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37 Commits

Author SHA1 Message Date
NewSoupVi
eaf352daaf MultiServer: Correct tying of Context.groups 2025-01-11 22:01:05 +01:00
Alchav
29b34ca9fd Pokémon R/B: Fix Route 11-E to Route-12-W logic (#4435) 2025-01-11 01:31:29 +01:00
Fabian Dill
d97ee5d209 Core: update certifi (#4453) 2025-01-10 23:28:57 +01:00
Fabian Dill
c2bd9df0f7 Subnautica: fix typo and remove no longer used logger (#4456) 2025-01-10 23:28:38 +01:00
Scipio Wright
112bfe0933 TUNIC: Logic for Beneath the Vault Bridge Switch #4432 2025-01-10 22:48:15 +01:00
Alchav
96b500679d LTTP: Add missing GT Pre-Moldorm Bomb Wall Logic (#4440) 2025-01-10 22:40:50 +01:00
Scipio Wright
258ea10c52 TUNIC: Modify UT support to make a better pattern (#3860)
* Modify UT support to make a better pattern

* Handle keyerror for logic_rules option

* Missed self.passthrough value setting

* Less laziness for passthrough

* Remove extra newline

* Fix missing using_ut = True, also remove now unnecessary try except since 0.5.1 is out

* New UT thing, it goes in this PR because it's been open for 5 months for a very very tiny change
2025-01-10 21:49:13 +01:00
lordlou
043ba418ec SM generate without rom (#3460)
* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)

* first working single-world randomized SM rom patches

* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* Fixed multiworld support patch not working with VariaRandomizer's

Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches

* + added missing files from variaRandomizer project

* + added missing variaRandomizer files (custom sprites)

+ started integrating VariaRandomizer options (WIP)

* Some fixes for player and server name display

- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH

* Fixed Goal completion not triggering in smClient

* integrated VariaRandomizer's options into AP (WIP)

- startAP is working
- door rando is working
- skillset is working

* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")

* skillset are now instanced per player instead of being a singleton class

* RomPatches are now instanced per player instead of being a singleton class

* DoorManager is now instanced per player instead of being a singleton class

* - fixed the last bugs that prevented generation of >1 SM world

* fixed crash when no skillset preset is specified in randoPreset (default to "casual")

* maxDifficulty support and itemsounds removal

- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now

* Fixed bad merge

* Post merge adaptation

* fixed player name length fix that got lost with the merge

* fixed generation with other game type than SM

* added default randoPreset json for SM in playerSettings.yaml

* fixed broken SM client following merge

* beautified json skillset presets

* Fixed ArchipelagoSmClient not building

* Fixed conflict between mutliworld patch and beam_doors_plms patch

- doorsColorsRando now working

* SM generation now outputs APBP

- Fixed paths for patches and presets when frozen

* added missing file and fixed multithreading issue

* temporarily set data_version = 0

* more work

- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3

* commited missing asm files

fixed start item reserve breaking game (was using bad write offset when patching)

* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).

fixed crash in SMClient when loosing connection to SNI

* fixed No Energy Item missing its ID

fixed Plando

* merge post fixes

* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)

* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)

* fixed start item x-ray HUD display

* Fixed start items being sent by the server (is all handled in ROM)

Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified

* fixed settings that could be applied to any SM players

* fixed auth to server only using player name (now does as ALTTP to authenticate)

* - fixed End Credits broken text

* added non SM item name display

* added all supported SM options in playerSettings.yaml

* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region

did some cleaning (mainly reverts on unnecessary core classes

* minor setting fixes and tweaks

- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting

* added option start_inventory_removes_from_pool

fixed option names formatting
fixed lint errors
small code and repo cleanup

* Hopefully fixed ROR2 that could not send any items

* - fixed missing required change to ROR2

* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)

* fixed typo with doors_colors_rando

* fixed checksum

* added custom sprites for off-world items (progression or not)

the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu

* - added missing change following upstream merge

- changed patch filename extension from apbp to apm3 so patch can be used with the new client

* added morph placement options: early means local and sphere 1

* fixed failing unit tests

* - fixed broken custom_preset options

* - big cleanup to remove unnecessary or unsupported features

* - more cleanup

* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips

- small cleanup

* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)

* fixed g4_skip patch that can be not applied if hud is enabled

* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)

* - updated basepatch to reflect g4_skip removal

- moved more asm files to SMBasepatch project

* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)

* fixed wrong path if using built as exe

* - cleaned exposed maxDifficulty options

- removed always enabled Knows

* Merged LttPClient and SMClient into SNIClient

* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service

* small doc precision

* - added death_link support

- fixed broken Goal Completion
- post merge fix

* - removed now useless presets

* - fixed bad internal mapping with maxDiff

- increases maxDiff if only Bosses is preventing beating the game

* - added support for lowercase custom preset sections (knows, settings and controller)

- fixed controller settings not applying to ROM

* - fixed death loop when dying with Door rando, bomb or speed booster as starting items

- varia's backup save should now be usable (automatically enabled when doing door rando)

* -added docstring for generated yaml

* fixed bad merge

* fixed broken infinity max difficulty

* commented debug prints

* adjusted credits to mark progression speed and difficulty as Non Available

* added support for more than 255 players (will print Archipelago for higher player number)

* fixed missing cleanup

* added support for 65535 different player names in ROM

* fixed generations failing when only bosses are unreachable

* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish

* fixed failling generations when using 'fun' settings

Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings

* fixed debug logger

* removed unsupported "suits_restriction" option

* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)

* - fixed deathlink emptying reserves

- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves

* - merged death_link and death_link_survive options

* fixed death_link

* added a fallback default starting location instead of failing generation if an invalid one was chosen

* added Nothing and NoEnergy as hint blacklist

added missing NoEnergy as local items and removed it from progression

* SM Varia can now generate without ROM

* removed stage_assert_generate
2025-01-10 21:46:17 +01:00
Fabian Dill
894a8571ee kvui: add autocompleting new hint text input (#3535)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
2025-01-10 20:21:02 +01:00
ruby0b
874197d940 Linux: move the user home Archipelago dir to $XDG_DATA_HOME (#4347)
This affects builds with non-writable installation directories.
Instead of saving data in ~/Archipelago we now use $XDG_DATA_HOME/Archipelago
(defaulting to ~/.local/share/Archipelago).
If ~/Archipelago still exists we move it to the new location and link ~/Archipelago to it.

Motivation: This follows the [XDG Base Directory Specification](https://specifications.freedesktop.org/basedir-spec/latest/)
to at least some degree and doesn't clutter the user's home directory.
2025-01-10 01:27:49 +01:00
agilbert1412
d3ed40cd4d Stardew Valley: Hide the Mods from the simple options page (#4446) 2025-01-08 08:13:32 +01:00
Aaron Wagener
a29ba4a6c4 The Messenger: reduce strictness of output path check (#4442) 2025-01-07 23:11:26 +01:00
Fabian Dill
fe06fe075e Factorio: add fluid mining technology to logic requirements (#4385) 2025-01-07 23:06:48 +01:00
qwint
de58cb03da Core: Pickle hints by value (#4441) 2025-01-07 22:24:19 +01:00
TheLX5
3204680662 SNIClient: Let clients based on SNIClient monitor packages via on_package method (#3093) 2025-01-07 00:10:23 +01:00
shananas
07e896508c KH2: Doc Updates (#4434) 2025-01-06 14:02:04 -05:00
Scipio Wright
2d3faea713 Core: Include unfilled locations in error when there are not enough locations for progression items (#4285)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-06 09:52:33 -05:00
eudaimonistic
7c89a83d19 Docs: Clarify !alias commands in commands_en.md (#4426)
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-01-06 09:42:18 -05:00
qwint
16f8b41cb9 Core: add docstrings for launcher components (#4148)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-06 09:35:37 -05:00
qwint
7d506990f5 HK: add location counts to option descriptions (#4083) 2025-01-06 09:35:12 -05:00
qwint
aadcb4c903 HK: use rich_text_options_doc to make webhost formatting look better (#4079) 2025-01-06 09:21:44 -05:00
coveleski
daf94fcdb2 Pokemon RB: Fixing misnamed locations (#4404) 2025-01-04 08:27:41 -05:00
Kory Dondzila
1cef659b78 Shivers: Fix spelling error in naming (#4425) 2025-01-04 07:42:34 -05:00
Scipio Wright
25381ef2c2 Core: Make the error for a missing option display the player name (#4430) 2025-01-04 07:29:30 -05:00
Mysteryem
5927926314 Blasphemous: Fix starting_location: random affecting all Blasphemous worlds (#4428)
Option resolution for the `StartingLocation` option (the only
`ChoiceIsRandom` subclass) was writing to the `randomized` attribute on
the class instead of on the instance, meaning that
`self.options.starting_location.randomized` would be `True` for all
Blasphemous players in the multiworld if any one of the players set
their `StartingLocation` option to `"random"`.

This patch fixes the issue by writing to the `randomized` attribute on
the new instance instead of on the class.
2025-01-03 07:03:30 -05:00
CaitSith2
2a11d9fec3 try again to award the starting items post cutscene if needed. (#4408) 2025-01-02 19:45:32 -08:00
Nicholas Saylor
82c44aaa22 FFMQ: Fix encoding issue with Game Page (#4299) 2025-01-02 22:03:07 -05:00
Kory Dondzila
a7b483e4b7 Shivers: Adds ixupi captures priority option (#4403) 2025-01-02 10:12:00 -05:00
Fabian Dill
917335ec54 Core: it's 2025 (#4417) 2025-01-01 02:02:18 +01:00
Mysteryem
6e59ee2926 Zork Grand Inquisitor: Precollect Start with Hotspot Items in deterministic order (#4412) 2024-12-31 09:16:29 -05:00
Mysteryem
3c9270d802 FFMQ: Create itempool in deterministic order (#4413) 2024-12-31 09:02:02 -05:00
Mysteryem
c4bbcf9890 TUNIC: Add relics and abilities to the item pool in deterministic order (#4411) 2024-12-30 23:57:09 -05:00
NewSoupVi
8dbecf3d57 The Witness: Make location order in the spoiler log deterministic (#3895)
* Fix location order

* Update worlds/witness/data/static_logic.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-30 00:50:39 +01:00
Fabian Dill
0de1369ec5 Factorio: hide hidden vanilla techs in factoriopedia too (#4332) 2024-12-29 11:56:41 -08:00
Fabian Dill
fa95ae4b24 Factorio: require version that fixes a randomizer exploit (#4391) 2024-12-29 11:55:40 -08:00
CaitSith2
2065246186 Factorio: Make it possible to use rocket part in blueprint parameterization. (#4396)
This allows for example, making a blueprint of your rocket silo with requester chests specifying a request for the 2-8 rocket part ingredients needed to build the rocket.
2024-12-29 20:13:34 +01:00
Kory Dondzila
ca1b3df45b Shivers: Follow on PR to cleanup options #4401 2024-12-27 23:38:01 +01:00
56 changed files with 1246 additions and 646 deletions

View File

@@ -531,7 +531,8 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool:
raise FillError(
f"Not enough locations for progression items. "
f"There are {len(progitempool)} more progression items than there are available locations.",
f"There are {len(progitempool)} more progression items than there are available locations.\n"
f"Unfilled locations:\n{multiworld.get_unfilled_locations()}.",
multiworld=multiworld,
)
accessibility_corrections(multiworld, multiworld.state, defaultlocations)

View File

@@ -500,7 +500,8 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key in game_weights:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers.")
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers "
f"for player {ret.name}.")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":

View File

@@ -1,7 +1,7 @@
MIT License
Copyright (c) 2017 LLCoolDave
Copyright (c) 2022 Berserker66
Copyright (c) 2025 Berserker66
Copyright (c) 2022 CaitSith2
Copyright (c) 2021 LegendaryLinux

View File

@@ -444,7 +444,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
self.clients = {0: {}}

View File

@@ -10,7 +10,7 @@ import websockets
from Utils import ByValue, Version
class HintStatus(enum.IntEnum):
class HintStatus(ByValue, enum.IntEnum):
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_NO_PRIORITY = 10

View File

@@ -243,6 +243,9 @@ class SNIContext(CommonContext):
# Once the games handled by SNIClient gets made to be remote items,
# this will no longer be needed.
async_start(self.send_msgs([{"cmd": "LocationScouts", "locations": list(new_locations)}]))
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
def run_gui(self) -> None:
from kvui import GameManager

View File

@@ -152,8 +152,15 @@ def home_path(*path: str) -> str:
if hasattr(home_path, 'cached_path'):
pass
elif sys.platform.startswith('linux'):
home_path.cached_path = os.path.expanduser('~/Archipelago')
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
xdg_data_home = os.getenv('XDG_DATA_HOME', os.path.expanduser('~/.local/share'))
home_path.cached_path = xdg_data_home + '/Archipelago'
if not os.path.isdir(home_path.cached_path):
legacy_home_path = os.path.expanduser('~/Archipelago')
if os.path.isdir(legacy_home_path):
os.renames(legacy_home_path, home_path.cached_path)
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously

View File

@@ -1,6 +1,6 @@
{% block footer %}
<footer id="island-footer">
<div id="copyright-notice">Copyright 2024 Archipelago</div>
<div id="copyright-notice">Copyright 2025 Archipelago</div>
<div id="links">
<a href="/sitemap">Site Map</a>
-

View File

@@ -147,3 +147,8 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>
size_hint_y: None
height: dp(30)
multiline: False
write_tab: False

View File

@@ -152,7 +152,7 @@
/worlds/saving_princess/ @LeonarthCG
# Shivers
/worlds/shivers/ @GodlFire
/worlds/shivers/ @GodlFire @korydondzila
# A Short Hike
/worlds/shorthike/ @chandler05 @BrandenEK

