject](#Data-Package-Contents) | The data package as a JSON object. |
| data | [DataPackageObject](#data-package-contents) | The data package as a JSON object. |
### Bounced
Sent to clients after a client requested this message be sent to them, more info in the [Bounce](#Bounce) package.
Sent to clients after a client requested this message be sent to them, more info in the [Bounce](#bounce) package.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| games | list\[str\] | Optional. Game names this message is targeting |
| slots | list\[int\] | Optional. Player slot IDs that this message is targeting |
| tags | list\[str\] | Optional. Client [Tags](#Tags) this message is targeting |
| data | dict | The data in the [Bounce](#Bounce) package copied |
| tags | list\[str\] | Optional. Client [Tags](#tags) this message is targeting |
| data | dict | The data in the [Bounce](#bounce) package copied |
### InvalidPacket
Sent to clients if the server caught a problem with a packet. This only occurs for errors that are explicitly checked for.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
| Name | Type | Notes |
|--------------|---------------|-------------------------------------------------------------------------------------------|
| type | str | The [PacketProblemType](#packetproblemtype) that was detected in the packet. |
| original_cmd | Optional[str] | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
| text | str | A descriptive message of the problem at hand. |
| text | str | A descriptive message of the problem at hand. |
##### PacketProblemType
#### PacketProblemType
`PacketProblemType` indicates the type of problem that was detected in the faulty packet, the known problem types are below but others may be added in the future.
| Type | Notes |
@@ -228,16 +244,19 @@ Sent to clients if the server caught a problem with a packet. This only occurs f
| arguments | Arguments of the faulty packet which were not correct. |
### Retrieved
Sent to clients as a response the a [Get](#Get) package.
Sent to clients as a response the a [Get](#get) package
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| keys | dict\[str\, any] | A key-value collection containing all the values for the keys requested in the [Get](#Get) package. |
| keys | dict\[str\, any] | A key-value collection containing all the values for the keys requested in the [Get](#get) package. |
Additional arguments added to the [Get](#Get) package that triggered this [Retrieved](#Retrieved) will also be passed along.
Additional arguments added to the [Get](#get) package that triggered this [Retrieved](#retrieved) will also be passed
along.
### SetReply
Sent to clients in response to a [Set](#Set) package if want_reply was set to true, or if the client has registered to receive updates for a certain key using the [SetNotify](#SetNotify) package. SetReply packages are sent even if a [Set](#Set) package did not alter the value for the key.
Sent to clients in response to a [Set](#set) package if want_reply was set to true, or if the client has registered to
receive updates for a certain key using the [SetNotify](#setnotify) package. SetReply packages are sent even if a
[Set](#set) package did not alter the value for the key.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
@@ -245,22 +264,23 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
| value | any | The new value for the key. |
| original_value | any | The value the key had before it was updated. |
Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.
Additional arguments added to the [Set](#set) package that triggered this [SetReply](#setreply) will also be passed
along.
## (Client -> Server)
These packets are sent purely from client to server. They are not accepted by clients.
* [Connect](#Connect)
* [Sync](#Sync)
* [LocationChecks](#LocationChecks)
* [LocationScouts](#LocationScouts)
* [StatusUpdate](#StatusUpdate)
* [Say](#Say)
* [GetDataPackage](#GetDataPackage)
* [Bounce](#Bounce)
* [Get](#Get)
* [Set](#Set)
* [SetNotify](#SetNotify)
* [Connect](#connect)
* [Sync](#sync)
* [LocationChecks](#locationchecks)
* [LocationScouts](#locationscouts)
* [StatusUpdate](#statusupdate)
* [Say](#say)
* [GetDataPackage](#getdatapackage)
* [Bounce](#bounce)
* [Get](#get)
* [Set](#set)
* [SetNotify](#setnotify)
### Connect
Sent by the client to initiate a connection to an Archipelago game session.
@@ -272,9 +292,9 @@ Sent by the client to initiate a connection to an Archipelago game session.
| game | str | The name of the game the client is playing. Example: `A Link to the Past` |
| name | str | The player name for this client. |
| uuid | str | Unique identifier for player client. |
| version | [NetworkVersion](#NetworkVersion) | An object representing the Archipelago version this client supports. |
| version | [NetworkVersion](#networkversion) | An object representing the Archipelago version this client supports. |
| items_handling | int | Flags configuring which items should be sent by the server. Read below for individual flags. |
| tags | list\[str\] | Denotes special features or capabilities that the sender is capable of. [Tags](#Tags) |
| tags | list\[str\] | Denotes special features or capabilities that the sender is capable of. [Tags](#tags) |
#### items_handling flags
| Value | Meaning |
@@ -286,7 +306,8 @@ Sent by the client to initiate a connection to an Archipelago game session.
| null | Null or undefined loads settings from world definition for backwards compatibility. This is deprecated. |
#### Authentication
Many, if not all, other packets require a successfully authenticated client. This is described in more detail in [Archipelago Connection Handshake](#Archipelago-Connection-Handshake).
Many, if not all, other packets require a successfully authenticated client. This is described in more detail in
[Archipelago Connection Handshake](#archipelago-connection-handshake).
### ConnectUpdate
Update arguments from the Connect package, currently only updating tags and items_handling is supported.
@@ -295,15 +316,16 @@ Update arguments from the Connect package, currently only updating tags and item
| Name | Type | Notes |
| ---- | ---- | ----- |
| items_handling | int | Flags configuring which items should be sent by the server. |
| tags | list\[str\] | Denotes special features or capabilities that the sender is capable of. [Tags](#Tags) |
| tags | list\[str\] | Denotes special features or capabilities that the sender is capable of. [Tags](#tags) |
### Sync
Sent to server to request a [ReceivedItems](#ReceivedItems) packet to synchronize items.
Sent to server to request a [ReceivedItems](#receiveditems) packet to synchronize items.
#### Arguments
No arguments necessary.
### LocationChecks
Sent to server to inform it of locations that the client has checked. Used to inform the server of new checks that are made, as well as to sync state.
Sent to server to inform it of locations that the client has checked. Used to inform the server of new checks that are
made, as well as to sync state.
#### Arguments
| Name | Type | Notes |
@@ -311,13 +333,15 @@ Sent to server to inform it of locations that the client has checked. Used to in
| locations | list\[int\] | The ids of the locations checked by the client. May contain any number of checks, even ones sent before; duplicates do not cause issues with the Archipelago server. |
### LocationScouts
Sent to the server to inform it of locations the client has seen, but not checked. Useful in cases in which the item may appear in the game world, such as 'ledge items' in A Link to the Past. The server will always respond with a [LocationInfo](#LocationInfo) packet with the items located in the scouted location.
Sent to the server to inform it of locations the client has seen, but not checked. Useful in cases in which the item may
appear in the game world, such as 'ledge items' in A Link to the Past. The server will always respond with a
[LocationInfo](#locationinfo) packet with the items located in the scouted location.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| locations | list\[int\] | The ids of the locations seen by the client. May contain any number of locations, even ones sent before; duplicates do not cause issues with the Archipelago server. |
| create_as_hint | int | If non-zero, the scouted locations get created and broadcasted as a player-visible hint. <br/>If 2 only new hints are broadcast, however this does not remove them from the LocationInfo reply. |
| create_as_hint | int | If non-zero, the scouted locations get created and broadcast as a player-visible hint. <br/>If 2 only new hints are broadcast, however this does not remove them from the LocationInfo reply. |
### StatusUpdate
Sent to the server to update on the sender's status. Examples include readiness or goal completion. (Example: defeated Ganon in A Link to the Past)
@@ -325,7 +349,7 @@ Sent to the server to update on the sender's status. Examples include readiness
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| status | ClientStatus\[int\] | One of [Client States](#Client-States). Send as int. Follow the link for more information. |
| status | ClientStatus\[int\] | One of [Client States](#client-states). Send as int. Follow the link for more information. |
### Say
Basic chat command which sends text to the server to be distributed to other clients.
@@ -339,8 +363,8 @@ Basic chat command which sends text to the server to be distributed to other cli
Requests the data package from the server. Does not require client authentication.
#### Arguments
| Name | Type | Notes |
|-------| ----- |---------------------------------------------------------------------------------------------------------------------------------|
| Name | Type | Notes |
|-------| ----- | ---- |
| games | list\[str\] | Optional. If specified, will only send back the specified data. Such as, \["Factorio"\] -> Datapackage with only Factorio data. |
### Bounce
@@ -356,29 +380,36 @@ the server will forward the message to all those targets to which any one requir
| data | dict | Any data you want to send |
### Get
Used to request a single or multiple values from the server's data storage, see the [Set](#Set) package for how to write values to the data storage. A Get package will be answered with a [Retrieved](#Retrieved) package.
Used to request a single or multiple values from the server's data storage, see the [Set](#set) package for how to write
values to the data storage. A Get package will be answered with a [Retrieved](#retrieved) package.
#### Arguments
| Name | Type | Notes |
| ------ | ----- | ------ |
| keys | list\[str\] | Keys to retrieve the values for. |
Additional arguments sent in this package will also be added to the [Retrieved](#Retrieved) package it triggers.
Additional arguments sent in this package will also be added to the [Retrieved](#retrieved) package it triggers.
### Set
Used to write data to the server's data storage, that data can then be shared across worlds or just saved for later. Values for keys in the data storage can be retrieved with a [Get](#Get) package, or monitored with a [SetNotify](#SetNotify) package.
Used to write data to the server's data storage, that data can then be shared across worlds or just saved for later.
Values for keys in the data storage can be retrieved with a [Get](#get) package, or monitored with a
[SetNotify](#setnotify) package.
#### Arguments
| Name | Type | Notes |
| ------ | ----- | ------ |
| key | str | The key to manipulate. |
| default | any | The default value to use in case the key has no value on the server. |
| want_reply | bool | If set, the server will send a [SetReply](#SetReply) response back to the client. |
| operations | list\[[DataStorageOperation](#DataStorageOperation)\] | Operations to apply to the value, multiple operations can be present and they will be executed in order of appearance. |
| want_reply | bool | If set, the server will send a [SetReply](#setreply) response back to the client. |
| operations | list\[[DataStorageOperation](#datastorageoperation)\] | Operations to apply to the value, multiple operations can be present and they will be executed in order of appearance. |
Additional arguments sent in this package will also be added to the [SetReply](#SetReply) package it triggers.
Additional arguments sent in this package will also be added to the [SetReply](#setreply) package it triggers.
#### DataStorageOperation
A DataStorageOperation manipulates or alters the value of a key in the data storage. If the operation transforms the value from one state to another then the current value of the key is used as the starting point otherwise the [Set](#Set)'s package `default` is used if the key does not exist on the server already.
DataStorageOperations consist of an object containing both the operation to be applied, provided in the form of a string, as well as the value to be used for that operation, Example:
A DataStorageOperation manipulates or alters the value of a key in the data storage. If the operation transforms the
value from one state to another then the current value of the key is used as the starting point otherwise the
[Set](#set)'s package `default` is used if the key does not exist on the server already.
DataStorageOperations consist of an object containing both the operation to be applied, provided in the form of a
string, as well as the value to be used for that operation, Example:
```json
{"operation": "add", "value": 12}
```
@@ -387,7 +418,7 @@ The following operations can be applied to a datastorage key
| Operation | Effect |
| ------ | ----- |
| replace | Sets the current value of the key to `value`. |
| default | If the key has no value yet, sets the current value of the key to `default` of the [Set](#Set)'s package (`value` is ignored). |
| default | If the key has no value yet, sets the current value of the key to `default` of the [Set](#set)'s package (`value` is ignored). |
| add | Adds `value` to the current value of the key, if both the current value and `value` are arrays then `value` will be appended to the current value. |
| mul | Multiplies the current value of the key by `value`. |
| pow | Multiplies the current value of the key to the power of `value`. |
@@ -401,28 +432,35 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
Used to register your current session for receiving all [SetReply](#setreply) packages of certain keys to allow your client to keep track of changes.
#### Arguments
| Name | Type | Notes |
| ------ | ----- | ------ |
| keys | list\[str\] | Keys to receive all [SetReply](#SetReply) packages for. |
| keys | list\[str\] | Keys to receive all [SetReply](#setreply) packages for. |
## Appendix
### Coop
Coop in Archipelago is automatically facilitated by the server, however some of the default behaviour may not be what you desire.
Coop in Archipelago is automatically facilitated by the server, however some default behaviour may not be what you
desire.
If the game in question is a remote-items game (attribute on AutoWorld), then all items will always be sent and received.
If the game in question is not a remote-items game, then any items that are placed within the same world will not be send by the server.
If the game in question is not a remote-items game, then any items that are placed within the same world will not be
sent by the server.
To manually react to others in the same player slot doing checks, listen to [RoomUpdate](#RoomUpdate) -> checked_locations.
To manually react to others in the same player slot doing checks, listen to [RoomUpdate](#roomupdate) ->
checked_locations.
### NetworkPlayer
A list of objects. Each object denotes one player. Each object has four fields about the player, in this order: `team`, `slot`, `alias`, and `name`. `team` and `slot` are ints, `alias` and `name` are strs.
A list of objects. Each object denotes one player. Each object has four fields about the player, in this order: `team`,
`slot`, `alias`, and `name`. `team` and `slot` are ints, `alias` and `name` are strings.
Each player belongs to a `team` and has a `slot`. Team numbers start at `0`. Slot numbers are unique per team and start at `1`. Slot number `0` refers to the Archipelago server; this may appear in instances where the server grants the player an item.
Each player belongs to a `team` and has a `slot`. Team numbers start at `0`. Slot numbers are unique per team and start
at `1`. Slot number `0` refers to the Archipelago server; this may appear in instances where the server grants the
player an item.
`alias` represents the player's name in current time. `name` is the original name used when the session was generated. This is typically distinct in games which require baking names into ROMs or for async games.
`alias` represents the player's name in current time. `name` is the original name used when the session was generated.
This is typically distinct in games which require baking names into ROMs or for async games.
```python
from typing import NamedTuple
@@ -465,7 +503,8 @@ In JSON this may look like:
`location` is the location id of the item inside the world. Location ids are in the range of ± 2<sup>53</sup>-1.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#locationinfo)
Packet then it will be the slot of the player to receive the item.
`flags` are bit flags:
| Flag | Meaning |
@@ -476,7 +515,8 @@ In JSON this may look like:
| 0b100 | If set, indicates the item is a trap |
### JSONMessagePart
Message nodes sent along with [PrintJSON](#PrintJSON) packet to be reconstructed into a legible message. The nodes are intended to be read in the order they are listed in the packet.
Message nodes sent along with [PrintJSON](#printjson) packet to be reconstructed into a legible message.
The nodes are intended to be read in the order they are listed in the packet.
```python
from typing import TypedDict, Optional
@@ -488,7 +528,10 @@ class JSONMessagePart(TypedDict):
player: Optional[int] # only available if type is either item or location
```
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently.
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be
rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all
be-all. Other clients may choose to interpret and display these messages differently.
Possible values for `type` include:
| Name | Notes |
@@ -504,7 +547,10 @@ Possible values for `type` include:
| color | Regular text that should be colored. Only `type` that will contain `color` data. |
`color` is used to denote a console color to display the message part with and is only send if the `type` is `color`. This is limited to console colors due to backwards compatibility needs with games such as ALttP. Although background colors as well as foreground colors are listed, only one may be applied to a [JSONMessagePart](#JSONMessagePart) at a time.
`color` is used to denote a console color to display the message part with and is only send if the `type` is `color`.
This is limited to console colors due to backwards compatibility needs with games such as ALttP.
Although background colors as well as foreground colors are listed, only one may be applied to a
[JSONMessagePart](#jsonmessagepart) at a time.
Color options:
* bold
@@ -528,10 +574,11 @@ Color options:
`text` is the content of the message part to be displayed.
`player` marks owning player id for location/item,
`flags` contains the [NetworkItem](#NetworkItem) flags that belong to the item
`flags` contains the [NetworkItem](#networkitem) flags that belong to the item
### Client States
An enumeration containing the possible client states that may be used to inform the server in [StatusUpdate](#StatusUpdate).
An enumeration containing the possible client states that may be used to inform the server in
[StatusUpdate](#statusupdate).
```python
import enum
@@ -543,7 +590,8 @@ class ClientStatus(enum.IntEnum):
```
### NetworkVersion
An object representing software versioning. Used in the [Connect](#Connect) packet to allow the client to inform the server of the Archipelago version it supports.
An object representing software versioning. Used in the [Connect](#connect) packet to allow the client to inform the
server of the Archipelago version it supports.
```python
from typing import NamedTuple
class Version(NamedTuple):
@@ -589,9 +637,14 @@ class Permission(enum.IntEnum):
```
### Data Package Contents
A data package is a JSON object which may contain arbitrary metadata to enable a client to interact with the Archipelago server most easily. Currently, this package is used to send ID to name mappings so that clients need not maintain their own mappings.
A data package is a JSON object which may contain arbitrary metadata to enable a client to interact with the Archipelago
server most easily. Currently, this package is used to send ID to name mappings so that clients need not maintain their
own mappings.
We encourage clients to cache the data package they receive on disk, or otherwise not tied to a session. You will know when your cache is outdated if the [RoomInfo](#RoomInfo) packet or the datapackage itself denote a different version. A special case is datapackage version 0, where it is expected the package is custom and should not be cached.
We encourage clients to cache the data package they receive on disk, or otherwise not tied to a session.
You will know when your cache is outdated if the [RoomInfo](#roominfo) packet or the datapackage itself denote a
different version. A special case is datapackage version 0, where it is expected the package is custom and should not be
cached.
Note:
* Any ID is unique to its type across AP: Item 56 only exists once and Location 56 only exists once.
@@ -619,7 +672,7 @@ Tags are represented as a list of strings, the common Client tags follow:
| Name | Notes |
|------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| AP | Signifies that this client is a reference client, its usefulness is mostly in debugging to compare client behaviours more easily. |
| IgnoreGame | Deprecated. See Tracker and TextOnly. Tells the server to ignore the "game" attribute in the [Connect](#Connect) packet. |
| IgnoreGame | Deprecated. See Tracker and TextOnly. Tells the server to ignore the "game" attribute in the [Connect](#connect) packet. |
| DeathLink | Client participates in the DeathLink mechanic, therefore will send and receive DeathLink bounce packets |
| Tracker | Tells the server that this client will not send locations and is actually a Tracker. When specified and used with empty or null `game` in [Connect](#connect), game and game's version validation will be skipped. |
| TextOnly | Tells the server that this client will not send locations and is intended for chat. When specified and used with empty or null `game` in [Connect](#connect), game and game's version validation will be skipped. |

View File

@@ -6,26 +6,20 @@ required to send and receive items between the game and server.
Client implementation is out of scope of this document. Please refer to an
existing game that provides a similar API to yours.
Refer to the following documents as well:
- [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md)
- [adding games.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/adding%20games.md)
Archipelago will be abbreviated as "AP" from now on.
## Language
AP worlds are written in python3.
Clients that connect to the server to sync items can be in any language that
allows using WebSockets.
## Coding style
AP follows all the PEPs. When in doubt use an IDE with coding style
linter, for example PyCharm Community Edition.
## Docstrings
Docstrings are strings attached to an object in Python that describe what the
@@ -40,7 +34,6 @@ class MyGameWorld(World):
website."""
```
## Definitions
This section will cover various classes and objects you can use for your world.
@@ -63,7 +56,7 @@ for your world specifically on the webhost.
`theme` to be used for your game specific AP pages. Available themes:
| dirt | grass (default) | grassFlowers | ice | jungle | ocean | partyTime | stone |
|---|---|---|---|---|---|---|---|
| <img src="img/theme_dirt.JPG" width="100"> | <img src="img/theme_grass.JPG" width="100"> | <img src="img/theme_grassFlowers.JPG" width="100"> | <img src="img/theme_ice.JPG" width="100"> | <img src="img/theme_jungle.JPG" width="100"> | <img src="img/theme_ocean.JPG" width="100"> | <img src="img/theme_partyTime.JPG" width="100"> | <img src="img/theme_stone.JPG" width="100"> |
| <img src="_static/theme_dirt.JPG" width="200"> | <img src="_static/theme_grass.JPG" width="200"> | <img src="_static/theme_grassFlowers.JPG" width="200"> | <img src="_static/theme_ice.JPG" width="200"> | <img src="_static/theme_jungle.JPG" width="200"> | <img src="_static/theme_ocean.JPG" width="200"> | <img src="_static/theme_partyTime.JPG" width="200"> | <img src="_static/theme_stone.JPG" width="200"> |
`bug_report_page` (optional) can be a link to a bug reporting page, most likely a GitHub issue page, that will be placed by the site to help direct users to report bugs.
@@ -103,9 +96,8 @@ or boss drops for RPG-like games but could also be progress in a research tree.
Each location has a `name` and an `id` (a.k.a. "code" or "address"), is placed
in a Region and has access rules.
The name needs to be unique in each game and must not be numeric (has to
contain least 1 letter or symbol). The ID needs to be unique across all games
and is best in the same range as the item IDs.
The name needs to be unique in each game, the ID needs to be unique across all
games and is best in the same range as the item IDs.
World-specific IDs are 1 to 2<sup>53</sup>-1, IDs ≤ 0 are global and reserved.
Special locations with ID `None` can hold events.
@@ -122,9 +114,6 @@ their world. Progression items will be assigned to locations with higher
priority and moved around to meet defined rules and accomplish progression
balancing.
The name needs to be unique in each game, meaning a duplicate item has the
same ID. Name must not be numeric (has to contain at least 1 letter or symbol).
Special items with ID `None` can mark events (read below).
Other classifications include
@@ -192,17 +181,15 @@ the `/worlds` directory. The starting point for the package is `__init.py__`.
Conventionally, your world class is placed in that file.
World classes must inherit from the `World` class in `/worlds/AutoWorld.py`,
which can be imported as `worlds.AutoWorld.World` from your package.
which can be imported as `..AutoWorld.World` from your package.
AP will pick up your world automatically due to the `AutoWorld` implementation.
### Requirements
If your world needs specific python packages, they can be listed in
`world/[world_name]/requirements.txt`. ModuleUpdate.py will automatically
pick up and install them.
See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format).
`world/[world_name]/requirements.txt`.
See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format)
### Relative Imports
@@ -215,10 +202,6 @@ e.g. `from .Options import mygame_options` from your `__init__.py` will load
When imported names pile up it may be easier to use `from . import Options`
and access the variable as `Options.mygame_options`.
Imports from directories outside your world should use absolute imports.
Correct use of relative / absolute imports is required for zipped worlds to
function, see [apworld specification.md](apworld%20specification.md).
### Your Item Type
Each world uses its own subclass of `BaseClasses.Item`. The constuctor can be
@@ -284,12 +267,14 @@ Define a property `option_<name> = <number>` per selectable value and
`default = <number>` to set the default selection. Aliases can be set by
defining a property `alias_<name> = <same number>`.
One special case where aliases are required is when option name is `yes`, `no`,
`on` or `off` because they parse to `True` or `False`:
```python
option_off = 0
option_on = 1
option_some = 2
alias_disabled = 0
alias_enabled = 1
alias_false = 0
alias_true = 1
default = 0
```
@@ -331,7 +316,7 @@ mygame_options: typing.Dict[str, type(Option)] = {
```python
# __init__.py
from worlds.AutoWorld import World
from ..AutoWorld import World
from .Options import mygame_options # import the options dict
class MyGameWorld(World):
@@ -360,7 +345,7 @@ more natural. These games typically have been edited to 'bake in' the items.
from .Options import mygame_options # the options we defined earlier
from .Items import mygame_items # data used below to add items to the World
from .Locations import mygame_locations # same as above
from worlds.AutoWorld import World
from ..AutoWorld import World
from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
from Utils import get_options, output_path
@@ -561,7 +546,7 @@ def generate_basic(self) -> None:
### Setting Rules
```python
from worlds.generic.Rules import add_rule, set_rule, forbid_item
from ..generic.Rules import add_rule, set_rule, forbid_item
from Items import get_item_type
def set_rules(self) -> None:
@@ -611,7 +596,7 @@ implement more complex logic in logic mixins, even if there is no need to add
properties to the `BaseClasses.CollectionState` state object.
When importing a file that defines a class that inherits from
`worlds.AutoWorld.LogicMixin` the state object's class is automatically extended by
`..AutoWorld.LogicMixin` the state object's class is automatically extended by
the mixin's members. These members should be prefixed with underscore following
the name of the implementing world. This is due to sharing a namespace with all
other logic mixins.
@@ -630,7 +615,7 @@ Please do this with caution and only when neccessary.
```python
# Logic.py
from worlds.AutoWorld import LogicMixin
from ..AutoWorld import LogicMixin
class MyGameLogic(LogicMixin):
def _mygame_has_key(self, world: MultiWorld, player: int):
@@ -641,7 +626,7 @@ class MyGameLogic(LogicMixin):
```python
# __init__.py
from worlds.generic.Rules import set_rule
from ..generic.Rules import set_rule
import .Logic # apply the mixin by importing its file
class MyGameWorld(World):