65
kvui.py
View File

@@ -40,7 +40,7 @@ from kivy.core.image import ImageLoader, ImageLoaderBase, ImageData
from kivy.base import ExceptionHandler, ExceptionManager
from kivy.clock import Clock
from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty
from kivy.metrics import dp
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget
@@ -64,6 +64,7 @@ from kivy.uix.recycleboxlayout import RecycleBoxLayout
from kivy.uix.recycleview.layout import LayoutSelectionBehavior
from kivy.animation import Animation
from kivy.uix.popup import Popup
from kivy.uix.dropdown import DropDown
from kivy.uix.image import AsyncImage
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
@@ -305,6 +306,50 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """
self.selected = is_selected
class AutocompleteHintInput(TextInput):
min_chars = NumericProperty(3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.dropdown = DropDown()
self.dropdown.bind(on_select=lambda instance, x: setattr(self, 'text', x))
self.bind(on_text_validate=self.on_message)
def on_message(self, instance):
App.get_running_app().commandprocessor("!hint "+instance.text)
def on_text(self, instance, value):
if len(value) >= self.min_chars:
self.dropdown.clear_widgets()
ctx: context_type = App.get_running_app().ctx
if not ctx.game:
return
item_names = ctx.item_names._game_store[ctx.game].values()
def on_press(button: Button):
split_text = MarkupLabel(text=button.text).markup
return self.dropdown.select("".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
lowered = value.lower()
for item_name in item_names:
try:
index = item_name.lower().index(lowered)
except ValueError:
pass # substring not found
else:
text = escape_markup(item_name)
text = text[:index] + "[b]" + text[index:index+len(value)]+"[/b]"+text[index+len(value):]
btn = Button(text=text, size_hint_y=None, height=dp(30), markup=True)
btn.bind(on_release=on_press)
self.dropdown.add_widget(btn)
if not self.dropdown.attach_to:
self.dropdown.open(self)
else:
self.dropdown.dismiss()
class HintLabel(RecycleDataViewBehavior, BoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
@@ -570,8 +615,10 @@ class GameManager(App):
# show Archipelago tab if other logging is present
self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLog(self.json_to_kivy_parser))
hint_panel = self.add_client_tab("Hints", HintLayout())
self.hint_log = HintLog(self.json_to_kivy_parser)
self.log_panels["Hints"] = hint_panel.content
hint_panel.content.add_widget(self.hint_log)
if len(self.logging_pairs) == 1:
self.tabs.default_tab_text = "Archipelago"
@@ -698,7 +745,7 @@ class GameManager(App):
def update_hints(self):
hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", [])
self.log_panels["Hints"].refresh_hints(hints)
self.hint_log.refresh_hints(hints)
# default F1 keybind, opens a settings menu, that seems to break the layout engine once closed
def open_settings(self, *largs):
@@ -753,6 +800,17 @@ class UILog(RecycleView):
element.height = element.texture_size[1]
class HintLayout(BoxLayout):
orientation = "vertical"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
boxlayout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
boxlayout.add_widget(Label(text="New Hint:", size_hint_x=None, size_hint_y=None, height=dp(30)))
boxlayout.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified",
@@ -769,6 +827,7 @@ status_colors: typing.Dict[HintStatus, str] = {
}
class HintLog(RecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},

View File

@@ -7,7 +7,7 @@ schema>=0.7.7
kivy>=2.3.0
bsdiff4>=1.2.4
platformdirs>=4.2.2
certifi>=2024.8.30
certifi>=2024.12.14
cython>=3.0.11
cymem>=2.0.8
orjson>=3.10.7

View File

@@ -86,3 +86,7 @@ class SNIClient(abc.ABC, metaclass=AutoSNIClientRegister):
async def deathlink_kill_player(self, ctx: SNIContext) -> None:
""" override this with implementation to kill player """
pass
def on_package(self, ctx: SNIContext, cmd: str, args: Dict[str, Any]) -> None:
""" override this with code to handle packages from the server """
pass

View File

@@ -18,16 +18,42 @@ class Type(Enum):
class Component:
"""
A Component represents a process launchable by Archipelago Launcher, either by a User action in the GUI,
by resolving an archipelago://user:pass@host:port link from the WebHost, by resolving a patch file's metadata,
or by using a component name arg while running the Launcher in CLI i.e. `ArchipelagoLauncher.exe "Text Client"`
Expected to be appended to LauncherComponents.component list to be used.
"""
display_name: str
"""Used as the GUI button label and the component name in the CLI args"""
type: Type
"""
Enum "Type" classification of component intent, for filtering in the Launcher GUI
If not set in the constructor, it will be inferred by display_name
"""
script_name: Optional[str]
"""Recommended to use func instead; Name of file to run when the component is called"""
frozen_name: Optional[str]
"""Recommended to use func instead; Name of the frozen executable file for this component"""
icon: str # just the name, no suffix
"""Lookup ID for the icon path in LauncherComponents.icon_paths"""
cli: bool
"""Bool to control if the component gets launched in an appropriate Terminal for the OS"""
func: Optional[Callable]
"""
Function that gets called when the component gets launched
Any arg besides the component name arg is passed into the func as well, so handling *args is suggested
"""
file_identifier: Optional[Callable[[str], bool]]
"""
Function that is run against patch file arg to identify which component is appropriate to launch
If the function is an Instance of SuffixIdentifier the suffixes will also be valid for the Open Patch component
"""
game_name: Optional[str]
"""Game name to identify component when handling launch links from WebHost"""
supports_uri: Optional[bool]
"""Bool to identify if a component supports being launched by launch links from WebHost"""
def __init__(self, display_name: str, script_name: Optional[str] = None, frozen_name: Optional[str] = None,
cli: bool = False, icon: str = 'icon', component_type: Optional[Type] = None,

View File

@@ -592,9 +592,9 @@ def global_rules(multiworld: MultiWorld, player: int):
lambda state: can_kill_most_things(state, player, 8) and has_fire_source(state, player) and state.multiworld.get_entrance('Ganons Tower Torch Rooms', player).parent_region.dungeon.bosses['middle'].can_defeat(state))
set_rule(multiworld.get_location('Ganons Tower - Mini Helmasaur Key Drop', player), lambda state: can_kill_most_things(state, player, 1))
set_rule(multiworld.get_location('Ganons Tower - Pre-Moldorm Chest', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7))
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) and can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Door', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8))
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) and can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Gap', player),
lambda state: state.has('Hookshot', player) and state.multiworld.get_entrance('Ganons Tower Moldorm Gap', player).parent_region.dungeon.bosses['top'].can_defeat(state))
set_defeat_dungeon_boss_rule(multiworld.get_location('Agahnim 2', player))

View File

@@ -130,19 +130,21 @@ class TestGanonsTower(TestDungeon):
["Ganons Tower - Pre-Moldorm Chest", False, []],
["Ganons Tower - Pre-Moldorm Chest", False, [], ['Progressive Bow']],
["Ganons Tower - Pre-Moldorm Chest", False, [], ['Bomb Upgrade (50)']],
["Ganons Tower - Pre-Moldorm Chest", False, [], ['Big Key (Ganons Tower)']],
["Ganons Tower - Pre-Moldorm Chest", False, [], ['Lamp', 'Fire Rod']],
["Ganons Tower - Pre-Moldorm Chest", True, ['Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Lamp']],
["Ganons Tower - Pre-Moldorm Chest", True, ['Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Fire Rod']],
["Ganons Tower - Pre-Moldorm Chest", True, ['Bomb Upgrade (50)', 'Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Lamp']],
["Ganons Tower - Pre-Moldorm Chest", True, ['Bomb Upgrade (50)', 'Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Fire Rod']],
["Ganons Tower - Validation Chest", False, []],
["Ganons Tower - Validation Chest", False, [], ['Hookshot']],
["Ganons Tower - Validation Chest", False, [], ['Progressive Bow']],
["Ganons Tower - Validation Chest", False, [], ['Bomb Upgrade (50)']],
["Ganons Tower - Validation Chest", False, [], ['Big Key (Ganons Tower)']],
["Ganons Tower - Validation Chest", False, [], ['Lamp', 'Fire Rod']],
["Ganons Tower - Validation Chest", False, [], ['Progressive Sword', 'Hammer']],
["Ganons Tower - Validation Chest", True, ['Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Lamp', 'Hookshot', 'Progressive Sword']],
["Ganons Tower - Validation Chest", True, ['Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Fire Rod', 'Hookshot', 'Progressive Sword']],
["Ganons Tower - Validation Chest", True, ['Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Lamp', 'Hookshot', 'Hammer']],
["Ganons Tower - Validation Chest", True, ['Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Fire Rod', 'Hookshot', 'Hammer']],
["Ganons Tower - Validation Chest", True, ['Bomb Upgrade (50)', 'Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Lamp', 'Hookshot', 'Progressive Sword']],
["Ganons Tower - Validation Chest", True, ['Bomb Upgrade (50)', 'Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Fire Rod', 'Hookshot', 'Progressive Sword']],
["Ganons Tower - Validation Chest", True, ['Bomb Upgrade (50)', 'Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Lamp', 'Hookshot', 'Hammer']],
["Ganons Tower - Validation Chest", True, ['Bomb Upgrade (50)', 'Progressive Bow', 'Big Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Small Key (Ganons Tower)', 'Fire Rod', 'Hookshot', 'Hammer']],
])

View File

@@ -4,14 +4,17 @@ import random
class ChoiceIsRandom(Choice):
randomized: bool = False
randomized: bool
def __init__(self, value: int, randomized: bool = False):
super().__init__(value)
self.randomized = randomized
@classmethod
def from_text(cls, text: str) -> Choice:
text = text.lower()
if text == "random":
cls.randomized = True
return cls(random.choice(list(cls.name_lookup)))
return cls(random.choice(list(cls.name_lookup)), True)
for option_name, value in cls.options.items():
if option_name == text:
return cls(value)

View File

@@ -37,8 +37,8 @@ base_info = {
"description": "Integration client for the Archipelago Randomizer",
"factorio_version": "2.0",
"dependencies": [
"base >= 2.0.15",
"? quality >= 2.0.15",
"base >= 2.0.28",
"? quality >= 2.0.28",
"! space-age",
"? science-not-invited",
"? factory-levels"

View File

@@ -63,17 +63,19 @@ class FactorioElement:
class Technology(FactorioElement): # maybe make subclass of Location?
has_modifier: bool
factorio_id: int
progressive: Tuple[str]
unlocks: Union[Set[str], bool] # bool case is for progressive technologies
modifiers: list[str]
def __init__(self, technology_name: str, factorio_id: int, progressive: Tuple[str] = (),
has_modifier: bool = False, unlocks: Union[Set[str], bool] = None):
modifiers: list[str] = None, unlocks: Union[Set[str], bool] = None):
self.name = technology_name
self.factorio_id = factorio_id
self.progressive = progressive
self.has_modifier = has_modifier
if modifiers is None:
modifiers = []
self.modifiers = modifiers
if unlocks:
self.unlocks = unlocks
else:
@@ -82,6 +84,10 @@ class Technology(FactorioElement): # maybe make subclass of Location?
def __hash__(self):
return self.factorio_id
@property
def has_modifier(self) -> bool:
return bool(self.modifiers)
def get_custom(self, world, allowed_packs: Set[str], player: int) -> CustomTechnology:
return CustomTechnology(self, world, allowed_packs, player)
@@ -191,13 +197,14 @@ class Machine(FactorioElement):
recipe_sources: Dict[str, Set[str]] = {} # recipe_name -> technology source
mining_with_fluid_sources: set[str] = set()
# recipes and technologies can share names in Factorio
for technology_name, data in sorted(techs_future.result().items()):
technology = Technology(
technology_name,
factorio_tech_id,
has_modifier=data["has_modifier"],
modifiers=data.get("modifiers", []),
unlocks=set(data["unlocks"]) - start_unlocked_recipes,
)
factorio_tech_id += 1
@@ -205,7 +212,8 @@ for technology_name, data in sorted(techs_future.result().items()):
technology_table[technology_name] = technology
for recipe_name in technology.unlocks:
recipe_sources.setdefault(recipe_name, set()).add(technology_name)
if "mining-with-fluid" in technology.modifiers:
mining_with_fluid_sources.add(technology_name)
del techs_future
recipes = {}
@@ -221,6 +229,8 @@ for resource_name, resource_data in resources_future.result().items():
"energy": resource_data["mining_time"],
"category": resource_data["category"]
}
if "required_fluid" in resource_data:
recipe_sources.setdefault(f"mining-{resource_name}", set()).update(mining_with_fluid_sources)
del resources_future
for recipe_name, recipe_data in raw_recipes.items():
@@ -431,7 +441,9 @@ for root in sorted_rows:
factorio_tech_id += 1
progressive_technology = Technology(root, factorio_tech_id,
tuple(progressive),
has_modifier=any(technology_table[tech].has_modifier for tech in progressive),
modifiers=sorted(set.union(
*(set(technology_table[tech].modifiers) for tech in progressive)
)),
unlocks=any(technology_table[tech].unlocks for tech in progressive),)
progressive_tech_table[root] = progressive_technology.factorio_id
progressive_technology_table[root] = progressive_technology

View File

@@ -445,6 +445,10 @@ end
script.on_event(defines.events.on_player_main_inventory_changed, update_player_event)
-- Update players when the cutscene is cancelled or finished. (needed for skins_factored)
script.on_event(defines.events.on_cutscene_cancelled, update_player_event)
script.on_event(defines.events.on_cutscene_finished, update_player_event)
function add_samples(force, name, count)
local function add_to_table(t)
if count <= 0 then

View File

@@ -1,6 +1,7 @@
{% from "macros.lua" import dict_to_recipe, variable_to_lua %}
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
require('lib')
data.raw["item"]["rocket-part"].hidden = false
data.raw["rocket-silo"]["rocket-silo"].fluid_boxes = {
{
production_type = "input",
@@ -162,6 +163,7 @@ data.raw["ammo"]["artillery-shell"].stack_size = 10
{# each randomized tech gets set to be invisible, with new nodes added that trigger those #}
{%- for original_tech_name in base_tech_table -%}
technologies["{{ original_tech_name }}"].hidden = true
technologies["{{ original_tech_name }}"].hidden_in_factoriopedia = true
{% endfor %}
{%- for location, item in locations %}
{#- the tech researched by the local player #}

File diff suppressed because one or more lines are too long

View File

@@ -260,7 +260,8 @@ def create_items(self) -> None:
items.append(i)
for item_group in ("Key Items", "Spells", "Armors", "Helms", "Shields", "Accessories", "Weapons"):
for item in self.item_name_groups[item_group]:
# Sort for deterministic order
for item in sorted(self.item_name_groups[item_group]):
add_item(item)
if self.options.brown_boxes == "include":

View File

@@ -1,7 +1,7 @@
# Final Fantasy Mystic Quest
## Game page in other languages:
* [Français](/games/Final%20Fantasy%20Mystic%20Quest/info/fr)
* [Français](/games/Final%20Fantasy%20Mystic%20Quest/info/fr)
## Where is the options page?

View File

@@ -27,6 +27,7 @@ including the exclamation point.
- `!countdown <number of seconds>` Starts a countdown using the given seconds value. Useful for synchronizing starts.
Defaults to 10 seconds if no argument is provided.
- `!alias <alias>` Sets your alias, which allows you to use commands with the alias rather than your provided name.
`!alias` on its own will reset the alias to the player's original name.
- `!admin <command>` Executes a command as if you typed it into the server console. Remote administration must be
enabled.
@@ -65,6 +66,7 @@ including the exclamation point.
argument is provided.
- `/option <option name> <option value>` Set a server option. For a list of options, use the `/options` command.
- `/alias <player name> <alias name>` Assign a player an alias, allowing you to reference the player by the alias in commands.
`!alias <player name>` on its own will reset the alias to the player's original name.
### Collect/Release

View File

@@ -132,7 +132,13 @@ splitter_pattern = re.compile(r'(?<!^)(?=[A-Z])')
for option_name, option_data in pool_options.items():
extra_data = {"__module__": __name__, "items": option_data[0], "locations": option_data[1]}
if option_name in option_docstrings:
extra_data["__doc__"] = option_docstrings[option_name]
if option_name == "RandomizeFocus":
# pool options for focus are just lying
count = 1
else:
count = len([loc for loc in option_data[1] if loc != "Start"])
extra_data["__doc__"] = option_docstrings[option_name] + \
f"\n This option adds approximately {count} location{'s' if count != 1 else ''}."
if option_name in default_on:
option = type(option_name, (DefaultOnToggle,), extra_data)
else:
@@ -213,6 +219,7 @@ class MaximumEssencePrice(MinimumEssencePrice):
class MinimumEggPrice(Range):
"""The minimum rancid egg price in the range of prices that an item should cost from Jiji.
Only takes effect if the EggSlotShops option is greater than 0."""
rich_text_doc = False
display_name = "Minimum Egg Price"
range_start = 1
range_end = 20
@@ -222,6 +229,7 @@ class MinimumEggPrice(Range):
class MaximumEggPrice(MinimumEggPrice):
"""The maximum rancid egg price in the range of prices that an item should cost from Jiji.
Only takes effect if the EggSlotShops option is greater than 0."""
rich_text_doc = False
display_name = "Maximum Egg Price"
default = 10
@@ -265,6 +273,7 @@ class RandomCharmCosts(NamedRange):
Set to -1 or vanilla for vanilla costs.
Set to -2 or shuffle to shuffle around the vanilla costs to different charms."""
rich_text_doc = False
display_name = "Randomize Charm Notch Costs"
range_start = 0
range_end = 240
@@ -437,6 +446,7 @@ class Goal(Choice):
class GrubHuntGoal(NamedRange):
"""The amount of grubs required to finish Grub Hunt.
On 'All' any grubs from item links replacements etc. will be counted"""
rich_text_doc = False
display_name = "Grub Hunt Goal"
range_start = 1
range_end = 46
@@ -446,7 +456,7 @@ class GrubHuntGoal(NamedRange):
class WhitePalace(Choice):
"""
Whether or not to include White Palace or not. Note: Even if excluded, the King Fragment check may still be
Whether or not to include White Palace or not. Note: Even if excluded, the King Fragment check may still be
required if charms are vanilla.
"""
display_name = "White Palace"
@@ -483,6 +493,7 @@ class DeathLinkShade(Choice):
** Self-death shade behavior is not changed; if a self-death normally creates a shade in vanilla, it will override
your existing shade, if any.
"""
rich_text_doc = False
option_vanilla = 0
option_shadeless = 1
option_shade = 2
@@ -497,6 +508,7 @@ class DeathLinkBreaksFragileCharms(Toggle):
** Self-death fragile charm behavior is not changed; if a self-death normally breaks fragile charms in vanilla, it
will continue to do so.
"""
rich_text_doc = False
display_name = "Deathlink Breaks Fragile Charms"
@@ -515,6 +527,7 @@ class CostSanity(Choice):
These costs can be in Geo (except Grubfather, Seer and Eggshop), Grubs, Charms, Essence and/or Rancid Eggs
"""
rich_text_doc = False
option_off = 0
alias_no = 0
option_on = 1

View File

@@ -134,7 +134,9 @@ shop_cost_types: typing.Dict[str, typing.Tuple[str, ...]] = {
class HKWeb(WebWorld):
setup_en = Tutorial(
rich_text_options_doc = True
setup_en = Tutorial(
"Mod Setup and Use Guide",
"A guide to playing Hollow Knight with Archipelago.",
"English",
@@ -143,7 +145,7 @@ class HKWeb(WebWorld):
["Ijwu"]
)
setup_pt_br = Tutorial(
setup_pt_br = Tutorial(
setup_en.tutorial_name,
setup_en.description,
"Português Brasileiro",

View File

@@ -7,18 +7,21 @@
<h2 style="text-transform:none";>Required Software:</h2>
`Kingdom Hearts II Final Mix` from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts) or [Steam](https://store.steampowered.com/app/2552430/KINGDOM_HEARTS_HD_1525_ReMIX/)
Kingdom Hearts II Final Mix from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts) or [Steam](https://store.steampowered.com/app/2552430/KINGDOM_HEARTS_HD_1525_ReMIX/)
- Follow this Guide to set up these requirements [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/)
1. `Version 3.3.0 or greater OpenKH Mod Manager with Panacea`
2. `Lua Backend from the OpenKH Mod Manager`
3. `Install the mod KH2FM-Mods-Num/GoA-ROM-Edition using OpenKH Mod Manager`
1. Version 3.4.0 or greater OpenKH Mod Manager with Panacea
2. Lua Backend from the OpenKH Mod Manager
3. Install the mod `KH2FM-Mods-Num/GoA-ROM-Edition` using OpenKH Mod Manager
- Needed for Archipelago
1. [`ArchipelagoKH2Client.exe`](https://github.com/ArchipelagoMW/Archipelago/releases)
2. `Install the Archipelago Companion mod from JaredWeakStrike/APCompanion using OpenKH Mod Manager`
3. `Install the Archipelago Quality Of Life mod from JaredWeakStrike/AP_QOL using OpenKH Mod Manager`
4. `Install the mod from KH2FM-Mods-equations19/auto-save using OpenKH Mod Manager`
5. `AP Randomizer Seed`
1. [ArchipelagoKH2Client.exe](https://github.com/ArchipelagoMW/Archipelago/releases)
2. Install the Archipelago Companion mod from `JaredWeakStrike/APCompanion` using OpenKH Mod Manager
3. Install the mod from `KH2FM-Mods-equations19/auto-save` using OpenKH Mod Manager
4. Install the mod from `KH2FM-Mods-equations19/KH2-Lua-Library` using OpenKH Mod Manager
5. AP Randomizer Seed
- Optional Quality of Life Mods for Archipelago
1. Optionally Install the Archipelago Quality Of Life mod from `JaredWeakStrike/AP_QOL` using OpenKH Mod Manager
2. Optionally Install the Quality Of Life mod from `shananas/BearSkip` using OpenKH Mod Manager
<h3 style="text-transform:none";>Required: Archipelago Companion Mod</h3>
@@ -26,15 +29,21 @@ Load this mod just like the <b>GoA ROM</b> you did during the KH2 Rando setup. `
Have this mod second-highest priority below the .zip seed.<br>
This mod is based upon Num's Garden of Assemblege Mod and requires it to work. Without Num this could not be possible.
<h3 style="text-transform:none";>Required: Auto Save Mod</h3>
<h3 style="text-transform:none";>Required: Auto Save Mod and KH2 Lua Library</h3>
Load this mod just like the GoA ROM you did during the KH2 Rando setup. `KH2FM-Mods-equations19/auto-save` Location doesn't matter, required in case of crashes. See [Best Practices](en#best-practices) on how to load the auto save
Load these mods just like you loaded the GoA ROM mod during the KH2 Rando setup. `KH2FM-Mods-equations19/auto-save` and `KH2FM-Mods-equations19/KH2-Lua-Library` Location doesn't matter, required in case of crashes. See [Best Practices](en#best-practices) on how to load the auto save
<h3 style="text-transform:none";>Optional QoL Mods: AP QoL and Bear Skip</h3>
`JaredWeakStrike/AP_QOL` Makes the urns minigames much faster, makes Cavern of Remembrance orbs drop significantly more drive orbs for refilling drive/leveling master form, skips the animation when using the bulky vendor RC, skips carpet escape auto scroller in Agrabah 2, and prevents the wardrobe in the Beasts Castle wardrobe push minigame from waking up while being pushed.
`shananas/BearSkip` Skips all minigames in 100 Acre Woods except the Spooky Cave minigame since there are chests in Spooky Cave you can only get during the minigame. For Spooky Cave, Pooh is moved to the other side of the invisible wall that prevents you from using his RC to finish the minigame.
<h3 style="text-transform:none";>Installing A Seed</h3>
When you generate a game you will see a download link for a KH2 .zip seed on the room page. Download the seed then open OpenKH Mod Manager and click the green plus and `Select and install Mod Archive`.<br>
When you generate a game you will see a download link for a KH2 .zip seed on the room page. Download the seed then open OpenKH Mod Manager and click the green plus and "Select and install Mod Archive".<br>
Make sure the seed is on the top of the list (Highest Priority)<br>
After Installing the seed click `Mod Loader -> Build/Build and Run`. Every slot is a unique mod to install and will be needed be repatched for different slots/rooms.
After Installing the seed click "Mod Loader -> Build/Build and Run". Every slot is a unique mod to install and will be needed be repatched for different slots/rooms.
<h2 style="text-transform:none";>Optional Software:</h2>
@@ -48,18 +57,21 @@ After Installing the seed click `Mod Loader -> Build/Build and Run`. Every slot
<h2 style="text-transform:none";>Using the KH2 Client</h2>
Once you have started the game through OpenKH Mod Manager and are on the title screen run the [ArchipelagoKH2Client.exe](https://github.com/ArchipelagoMW/Archipelago/releases).<br>
Start the game through OpenKH Mod Manager. If starting a new run, enter the Garden of Assemblage from a new save. If returning to a run, load the save and enter the Garden of Assemblage. Then run the [ArchipelagoKH2Client.exe](https://github.com/ArchipelagoMW/Archipelago/releases).<br>
When you successfully connect to the server the client will automatically hook into the game to send/receive checks. <br>
If the client ever loses connection to the game, it will also disconnect from the server and you will need to reconnect.<br>
`Make sure the game is open whenever you try to connect the client to the server otherwise it will immediately disconnect you.`<br>
Make sure the game is open whenever you try to connect the client to the server otherwise it will immediately disconnect you.<br>
Most checks will be sent to you anywhere outside a load or cutscene.<br>
`If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.`
If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.
<h2 style="text-transform:none";>KH2 Client should look like this: </h2>
![image](https://i.imgur.com/qP6CmV8.png)
Enter `The room's port number` into the top box <b> where the x's are</b> and press "Connect". Follow the prompts there and you should be connected
Enter The room's port number into the top box <b> where the x's are</b> and press "Connect". Follow the prompts there and you should be connected
<h2 style="text-transform:none";>Common Pitfalls</h2>
@@ -102,7 +114,7 @@ This pack will handle logic, received items, checked locations and autotabbing f
- Why is my Client giving me a "Cannot Open Process: " error?
- Due to how the client reads kingdom hearts 2 memory some people's computer flags it as a virus. Run the client as admin.
- Why is my HP/MP continuously increasing without stopping?
- You do not have `JaredWeakStrike/APCompanion` set up correctly. Make sure it is above the `GoA ROM Mod` in the mod manager.
- You do not have `JaredWeakStrike/APCompanion` set up correctly. Make sure it is above the GoA ROM Edition Mod in the mod manager.
- Why is my HP/MP continuously increasing without stopping when I have the APCompanion Mod?
- You have a leftover GOA lua script in your `Documents\KINGDOM HEARTS HD 1.5+2.5 ReMIX\scripts\KH2`.
- Why am I missing worlds/portals in the GoA?
@@ -110,9 +122,9 @@ This pack will handle logic, received items, checked locations and autotabbing f
- Why did I not load into the correct visit?
- You need to trigger a cutscene or visit The World That Never Was for it to register that you have received the item.
- What versions of Kingdom Hearts 2 are supported?
- Currently the `only` supported versions are `Epic Games Version 1.0.0.9_WW` and `Steam Build Version 14716933`.
- Currently the only supported versions are Epic Games Version 1.0.0.10_WW and Steam Build Version 15194255.
- Why am I getting wallpapered while going into a world for the first time?
- Your `Lua Backend` was not configured correctly. Look over the step in the [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/) guide.
- Your Lua Backend was not configured correctly. Look over the step in the [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/) guide.
- Why am I not getting magic?
- If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.
- Why did I crash after picking my dream weapon?
@@ -124,7 +136,7 @@ This pack will handle logic, received items, checked locations and autotabbing f
- You will need to get the `JaredWeakStrike/APCompanion` (you can find how to get this if you scroll up)
- Why am I not sending or receiving items?
- Make sure you are connected to the KH2 client and the correct room (for more information scroll up)
- Why should I install the auto save mod at `KH2FM-Mods-equations19/auto-save`?
- Because Kingdom Hearts 2 is prone to crashes and will keep you from losing your progress.
- Why should I install the auto save mod at `KH2FM-Mods-equations19/auto-save` and `KH2FM-Mods-equations19/KH2-Lua-Library`?
- Because Kingdom Hearts 2 is prone to crashes and will keep you from losing your progress. Both mods are needed for auto save to work.
- How do I load an auto save?
- To load an auto-save, hold down the Select or your equivalent on your prefered controller while choosing a file. Make sure to hold the button down the whole time.