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56
docs/sphinx/conf.py Normal file
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@@ -0,0 +1,56 @@
# Configuration file for the Sphinx documentation builder.
#
# This file only contains a selection of the most common options. For a full
# list see the documentation:
# https://www.sphinx-doc.org/en/master/usage/configuration.html
# -- Path setup --------------------------------------------------------------
# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#
import os
import sys
sys.path.insert(0, os.path.abspath('../..'))
# -- Project information -----------------------------------------------------
project = 'Archipelago'
copyright = '2022, Archipelago Team and Contributors'
author = 'Archipelago Team and Contributors'
# -- General configuration ---------------------------------------------------
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
extensions = [
"myst_parser",
"sphinxcontrib.mermaid",
"sphinx.ext.autodoc",
"sphinx.ext.autosummary",
]
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
# This pattern also affects html_static_path and html_extra_path.
exclude_patterns = ['_build', 'Thumbs.db', '.DS_Store']
myst_heading_anchors = 4
# -- Options for HTML output -------------------------------------------------
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = 'alabaster'
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']

70
docs/sphinx/index.md Normal file
View File

@@ -0,0 +1,70 @@
% Archipelago documentation master file, created by
% sphinx-quickstart on Wed Jul 6 20:09:51 2022.
% You can adapt this file completely to your liking, but it should at least
% contain the root `toctree` directive.
Welcome to Archipelago's Technical Documentation!
=================================================
## What is Archipelago?
Archipelago provides a generic framework for developing multiworld capability for game randomizers.
In all cases, presently, Archipelago is also the randomizer itself.
Archipelago is end-user facing software intended to facilitate randomizer and multiworld play for a variety of
supported games.
Archipelago presently supports the following games:
* The Legend of Zelda: A Link to the Past
* Factorio
* Minecraft
* Subnautica
* Slay the Spire
* Risk of Rain 2
* The Legend of Zelda: Ocarina of Time
* Timespinner
* Super Metroid
* Secret of Evermore
* Final Fantasy
* Rogue Legacy
* VVVVVV
* Raft
* Super Mario 64
* Meritous
* Super Metroid/Link to the Past combo randomizer (SMZ3)
* ChecksFinder
* ArchipIDLE
* Hollow Knight
* The Witness
* Sonic Adventure 2: Battle
* Starcraft 2: Wings of Liberty
* Donkey Kong Country 3
* Dark Souls 3
For more information on the technical architecture of Archipelago,
please refer to the [Archipelago Technical Architecture](Architecture.md) document.
## Contributing to Archipelago
Contributions to the Archipelago code are welcome and dearly appreciated. Contributions may occur as changes to website
content, changes to Archipelago core code, additions of game integrations, or alterations to website functionality.
Please visit our [contributing guidelines on our GitHub README](https://github.com/ArchipelagoMW/Archipelago#contributing)
for some more information on what may be expected.
For information on contributing a game integration, check out our [document on adding games to Archipelago](./AddingGames.md).
## Table of Contents
```{toctree}
---
maxdepth: 2
caption: "Documentation contents:"
---
AddingGames
WorldAPI
NetworkProtocol
NetworkDiagram
```
## Indices and tables
* {ref}`genindex`
* {ref}`modindex`
* {ref}`search`

35
docs/sphinx/make.bat Normal file
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@@ -0,0 +1,35 @@
@ECHO OFF
pushd %~dp0
REM Command file for Sphinx documentation
if "%SPHINXBUILD%" == "" (
set SPHINXBUILD=sphinx-build
)
set SOURCEDIR=.
set BUILDDIR=_build
if "%1" == "" goto help
%SPHINXBUILD% >NUL 2>NUL
if errorlevel 9009 (
echo.
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
echo.installed, then set the SPHINXBUILD environment variable to point
echo.to the full path of the 'sphinx-build' executable. Alternatively you
echo.may add the Sphinx directory to PATH.
echo.
echo.If you don't have Sphinx installed, grab it from
echo.https://www.sphinx-doc.org/
exit /b 1
)
%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
goto end
:help
%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
:end
popd

View File

@@ -0,0 +1,4 @@
sphinx==5.0.2
sphinx_rtd_theme==1.0.0
readthedocs-sphinx-search==0.1.2
myst-parser==0.18

View File

@@ -196,7 +196,7 @@ begin
begin
// Is the installed version at least the packaged one ?
Log('VC Redist x64 Version : found ' + strVersion);
Result := (CompareStr(strVersion, 'v14.32.31332') < 0);
Result := (CompareStr(strVersion, 'v14.29.30037') < 0);
end
else
begin

View File

@@ -371,13 +371,13 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
distribute_items_restrictive(multi_world)
self.assertEqual(locations[0].item, basic_items[1])
self.assertEqual(locations[0].item, basic_items[0])
self.assertFalse(locations[0].event)
self.assertEqual(locations[1].item, prog_items[0])
self.assertTrue(locations[1].event)
self.assertEqual(locations[2].item, prog_items[1])
self.assertTrue(locations[2].event)
self.assertEqual(locations[3].item, basic_items[0])
self.assertEqual(locations[3].item, basic_items[1])
self.assertFalse(locations[3].event)
def test_excluded_distribute(self):
@@ -500,8 +500,8 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
removed_item: list[Item] = []
removed_location: list[Location] = []
def fill_hook(progitempool, usefulitempool, filleritempool, fill_locations):
removed_item.append(filleritempool.pop(0))
def fill_hook(progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations):
removed_item.append(restitempool.pop(0))
removed_location.append(fill_locations.pop(0))
multi_world.worlds[player1.id].fill_hook = fill_hook

View File

@@ -1,20 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister
class TestNames(unittest.TestCase):
def testItemNamesFormat(self):
"""Item names must not be all numeric in order to differentiate between ID and name in !hint"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
for item_name in world_type.item_name_to_id:
self.assertFalse(item_name.isnumeric(),
f"Item name \"{item_name}\" is invalid. It must not be numeric.")
def testLocationNameFormat(self):
"""Location names must not be all numeric in order to differentiate between ID and name in !hint_location"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
for location_name in world_type.location_name_to_id:
self.assertFalse(location_name.isnumeric(),
f"Location name \"{location_name}\" is invalid. It must not be numeric.")

View File

@@ -14,20 +14,9 @@ class TestFileGeneration(unittest.TestCase):
def testOptions(self):
WebHost.create_options_files()
target = os.path.join(self.correct_path, "static", "generated", "configs")
self.assertTrue(os.path.exists(target))
self.assertTrue(os.path.exists(os.path.join(self.correct_path, "static", "generated", "configs")))
self.assertFalse(os.path.exists(os.path.join(self.incorrect_path, "static", "generated", "configs")))
# folder seems fine, so now we try to generate Options based on the default file
from WebHostLib.check import roll_options
file: os.DirEntry
for file in os.scandir(target):
if file.is_file() and file.name.endswith(".yaml"):
with self.subTest(file=file.name):
with open(file) as f:
for value in roll_options({file.name: f.read()})[0].values():
self.assertTrue(value is True, f"Default Options for template {file.name} cannot be run.")
def testTutorial(self):
WebHost.create_ordered_tutorials_file()
self.assertTrue(os.path.exists(os.path.join(self.correct_path, "static", "generated", "tutorials.json")))

View File

@@ -98,10 +98,10 @@ def call_stage(world: "MultiWorld", method_name: str, *args: Any) -> None:
class WebWorld:
"""Webhost integration"""
settings_page: Union[bool, str] = True
"""display a settings page. Can be a link to a specific page or external tool."""
game_info_languages: List[str] = ['en']
"""docs folder will be scanned for game info pages using this list in the format '{language}_{game_name}.md'"""
@@ -115,82 +115,92 @@ class WebWorld:
bug_report_page: Optional[str]
"""display a link to a bug report page, most likely a link to a GitHub issue page."""
if TYPE_CHECKING:
from WebHostLib.tracker import PlayerTracker
else:
PlayerTracker = object
def modify_tracker(self, tracker: PlayerTracker):
"""Can use this to modify tracker data and add icons and regions dictionaries to
allow them to render on the game's tracker page."""
pass
class World(metaclass=AutoWorldRegister):
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
A Game should have its own subclass of World in which it defines the required data structures."""
option_definitions: Dict[str, Option[Any]] = {} # link your Options mapping
game: str # name the game
topology_present: bool = False # indicate if world type has any meaningful layout/pathing
option_definitions: Dict[str, Option[Any]] = {}
""" link your Options mapping """
game: str
""" name of the game the world is for """
topology_present: bool = False
""" indicate if world type has any meaningful layout/pathing """
# gets automatically populated with all item and item group names
all_item_and_group_names: FrozenSet[str] = frozenset()
""" gets automatically populated with all item and item group names """
# map names to their IDs
item_name_to_id: Dict[str, int] = {}
""" map item names to their IDs """
location_name_to_id: Dict[str, int] = {}
""" map location names to their IDs """
# maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"}
item_name_groups: Dict[str, Set[str]] = {}
""" maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"} """
# increment this every time something in your world's names/id mappings changes.
# While this is set to 0 in *any* AutoWorld, the entire DataPackage is considered in testing mode and will be
# retrieved by clients on every connection.
data_version: int = 1
"""increment this every time something in your world's names/id mappings changes.
While this is set to 0 in *any* AutoWorld, the entire DataPackage is considered in testing mode and will be
retrieved by clients on every connection.
"""
# override this if changes to a world break forward-compatibility of the client
# The base version of (0, 1, 6) is provided for backwards compatibility and does *not* need to be updated in the
# future. Protocol level compatibility check moved to MultiServer.min_client_version.
required_client_version: Tuple[int, int, int] = (0, 1, 6)
""" override this if changes to a world break forward-compatibility of the client
The base version of (0, 1, 6) is provided for backwards compatibility and does *not* need to be updated in the
future. Protocol level compatibility check moved to MultiServer.min_client_version.
"""
# update this if the resulting multidata breaks forward-compatibility of the server
required_server_version: Tuple[int, int, int] = (0, 2, 4)
""" update this if the resulting multidata breaks forward-compatibility of the server """
hint_blacklist: FrozenSet[str] = frozenset() # any names that should not be hintable
hint_blacklist: FrozenSet[str] = frozenset()
""" any names that should not be hintable """
# NOTE: remote_items and remote_start_inventory are now available in the network protocol for the client to set.
# These values will be removed.
# if a world is set to remote_items, then it just needs to send location checks to the server and the server
# sends back the items
# if a world is set to remote_items = False, then the server never sends an item where receiver == finder,
# the client finds its own items in its own world.
remote_items: bool = True
""" NOTE: remote_items and remote_start_inventory are now available in the network protocol for the client to set.
These values will be removed.
if a world is set to remote_items, then it just needs to send location checks to the server and the server
sends back the items
if a world is set to remote_items = False, then the server never sends an item where receiver == finder,
the client finds its own items in its own world.
"""
# If remote_start_inventory is true, the start_inventory/world.precollected_items is sent on connection,
# otherwise the world implementation is in charge of writing the items to their output data.
remote_start_inventory: bool = True
""" If remote_start_inventory is true, the start_inventory/world.precollected_items is sent on connection,
otherwise the world implementation is in charge of writing the items to their output data.
"""
# For games where after a victory it is impossible to go back in and get additional/remaining Locations checked.
# this forces forfeit: auto for those games.
forced_auto_forfeit: bool = False
""" For games where after a victory it is impossible to go back in and get additional/remaining Locations checked.
this forces forfeit: auto for those games.
"""
# Hide World Type from various views. Does not remove functionality.
hidden: bool = False
""" Hide World Type from various views. Does not remove functionality. """
# see WebWorld for options
web: WebWorld = WebWorld()
# autoset on creation:
world: "MultiWorld"
""" autoset on creation """
player: int
""" autoset on creation """
# automatically generated
item_id_to_name: Dict[int, str]
location_id_to_name: Dict[int, str]
""" automatically generated inverse of item_name_to_id """
item_names: Set[str] # set of all potential item names
location_names: Set[str] # set of all potential location names
location_id_to_name: Dict[int, str]
""" automatically generated inverse of location_name_to_id """
item_names: Set[str]
""" set of all potential item names """
location_names: Set[str]
""" set of all potential location names """
zip_path: Optional[pathlib.Path] = None # If loaded from a .apworld, this is the Path to it.
__file__: str # path it was loaded from
@@ -231,8 +241,10 @@ class World(metaclass=AutoWorldRegister):
@classmethod
def fill_hook(cls,
progitempool: List["Item"],
usefulitempool: List["Item"],
filleritempool: List["Item"],
nonexcludeditempool: List["Item"],
localrestitempool: Dict[int, List["Item"]],
nonlocalrestitempool: Dict[int, List["Item"]],
restitempool: List["Item"],
fill_locations: List["Location"]) -> None:
"""Special method that gets called as part of distribute_items_restrictive (main fill).
This gets called once per present world type."""
@@ -250,11 +262,6 @@ class World(metaclass=AutoWorldRegister):
"""Fill in the slot_data field in the Connected network package."""
return {}
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
"""Fill in additional entrance information text into locations, which is displayed when hinted.
structure is {player_id: {location_id: text}} You will need to insert your own player_id."""
pass
def modify_multidata(self, multidata: Dict[str, Any]) -> None: # TODO: TypedDict for multidata?
"""For deeper modification of server multidata."""
pass
@@ -297,8 +304,8 @@ class World(metaclass=AutoWorldRegister):
return item.name
return None
# called to create all_state, return Items that are created during pre_fill
def get_pre_fill_items(self) -> List["Item"]:
""" called to create all_state, return Items that are created during pre_fill """
return []
# following methods should not need to be overridden.

View File

@@ -5,14 +5,15 @@ import typing
folder = os.path.dirname(__file__)
__all__ = {
__all__ = [
"lookup_any_item_id_to_name",
"lookup_any_location_id_to_name",
"network_data_package",
"AutoWorldRegister",
"world_sources",
"folder",
}
"World"
]
if typing.TYPE_CHECKING:
from .AutoWorld import World
@@ -27,8 +28,7 @@ class WorldSource(typing.NamedTuple):
world_sources: typing.List[WorldSource] = []
file: os.DirEntry # for me (Berserker) at least, PyCharm doesn't seem to infer the type correctly
for file in os.scandir(folder):
# prevent loading of __pycache__ and allow _* for non-world folders, disable files/folders starting with "."
if not file.name.startswith(("_", ".")):
if not file.name.startswith("_"): # prevent explicitly loading __pycache__ and allow _* names for non-world folders
if file.is_dir():
world_sources.append(WorldSource(file.name))
elif file.is_file() and file.name.endswith(".apworld"):

View File

@@ -1,9 +1,8 @@
import logging
from typing import Optional, Union, List, Tuple, Callable, Dict
from typing import Optional
from BaseClasses import Boss
from Fill import FillError
from .Options import Bosses
def BossFactory(boss: str, player: int) -> Optional[Boss]:
@@ -13,7 +12,7 @@ def BossFactory(boss: str, player: int) -> Optional[Boss]:
raise Exception('Unknown Boss: %s', boss)
def ArmosKnightsDefeatRule(state, player: int) -> bool:
def ArmosKnightsDefeatRule(state, player: int):
# Magic amounts are probably a bit overkill
return (
state.has_melee_weapon(player) or
@@ -26,7 +25,7 @@ def ArmosKnightsDefeatRule(state, player: int) -> bool:
state.has('Red Boomerang', player))
def LanmolasDefeatRule(state, player: int) -> bool:
def LanmolasDefeatRule(state, player: int):
return (
state.has_melee_weapon(player) or
state.has('Fire Rod', player) or
@@ -36,16 +35,16 @@ def LanmolasDefeatRule(state, player: int) -> bool:
state.can_shoot_arrows(player))
def MoldormDefeatRule(state, player: int) -> bool:
def MoldormDefeatRule(state, player: int):
return state.has_melee_weapon(player)
def HelmasaurKingDefeatRule(state, player: int) -> bool:
def HelmasaurKingDefeatRule(state, player: int):
# TODO: technically possible with the hammer
return state.has_sword(player) or state.can_shoot_arrows(player)
def ArrghusDefeatRule(state, player: int) -> bool:
def ArrghusDefeatRule(state, player: int):
if not state.has('Hookshot', player):
return False
# TODO: ideally we would have a check for bow and silvers, which combined with the
@@ -59,7 +58,7 @@ def ArrghusDefeatRule(state, player: int) -> bool:
(state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
def MothulaDefeatRule(state, player: int) -> bool:
def MothulaDefeatRule(state, player: int):
return (
state.has_melee_weapon(player) or
(state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
@@ -71,11 +70,11 @@ def MothulaDefeatRule(state, player: int) -> bool:
)
def BlindDefeatRule(state, player: int) -> bool:
def BlindDefeatRule(state, player: int):
return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
def KholdstareDefeatRule(state, player: int) -> bool:
def KholdstareDefeatRule(state, player: int):
return (
(
state.has('Fire Rod', player) or
@@ -97,11 +96,11 @@ def KholdstareDefeatRule(state, player: int) -> bool:
)
def VitreousDefeatRule(state, player: int) -> bool:
def VitreousDefeatRule(state, player: int):
return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
def TrinexxDefeatRule(state, player: int) -> bool:
def TrinexxDefeatRule(state, player: int):
if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
return False
return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
@@ -109,11 +108,11 @@ def TrinexxDefeatRule(state, player: int) -> bool:
(state.has_sword(player) and state.can_extend_magic(player, 32))
def AgahnimDefeatRule(state, player: int) -> bool:
def AgahnimDefeatRule(state, player: int):
return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
def GanonDefeatRule(state, player: int) -> bool:
def GanonDefeatRule(state, player: int):
if state.world.swordless[player]:
return state.has('Hammer', player) and \
state.has_fire_source(player) and \
@@ -133,7 +132,7 @@ def GanonDefeatRule(state, player: int) -> bool:
return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
boss_table: Dict[str, Tuple[str, Optional[Callable]]] = {
boss_table = {
'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
'Lanmolas': ('Lanmola', LanmolasDefeatRule),
'Moldorm': ('Moldorm', MoldormDefeatRule),
@@ -148,7 +147,7 @@ boss_table: Dict[str, Tuple[str, Optional[Callable]]] = {
'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
}
boss_location_table: List[Tuple[str, str]] = [
boss_location_table = [
('Ganons Tower', 'top'),
('Tower of Hera', None),
('Skull Woods', None),
@@ -165,34 +164,6 @@ boss_location_table: List[Tuple[str, str]] = [
]
def place_plando_bosses(bosses: List[str], world, player: int) -> Tuple[List[str], List[Tuple[str, str]]]:
# Most to least restrictive order
boss_locations = boss_location_table.copy()
world.random.shuffle(boss_locations)
boss_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
already_placed_bosses: List[str] = []
for boss in bosses:
if "-" in boss: # handle plando locations
loc, boss = boss.split("-")
boss = boss.title()
level: str = None
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = loc[-1]
loc = " ".join(loc[:-1])
loc = loc.title().replace("Of", "of")
place_boss(world, player, boss, loc, level)
already_placed_bosses.append(boss)
boss_locations.remove((loc, level))
else: # boss chosen with no specified locations
boss = boss.title()
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
return already_placed_bosses, boss_locations
def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
# blacklist approach
if boss in {"Agahnim", "Agahnim2", "Ganon"}:
@@ -216,50 +187,62 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
return True
restrictive_boss_locations: Dict[Tuple[str, str], bool] = {}
restrictive_boss_locations = {}
for location in boss_location_table:
restrictive_boss_locations[location] = not all(can_place_boss(boss, *location)
for boss in boss_table if not boss.startswith("Agahnim"))
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]) -> None:
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
if location == 'Ganons Tower' and world.mode[player] == 'inverted':
location = 'Inverted Ganons Tower'
logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
def format_boss_location(location: str, level: str) -> str:
def format_boss_location(location, level):
return location + (' (' + level + ')' if level else '')
def place_bosses(world, player: int) -> None:
# will either be an int or a lower case string with ';' between options
boss_shuffle: Union[str, int] = world.boss_shuffle[player].value
already_placed_bosses: List[str] = []
remaining_locations: List[Tuple[str, str]] = []
# handle plando
if isinstance(boss_shuffle, str):
# figure out our remaining mode, convert it to an int and remove it from plando_args
options = boss_shuffle.split(";")
boss_shuffle = Bosses.options[options.pop()]
# place our plando bosses
already_placed_bosses, remaining_locations = place_plando_bosses(options, world, player)
if boss_shuffle == Bosses.option_none: # vanilla boss locations
def place_bosses(world, player: int):
if world.boss_shuffle[player] == 'none':
return
# Most to least restrictive order
if not remaining_locations and not already_placed_bosses:
remaining_locations = boss_location_table.copy()
world.random.shuffle(remaining_locations)
remaining_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
boss_locations = boss_location_table.copy()
world.random.shuffle(boss_locations)
boss_locations.sort(key= lambda location: -int(restrictive_boss_locations[location]))
all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons
placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
if boss_shuffle == Bosses.option_basic or boss_shuffle == Bosses.option_full:
if boss_shuffle == Bosses.option_basic: # vanilla bosses shuffled
shuffle_mode = world.boss_shuffle[player]
already_placed_bosses = []
if ";" in shuffle_mode:
bosses = shuffle_mode.split(";")
shuffle_mode = bosses.pop()
for boss in bosses:
if "-" in boss:
loc, boss = boss.split("-")
boss = boss.title()
level = None
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = loc[-1]
loc = " ".join(loc[:-1])
loc = loc.title().replace("Of", "of")
if can_place_boss(boss, loc, level) and (loc, level) in boss_locations:
place_boss(world, player, boss, loc, level)
already_placed_bosses.append(boss)
boss_locations.remove((loc, level))
else:
raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.")
else:
boss = boss.title()
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
if shuffle_mode == "none":
return # vanilla bosses come pre-placed
if shuffle_mode in ["basic", "full"]:
if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
else: # all bosses present, the three duplicates chosen at random
bosses = placeable_bosses + world.random.sample(placeable_bosses, 3)
@@ -275,7 +258,7 @@ def place_bosses(world, player: int) -> None:
logging.debug('Bosses chosen %s', bosses)
world.random.shuffle(bosses)
for loc, level in remaining_locations:
for loc, level in boss_locations:
for _ in range(len(bosses)):
boss = bosses.pop()
if can_place_boss(boss, loc, level):
@@ -289,8 +272,8 @@ def place_bosses(world, player: int) -> None:
place_boss(world, player, boss, loc, level)
elif boss_shuffle == Bosses.option_chaos: # all bosses chosen at random
for loc, level in remaining_locations:
elif shuffle_mode == "chaos": # all bosses chosen at random
for loc, level in boss_locations:
try:
boss = world.random.choice(
[b for b in placeable_bosses if can_place_boss(b, loc, level)])
@@ -299,9 +282,9 @@ def place_bosses(world, player: int) -> None:
else:
place_boss(world, player, boss, loc, level)
elif boss_shuffle == Bosses.option_singularity:
elif shuffle_mode == "singularity":
primary_boss = world.random.choice(placeable_bosses)
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, remaining_locations)
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
if remaining_boss_locations:
# pick a boss to go into the remaining locations
remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
@@ -310,12 +293,12 @@ def place_bosses(world, player: int) -> None:
if remaining_boss_locations:
raise Exception("Unfilled boss locations!")
else:
raise FillError(f"Could not find boss shuffle mode {boss_shuffle}")
raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
def place_where_possible(world, player: int, boss: str, boss_locations) -> Tuple[List[Tuple[str, str]], List[str]]:
remainder: List[Tuple[str, str]] = []
placed_bosses: List[str] = []
def place_where_possible(world, player: int, boss: str, boss_locations):
remainder = []
placed_bosses = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(boss, loc, level):