View File

@@ -381,7 +381,7 @@ class MessengerWorld(World):
return
# the messenger client calls into AP with specific args, so check the out path matches what the client sends
out_path = output_path(multiworld.get_out_file_name_base(1) + ".aptm")
if "The Messenger\\Archipelago\\output" not in out_path:
if "Messenger\\Archipelago\\output" not in out_path:
return
import orjson
data = {

View File

@@ -749,8 +749,8 @@ location_data = [
LocationData("Cinnabar Gym", "Super Nerd 2", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_2_ITEM"], EventFlag(372), inclusion=trainersanity),
LocationData("Cinnabar Gym", "Burglar 2", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_3_ITEM"], EventFlag(371), inclusion=trainersanity),
LocationData("Cinnabar Gym", "Super Nerd 3", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_4_ITEM"], EventFlag(370), inclusion=trainersanity),
LocationData("Cinnabar Gym", "Super Nerd 4", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_5_ITEM"], EventFlag(369), inclusion=trainersanity),
LocationData("Cinnabar Gym", "Super Nerd 5", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_6_ITEM"], EventFlag(368), inclusion=trainersanity),
LocationData("Cinnabar Gym", "Burglar 3", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_5_ITEM"], EventFlag(369), inclusion=trainersanity),
LocationData("Cinnabar Gym", "Super Nerd 4", None, rom_addresses["Trainersanity_EVENT_BEAT_CINNABAR_GYM_TRAINER_6_ITEM"], EventFlag(368), inclusion=trainersanity),
LocationData("Celadon Prize Corner", "Item Prize 1", "TM23 Dragon Rage", rom_addresses["Prize_Item_A"], EventFlag(0x69a), inclusion=prizesanity),
LocationData("Celadon Prize Corner", "Item Prize 2", "TM15 Hyper Beam", rom_addresses["Prize_Item_B"], EventFlag(0x69B), inclusion=prizesanity),

View File

@@ -1718,7 +1718,7 @@ def create_regions(world):
connect(multiworld, player, "Vermilion City", "Vermilion City-Dock", lambda state: state.has("S.S. Ticket", player))
connect(multiworld, player, "Vermilion City", "Route 11")
connect(multiworld, player, "Route 12-N", "Route 12-S", lambda state: logic.can_surf(state, world, player))
connect(multiworld, player, "Route 12-W", "Route 11-E", lambda state: state.has("Poke Flute", player))
connect(multiworld, player, "Route 12-W", "Route 11-E")
connect(multiworld, player, "Route 12-W", "Route 12-N", lambda state: state.has("Poke Flute", player))
connect(multiworld, player, "Route 12-W", "Route 12-S", lambda state: state.has("Poke Flute", player))
connect(multiworld, player, "Route 12-S", "Route 12-Grass", lambda state: logic.can_cut(state, world, player), one_way=True)

View File

@@ -1,17 +1,25 @@
import os
import json
import os
import pkgutil
from datetime import datetime
def load_data_file(*args) -> dict:
fname = "/".join(["data", *args])
return json.loads(pkgutil.get_data(__name__, fname).decode())
def relative_years_from_today(dt2: datetime) -> int:
today = datetime.now()
years = today.year - dt2.year
if today.month < dt2.month or (today.month == dt2.month and today.day < dt2.day):
years -= 1
return years
location_id_offset: int = 27000
location_info = load_data_file("locations.json")
location_name_to_id = {name: location_id_offset + index \
for index, name in enumerate(location_info["all_locations"])}
location_name_to_id = {name: location_id_offset + index for index, name in enumerate(location_info["all_locations"])}
exclusion_info = load_data_file("excluded_locations.json")
region_info = load_data_file("regions.json")
years_since_sep_30_1980 = relative_years_from_today(datetime.fromisoformat("1980-09-30"))

View File

@@ -1,132 +1,198 @@
import enum
from typing import NamedTuple, Optional
from BaseClasses import Item, ItemClassification
import typing
from . import Constants
class ShiversItem(Item):
game: str = "Shivers"
class ItemData(typing.NamedTuple):
code: int
type: str
class ItemType(enum.Enum):
POT = "pot"
POT_COMPLETE = "pot-complete"
POT_DUPLICATE = "pot-duplicate"
POT_COMPLETE_DUPLICATE = "pot-complete-duplicate"
KEY = "key"
KEY_OPTIONAL = "key-optional"
ABILITY = "ability"
FILLER = "filler"
IXUPI_AVAILABILITY = "ixupi-availability"
GOAL = "goal"
class ItemData(NamedTuple):
code: Optional[int]
type: ItemType
classification: ItemClassification = ItemClassification.progression
SHIVERS_ITEM_ID_OFFSET = 27000
item_table = {
#Pot Pieces
"Water Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 0, "pot"),
"Wax Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 1, "pot"),
"Ash Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 2, "pot"),
"Oil Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 3, "pot"),
"Cloth Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 4, "pot"),
"Wood Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 5, "pot"),
"Crystal Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 6, "pot"),
"Lightning Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 7, "pot"),
"Sand Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 8, "pot"),
"Metal Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 9, "pot"),
"Water Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 10, "pot"),
"Wax Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 11, "pot"),
"Ash Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 12, "pot"),
"Oil Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 13, "pot"),
"Cloth Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 14, "pot"),
"Wood Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 15, "pot"),
"Crystal Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 16, "pot"),
"Lightning Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 17, "pot"),
"Sand Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 18, "pot"),
"Metal Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 19, "pot"),
"Water Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 20, "pot_type2"),
"Wax Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 21, "pot_type2"),
"Ash Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 22, "pot_type2"),
"Oil Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 23, "pot_type2"),
"Cloth Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 24, "pot_type2"),
"Wood Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 25, "pot_type2"),
"Crystal Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 26, "pot_type2"),
"Lightning Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 27, "pot_type2"),
"Sand Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 28, "pot_type2"),
"Metal Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 29, "pot_type2"),
#Keys
"Key for Office Elevator": ItemData(SHIVERS_ITEM_ID_OFFSET + 30, "key"),
"Key for Bedroom Elevator": ItemData(SHIVERS_ITEM_ID_OFFSET + 31, "key"),
"Key for Three Floor Elevator": ItemData(SHIVERS_ITEM_ID_OFFSET + 32, "key"),
"Key for Workshop": ItemData(SHIVERS_ITEM_ID_OFFSET + 33, "key"),
"Key for Office": ItemData(SHIVERS_ITEM_ID_OFFSET + 34, "key"),
"Key for Prehistoric Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 35, "key"),
"Key for Greenhouse Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 36, "key"),
"Key for Ocean Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 37, "key"),
"Key for Projector Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 38, "key"),
"Key for Generator Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 39, "key"),
"Key for Egypt Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 40, "key"),
"Key for Library Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 41, "key"),
"Key for Shaman Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 42, "key"),
"Key for UFO Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 43, "key"),
"Key for Torture Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 44, "key"),
"Key for Puzzle Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 45, "key"),
"Key for Bedroom": ItemData(SHIVERS_ITEM_ID_OFFSET + 46, "key"),
"Key for Underground Lake Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 47, "key"),
"Key for Janitor Closet": ItemData(SHIVERS_ITEM_ID_OFFSET + 48, "key"),
"Key for Front Door": ItemData(SHIVERS_ITEM_ID_OFFSET + 49, "key-optional"),
#Abilities
"Crawling": ItemData(SHIVERS_ITEM_ID_OFFSET + 50, "ability"),
#Event Items
"Victory": ItemData(SHIVERS_ITEM_ID_OFFSET + 60, "victory"),
#Duplicate pot pieces for fill_Restrictive
"Water Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 70, "potduplicate"),
"Wax Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 71, "potduplicate"),
"Ash Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 72, "potduplicate"),
"Oil Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 73, "potduplicate"),
"Cloth Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 74, "potduplicate"),
"Wood Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 75, "potduplicate"),
"Crystal Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 76, "potduplicate"),
"Lightning Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 77, "potduplicate"),
"Sand Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 78, "potduplicate"),
"Metal Pot Bottom DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 79, "potduplicate"),
"Water Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 80, "potduplicate"),
"Wax Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 81, "potduplicate"),
"Ash Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 82, "potduplicate"),
"Oil Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 83, "potduplicate"),
"Cloth Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 84, "potduplicate"),
"Wood Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 85, "potduplicate"),
"Crystal Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 86, "potduplicate"),
"Lightning Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 87, "potduplicate"),
"Sand Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 88, "potduplicate"),
"Metal Pot Top DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 89, "potduplicate"),
"Water Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 140, "potduplicate_type2"),
"Wax Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 141, "potduplicate_type2"),
"Ash Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 142, "potduplicate_type2"),
"Oil Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 143, "potduplicate_type2"),
"Cloth Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 144, "potduplicate_type2"),
"Wood Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 145, "potduplicate_type2"),
"Crystal Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 146, "potduplicate_type2"),
"Lightning Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 147, "potduplicate_type2"),
"Sand Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 148, "potduplicate_type2"),
"Metal Pot Complete DUPE": ItemData(SHIVERS_ITEM_ID_OFFSET + 149, "potduplicate_type2"),
#Filler
"Empty": ItemData(SHIVERS_ITEM_ID_OFFSET + 90, "filler"),
"Easier Lyre": ItemData(SHIVERS_ITEM_ID_OFFSET + 91, "filler", ItemClassification.filler),
"Water Always Available in Lobby": ItemData(SHIVERS_ITEM_ID_OFFSET + 92, "filler2", ItemClassification.filler),
"Wax Always Available in Library": ItemData(SHIVERS_ITEM_ID_OFFSET + 93, "filler2", ItemClassification.filler),
"Wax Always Available in Anansi Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 94, "filler2", ItemClassification.filler),
"Wax Always Available in Shaman Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 95, "filler2", ItemClassification.filler),
"Ash Always Available in Office": ItemData(SHIVERS_ITEM_ID_OFFSET + 96, "filler2", ItemClassification.filler),
"Ash Always Available in Burial Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 97, "filler2", ItemClassification.filler),
"Oil Always Available in Prehistoric Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 98, "filler2", ItemClassification.filler),
"Cloth Always Available in Egypt": ItemData(SHIVERS_ITEM_ID_OFFSET + 99, "filler2", ItemClassification.filler),
"Cloth Always Available in Burial Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 100, "filler2", ItemClassification.filler),
"Wood Always Available in Workshop": ItemData(SHIVERS_ITEM_ID_OFFSET + 101, "filler2", ItemClassification.filler),
"Wood Always Available in Blue Maze": ItemData(SHIVERS_ITEM_ID_OFFSET + 102, "filler2", ItemClassification.filler),
"Wood Always Available in Pegasus Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 103, "filler2", ItemClassification.filler),
"Wood Always Available in Gods Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 104, "filler2", ItemClassification.filler),
"Crystal Always Available in Lobby": ItemData(SHIVERS_ITEM_ID_OFFSET + 105, "filler2", ItemClassification.filler),
"Crystal Always Available in Ocean": ItemData(SHIVERS_ITEM_ID_OFFSET + 106, "filler2", ItemClassification.filler),
"Sand Always Available in Greenhouse Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 107, "filler2", ItemClassification.filler),
"Sand Always Available in Ocean": ItemData(SHIVERS_ITEM_ID_OFFSET + 108, "filler2", ItemClassification.filler),
"Metal Always Available in Projector Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 109, "filler2", ItemClassification.filler),
"Metal Always Available in Bedroom": ItemData(SHIVERS_ITEM_ID_OFFSET + 110, "filler2", ItemClassification.filler),
"Metal Always Available in Prehistoric": ItemData(SHIVERS_ITEM_ID_OFFSET + 111, "filler2", ItemClassification.filler),
"Heal": ItemData(SHIVERS_ITEM_ID_OFFSET + 112, "filler3", ItemClassification.filler)
# To allow for an item with a name that changes over time (once a year)
# while keeping the id unique we can generate a small range of them.
goal_items = {
f"Mt. Pleasant Tribune: {Constants.years_since_sep_30_1980 + year_offset} year Old Mystery Solved!": ItemData(
SHIVERS_ITEM_ID_OFFSET + 100 + Constants.years_since_sep_30_1980 + year_offset, ItemType.GOAL
) for year_offset in range(-1, 2)
}
item_table = {
# Pot Pieces
"Water Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 0, ItemType.POT),
"Wax Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 1, ItemType.POT),
"Ash Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 2, ItemType.POT),
"Oil Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 3, ItemType.POT),
"Cloth Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 4, ItemType.POT),
"Wood Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 5, ItemType.POT),
"Crystal Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 6, ItemType.POT),
"Lightning Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 7, ItemType.POT),
"Sand Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 8, ItemType.POT),
"Metal Pot Bottom": ItemData(SHIVERS_ITEM_ID_OFFSET + 9, ItemType.POT),
"Water Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 10, ItemType.POT),
"Wax Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 11, ItemType.POT),
"Ash Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 12, ItemType.POT),
"Oil Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 13, ItemType.POT),
"Cloth Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 14, ItemType.POT),
"Wood Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 15, ItemType.POT),
"Crystal Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 16, ItemType.POT),
"Lightning Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 17, ItemType.POT),
"Sand Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 18, ItemType.POT),
"Metal Pot Top": ItemData(SHIVERS_ITEM_ID_OFFSET + 19, ItemType.POT),
"Water Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 20, ItemType.POT_COMPLETE),
"Wax Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 21, ItemType.POT_COMPLETE),
"Ash Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 22, ItemType.POT_COMPLETE),
"Oil Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 23, ItemType.POT_COMPLETE),
"Cloth Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 24, ItemType.POT_COMPLETE),
"Wood Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 25, ItemType.POT_COMPLETE),
"Crystal Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 26, ItemType.POT_COMPLETE),
"Lightning Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 27, ItemType.POT_COMPLETE),
"Sand Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 28, ItemType.POT_COMPLETE),
"Metal Pot Complete": ItemData(SHIVERS_ITEM_ID_OFFSET + 29, ItemType.POT_COMPLETE),
# Keys
"Key for Office Elevator": ItemData(SHIVERS_ITEM_ID_OFFSET + 30, ItemType.KEY),
"Key for Bedroom Elevator": ItemData(SHIVERS_ITEM_ID_OFFSET + 31, ItemType.KEY),
"Key for Three Floor Elevator": ItemData(SHIVERS_ITEM_ID_OFFSET + 32, ItemType.KEY),
"Key for Workshop": ItemData(SHIVERS_ITEM_ID_OFFSET + 33, ItemType.KEY),
"Key for Office": ItemData(SHIVERS_ITEM_ID_OFFSET + 34, ItemType.KEY),
"Key for Prehistoric Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 35, ItemType.KEY),
"Key for Greenhouse": ItemData(SHIVERS_ITEM_ID_OFFSET + 36, ItemType.KEY),
"Key for Ocean Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 37, ItemType.KEY),
"Key for Projector Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 38, ItemType.KEY),
"Key for Generator Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 39, ItemType.KEY),
"Key for Egypt Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 40, ItemType.KEY),
"Key for Library": ItemData(SHIVERS_ITEM_ID_OFFSET + 41, ItemType.KEY),
"Key for Shaman Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 42, ItemType.KEY),
"Key for UFO Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 43, ItemType.KEY),
"Key for Torture Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 44, ItemType.KEY),
"Key for Puzzle Room": ItemData(SHIVERS_ITEM_ID_OFFSET + 45, ItemType.KEY),
"Key for Bedroom": ItemData(SHIVERS_ITEM_ID_OFFSET + 46, ItemType.KEY),
"Key for Underground Lake": ItemData(SHIVERS_ITEM_ID_OFFSET + 47, ItemType.KEY),
"Key for Janitor Closet": ItemData(SHIVERS_ITEM_ID_OFFSET + 48, ItemType.KEY),
"Key for Front Door": ItemData(SHIVERS_ITEM_ID_OFFSET + 49, ItemType.KEY_OPTIONAL),
# Abilities
"Crawling": ItemData(SHIVERS_ITEM_ID_OFFSET + 50, ItemType.ABILITY),
# Duplicate pot pieces for fill_Restrictive
"Water Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Wax Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Ash Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Oil Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Cloth Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Wood Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Crystal Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Lightning Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Sand Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Metal Pot Bottom DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Water Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Wax Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Ash Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Oil Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Cloth Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Wood Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Crystal Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Lightning Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Sand Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Metal Pot Top DUPE": ItemData(None, ItemType.POT_DUPLICATE),
"Water Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Wax Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Ash Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Oil Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Cloth Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Wood Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Crystal Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Lightning Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Sand Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
"Metal Pot Complete DUPE": ItemData(None, ItemType.POT_COMPLETE_DUPLICATE),
# Filler
"Empty": ItemData(None, ItemType.FILLER, ItemClassification.filler),
"Easier Lyre": ItemData(SHIVERS_ITEM_ID_OFFSET + 91, ItemType.FILLER, ItemClassification.useful),
"Water Always Available in Lobby": ItemData(
SHIVERS_ITEM_ID_OFFSET + 92, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wax Always Available in Library": ItemData(
SHIVERS_ITEM_ID_OFFSET + 93, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wax Always Available in Anansi Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 94, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wax Always Available in Shaman Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 95, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Ash Always Available in Office": ItemData(
SHIVERS_ITEM_ID_OFFSET + 96, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Ash Always Available in Burial Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 97, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Oil Always Available in Prehistoric Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 98, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Cloth Always Available in Egypt": ItemData(
SHIVERS_ITEM_ID_OFFSET + 99, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Cloth Always Available in Burial Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 100, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wood Always Available in Workshop": ItemData(
SHIVERS_ITEM_ID_OFFSET + 101, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wood Always Available in Blue Maze": ItemData(
SHIVERS_ITEM_ID_OFFSET + 102, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wood Always Available in Pegasus Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 103, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Wood Always Available in Gods Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 104, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Crystal Always Available in Lobby": ItemData(
SHIVERS_ITEM_ID_OFFSET + 105, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Crystal Always Available in Ocean": ItemData(
SHIVERS_ITEM_ID_OFFSET + 106, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Sand Always Available in Greenhouse": ItemData(
SHIVERS_ITEM_ID_OFFSET + 107, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Sand Always Available in Ocean": ItemData(
SHIVERS_ITEM_ID_OFFSET + 108, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Metal Always Available in Projector Room": ItemData(
SHIVERS_ITEM_ID_OFFSET + 109, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Metal Always Available in Bedroom": ItemData(
SHIVERS_ITEM_ID_OFFSET + 110, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Metal Always Available in Prehistoric": ItemData(
SHIVERS_ITEM_ID_OFFSET + 111, ItemType.IXUPI_AVAILABILITY, ItemClassification.filler
),
"Heal": ItemData(SHIVERS_ITEM_ID_OFFSET + 112, ItemType.FILLER, ItemClassification.filler),
# Goal items
**goal_items
}