View File

@@ -480,7 +480,7 @@ def set_up_take_anys(world, player):
old_man_take_any.shop = TakeAny(old_man_take_any, 0x0112, 0xE2, True, True, total_shop_slots)
world.shops.append(old_man_take_any.shop)
swords = [item for item in world.itempool if item.player == player and item.type == 'Sword']
swords = [item for item in world.itempool if item.type == 'Sword' and item.player == player]
if swords:
sword = world.random.choice(swords)
world.itempool.remove(sword)

View File

@@ -1,7 +1,7 @@
import typing
from BaseClasses import MultiWorld
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink, TextChoice
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink
class Logic(Choice):
@@ -39,6 +39,8 @@ class OpenPyramid(Choice):
option_auto = 3
default = option_goal
alias_true = option_open
alias_false = option_closed
alias_yes = option_open
alias_no = option_closed
@@ -138,143 +140,13 @@ class WorldState(Choice):
option_inverted = 2
class Bosses(TextChoice):
"""Shuffles bosses around to different locations.
Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed.
Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur.
Chaos allows any boss to appear any number of times.
Singularity places a single boss in as many places as possible, and a second boss in any remaining locations.
Supports plando placement. Formatting here: https://archipelago.gg/tutorial/A%20Link%20to%20the%20Past/plando/en"""
display_name = "Boss Shuffle"
option_none = 0
option_basic = 1
class Bosses(Choice):
option_vanilla = 0
option_simple = 1
option_full = 2
option_chaos = 3
option_singularity = 4
bosses: set = {
"Armos Knights",
"Lanmolas",
"Moldorm",
"Helmasaur King",
"Arrghus",
"Mothula",
"Blind",
"Kholdstare",
"Vitreous",
"Trinexx",
}
locations: set = {
"Ganons Tower Top",
"Tower of Hera",
"Skull Woods",
"Ganons Tower Middle",
"Eastern Palace",
"Desert Palace",
"Palace of Darkness",
"Swamp Palace",
"Thieves Town",
"Ice Palace",
"Misery Mire",
"Turtle Rock",
"Ganons Tower Bottom"
}
def __init__(self, value: typing.Union[str, int]):
assert isinstance(value, str) or isinstance(value, int), \
f"{value} is not a valid option for {self.__class__.__name__}"
self.value = value
@classmethod
def from_text(cls, text: str):
import random
# set all of our text to lower case for name checking
text = text.lower()
cls.bosses = {boss_name.lower() for boss_name in cls.bosses}
cls.locations = {boss_location.lower() for boss_location in cls.locations}
if text == "random":
return cls(random.choice(list(cls.options.values())))
for option_name, value in cls.options.items():
if option_name == text:
return cls(value)
options = text.split(";")
# since plando exists in the option verify the plando values given are valid
cls.validate_plando_bosses(options)
# find out what type of boss shuffle we should use for placing bosses after plando
# and add as a string to look nice in the spoiler
if "random" in options:
shuffle = random.choice(list(cls.options))
options.remove("random")
options = ";".join(options) + ";" + shuffle
boss_class = cls(options)
else:
for option in options:
if option in cls.options:
boss_class = cls(";".join(options))
break
else:
if len(options) == 1:
if cls.valid_boss_name(options[0]):
options = options[0] + ";singularity"
boss_class = cls(options)
else:
options = options[0] + ";none"
boss_class = cls(options)
else:
options = ";".join(options) + ";none"
boss_class = cls(options)
return boss_class
@classmethod
def validate_plando_bosses(cls, options: typing.List[str]) -> None:
from .Bosses import can_place_boss, format_boss_location
for option in options:
if option == "random" or option in cls.options:
if option != options[-1]:
raise ValueError(f"{option} option must be at the end of the boss_shuffle options!")
continue
if "-" in option:
location, boss = option.split("-")
level = ''
if not cls.valid_boss_name(boss):
raise ValueError(f"{boss} is not a valid boss name for location {location}.")
if not cls.valid_location_name(location):
raise ValueError(f"{location} is not a valid boss location name.")
if location.split(" ")[-1] in ("top", "middle", "bottom"):
location = location.split(" ")
level = location[-1]
location = " ".join(location[:-1])
location = location.title().replace("Of", "of")
if not can_place_boss(boss.title(), location, level):
raise ValueError(f"{format_boss_location(location, level)} "
f"is not a valid location for {boss.title()}.")
else:
if not cls.valid_boss_name(option):
raise ValueError(f"{option} is not a valid boss name.")
@classmethod
def valid_boss_name(cls, value: str) -> bool:
return value.lower() in cls.bosses
@classmethod
def valid_location_name(cls, value: str) -> bool:
return value in cls.locations
def verify(self, world, player_name: str, plando_options) -> None:
if isinstance(self.value, int):
return
from Generate import PlandoSettings
if not(PlandoSettings.bosses & plando_options):
import logging
# plando is disabled but plando options were given so pull the option and change it to an int
option = self.value.split(";")[-1]
self.value = self.options[option]
logging.warning(f"The plando bosses module is turned off, so {self.name_lookup[self.value].title()} "
f"boss shuffle will be used for player {player_name}.")
class Enemies(Choice):
option_vanilla = 0
@@ -287,6 +159,8 @@ class Progressive(Choice):
option_off = 0
option_grouped_random = 1
option_on = 2
alias_false = 0
alias_true = 2
default = 2
def want_progressives(self, random):
@@ -294,8 +168,8 @@ class Progressive(Choice):
class Swordless(Toggle):
"""No swords. Curtains in Skull Woods and Agahnim's
Tower are removed, Agahnim's Tower barrier can be
"""No swords. Curtains in Skull Woods and Agahnim\'s
Tower are removed, Agahnim\'s Tower barrier can be
destroyed with hammer. Misery Mire and Turtle Rock
can be opened without a sword. Hammer damages Ganon.
Ether and Bombos Tablet can be activated with Hammer
@@ -328,6 +202,8 @@ class Hints(Choice):
option_on = 2
option_full = 3
default = 2
alias_false = 0
alias_true = 2
class Scams(Choice):
@@ -337,6 +213,7 @@ class Scams(Choice):
option_king_zora = 1
option_bottle_merchant = 2
option_all = 3
alias_false = 0
@property
def gives_king_zora_hint(self):
@@ -416,6 +293,7 @@ class HeartBeep(Choice):
option_half = 2
option_quarter = 3
option_off = 4
alias_false = 4
class HeartColor(Choice):
@@ -497,7 +375,6 @@ alttp_options: typing.Dict[str, type(Option)] = {
"hints": Hints,
"scams": Scams,
"restrict_dungeon_item_on_boss": RestrictBossItem,
"boss_shuffle": Bosses,
"pot_shuffle": PotShuffle,
"enemy_shuffle": EnemyShuffle,
"killable_thieves": KillableThieves,

View File

@@ -4,10 +4,6 @@ import typing
from BaseClasses import Region, Entrance, RegionType
def is_main_entrance(entrance: Entrance) -> bool:
return entrance.parent_region.type in {RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic}
def create_regions(world, player):
world.regions += [