View File

@@ -1,6 +1,12 @@
from Options import Choice, DefaultOnToggle, Toggle, PerGameCommonOptions, Range
from dataclasses import dataclass
from Options import (
Choice, DefaultOnToggle, ExcludeLocations, LocalItems, NonLocalItems, OptionGroup, PerGameCommonOptions,
PriorityLocations, Range, StartHints, StartInventory, StartLocationHints, Toggle,
)
from . import ItemType, item_table
from .Constants import location_info
class IxupiCapturesNeeded(Range):
"""
@@ -11,12 +17,13 @@ class IxupiCapturesNeeded(Range):
range_end = 10
default = 10
class LobbyAccess(Choice):
"""
Chooses how keys needed to reach the lobby are placed.
- Normal: Keys are placed anywhere
- Early: Keys are placed early
- Local: Keys are placed locally
- Local: Keys are placed locally and early
"""
display_name = "Lobby Access"
option_normal = 0
@@ -24,16 +31,19 @@ class LobbyAccess(Choice):
option_local = 2
default = 1
class PuzzleHintsRequired(DefaultOnToggle):
"""
If turned on puzzle hints/solutions will be available before the corresponding puzzle is required.
For example: The Red Door puzzle will be logically required only after access to the Beth's Address Book which gives you the solution.
For example: The Red Door puzzle will be logically required only after obtaining access to Beth's Address Book
which gives you the solution.
Turning this off allows for greater randomization.
"""
display_name = "Puzzle Hints Required"
class InformationPlaques(Toggle):
"""
Adds Information Plaques as checks.
@@ -41,12 +51,14 @@ class InformationPlaques(Toggle):
"""
display_name = "Include Information Plaques"
class FrontDoorUsable(Toggle):
"""
Adds a key to unlock the front door of the museum.
"""
display_name = "Front Door Usable"
class ElevatorsStaySolved(DefaultOnToggle):
"""
Adds elevators as checks and will remain open upon solving them.
@@ -54,12 +66,15 @@ class ElevatorsStaySolved(DefaultOnToggle):
"""
display_name = "Elevators Stay Solved"
class EarlyBeth(DefaultOnToggle):
"""
Beth's body is open at the start of the game. This allows any pot piece to be placed in the slide and early checks on the second half of the final riddle.
Beth's body is open at the start of the game.
This allows any pot piece to be placed in the slide and early checks on the second half of the final riddle.
"""
display_name = "Early Beth"
class EarlyLightning(Toggle):
"""
Allows lightning to be captured at any point in the game. You will still need to capture all ten Ixupi for victory.
@@ -67,6 +82,7 @@ class EarlyLightning(Toggle):
"""
display_name = "Early Lightning"
class LocationPotPieces(Choice):
"""
Chooses where pot pieces will be located within the multiworld.
@@ -78,6 +94,8 @@ class LocationPotPieces(Choice):
option_own_world = 0
option_different_world = 1
option_any_world = 2
default = 2
class FullPots(Choice):
"""
@@ -92,6 +110,13 @@ class FullPots(Choice):
option_mixed = 2
class IxupiCapturesPriority(DefaultOnToggle):
"""
Ixupi captures are set to priority locations. This forces a progression item into these locations if possible.
"""
display_name = "Ixupi Captures are Priority"
class PuzzleCollectBehavior(Choice):
"""
Defines what happens to puzzles on collect.
@@ -107,6 +132,46 @@ class PuzzleCollectBehavior(Choice):
default = 1
# Need to override the default options to remove the goal items and goal locations so that they do not show on web.
valid_item_keys = [name for name, data in item_table.items() if data.type != ItemType.GOAL and data.code is not None]
valid_location_keys = [name for name in location_info["all_locations"] if name != "Mystery Solved"]
class ShiversLocalItems(LocalItems):
__doc__ = LocalItems.__doc__
valid_keys = valid_item_keys
class ShiversNonLocalItems(NonLocalItems):
__doc__ = NonLocalItems.__doc__
valid_keys = valid_item_keys
class ShiversStartInventory(StartInventory):
__doc__ = StartInventory.__doc__
valid_keys = valid_item_keys
class ShiversStartHints(StartHints):
__doc__ = StartHints.__doc__
valid_keys = valid_item_keys
class ShiversStartLocationHints(StartLocationHints):
__doc__ = StartLocationHints.__doc__
valid_keys = valid_location_keys
class ShiversExcludeLocations(ExcludeLocations):
__doc__ = ExcludeLocations.__doc__
valid_keys = valid_location_keys
class ShiversPriorityLocations(PriorityLocations):
__doc__ = PriorityLocations.__doc__
valid_keys = valid_location_keys
@dataclass
class ShiversOptions(PerGameCommonOptions):
ixupi_captures_needed: IxupiCapturesNeeded
@@ -119,4 +184,27 @@ class ShiversOptions(PerGameCommonOptions):
early_lightning: EarlyLightning
location_pot_pieces: LocationPotPieces
full_pots: FullPots
ixupi_captures_priority: IxupiCapturesPriority
puzzle_collect_behavior: PuzzleCollectBehavior
local_items: ShiversLocalItems
non_local_items: ShiversNonLocalItems
start_inventory: ShiversStartInventory
start_hints: ShiversStartHints
start_location_hints: ShiversStartLocationHints
exclude_locations: ShiversExcludeLocations
priority_locations: ShiversPriorityLocations
shivers_option_groups = [
OptionGroup(
"Item & Location Options", [
ShiversLocalItems,
ShiversNonLocalItems,
ShiversStartInventory,
ShiversStartHints,
ShiversStartLocationHints,
ShiversExcludeLocations,
ShiversPriorityLocations
], True,
),
]