View File

@@ -12,8 +12,7 @@ from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
from .ItemPool import generate_itempool, difficulties
from .Items import item_init_table, item_name_groups, item_table, GetBeemizerItem
from .Options import alttp_options, smallkey_shuffle
from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance, \
is_main_entrance
from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions
from .Rom import LocalRom, patch_rom, patch_race_rom, check_enemizer, patch_enemizer, apply_rom_settings, \
get_hash_string, get_base_rom_path, LttPDeltaPatch
from .Rules import set_rules
@@ -25,7 +24,6 @@ lttp_logger = logging.getLogger("A Link to the Past")
extras_list = sum(difficulties['normal'].extras[0:5], [])
class ALTTPWeb(WebWorld):
setup_en = Tutorial(
"Multiworld Setup Tutorial",
@@ -101,232 +99,6 @@ class ALTTPWeb(WebWorld):
tutorials = [setup_en, setup_de, setup_es, setup_fr, msu, msu_es, msu_fr, plando]
if typing.TYPE_CHECKING:
from WebHostLib.tracker import PlayerTracker
else:
PlayerTracker = object
def modify_tracker(self, tracker: PlayerTracker):
tracker.template = 'zeldaKeysTracker.html'
tracker.icons = {
"Blue Shield": r"https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
"Red Shield": r"https://www.zeldadungeon.net/wiki/images/5/55/Fire-Shield.png",
"Mirror Shield": r"https://www.zeldadungeon.net/wiki/images/8/84/Mirror-Shield.png",
"Fighter Sword": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/40/SFighterSword.png?width=1920",
"Master Sword": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/6/65/SMasterSword.png?width=1920",
"Tempered Sword": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/9/92/STemperedSword.png?width=1920",
"Golden Sword": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/2/28/SGoldenSword.png?width=1920",
"Bow": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=5f85a70e6366bf473544ef93b274f74c",
"Silver Bow": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/6/65/Bow.png?width=1920",
"Green Mail": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c9/SGreenTunic.png?width=1920",
"Blue Mail": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/9/98/SBlueTunic.png?width=1920",
"Red Mail": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/7/74/SRedTunic.png?width=1920",
"Power Glove": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/f/f5/SPowerGlove.png?width=1920",
"Titan Mitts": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Progressive Sword": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/cc/ALttP_Master_Sword_Sprite.png?version=55869db2a20e157cd3b5c8f556097725",
"Pegasus Boots": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png?version=405f42f97240c9dcd2b71ffc4bebc7f9",
"Progressive Glove": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Flippers": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/4c/ZoraFlippers.png?width=1920",
"Moon Pearl": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png?version=d601542d5abcc3e006ee163254bea77e",
"Progressive Bow": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=cfb7648b3714cccc80e2b17b2adf00ed",
"Blue Boomerang": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c3/ALttP_Boomerang_Sprite.png?version=96127d163759395eb510b81a556d500e",
"Red Boomerang": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Magical_Boomerang_Sprite.png?version=47cddce7a07bc3e4c2c10727b491f400",
"Hookshot": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png?version=c90bc8e07a52e8090377bd6ef854c18b",
"Mushroom": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png?version=1f1acb30d71bd96b60a3491e54bbfe59",
"Magic Powder": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Powder_Sprite.png?version=c24e38effbd4f80496d35830ce8ff4ec",
"Fire Rod": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png?version=6eabc9f24d25697e2c4cd43ddc8207c0",
"Ice Rod": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png?version=1f944148223d91cfc6a615c92286c3bc",
"Bombos": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png?version=f4d6aba47fb69375e090178f0fc33b26",
"Ether": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png?version=34027651a5565fcc5a83189178ab17b5",
"Quake": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png?version=efd64d451b1831bd59f7b7d6b61b5879",
"Lamp": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png?version=e76eaa1ec509c9a5efb2916698d5a4ce",
"Hammer": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png?version=e0adec227193818dcaedf587eba34500",
"Shovel": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png?version=e73d1ce0115c2c70eaca15b014bd6f05",
"Flute": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png?version=ec4982b31c56da2c0c010905c5c60390",
"Bug Catching Net": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png?version=4d40e0ee015b687ff75b333b968d8be6",
"Book of Mudora": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png?version=11e4632bba54f6b9bf921df06ac93744",
"Bottle": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png?version=fd98ab04db775270cbe79fce0235777b",
"Cane of Somaria": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png?version=8cc1900dfd887890badffc903bb87943",
"Cane of Byrna": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png?version=758b607c8cbe2cf1900d42a0b3d0fb54",
"Cape": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png?version=6b77f0d609aab0c751307fc124736832",
"Magic Mirror": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png?version=e035dbc9cbe2a3bd44aa6d047762b0cc",
"Triforce": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png?version=dc398e1293177581c16303e4f9d12a48",
"Small Key": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png?version=4f35d92842f0de39d969181eea03774e",
"Big Key": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png?version=136dfa418ba76c8b4e270f466fc12f4d",
"Chest": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Treasure_Chest_Sprite.png?version=5f530ecd98dcb22251e146e8049c0dda",
"Light World": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e7/ALttP_Soldier_Green_Sprite.png?version=d650d417934cd707a47e496489c268a6",
"Dark World": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/94/ALttP_Moblin_Sprite.png?version=ebf50e33f4657c377d1606bcc0886ddc",
"Hyrule Castle": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d3/ALttP_Ball_and_Chain_Trooper_Sprite.png?version=1768a87c06d29cc8e7ddd80b9fa516be",
"Agahnims Tower": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1e/ALttP_Agahnim_Sprite.png?version=365956e61b0c2191eae4eddbe591dab5",
"Desert Palace": r"https://www.zeldadungeon.net/wiki/images/2/25/Lanmola-ALTTP-Sprite.png",
"Eastern Palace": r"https://www.zeldadungeon.net/wiki/images/d/dc/RedArmosKnight.png",
"Tower of Hera": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/ALttP_Moldorm_Sprite.png?version=c588257bdc2543468e008a6b30f262a7",
"Palace of Darkness": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Helmasaur_King_Sprite.png?version=ab8a4a1cfd91d4fc43466c56cba30022",
"Swamp Palace": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Arrghus_Sprite.png?version=b098be3122e53f751b74f4a5ef9184b5",
"Skull Woods": r"https://alttp-wiki.net/images/6/6a/Mothula.png",
"Thieves Town": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/86/ALttP_Blind_the_Thief_Sprite.png?version=3833021bfcd112be54e7390679047222",
"Ice Palace": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Kholdstare_Sprite.png?version=e5a1b0e8b2298e550d85f90bf97045c0",
"Misery Mire": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/85/ALttP_Vitreous_Sprite.png?version=92b2e9cb0aa63f831760f08041d8d8d8",
"Turtle Rock": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/91/ALttP_Trinexx_Sprite.png?version=0cc867d513952aa03edd155597a0c0be",
"Ganons Tower": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Ganon_Sprite.png?version=956f51f054954dfff53c1a9d4f929c74"
}
tracker.regions = {
'Light World': [
'Lost Woods Hideout', 'Lumberjack Tree', 'Mushroom', 'Master Sword Pedestal', 'Bottle Merchant', 'Flute Spot',
'Blind\'s Hideout - Top', 'Blind\'s Hideout - Left', 'Blind\'s Hideout - Right', 'Blind\'s Hideout - Far Left', 'Blind\'s Hideout - Far Right',
'Link\'s House', 'Link\'s Uncle', 'Secret Passage',
'King Zora', 'Zora\'s Ledge', 'Waterfall Fairy - Left', 'Waterfall Fairy - Right',
'King\'s Tomb', 'Graveyard Cave', 'Bonk Rock Cave',
'Sunken Treasure', 'Floodgate Chest', 'Hobo', 'Ice Rod Cave', 'Lake Hylia Island',
'Kakariko Tavern', 'Chicken House', 'Sick Kid',
'Blacksmith', 'Purple Chest', 'Magic Bat',
'Aginah\'s Cave', 'Cave 45', 'Checkerboard Cave',
'Sahasrahla\'s Hut - Left', 'Sahasrahla\'s Hut - Middle', 'Sahasrahla\'s Hut - Right', 'Sahasrahla',
'Kakariko Well - Top', 'Kakariko Well - Left', 'Kakariko Well - Middle', 'Kakariko Well - Right', 'Kakariko Well - Bottom',
'Mini Moldorm Cave - Far Left', 'Mini Moldorm Cave - Left', 'Mini Moldorm Cave - Right', 'Mini Moldorm Cave - Far Right', 'Mini Moldorm Cave - Generous Guy',
'Library', 'Maze Race', 'Potion Shop', 'Desert Ledge',
'Old Man', 'Spectacle Rock',
'Paradox Cave Lower - Far Left', 'Paradox Cave Lower - Left', 'Paradox Cave Lower - Right', 'Paradox Cave Lower - Far Right', 'Paradox Cave Lower - Middle',
'Paradox Cave Upper - Left', 'Paradox Cave Upper - Right',
'Spiral Cave', 'Ether Tablet'
],
'Dark World': [
'Pyramid', 'Catfish', 'Pyramid Fairy - Left', 'Pyramid Fairy - Right',
'Stumpy', 'Digging Game',
'Bombos Tablet',
'Hype Cave - Top', 'Hype Cave - Middle Right', 'Hype Cave - Middle Left', 'Hype Cave - Bottom', 'Hype Cave - Generous Guy',
'Peg Cave', 'Brewery', 'C-Shaped House', 'Chest Game',
'Bumper Cave Ledge',
'Mire Shed - Left', 'Mire Shed - Right',
'Superbunny Cave - Top', 'Superbunny Cave - Bottom',
'Spike Cave', 'Floating Island', 'Mimic Cave',
'Hookshot Cave - Top Right', 'Hookshot Cave - Top Left', 'Hookshot Cave - Bottom Right', 'Hookshot Cave - Bottom Left',
],
'Desert Palace': [
'Desert Palace - Big Chest', 'Desert Palace - Torch', 'Desert Palace - Map Chest',
'Desert Palace - Compass Chest', 'Desert Palace - Big Key Chest',
'Desert Palace - Boss'
],
'Eastern Palace': [
'Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest', 'Eastern Palace - Cannonball Chest',
'Eastern Palace - Big Key Chest', 'Eastern Palace - Map Chest', 'Eastern Palace - Boss'
],
'Hyrule Castle': [
'Hyrule Castle - Map Chest', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Zelda\'s Chest',
'Sewers - Dark Cross', 'Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle', 'Sewers - Secret Room - Right',
'Sanctuary'
],
'Agahnims Tower': [
'Castle Tower - Room 03', 'Castle Tower - Dark Maze'
],
'Tower of Hera': [
'Tower of Hera - Basement Cage', 'Tower of Hera - Map Chest', 'Tower of Hera - Big Key Chest',
'Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Boss'
],
'Swamp Palace': [
'Swamp Palace - Entrance', 'Swamp Palace - Map Chest',
'Swamp Palace - Big Chest', 'Swamp Palace - Compass Chest',
'Swamp Palace - Big Key Chest', 'Swamp Palace - West Chest',
'Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right',
'Swamp Palace - Waterfall Room', 'Swamp Palace - Boss'
],
'Thieves Town': [
'Thieves\' Town - Big Key Chest', 'Thieves\' Town - Map Chest', 'Thieves\' Town - Compass Chest', 'Thieves\' Town - Ambush Chest',
'Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss'
],
'Skull Woods': [
'Skull Woods - Map Chest', 'Skull Woods - Pinball Room',
'Skull Woods - Compass Chest', 'Skull Woods - Pot Prison',
'Skull Woods - Big Chest',
'Skull Woods - Big Key Chest',
'Skull Woods - Bridge Room', 'Skull Woods - Boss'
],
'Ice Palace': [
'Ice Palace - Compass Chest', 'Ice Palace - Freezor Chest', 'Ice Palace - Big Chest', 'Ice Palace - Iced T Room',
'Ice Palace - Spike Room', 'Ice Palace - Big Key Chest', 'Ice Palace - Map Chest', 'Ice Palace - Boss'
],
'Misery Mire': [
'Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby', 'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest',
'Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest', 'Misery Mire - Boss'
],
'Turtle Rock': [
'Turtle Rock - Compass Chest', 'Turtle Rock - Roller Room - Left', 'Turtle Rock - Roller Room - Right',
'Turtle Rock - Chain Chomps', 'Turtle Rock - Big Key Chest', 'Turtle Rock - Big Chest',
'Turtle Rock - Crystaroller Room',
'Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right',
'Turtle Rock - Boss'
],
'Palace of Darkness': [
'Palace of Darkness - Shooter Room', 'Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement',
'Palace of Darkness - Big Key Chest',
'Palace of Darkness - The Arena - Ledge', 'Palace of Darkness - Map Chest',
'Palace of Darkness - Compass Chest', 'Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right',
'Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom', 'Palace of Darkness - Big Chest',
'Palace of Darkness - Harmless Hellway', 'Palace of Darkness - Boss'
],
'Ganons Tower': [
'Ganons Tower - Bob\'s Torch', 'Ganons Tower - Hope Room - Left', 'Ganons Tower - Hope Room - Right',
'Ganons Tower - Tile Room',
'Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right',
'Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right', 'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right',
'Ganons Tower - Map Chest', 'Ganons Tower - Firesnake Room',
'Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right',
'Ganons Tower - Bob\'s Chest',
'Ganons Tower - Big Chest', 'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Big Key Chest',
]
}
tracker.progressive_items = [
'Progressive Sword',
'Progressive Shield',
'Progressive Mail',
'Progressive Bow',
'Progressive Boomerang',
'Hookshot',
'Magic Powder',
'Mushroom',
'Bottle',
'Lamp',
'Progressive Glove',
'Flippers',
'Moon Pearl',
'Bombos',
'Ether',
'Quake',
'Fire Rod',
'Ice Rod',
'Hammer',
'Book of Mudora',
'Shovel',
'Flute',
'Bug Catching Net',
'Cane of Somaria',
'Cane of Byrna',
'Cape',
'Magic Mirror',
'Small Key',
'Big Key'
]
tracker.progressive_names = {
'Progressive Bow': ['Bow', 'Silver Arrows', 'Silver Bow', 'Progressive Bow (Alt)'],
'Bottle': ['Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)'],
'Progressive Sword': ['Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
'Progressive Glove': ['Power Glove', 'Titans Mitts'],
'Progressive Shield': ['Blue Shield', 'Red Shield', 'Mirror Shield'],
'Progressive Boomerang': ['Red Boomerang', 'Blue Boomerang'],
'Progressive Mail': ['Green Mail', 'Blue Mail', 'Red Mail'],
'Small Key': [f'Small Key ({region})' for region in tracker.regions.keys() if region not in {'Light World', 'Dark World'}],
'Big Key': [f'Big Key ({region})' for region in tracker.regions.keys() if region not in {'Light World', 'Dark World'}],
}
tracker.region_keys = {
region: [f'Small Key ({region})', f'Big Key ({region})'] for region in tracker.regions.keys() if region not in {'Light World', 'Dark World'}
}
class ALTTPWorld(World):
"""
@@ -577,7 +349,7 @@ class ALTTPWorld(World):
def use_enemizer(self):
world = self.world
player = self.player
return (world.boss_shuffle[player] or world.enemy_shuffle[player]
return (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
or world.pot_shuffle[player] or world.bush_shuffle[player]
or world.killable_thieves[player])
@@ -638,20 +410,6 @@ class ALTTPWorld(World):
finally:
self.rom_name_available_event.set() # make sure threading continues and errors are collected
@classmethod
def stage_extend_hint_information(cls, world, hint_data: typing.Dict[int, typing.Dict[int, str]]):
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
world.shuffle[player] != "vanilla" or world.retro_caves[player]}
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = region.get_connecting_entrance(is_main_entrance)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
hint_data.update(er_hint_data)
def modify_multidata(self, multidata: dict):
import base64
# wait for self.rom_name to be available.
@@ -666,7 +424,8 @@ class ALTTPWorld(World):
return ALttPItem(name, self.player, **item_init_table[name])
@classmethod
def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
restitempool, fill_locations):
trash_counts = {}
standard_keyshuffle_players = set()
for player in world.get_game_players("A Link to the Past"):
@@ -713,15 +472,26 @@ class ALTTPWorld(World):
for player, trash_count in trash_counts.items():
gtower_locations = locations_mapping[player]
world.random.shuffle(gtower_locations)
localrest = localrestitempool[player]
if localrest:
gt_item_pool = restitempool + localrest
world.random.shuffle(gt_item_pool)
else:
gt_item_pool = restitempool.copy()
while gtower_locations and filleritempool and trash_count > 0:
while gtower_locations and gt_item_pool and trash_count > 0:
spot_to_fill = gtower_locations.pop()
item_to_place = filleritempool.pop()
item_to_place = gt_item_pool.pop()
if spot_to_fill.item_rule(item_to_place):
if item_to_place in localrest:
localrest.remove(item_to_place)
else:
restitempool.remove(item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
fill_locations.remove(spot_to_fill) # very slow, unfortunately
trash_count -= 1
def get_filler_item_name(self) -> str:
if self.world.goal[self.player] == "icerodhunt":
item = "Nothing"