View File

@@ -1,66 +1,69 @@
from typing import Dict, TYPE_CHECKING
from collections.abc import Callable
from typing import Dict, TYPE_CHECKING
from BaseClasses import CollectionState
from worlds.generic.Rules import forbid_item
from . import Constants
if TYPE_CHECKING:
from . import ShiversWorld
def water_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Water Pot Bottom", "Water Pot Top", "Water Pot Bottom DUPE", "Water Pot Top DUPE"}, player) or \
state.has_all({"Water Pot Complete", "Water Pot Complete DUPE"}, player)
return state.has_all({"Water Pot Bottom", "Water Pot Top", "Water Pot Bottom DUPE", "Water Pot Top DUPE"}, player) \
or state.has_all({"Water Pot Complete", "Water Pot Complete DUPE"}, player)
def wax_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Wax Pot Bottom", "Wax Pot Top", "Wax Pot Bottom DUPE", "Wax Pot Top DUPE"}, player) or \
state.has_all({"Wax Pot Complete", "Wax Pot Complete DUPE"}, player)
return state.has_all({"Wax Pot Bottom", "Wax Pot Top", "Wax Pot Bottom DUPE", "Wax Pot Top DUPE"}, player) \
or state.has_all({"Wax Pot Complete", "Wax Pot Complete DUPE"}, player)
def ash_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Ash Pot Bottom", "Ash Pot Top", "Ash Pot Bottom DUPE", "Ash Pot Top DUPE"}, player) or \
state.has_all({"Ash Pot Complete", "Ash Pot Complete DUPE"}, player)
return state.has_all({"Ash Pot Bottom", "Ash Pot Top", "Ash Pot Bottom DUPE", "Ash Pot Top DUPE"}, player) \
or state.has_all({"Ash Pot Complete", "Ash Pot Complete DUPE"}, player)
def oil_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Oil Pot Bottom", "Oil Pot Top", "Oil Pot Bottom DUPE", "Oil Pot Top DUPE"}, player) or \
state.has_all({"Oil Pot Complete", "Oil Pot Complete DUPE"}, player)
return state.has_all({"Oil Pot Bottom", "Oil Pot Top", "Oil Pot Bottom DUPE", "Oil Pot Top DUPE"}, player) \
or state.has_all({"Oil Pot Complete", "Oil Pot Complete DUPE"}, player)
def cloth_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Cloth Pot Bottom", "Cloth Pot Top", "Cloth Pot Bottom DUPE", "Cloth Pot Top DUPE"}, player) or \
state.has_all({"Cloth Pot Complete", "Cloth Pot Complete DUPE"}, player)
return state.has_all({"Cloth Pot Bottom", "Cloth Pot Top", "Cloth Pot Bottom DUPE", "Cloth Pot Top DUPE"}, player) \
or state.has_all({"Cloth Pot Complete", "Cloth Pot Complete DUPE"}, player)
def wood_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Wood Pot Bottom", "Wood Pot Top", "Wood Pot Bottom DUPE", "Wood Pot Top DUPE"}, player) or \
state.has_all({"Wood Pot Complete", "Wood Pot Complete DUPE"}, player)
return state.has_all({"Wood Pot Bottom", "Wood Pot Top", "Wood Pot Bottom DUPE", "Wood Pot Top DUPE"}, player) \
or state.has_all({"Wood Pot Complete", "Wood Pot Complete DUPE"}, player)
def crystal_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Crystal Pot Bottom", "Crystal Pot Top", "Crystal Pot Bottom DUPE", "Crystal Pot Top DUPE"}, player) or \
state.has_all({"Crystal Pot Complete", "Crystal Pot Complete DUPE"}, player)
return state.has_all(
{"Crystal Pot Bottom", "Crystal Pot Top", "Crystal Pot Bottom DUPE", "Crystal Pot Top DUPE"}, player) \
or state.has_all({"Crystal Pot Complete", "Crystal Pot Complete DUPE"}, player)
def sand_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Sand Pot Bottom", "Sand Pot Top", "Sand Pot Bottom DUPE", "Sand Pot Top DUPE"}, player) or \
state.has_all({"Sand Pot Complete", "Sand Pot Complete DUPE"}, player)
return state.has_all({"Sand Pot Bottom", "Sand Pot Top", "Sand Pot Bottom DUPE", "Sand Pot Top DUPE"}, player) \
or state.has_all({"Sand Pot Complete", "Sand Pot Complete DUPE"}, player)
def metal_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Metal Pot Bottom", "Metal Pot Top", "Metal Pot Bottom DUPE", "Metal Pot Top DUPE"}, player) or \
state.has_all({"Metal Pot Complete", "Metal Pot Complete DUPE"}, player)
return state.has_all({"Metal Pot Bottom", "Metal Pot Top", "Metal Pot Bottom DUPE", "Metal Pot Top DUPE"}, player) \
or state.has_all({"Metal Pot Complete", "Metal Pot Complete DUPE"}, player)
def lightning_capturable(state: CollectionState, player: int) -> bool:
return (first_nine_ixupi_capturable(state, player) or state.multiworld.worlds[player].options.early_lightning.value) \
and (state.has_all({"Lightning Pot Bottom", "Lightning Pot Top", "Lightning Pot Bottom DUPE", "Lightning Pot Top DUPE"}, player) or \
state.has_all({"Lightning Pot Complete", "Lightning Pot Complete DUPE"}, player))
def lightning_capturable(state: CollectionState, world: "ShiversWorld", player: int) -> bool:
return (first_nine_ixupi_capturable(state, player) or world.options.early_lightning) \
and (state.has_all(
{"Lightning Pot Bottom", "Lightning Pot Top", "Lightning Pot Bottom DUPE", "Lightning Pot Top DUPE"},
player) or state.has_all({"Lightning Pot Complete", "Lightning Pot Complete DUPE"}, player))
def beths_body_available(state: CollectionState, player: int) -> bool:
return (first_nine_ixupi_capturable(state, player) or state.multiworld.worlds[player].options.early_beth.value) \
and state.can_reach("Generator", "Region", player)
def beths_body_available(state: CollectionState, world: "ShiversWorld", player: int) -> bool:
return first_nine_ixupi_capturable(state, player) or world.options.early_beth
def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool:
@@ -71,13 +74,22 @@ def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool:
and metal_capturable(state, player)
def all_skull_dials_available(state: CollectionState, player: int) -> bool:
return state.can_reach("Prehistoric", "Region", player) and state.can_reach("Tar River", "Region", player) \
and state.can_reach("Egypt", "Region", player) and state.can_reach("Burial", "Region", player) \
and state.can_reach("Gods Room", "Region", player) and state.can_reach("Werewolf", "Region", player)
def all_skull_dials_set(state: CollectionState, player: int) -> bool:
return state.has_all([
"Set Skull Dial: Prehistoric",
"Set Skull Dial: Tar River",
"Set Skull Dial: Egypt",
"Set Skull Dial: Burial",
"Set Skull Dial: Gods Room",
"Set Skull Dial: Werewolf"
], player)
def get_rules_lookup(player: int):
def completion_condition(state: CollectionState, player: int) -> bool:
return state.has(f"Mt. Pleasant Tribune: {Constants.years_since_sep_30_1980} year Old Mystery Solved!", player)
def get_rules_lookup(world: "ShiversWorld", player: int):
rules_lookup: Dict[str, Dict[str, Callable[[CollectionState], bool]]] = {
"entrances": {
"To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player),
@@ -90,48 +102,58 @@ def get_rules_lookup(player: int):
"To Workshop": lambda state: state.has("Key for Workshop", player),
"To Lobby From Office": lambda state: state.has("Key for Office", player),
"To Office From Lobby": lambda state: state.has("Key for Office", player),
"To Library From Lobby": lambda state: state.has("Key for Library Room", player),
"To Lobby From Library": lambda state: state.has("Key for Library Room", player),
"To Library From Lobby": lambda state: state.has("Key for Library", player),
"To Lobby From Library": lambda state: state.has("Key for Library", player),
"To Prehistoric From Lobby": lambda state: state.has("Key for Prehistoric Room", player),
"To Lobby From Prehistoric": lambda state: state.has("Key for Prehistoric Room", player),
"To Greenhouse": lambda state: state.has("Key for Greenhouse Room", player),
"To Greenhouse": lambda state: state.has("Key for Greenhouse", player),
"To Ocean From Prehistoric": lambda state: state.has("Key for Ocean Room", player),
"To Prehistoric From Ocean": lambda state: state.has("Key for Ocean Room", player),
"To Projector Room": lambda state: state.has("Key for Projector Room", player),
"To Generator": lambda state: state.has("Key for Generator Room", player),
"To Generator From Maintenance Tunnels": lambda state: state.has("Key for Generator Room", player),
"To Lobby From Egypt": lambda state: state.has("Key for Egypt Room", player),
"To Egypt From Lobby": lambda state: state.has("Key for Egypt Room", player),
"To Janitor Closet": lambda state: state.has("Key for Janitor Closet", player),
"To Shaman From Burial": lambda state: state.has("Key for Shaman Room", player),
"To Burial From Shaman": lambda state: state.has("Key for Shaman Room", player),
"To Norse Stone From Gods Room": lambda state: state.has("Aligned Planets", player),
"To Inventions From UFO": lambda state: state.has("Key for UFO Room", player),
"To UFO From Inventions": lambda state: state.has("Key for UFO Room", player),
"To Orrery From UFO": lambda state: state.has("Viewed Fortune", player),
"To Torture From Inventions": lambda state: state.has("Key for Torture Room", player),
"To Inventions From Torture": lambda state: state.has("Key for Torture Room", player),
"To Torture": lambda state: state.has("Key for Puzzle Room", player),
"To Puzzle Room Mastermind From Torture": lambda state: state.has("Key for Puzzle Room", player),
"To Bedroom": lambda state: state.has("Key for Bedroom", player),
"To Underground Lake From Underground Tunnels": lambda state: state.has("Key for Underground Lake Room", player),
"To Underground Tunnels From Underground Lake": lambda state: state.has("Key for Underground Lake Room", player),
"To Underground Lake From Underground Tunnels": lambda state: state.has("Key for Underground Lake", player),
"To Underground Tunnels From Underground Lake": lambda state: state.has("Key for Underground Lake", player),
"To Outside From Lobby": lambda state: state.has("Key for Front Door", player),
"To Lobby From Outside": lambda state: state.has("Key for Front Door", player),
"To Maintenance Tunnels From Theater Back Hallways": lambda state: state.has("Crawling", player),
"To Maintenance Tunnels From Theater Back Hallway": lambda state: state.has("Crawling", player),
"To Blue Maze From Egypt": lambda state: state.has("Crawling", player),
"To Egypt From Blue Maze": lambda state: state.has("Crawling", player),
"To Lobby From Tar River": lambda state: (state.has("Crawling", player) and oil_capturable(state, player)),
"To Tar River From Lobby": lambda state: (state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach("Tar River", "Region", player)),
"To Burial From Egypt": lambda state: state.can_reach("Egypt", "Region", player),
"To Gods Room From Anansi": lambda state: state.can_reach("Gods Room", "Region", player),
"To Slide Room": lambda state: all_skull_dials_available(state, player),
"To Lobby From Slide Room": lambda state: beths_body_available(state, player),
"To Water Capture From Janitor Closet": lambda state: cloth_capturable(state, player)
"To Lobby From Tar River": lambda state: state.has("Crawling", player) and oil_capturable(state, player),
"To Tar River From Lobby": lambda state: state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach_region("Tar River", player),
"To Burial From Egypt": lambda state: state.can_reach_region("Egypt", player),
"To Gods Room From Anansi": lambda state: state.can_reach_region("Gods Room", player),
"To Slide Room": lambda state: all_skull_dials_set(state, player),
"To Lobby From Slide Room": lambda state: state.has("Lost Your Head", player),
"To Water Capture From Janitor Closet": lambda state: cloth_capturable(state, player),
"To Victory": lambda state: (
(water_capturable(state, player) + wax_capturable(state, player) + ash_capturable(state, player)
+ oil_capturable(state, player) + cloth_capturable(state, player) + wood_capturable(state, player)
+ crystal_capturable(state, player) + sand_capturable(state, player) + metal_capturable(state, player)
+ lightning_capturable(state, world, player)) >= world.options.ixupi_captures_needed.value
)
},
"locations_required": {
"Puzzle Solved Anansi Musicbox": lambda state: state.can_reach("Clock Tower", "Region", player),
"Accessible: Storage: Janitor Closet": lambda state: cloth_capturable(state, player),
"Accessible: Storage: Tar River": lambda state: oil_capturable(state, player),
"Accessible: Storage: Theater": lambda state: state.can_reach("Projector Room", "Region", player),
"Accessible: Storage: Slide": lambda state: beths_body_available(state, player) and state.can_reach("Slide Room", "Region", player),
"Puzzle Solved Anansi Music Box": lambda state: state.has("Set Song", player),
"Storage: Anansi Music Box": lambda state: state.has("Set Song", player),
"Storage: Clock Tower": lambda state: state.has("Set Time", player),
"Storage: Janitor Closet": lambda state: cloth_capturable(state, player),
"Storage: Tar River": lambda state: oil_capturable(state, player),
"Storage: Theater": lambda state: state.has("Viewed Theater Movie", player),
"Storage: Slide": lambda state: state.has("Lost Your Head", player) and state.can_reach_region("Slide Room", player),
"Ixupi Captured Water": lambda state: water_capturable(state, player),
"Ixupi Captured Wax": lambda state: wax_capturable(state, player),
"Ixupi Captured Ash": lambda state: ash_capturable(state, player),
@@ -141,32 +163,28 @@ def get_rules_lookup(player: int):
"Ixupi Captured Crystal": lambda state: crystal_capturable(state, player),
"Ixupi Captured Sand": lambda state: sand_capturable(state, player),
"Ixupi Captured Metal": lambda state: metal_capturable(state, player),