View File

@@ -26,14 +26,10 @@
- Example: `Trinexx`
- Takes a particular boss and places that boss in any remaining slots in which this boss can function.
- In this example, it would fill Desert Palace, but not Tower of Hera.
- If no other options are provided this will follow normal singularity rules with that boss.
- Boss Shuffle:
- Example: `basic`
- Example: `simple`
- Runs a particular boss shuffle mode to finish construction instead of vanilla placement, typically used as
a last instruction.
- Supports `random` which will choose a random option from the normal choices.
- If one is not supplied any remaining locations will be unshuffled unless a single specific boss is
supplied in which case it will use singularity as noted above.
- [Available Bosses](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L135)
- [Available Arenas](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L150)

View File

@@ -34,8 +34,7 @@ base_info = {
"factorio_version": "1.1",
"dependencies": [
"base >= 1.1.0",
"? science-not-invited",
"? factory-levels"
"? science-not-invited"
]
}

View File

@@ -137,6 +137,8 @@ class Progressive(Choice):
option_off = 0
option_grouped_random = 1
option_on = 2
alias_false = 0
alias_true = 2
default = 2
def want_progressives(self, random):

View File

@@ -7,8 +7,7 @@
"description": "Integration client for the Archipelago Randomizer",
"factorio_version": "1.1",
"dependencies": [
"base >= 1.1.0",
"? science-not-invited",
"? factory-levels"
]
"base >= 1.1.0",
"? science-not-invited"
]
}

View File

@@ -183,18 +183,6 @@ end
data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
data.raw["assembling-machine"]["assembling-machine-2"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
data.raw["assembling-machine"]["assembling-machine-1"].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes)
if mods["factory-levels"] then
-- Factory-Levels allows the assembling machines to get faster (and depending on settings), more productive at crafting products, the more the
-- assembling machine crafts the product. If the machine crafts enough, it may auto-upgrade to the next tier.
for i = 1, 25, 1 do
data.raw["assembling-machine"]["assembling-machine-1-level-" .. i].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
data.raw["assembling-machine"]["assembling-machine-1-level-" .. i].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes)
end
for i = 1, 50, 1 do
data.raw["assembling-machine"]["assembling-machine-2-level-" .. i].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
end
end
data.raw["ammo"]["artillery-shell"].stack_size = 10
{# each randomized tech gets set to be invisible, with new nodes added that trigger those #}

View File

@@ -66,10 +66,7 @@ class FF1World(World):
def goal_rule_and_shards(state):
return goal_rule(state) and state.has("Shard", self.player, 32)
terminated_event.access_rule = goal_rule_and_shards
if "MARK" in items.keys():
# Fail generation for Noverworld and provide link to old FFR website
raise Exception("FFR Noverworld seeds must be generated on an older version of FFR. Please ensure you generated the settings using "
"4-4-0.finalfantasyrandomizer.com")
menu_region.locations.append(terminated_event)
self.world.regions += [menu_region]

View File

@@ -409,6 +409,7 @@ class DeathLink(Choice):
shade: DeathLink functions like a normal death if you do not already have a shade, shadeless otherwise.
"""
option_off = 0
alias_false = 0
alias_no = 0
alias_true = 1
alias_on = 1
@@ -434,8 +435,10 @@ class CostSanity(Choice):
These costs can be in Geo (except Grubfather, Seer and Eggshop), Grubs, Charms, Essence and/or Rancid Eggs
"""
option_off = 0
alias_false = 0
alias_no = 0
option_on = 1
alias_true = 1
alias_yes = 1
option_shopsonly = 2
option_notshops = 3

View File

@@ -49,79 +49,6 @@ class MinecraftWebWorld(WebWorld):
tutorials = [setup, setup_es, setup_sv]
def modify_tracker(self, tracker):
tracker.icons = {
"Wooden Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d2/Wooden_Pickaxe_JE3_BE3.png",
"Stone Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c4/Stone_Pickaxe_JE2_BE2.png",
"Iron Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d1/Iron_Pickaxe_JE3_BE2.png",
"Diamond Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e7/Diamond_Pickaxe_JE3_BE3.png",
"Wooden Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d5/Wooden_Sword_JE2_BE2.png",
"Stone Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b1/Stone_Sword_JE2_BE2.png",
"Iron Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/8/8e/Iron_Sword_JE2_BE2.png",
"Diamond Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/4/44/Diamond_Sword_JE3_BE3.png",
"Leather Tunic": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b7/Leather_Tunic_JE4_BE2.png",
"Iron Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Iron_Chestplate_JE2_BE2.png",
"Diamond Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e0/Diamond_Chestplate_JE3_BE2.png",
"Iron Ingot": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Iron_Ingot_JE3_BE2.png",
"Block of Iron": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Block_of_Iron_JE4_BE3.png",
"Brewing": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b3/Brewing_Stand_%28empty%29_JE10.png",
"Ender Pearls": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/f6/Ender_Pearl_JE3_BE2.png",
"Bucket": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Bucket_JE2_BE2.png",
"Archery": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ab/Bow_%28Pull_2%29_JE1_BE1.png",
"Shield": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c6/Shield_JE2_BE1.png",
"Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/6/6a/Red_Bed_%28N%29.png",
"Netherite Scrap": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/33/Netherite_Scrap_JE2_BE1.png",
"Flint and Steel": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/94/Flint_and_Steel_JE4_BE2.png",
"Enchanting": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Enchanting_Table.gif",
"Fishing Rod": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7f/Fishing_Rod_JE2_BE2.png",
"Campfire": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Campfire_JE2_BE2.gif",
"Bottle": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/75/Water_Bottle_JE2_BE2.png",
"Spyglass": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c1/Spyglass_JE2_BE1.png",
}
tracker.progressive_items = [
"Progressive Tools", "Progressive Weapons", "Progressive Armor", "Progressive Resource Crafting",
"Brewing", "Ender Pearls", "Bucket", "Archery", "Shield", "Bed", "Bottle", "Netherite Scrap",
"Flint and Steel", "Enchanting", "Fishing Rod", "Campfire", "Spyglass"
]
tracker.progressive_names = {
"Progressive Tools": ["Wooden Pickaxe", "Stone Pickaxe", "Iron Pickaxe", "Diamond Pickaxe"],
"Progressive Weapons": ["Wooden Sword", "Stone Sword", "Iron Sword", "Diamond Sword"],
"Progressive Armor": ["Leather Tunic", "Iron Chestplate", "Diamond Chestplate"],
"Progressive Resource Crafting": ["Iron Ingot", "Iron Ingot", "Block of Iron"]
}
tracker.regions = {
"Story": ["Minecraft", "Stone Age", "Getting an Upgrade", "Acquire Hardware", "Suit Up",
"Not Today, Thank You", "Isn't It Iron Pick", "Diamonds!", "Cover Me With Diamonds", "Enchanter",
"Hot Stuff", "Ice Bucket Challenge", "We Need to Go Deeper", "Zombie Doctor", "Eye Spy", "The End?"],
"Nether": ["Nether", "Return to Sender", "Uneasy Alliance", "Those Were the Days", "War Pigs",
"Hidden in the Depths", "Country Lode, Take Me Home", "Cover Me in Debris", "Subspace Bubble",
"A Terrible Fortress", "Spooky Scary SKeleton", "This Boat Has Legs", "Hot Tourist Destinations"],
"The End": ["The End", "Free the End", "The Next Generation", "Remote Getaway",
"The City at the End of the Game", "Sky's the Limit", "Great View From Up Here",
"The End... Again...", "You Need a Mint"],
"Adventure": ["Adventure", "Voluntary Exile", "Is It a Bird?", "Is It a Balloon?", "Is It a Plane?",
"Hero of the Village", "Monster Hunter", "A Throwaway Joke", "Very Very Frightening",
"Take Aim", "Sniper Duel", "Bullseye", "Monsters Hunted", "Postmortal", "What a Deal!",
"Hired Help", "Sticky Situation", "Ol' Betsy", "Two Birds, One Arrow",
"Who's the Pillager Now?", "Arbalistic", "Sweet Dreams", "Adventuring Time", "Surge Protector",
"Light as a Rabbit"],
"Husbandry": ["Husbandry", "Bee Our Guest", "The Parrots and the Bats", "Two by Two", "Best Friends Forever",
"A Complete Catalogue", "Fishy Business", "Tactical Fishing", "Total Beelocation",
"A Seedy Place", "A Balanced Diet", "Serious Dedication", "Whatever Floats Your Goat!",
"Glow and Behold!", "Wax On", "Wax Off", "The Cutest Predator",
"The Healing Power of Friendship"],
"Archipelago": ["Getting Wood", "Time to Mine!", "Hot Topic", "Bake Bread", "The Lie", "On a Rail",
"Time to Strike!", "Cow Tipper", "When Pigs Fly", "Overkill", "Librarian", "Overpowered"]
}
class MinecraftWorld(World):
"""

View File

@@ -101,6 +101,7 @@ class InteriorEntrances(Choice):
option_off = 0
option_simple = 1
option_all = 2
alias_false = 0
alias_true = 2
@@ -140,6 +141,7 @@ class MixEntrancePools(Choice):
option_off = 0
option_indoor = 1
option_all = 2
alias_false = 0
class DecoupleEntrances(Toggle):
@@ -306,6 +308,7 @@ class ShopShuffle(Choice):
option_off = 0
option_fixed_number = 1
option_random_number = 2
alias_false = 0
class ShopSlots(Range):
@@ -323,6 +326,7 @@ class TokenShuffle(Choice):
option_dungeons = 1
option_overworld = 2
option_all = 3
alias_false = 0
class ScrubShuffle(Choice):
@@ -332,6 +336,7 @@ class ScrubShuffle(Choice):
option_low = 1
option_regular = 2
option_random_prices = 3
alias_false = 0
alias_affordable = 1
alias_expensive = 2
@@ -564,6 +569,7 @@ class Hints(Choice):
option_agony = 2
option_always = 3
default = 3
alias_false = 0
class MiscHints(DefaultOnToggle):
@@ -667,6 +673,8 @@ class IceTraps(Choice):
option_mayhem = 3
option_onslaught = 4
default = 1
alias_false = 0
alias_true = 2
alias_extra = 2
@@ -734,6 +742,7 @@ class Music(Choice):
option_normal = 0
option_off = 1
option_randomized = 2
alias_false = 1
class BackgroundMusic(Music):

View File

@@ -9,7 +9,7 @@ from .Location import OOTLocation, LocationFactory, location_name_to_id
from .Entrance import OOTEntrance
from .EntranceShuffle import shuffle_random_entrances, entrance_shuffle_table, EntranceShuffleError
from .Items import OOTItem, item_table, oot_data_to_ap_id, oot_is_item_of_type
from .ItemPool import generate_itempool, add_dungeon_items, get_junk_item, get_junk_pool, normal_bottles
from .ItemPool import generate_itempool, add_dungeon_items, get_junk_item, get_junk_pool
from .Regions import OOTRegion, TimeOfDay
from .Rules import set_rules, set_shop_rules, set_entrances_based_rules
from .RuleParser import Rule_AST_Transformer
@@ -87,133 +87,6 @@ class OOTWeb(WebWorld):
tutorials = [setup, setup_es]
def modify_tracker(self, tracker):
tracker.template = 'zeldaKeysTracker.html'
tracker.icons = {
"Fairy Ocarina": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/97/OoT_Fairy_Ocarina_Icon.png",
"Ocarina of Time": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Ocarina_of_Time_Icon.png",
"Slingshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/32/OoT_Fairy_Slingshot_Icon.png",
"Boomerang": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/d/d5/OoT_Boomerang_Icon.png",
"Bottle": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/fc/OoT_Bottle_Icon.png",
"Rutos Letter": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/OoT_Letter_Icon.png",
"Bombs": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/11/OoT_Bomb_Icon.png",
"Bombchus": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/36/OoT_Bombchu_Icon.png",
"Lens of Truth": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/05/OoT_Lens_of_Truth_Icon.png",
"Bow": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/9a/OoT_Fairy_Bow_Icon.png",
"Hookshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/77/OoT_Hookshot_Icon.png",
"Longshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/a/a4/OoT_Longshot_Icon.png",
"Megaton Hammer": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/93/OoT_Megaton_Hammer_Icon.png",
"Fire Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/1e/OoT_Fire_Arrow_Icon.png",
"Ice Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/3c/OoT_Ice_Arrow_Icon.png",
"Light Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/76/OoT_Light_Arrow_Icon.png",
"Din's Fire": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/d/da/OoT_Din%27s_Fire_Icon.png",
"Farore's Wind": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/7a/OoT_Farore%27s_Wind_Icon.png",
"Nayru's Love": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/be/OoT_Nayru%27s_Love_Icon.png",
"Kokiri Sword": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/5/53/OoT_Kokiri_Sword_Icon.png",
"Biggoron Sword": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/2e/OoT_Giant%27s_Knife_Icon.png",
"Mirror Shield": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b0/OoT_Mirror_Shield_Icon_2.png",
"Goron Bracelet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b7/OoT_Goron%27s_Bracelet_Icon.png",
"Silver Gauntlets": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b9/OoT_Silver_Gauntlets_Icon.png",
"Golden Gauntlets": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/6/6a/OoT_Golden_Gauntlets_Icon.png",
"Goron Tunic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/1c/OoT_Goron_Tunic_Icon.png",
"Zora Tunic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/2c/OoT_Zora_Tunic_Icon.png",
"Silver Scale": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Silver_Scale_Icon.png",
"Gold Scale": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/95/OoT_Golden_Scale_Icon.png",
"Iron Boots": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/34/OoT_Iron_Boots_Icon.png",
"Hover Boots": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/22/OoT_Hover_Boots_Icon.png",
"Adults Wallet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/f9/OoT_Adult%27s_Wallet_Icon.png",
"Giants Wallet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/8/87/OoT_Giant%27s_Wallet_Icon.png",
"Small Magic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/9f/OoT3D_Magic_Jar_Icon.png",
"Large Magic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/3e/OoT3D_Large_Magic_Jar_Icon.png",
"Gerudo Membership Card": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Gerudo_Token_Icon.png",
"Gold Skulltula Tokens": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/47/OoT_Token_Icon.png",
"Triforce Pieces": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/0b/SS_Triforce_Piece_Icon.png",
"Triforce": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/6/68/ALttP_Triforce_Title_Sprite.png",
"Zelda's Lullaby": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Epona's Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Saria's Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Sun's Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Song of Time": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Song of Storms": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Minuet of Forest": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/e/e4/Green_Note.png",
"Bolero of Fire": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/f0/Red_Note.png",
"Serenade of Water": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/0f/Blue_Note.png",
"Requiem of Spirit": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/a/a4/Orange_Note.png",
"Nocturne of Shadow": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/97/Purple_Note.png",
"Prelude of Light": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/90/Yellow_Note.png",
"Small Key": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/e/e5/OoT_Small_Key_Icon.png",
"Big Key": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/40/OoT_Boss_Key_Icon.png",
}
tracker.progressive_items = [
"Ocarina", "Bombs", "Bow", "Fire Arrows", "Kokiri Sword", "Biggoron Sword", "Mirror Shield",
"Slingshot", "Bombchus", "Progressive Hookshot", "Ice Arrows", "Progressive Strength", "Goron Tunic", "Zora Tunic",
"Boomerang", "Lens of Truth", "Megaton Hammer", "Light Arrows", "Progressive Scale", "Iron Boots", "Hover Boots",
"Bottles", "Din's Fire", "Farore's Wind", "Nayru's Love", "Progressive Wallet", "Magic Meter", "Gerudo Membership Card",
"Zelda's Lullaby", "Epona's Song", "Saria's Song", "Sun's Song", "Song of Time", "Song of Storms", "Gold Skulltula Tokens",
"Minuet of Forest", "Bolero of Fire", "Serenade of Water", "Requiem of Spirit", "Nocturne of Shadow", "Prelude of Light", "Triforce Pieces",
"Small Key", "Big Key"
]
tracker.progressive_names = {
"Progressive Hookshot": ["Hookshot", "Longshot"],
"Progressive Strength": ["Goron Bracelet", "Golden Gauntlets"],
"Progressive Wallet": ["Adults Wallet", "Giants Wallet"],
"Progressive Scale": ["Silver Scale", "Gold Scale"],
"Magic Meter": ["Small Magic", "Large Magic"],
"Ocarina": ["Fairy Ocarina", "Ocarina of Time"],
"Bottles": normal_bottles + ["Rutos Letter"]
}
location_id_to_name = {}
for name, id in location_name_to_id.items():
location_id_to_name[id] = name
tracker.regions = {}
for id in location_id_to_name.keys():
if id in location_name_to_id.values() and location_id_to_name[id] in tracker.all_locations:
if id < 67259:
tracker.regions.setdefault("Overworld", []).append(location_id_to_name[id])
elif id < 67264:
tracker.regions.setdefault("Thieves' Hideout", []).append(location_id_to_name[id])
elif id < 67281:
tracker.regions.setdefault("Overworld", []).append(location_id_to_name[id])
elif id < 67304:
tracker.regions.setdefault("Deku Tree", []).append(location_id_to_name[id])
elif id < 67335:
tracker.regions.setdefault("Dodongo's Cavern", []).append(location_id_to_name[id])
elif id < 67360:
tracker.regions.setdefault("Jabu Jabu's Belly", []).append(location_id_to_name[id])
elif id < 67385:
tracker.regions.setdefault("Bottom of the Well", []).append(location_id_to_name[id])
elif id < 67421:
tracker.regions.setdefault("Forest Temple", []).append(location_id_to_name[id])
elif id < 67458:
tracker.regions.setdefault("Fire Temple", []).append(location_id_to_name[id])
elif id < 67485:
tracker.regions.setdefault("Water Temple", []).append(location_id_to_name[id])
elif id < 67533:
tracker.regions.setdefault("Shadow Temple", []).append(location_id_to_name[id])
elif id < 67583:
tracker.regions.setdefault("Spirit Temple", []).append(location_id_to_name[id])
elif id < 67597:
tracker.regions.setdefault("Ice Cavern", []).append(location_id_to_name[id])
elif id < 67636:
tracker.regions.setdefault("Gerudo Training Ground", []).append(location_id_to_name[id])
elif id < 67674:
tracker.regions.setdefault("Ganon's Castle", []).append(location_id_to_name[id])
tracker.region_keys = {
'Forest Temple': ['Small Key (Forest Temple)', 'Boss Key (Forest Temple)'],
'Fire Temple': ['Small Key (Fire Temple)', 'Boss Key (Forest Temple)'],
'Water Temple': ['Small Key (Water Temple)', 'Boss Key (Water Temple)'],
'Spirit Temple': ['Small Key (Spirit Temple)', 'Boss Key (Spirit Temple)'],
'Shadow Temple': ['Small Key (Shadow Temple)', 'Boss Key (Shadow Temple)'],
'Bottom of the Well': ['Small Key (Bottom of the Well)', 'Boss Key (Bottom of the Well)'],
'Gerudo Training Ground': ['Small Key (Gerudo Training Ground)', 'Boss Key (Gerudo Training Ground)'],
'Thieves Hideout': ['Small Key (Thieves Hideout)', 'Boss Key (Thieves Hideout)'],
'Ganons Castle': ['Small Key (Ganons Castle)', 'Boss Key (Ganons Castle)']
}
class OOTWorld(World):
"""

View File

@@ -282,7 +282,8 @@ class SA2BWorld(World):
spoiler_handle.writelines(text)
@classmethod
def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
restitempool, fill_locations):
if world.get_game_players("Sonic Adventure 2 Battle"):
progitempool.sort(
key=lambda item: 0 if (item.name != 'Emblem') else 1)

View File

@@ -163,17 +163,3 @@ filler_items: typing.Tuple[str, ...] = (
lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in get_full_item_list().items() if
data.code}
# Map type to expected int
type_flaggroups: typing.Dict[str, int] = {
"Unit": 0,
"Upgrade": 1,
"Armory 1": 2,
"Armory 2": 3,
"Building": 4,
"Mercenary": 5,
"Laboratory": 6,
"Protoss": 7,
"Minerals": 8,
"Vespene": 9,
"Supply": 10,
}

View File

@@ -122,6 +122,8 @@ class AreaRandomization(Choice):
option_off = 0
option_light = 1
option_on = 2
alias_false = 0
alias_true = 2
default = 0
class AreaLayout(Toggle):

View File

@@ -660,7 +660,8 @@ class SMWorld(World):
loc.address = loc.item.code = None
@classmethod
def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
restitempool, fill_locations):
if world.get_game_players("Super Metroid"):
progitempool.sort(
key=lambda item: 1 if (item.name == 'Morph Ball') else 0)

View File

@@ -1,57 +1,48 @@
import typing
from Options import Option, DefaultOnToggle, Range, Toggle, DeathLink, Choice
class EnableCoinStars(DefaultOnToggle):
"""Disable to Ignore 100 Coin Stars. You can still collect them, but they don't do anything"""
display_name = "Enable 100 Coin Stars"
class StrictCapRequirements(DefaultOnToggle):
"""If disabled, Stars that expect special caps may have to be acquired without the caps"""
display_name = "Strict Cap Requirements"
class StrictCannonRequirements(DefaultOnToggle):
"""If disabled, Stars that expect cannons may have to be acquired without them. Only makes a difference if Buddy Checks are enabled"""
display_name = "Strict Cannon Requirements"
class FirstBowserStarDoorCost(Range):
"""How many stars are required at the Star Door to Bowser in the Dark World"""
range_start = 0
range_end = 50
default = 8
class BasementStarDoorCost(Range):
"""How many stars are required at the Star Door in the Basement"""
range_start = 0
range_end = 70
default = 30
class SecondFloorStarDoorCost(Range):
"""How many stars are required to access the third floor"""
range_start = 0
range_end = 90
default = 50
class MIPS1Cost(Range):
"""How many stars are required to spawn MIPS the first time"""
range_start = 0
range_end = 40
default = 15
class MIPS2Cost(Range):
"""How many stars are required to spawn MIPS the secound time. Must be bigger or equal MIPS1Cost"""
range_start = 0
range_end = 80
default = 50
class StarsToFinish(Range):
"""How many stars are required at the infinite stairs"""
display_name = "Endless Stairs Stars"
@@ -59,40 +50,35 @@ class StarsToFinish(Range):
range_end = 100
default = 70
class AmountOfStars(Range):
"""How many stars exist. Disabling 100 Coin Stars removes 15 from the Pool. At least max of any Cost set"""
range_start = 35
range_end = 120
default = 120
class AreaRandomizer(Choice):
"""Randomize Entrances"""
display_name = "Entrance Randomizer"
alias_false = 0
option_Off = 0
option_Courses_Only = 1
option_Courses_and_Secrets = 2
class BuddyChecks(Toggle):
"""Bob-omb Buddies are checks, Cannon Unlocks are items"""
display_name = "Bob-omb Buddy Checks"
class ExclamationBoxes(Choice):
"""Include 1Up Exclamation Boxes during randomization"""
display_name = "Randomize 1Up !-Blocks"
option_Off = 0
option_1Ups_Only = 1
class ProgressiveKeys(DefaultOnToggle):
"""Keys will first grant you access to the Basement, then to the Secound Floor"""
display_name = "Progressive Keys"
sm64_options: typing.Dict[str, type(Option)] = {
sm64_options: typing.Dict[str,type(Option)] = {
"AreaRandomizer": AreaRandomizer,
"ProgressiveKeys": ProgressiveKeys,
"EnableCoinStars": EnableCoinStars,
@@ -107,5 +93,5 @@ sm64_options: typing.Dict[str, type(Option)] = {
"StarsToFinish": StarsToFinish,
"death_link": DeathLink,
"BuddyChecks": BuddyChecks,
"ExclamationBoxes": ExclamationBoxes,
}
"ExclamationBoxes": ExclamationBoxes
}

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