"Final Riddle: Planets Aligned": lambda state: state.can_reach("Fortune Teller", "Region", player),
"Final Riddle: Norse God Stone Message": lambda state: (state.can_reach("Fortune Teller", "Region", player) and state.can_reach("UFO", "Region", player)),
"Final Riddle: Beth's Body Page 17": lambda state: beths_body_available(state, player),
"Final Riddle: Guillotine Dropped": lambda state: beths_body_available(state, player),
"Puzzle Solved Skull Dial Door": lambda state: all_skull_dials_available(state, player),
},
"locations_puzzle_hints": {
"Puzzle Solved Clock Tower Door": lambda state: state.can_reach("Three Floor Elevator", "Region", player),
"Puzzle Solved Clock Chains": lambda state: state.can_reach("Bedroom", "Region", player),
"Puzzle Solved Shaman Drums": lambda state: state.can_reach("Clock Tower", "Region", player),
"Puzzle Solved Red Door": lambda state: state.can_reach("Maintenance Tunnels", "Region", player),
"Puzzle Solved UFO Symbols": lambda state: state.can_reach("Library", "Region", player),
"Puzzle Solved Maze Door": lambda state: state.can_reach("Projector Room", "Region", player),
"Puzzle Solved Theater Door": lambda state: state.can_reach("Underground Lake", "Region", player),
"Puzzle Solved Columns of RA": lambda state: state.can_reach("Underground Lake", "Region", player),
"Final Riddle: Guillotine Dropped": lambda state: (beths_body_available(state, player) and state.can_reach("Underground Lake", "Region", player))
},
"Puzzle Solved Skull Dial Door": lambda state: all_skull_dials_set(state, player),
},
"puzzle_hints_required": {
"Puzzle Solved Clock Tower Door": lambda state: state.can_reach_region("Three Floor Elevator", player),
"Puzzle Solved Shaman Drums": lambda state: state.can_reach_region("Clock Tower", player),
"Puzzle Solved Red Door": lambda state: state.can_reach_region("Maintenance Tunnels", player),
"Puzzle Solved UFO Symbols": lambda state: state.can_reach_region("Library", player),
"Storage: UFO": lambda state: state.can_reach_region("Library", player),
"Puzzle Solved Maze Door": lambda state: state.has("Viewed Theater Movie", player),
"Puzzle Solved Theater Door": lambda state: state.has("Viewed Egyptian Hieroglyphics Explained", player),
"Puzzle Solved Columns of RA": lambda state: state.has("Viewed Egyptian Hieroglyphics Explained", player),
"Puzzle Solved Atlantis": lambda state: state.can_reach_region("Office", player),
},
"elevators": {
"Puzzle Solved Office Elevator": lambda state: ((state.can_reach("Underground Lake", "Region", player) or state.can_reach("Office", "Region", player))
and state.has("Key for Office Elevator", player)),
"Puzzle Solved Bedroom Elevator": lambda state: (state.can_reach("Office", "Region", player) and state.has_all({"Key for Bedroom Elevator","Crawling"}, player)),
"Puzzle Solved Three Floor Elevator": lambda state: ((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player))
and state.has("Key for Three Floor Elevator", player))
},
"Puzzle Solved Office Elevator": lambda state: (state.can_reach_region("Underground Lake", player) or state.can_reach_region("Office", player))
and state.has("Key for Office Elevator", player),
"Puzzle Solved Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player),
"Puzzle Solved Three Floor Elevator": lambda state: (state.can_reach_region("Maintenance Tunnels", player) or state.can_reach_region("Blue Maze", player))
and state.has("Key for Three Floor Elevator", player)
},
"lightning": {
"Ixupi Captured Lightning": lambda state: lightning_capturable(state, player)
"Ixupi Captured Lightning": lambda state: lightning_capturable(state, world, player)
}
}
return rules_lookup
@@ -176,69 +194,128 @@ def set_rules(world: "ShiversWorld") -> None:
multiworld = world.multiworld
player = world.player
rules_lookup = get_rules_lookup(player)
rules_lookup = get_rules_lookup(world, player)
# Set required entrance rules
for entrance_name, rule in rules_lookup["entrances"].items():
multiworld.get_entrance(entrance_name, player).access_rule = rule
world.get_entrance(entrance_name).access_rule = rule
world.get_region("Clock Tower Staircase").connect(
world.get_region("Clock Chains"),
"To Clock Chains From Clock Tower Staircase",
lambda state: state.can_reach_region("Bedroom", player) if world.options.puzzle_hints_required.value else True
)
world.get_region("Generator").connect(
world.get_region("Beth's Body"),
"To Beth's Body From Generator",
lambda state: beths_body_available(state, world, player) and (
(state.has("Viewed Norse Stone", player) and state.can_reach_region("Theater", player))
if world.options.puzzle_hints_required.value else True
)
)
world.get_region("Torture").connect(
world.get_region("Guillotine"),
"To Guillotine From Torture",
lambda state: state.has("Viewed Page 17", player) and (
state.has("Viewed Egyptian Hieroglyphics Explained", player)
if world.options.puzzle_hints_required.value else True
)
)
# Set required location rules
for location_name, rule in rules_lookup["locations_required"].items():
multiworld.get_location(location_name, player).access_rule = rule
world.get_location(location_name).access_rule = rule
world.get_location("Jukebox").access_rule = lambda state: (
state.can_reach_region("Clock Tower", player) and (
state.can_reach_region("Anansi", player)
if world.options.puzzle_hints_required.value else True
)
)
# Set option location rules
if world.options.puzzle_hints_required.value:
for location_name, rule in rules_lookup["locations_puzzle_hints"].items():
multiworld.get_location(location_name, player).access_rule = rule
for location_name, rule in rules_lookup["puzzle_hints_required"].items():
world.get_location(location_name).access_rule = rule
world.get_entrance("To Theater From Lobby").access_rule = lambda state: state.has(
"Viewed Egyptian Hieroglyphics Explained", player
)
world.get_entrance("To Clock Tower Staircase From Theater Back Hallway").access_rule = lambda state: state.can_reach_region("Three Floor Elevator", player)
multiworld.register_indirect_condition(
world.get_region("Three Floor Elevator"),
world.get_entrance("To Clock Tower Staircase From Theater Back Hallway")
)
world.get_entrance("To Gods Room From Shaman").access_rule = lambda state: state.can_reach_region(
"Clock Tower", player
)
multiworld.register_indirect_condition(
world.get_region("Clock Tower"), world.get_entrance("To Gods Room From Shaman")
)
world.get_entrance("To Anansi From Gods Room").access_rule = lambda state: state.can_reach_region(
"Maintenance Tunnels", player
)
multiworld.register_indirect_condition(
world.get_region("Maintenance Tunnels"), world.get_entrance("To Anansi From Gods Room")
)
world.get_entrance("To Maze From Maze Staircase").access_rule = lambda \
state: state.can_reach_region("Projector Room", player)
multiworld.register_indirect_condition(
world.get_region("Projector Room"), world.get_entrance("To Maze From Maze Staircase")
)
multiworld.register_indirect_condition(
world.get_region("Bedroom"), world.get_entrance("To Clock Chains From Clock Tower Staircase")
)
multiworld.register_indirect_condition(
world.get_region("Theater"), world.get_entrance("To Beth's Body From Generator")
)
if world.options.elevators_stay_solved.value:
for location_name, rule in rules_lookup["elevators"].items():
multiworld.get_location(location_name, player).access_rule = rule
world.get_location(location_name).access_rule = rule
if world.options.early_lightning.value:
for location_name, rule in rules_lookup["lightning"].items():
multiworld.get_location(location_name, player).access_rule = rule
world.get_location(location_name).access_rule = rule
# Register indirect conditions
multiworld.register_indirect_condition(world.get_region("Burial"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Egypt"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Gods Room"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Tar River"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Werewolf"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Tar River From Lobby"))
# forbid cloth in janitor closet and oil in tar river
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Bottom DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Top DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Complete DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Bottom DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Top DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Complete DUPE", player)
forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Bottom DUPE", player)
forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Top DUPE", player)
forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Complete DUPE", player)
forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Bottom DUPE", player)
forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Top DUPE", player)
forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Complete DUPE", player)
# Filler Item Forbids
forbid_item(multiworld.get_location("Puzzle Solved Lyre", player), "Easier Lyre", player)
forbid_item(multiworld.get_location("Ixupi Captured Water", player), "Water Always Available in Lobby", player)
forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Library", player)
forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Anansi Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Shaman Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Ash", player), "Ash Always Available in Office", player)
forbid_item(multiworld.get_location("Ixupi Captured Ash", player), "Ash Always Available in Burial Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Oil", player), "Oil Always Available in Prehistoric Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Cloth", player), "Cloth Always Available in Egypt", player)
forbid_item(multiworld.get_location("Ixupi Captured Cloth", player), "Cloth Always Available in Burial Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Workshop", player)
forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Blue Maze", player)
forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Pegasus Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Gods Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Crystal", player), "Crystal Always Available in Lobby", player)
forbid_item(multiworld.get_location("Ixupi Captured Crystal", player), "Crystal Always Available in Ocean", player)
forbid_item(multiworld.get_location("Ixupi Captured Sand", player), "Sand Always Available in Plants Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Sand", player), "Sand Always Available in Ocean", player)
forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Projector Room", player)
forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Bedroom", player)
forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Prehistoric", player)
forbid_item(world.get_location("Puzzle Solved Lyre"), "Easier Lyre", player)
forbid_item(world.get_location("Ixupi Captured Water"), "Water Always Available in Lobby", player)
forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Library", player)
forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Anansi Room", player)
forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Shaman Room", player)
forbid_item(world.get_location("Ixupi Captured Ash"), "Ash Always Available in Office", player)
forbid_item(world.get_location("Ixupi Captured Ash"), "Ash Always Available in Burial Room", player)
forbid_item(world.get_location("Ixupi Captured Oil"), "Oil Always Available in Prehistoric Room", player)
forbid_item(world.get_location("Ixupi Captured Cloth"), "Cloth Always Available in Egypt", player)
forbid_item(world.get_location("Ixupi Captured Cloth"), "Cloth Always Available in Burial Room", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Workshop", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Blue Maze", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Pegasus Room", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Gods Room", player)
forbid_item(world.get_location("Ixupi Captured Crystal"), "Crystal Always Available in Lobby", player)
forbid_item(world.get_location("Ixupi Captured Crystal"), "Crystal Always Available in Ocean", player)
forbid_item(world.get_location("Ixupi Captured Sand"), "Sand Always Available in Plants Room", player)
forbid_item(world.get_location("Ixupi Captured Sand"), "Sand Always Available in Ocean", player)
forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Projector Room", player)
forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Bedroom", player)
forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Prehistoric", player)
# Set completion condition
multiworld.completion_condition[player] = lambda state: ((
water_capturable(state, player) + wax_capturable(state, player) + ash_capturable(state, player) \
+ oil_capturable(state, player) + cloth_capturable(state, player) + wood_capturable(state, player) \
+ crystal_capturable(state, player) + sand_capturable(state, player) + metal_capturable(state, player) \
+ lightning_capturable(state, player)) >= world.options.ixupi_captures_needed.value)
multiworld.completion_condition[player] = lambda state: completion_condition(state, player)

View File

@@ -1,11 +1,12 @@
from typing import List
from .Items import item_table, ShiversItem
from .Rules import set_rules
from BaseClasses import Item, Tutorial, Region, Location
from typing import Dict, List, Optional
from BaseClasses import Item, ItemClassification, Location, Region, Tutorial
from Fill import fill_restrictive
from worlds.AutoWorld import WebWorld, World
from . import Constants, Rules
from .Options import ShiversOptions
from .Items import ItemType, SHIVERS_ITEM_ID_OFFSET, ShiversItem, item_table
from .Options import ShiversOptions, shivers_option_groups
from .Rules import set_rules
class ShiversWeb(WebWorld):
@@ -15,12 +16,15 @@ class ShiversWeb(WebWorld):
"English",
"setup_en.md",
"setup/en",
["GodlFire", "Mathx2"]
["GodlFire", "Cynbel_Terreus"]
)]
option_groups = shivers_option_groups
class ShiversWorld(World):
"""
Shivers is a horror themed point and click adventure. Explore the mysteries of Windlenot's Museum of the Strange and Unusual.
Shivers is a horror themed point and click adventure.
Explore the mysteries of Windlenot's Museum of the Strange and Unusual.
"""
game = "Shivers"
@@ -28,24 +32,41 @@ class ShiversWorld(World):
web = ShiversWeb()
options_dataclass = ShiversOptions
options: ShiversOptions
set_rules = set_rules
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = Constants.location_name_to_id
shivers_item_id_offset = 27000
storage_placements = []
pot_completed_list: List[int]
def generate_early(self):
self.pot_completed_list = []
# Pot piece shuffle location:
if self.options.location_pot_pieces == "own_world":
self.options.local_items.value |= {name for name, data in item_table.items() if
data.type in [ItemType.POT, ItemType.POT_COMPLETE]}
elif self.options.location_pot_pieces == "different_world":
self.options.non_local_items.value |= {name for name, data in item_table.items() if
data.type in [ItemType.POT, ItemType.POT_COMPLETE]}
# Ixupi captures priority locations:
if self.options.ixupi_captures_priority:
self.options.priority_locations.value |= (
{name for name in self.location_names if name.startswith('Ixupi Captured')}
)
def create_item(self, name: str) -> Item:
data = item_table[name]
return ShiversItem(name, data.classification, data.code, self.player)
def create_event(self, region_name: str, event_name: str) -> None:
region = self.multiworld.get_region(region_name, self.player)
loc = ShiversLocation(self.player, event_name, None, region)
loc.place_locked_item(self.create_event_item(event_name))
def create_event_location(self, region_name: str, location_name: str, event_name: Optional[str] = None) -> None:
region = self.get_region(region_name)
loc = ShiversLocation(self.player, location_name, None, region)
if event_name is not None:
loc.place_locked_item(ShiversItem(event_name, ItemClassification.progression, None, self.player))
else:
loc.place_locked_item(ShiversItem(location_name, ItemClassification.progression, None, self.player))
loc.show_in_spoiler = False
region.locations.append(loc)
def create_regions(self) -> None:
@@ -56,162 +77,185 @@ class ShiversWorld(World):
for exit_name in exits:
r.create_exit(exit_name)
# Bind mandatory connections
for entr_name, region_name in Constants.region_info["mandatory_connections"]:
e = self.multiworld.get_entrance(entr_name, self.player)
r = self.multiworld.get_region(region_name, self.player)
e = self.get_entrance(entr_name)
r = self.get_region(region_name)
e.connect(r)
# Locations
# Build exclusion list
self.removed_locations = set()
removed_locations = set()
if not self.options.include_information_plaques:
self.removed_locations.update(Constants.exclusion_info["plaques"])
removed_locations.update(Constants.exclusion_info["plaques"])
if not self.options.elevators_stay_solved:
self.removed_locations.update(Constants.exclusion_info["elevators"])
removed_locations.update(Constants.exclusion_info["elevators"])
if not self.options.early_lightning:
self.removed_locations.update(Constants.exclusion_info["lightning"])
removed_locations.update(Constants.exclusion_info["lightning"])
# Add locations
for region_name, locations in Constants.location_info["locations_by_region"].items():
region = self.multiworld.get_region(region_name, self.player)
region = self.get_region(region_name)
for loc_name in locations:
if loc_name not in self.removed_locations:
if loc_name not in removed_locations:
loc = ShiversLocation(self.player, loc_name, self.location_name_to_id.get(loc_name, None), region)
region.locations.append(loc)
self.create_event_location("Prehistoric", "Set Skull Dial: Prehistoric")
self.create_event_location("Tar River", "Set Skull Dial: Tar River")
self.create_event_location("Egypt", "Set Skull Dial: Egypt")
self.create_event_location("Burial", "Set Skull Dial: Burial")
self.create_event_location("Gods Room", "Set Skull Dial: Gods Room")
self.create_event_location("Werewolf", "Set Skull Dial: Werewolf")
self.create_event_location("Projector Room", "Viewed Theater Movie")
self.create_event_location("Clock Chains", "Clock Chains", "Set Time")
self.create_event_location("Clock Tower", "Jukebox", "Set Song")
self.create_event_location("Fortune Teller", "Viewed Fortune")
self.create_event_location("Orrery", "Orrery", "Aligned Planets")
self.create_event_location("Norse Stone", "Norse Stone", "Viewed Norse Stone")
self.create_event_location("Beth's Body", "Beth's Body", "Viewed Page 17")
self.create_event_location("Windlenot's Body", "Windlenot's Body", "Viewed Egyptian Hieroglyphics Explained")
self.create_event_location("Guillotine", "Guillotine", "Lost Your Head")
def create_items(self) -> None:
#Add items to item pool
itempool = []
# Add items to item pool
item_pool = []
for name, data in item_table.items():
if data.type in {"key", "ability", "filler2"}:
itempool.append(self.create_item(name))
if data.type in [ItemType.KEY, ItemType.ABILITY, ItemType.IXUPI_AVAILABILITY]:
item_pool.append(self.create_item(name))
# Pot pieces/Completed/Mixed:
for i in range(10):
if self.options.full_pots == "pieces":
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + i]))
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 10 + i]))
elif self.options.full_pots == "complete":
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 20 + i]))
else:
# Roll for if pieces or a complete pot will be used.
# Pot Pieces
if self.options.full_pots == "pieces":
item_pool += [self.create_item(name) for name, data in item_table.items() if data.type == ItemType.POT]
elif self.options.full_pots == "complete":
item_pool += [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE]
else:
# Roll for if pieces or a complete pot will be used.
# Pot Pieces
pieces = [self.create_item(name) for name, data in item_table.items() if data.type == ItemType.POT]
complete = [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE]
for i in range(10):
if self.random.randint(0, 1) == 0:
self.pot_completed_list.append(0)
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + i]))
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 10 + i]))
item_pool.append(pieces[i])
item_pool.append(pieces[i + 10])
# Completed Pot
else:
self.pot_completed_list.append(1)
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 20 + i]))
item_pool.append(complete[i])
#Add Filler
itempool += [self.create_item("Easier Lyre") for i in range(9)]
# Add Easier Lyre
item_pool += [self.create_item("Easier Lyre") for _ in range(9)]
#Extra filler is random between Heals and Easier Lyre. Heals weighted 95%.
filler_needed = len(self.multiworld.get_unfilled_locations(self.player)) - 24 - len(itempool)
itempool += [self.random.choices([self.create_item("Heal"), self.create_item("Easier Lyre")], weights=[95, 5])[0] for i in range(filler_needed)]
# Place library escape items. Choose a location to place the escape item
library_region = self.get_region("Library")
library_location = self.random.choice(
[loc for loc in library_region.locations if not loc.name.startswith("Storage: ")]
)
#Place library escape items. Choose a location to place the escape item
library_region = self.multiworld.get_region("Library", self.player)
librarylocation = self.random.choice([loc for loc in library_region.locations if not loc.name.startswith("Accessible:")])
#Roll for which escape items will be placed in the Library
# Roll for which escape items will be placed in the Library
library_random = self.random.randint(1, 3)
if library_random == 1:
librarylocation.place_locked_item(self.create_item("Crawling"))
if library_random == 1:
library_location.place_locked_item(self.create_item("Crawling"))
item_pool = [item for item in item_pool if item.name != "Crawling"]
elif library_random == 2:
library_location.place_locked_item(self.create_item("Key for Library"))
item_pool = [item for item in item_pool if item.name != "Key for Library"]
elif library_random == 3:
library_location.place_locked_item(self.create_item("Key for Three Floor Elevator"))
library_location_2 = self.random.choice(
[loc for loc in library_region.locations if
not loc.name.startswith("Storage: ") and loc != library_location]
)
library_location_2.place_locked_item(self.create_item("Key for Egypt Room"))
item_pool = [item for item in item_pool if
item.name not in ["Key for Three Floor Elevator", "Key for Egypt Room"]]
itempool = [item for item in itempool if item.name != "Crawling"]
elif library_random == 2:
librarylocation.place_locked_item(self.create_item("Key for Library Room"))
itempool = [item for item in itempool if item.name != "Key for Library Room"]
elif library_random == 3:
librarylocation.place_locked_item(self.create_item("Key for Three Floor Elevator"))
librarylocationkeytwo = self.random.choice([loc for loc in library_region.locations if not loc.name.startswith("Accessible:") and loc != librarylocation])
librarylocationkeytwo.place_locked_item(self.create_item("Key for Egypt Room"))
itempool = [item for item in itempool if item.name not in ["Key for Three Floor Elevator", "Key for Egypt Room"]]
#If front door option is on, determine which set of keys will be used for lobby access and add front door key to item pool
lobby_access_keys = 1
# If front door option is on, determine which set of keys will
# be used for lobby access and add front door key to item pool
lobby_access_keys = 0
if self.options.front_door_usable:
lobby_access_keys = self.random.randint(1, 2)
itempool += [self.create_item("Key for Front Door")]
lobby_access_keys = self.random.randint(0, 1)
item_pool.append(self.create_item("Key for Front Door"))
else:
itempool += [self.create_item("Heal")]
item_pool.append(self.create_item("Heal"))
self.multiworld.itempool += itempool
def set_lobby_access_keys(items: Dict[str, int]):
if lobby_access_keys == 0:
items["Key for Underground Lake"] = 1
items["Key for Office Elevator"] = 1
items["Key for Office"] = 1
else:
items["Key for Front Door"] = 1
#Lobby acess:
# Lobby access:
if self.options.lobby_access == "early":
if lobby_access_keys == 1:
self.multiworld.early_items[self.player]["Key for Underground Lake Room"] = 1
self.multiworld.early_items[self.player]["Key for Office Elevator"] = 1
self.multiworld.early_items[self.player]["Key for Office"] = 1
elif lobby_access_keys == 2:
self.multiworld.early_items[self.player]["Key for Front Door"] = 1
if self.options.lobby_access == "local":
if lobby_access_keys == 1:
self.multiworld.local_early_items[self.player]["Key for Underground Lake Room"] = 1
self.multiworld.local_early_items[self.player]["Key for Office Elevator"] = 1
self.multiworld.local_early_items[self.player]["Key for Office"] = 1
elif lobby_access_keys == 2:
self.multiworld.local_early_items[self.player]["Key for Front Door"] = 1
set_lobby_access_keys(self.multiworld.early_items[self.player])
elif self.options.lobby_access == "local":
set_lobby_access_keys(self.multiworld.local_early_items[self.player])
#Pot piece shuffle location:
if self.options.location_pot_pieces == "own_world":
self.options.local_items.value |= {name for name, data in item_table.items() if data.type == "pot" or data.type == "pot_type2"}
if self.options.location_pot_pieces == "different_world":
self.options.non_local_items.value |= {name for name, data in item_table.items() if data.type == "pot" or data.type == "pot_type2"}
goal_item_code = SHIVERS_ITEM_ID_OFFSET + 100 + Constants.years_since_sep_30_1980
for name, data in item_table.items():
if data.type == ItemType.GOAL and data.code == goal_item_code:
goal = self.create_item(name)
self.get_location("Mystery Solved").place_locked_item(goal)
# Extra filler is random between Heals and Easier Lyre. Heals weighted 95%.
filler_needed = len(self.multiworld.get_unfilled_locations(self.player)) - len(item_pool) - 23
item_pool += map(self.create_item, self.random.choices(
["Heal", "Easier Lyre"], weights=[95, 5], k=filler_needed
))
self.multiworld.itempool += item_pool
def pre_fill(self) -> None:
# Prefills event storage locations with duplicate pots
storagelocs = []
storageitems = []
self.storage_placements = []
storage_locs = []
storage_items = []
for locations in Constants.location_info["locations_by_region"].values():
for loc_name in locations:
if loc_name.startswith("Accessible: "):
storagelocs.append(self.multiworld.get_location(loc_name, self.player))
if loc_name.startswith("Storage: "):
storage_locs.append(self.get_location(loc_name))
#Pot pieces/Completed/Mixed:
# Pot pieces/Completed/Mixed:
if self.options.full_pots == "pieces":
storageitems += [self.create_item(name) for name, data in item_table.items() if data.type == 'potduplicate']
storage_items += [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_DUPLICATE]
elif self.options.full_pots == "complete":
storageitems += [self.create_item(name) for name, data in item_table.items() if data.type == 'potduplicate_type2']
storageitems += [self.create_item("Empty") for i in range(10)]
storage_items += [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE_DUPLICATE]
storage_items += [self.create_item("Empty") for _ in range(10)]
else:
pieces = [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_DUPLICATE]
complete = [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE_DUPLICATE]
for i in range(10):
#Pieces
# Pieces
if self.pot_completed_list[i] == 0:
storageitems += [self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 70 + i])]
storageitems += [self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 80 + i])]
#Complete
storage_items.append(pieces[i])
storage_items.append(pieces[i + 10])
# Complete
else:
storageitems += [self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 140 + i])]
storageitems += [self.create_item("Empty")]
storage_items.append(complete[i])
storage_items.append(self.create_item("Empty"))
storageitems += [self.create_item("Empty") for i in range(3)]
storage_items += [self.create_item("Empty") for _ in range(3)]
state = self.multiworld.get_all_state(True)
self.random.shuffle(storagelocs)
self.random.shuffle(storageitems)
fill_restrictive(self.multiworld, state, storagelocs.copy(), storageitems, True, True)
self.random.shuffle(storage_locs)
self.random.shuffle(storage_items)
self.storage_placements = {location.name: location.item.name for location in storagelocs}
fill_restrictive(self.multiworld, state, storage_locs.copy(), storage_items, True, True)
set_rules = set_rules
self.storage_placements = {location.name.replace("Storage: ", ""): location.item.name.replace(" DUPE", "") for
location in storage_locs}
def fill_slot_data(self) -> dict:
return {
"StoragePlacements": self.storage_placements,
"ExcludedLocations": list(self.options.exclude_locations.value),

View File

@@ -11,7 +11,7 @@
"Information Plaque: (Ocean) Poseidon",
"Information Plaque: (Ocean) Colossus of Rhodes",
"Information Plaque: (Ocean) Poseidon's Temple",
"Information Plaque: (Underground Maze) Subterranean World",
"Information Plaque: (Underground Maze Staircase) Subterranean World",
"Information Plaque: (Underground Maze) Dero",
"Information Plaque: (Egypt) Tomb of the Ixupi",
"Information Plaque: (Egypt) The Sphinx",

View File

@@ -19,7 +19,7 @@
"Puzzle Solved Fortune Teller Door",
"Puzzle Solved Alchemy",
"Puzzle Solved UFO Symbols",
"Puzzle Solved Anansi Musicbox",
"Puzzle Solved Anansi Music Box",
"Puzzle Solved Gallows",
"Puzzle Solved Mastermind",
"Puzzle Solved Marble Flipper",
@@ -54,7 +54,7 @@
"Final Riddle: Norse God Stone Message",
"Final Riddle: Beth's Body Page 17",
"Final Riddle: Guillotine Dropped",
"Puzzle Hint Found: Combo Lock in Mailbox",
"Puzzle Hint Found: Mailbox",
"Puzzle Hint Found: Orange Symbol",
"Puzzle Hint Found: Silver Symbol",
"Puzzle Hint Found: Green Symbol",
@@ -113,15 +113,19 @@
"Puzzle Solved Office Elevator",
"Puzzle Solved Bedroom Elevator",
"Puzzle Solved Three Floor Elevator",
"Ixupi Captured Lightning"
"Ixupi Captured Lightning",
"Puzzle Solved Combination Lock",
"Puzzle Hint Found: Beth's Note",
"Mystery Solved"
],
"locations_by_region": {
"Outside": [
"Puzzle Solved Combination Lock",
"Puzzle Solved Gears",
"Puzzle Solved Stone Henge",
"Puzzle Solved Office Elevator",
"Puzzle Solved Three Floor Elevator",
"Puzzle Hint Found: Combo Lock in Mailbox",
"Puzzle Hint Found: Mailbox",
"Puzzle Hint Found: Orange Symbol",
"Puzzle Hint Found: Silver Symbol",
"Puzzle Hint Found: Green Symbol",
@@ -130,32 +134,42 @@
"Puzzle Hint Found: Tan Symbol"
],
"Underground Lake": [
"Flashback Memory Obtained Windlenot's Ghost",
"Flashback Memory Obtained Windlenot's Ghost"
],
"Windlenot's Body": [
"Flashback Memory Obtained Egyptian Hieroglyphics Explained"
],
"Office": [
"Flashback Memory Obtained Scrapbook",
"Accessible: Storage: Desk Drawer",
"Storage: Desk Drawer",
"Puzzle Hint Found: Atlantis Map",
"Puzzle Hint Found: Tape Recorder Heard",
"Puzzle Solved Bedroom Elevator"
],
"Workshop": [
"Puzzle Solved Workshop Drawers",
"Accessible: Storage: Workshop Drawers",
"Storage: Workshop Drawers",
"Puzzle Hint Found: Basilisk Bone Fragments"
],
"Bedroom": [
"Flashback Memory Obtained Professor Windlenot's Diary"
],
"Lobby": [
"Puzzle Solved Theater Door",
"Flashback Memory Obtained Museum Brochure",
"Information Plaque: (Lobby) Jade Skull",
"Information Plaque: (Lobby) Transforming Masks",
"Storage: Slide",
"Storage: Transforming Mask"
],
"Library": [
"Puzzle Solved Library Statue",
"Flashback Memory Obtained In Search of the Unexplained",
"Flashback Memory Obtained South American Pictographs",
"Flashback Memory Obtained Mythology of the Stars",
"Flashback Memory Obtained Black Book",
"Accessible: Storage: Library Cabinet",
"Accessible: Storage: Library Statue"
"Storage: Library Cabinet",
"Storage: Library Statue"
],
"Maintenance Tunnels": [
"Flashback Memory Obtained Beth's Address Book"
@@ -163,37 +177,46 @@
"Three Floor Elevator": [
"Puzzle Hint Found: Elevator Writing"
],
"Lobby": [
"Puzzle Solved Theater Door",
"Flashback Memory Obtained Museum Brochure",
"Information Plaque: (Lobby) Jade Skull",
"Information Plaque: (Lobby) Transforming Masks",
"Accessible: Storage: Slide",
"Accessible: Storage: Transforming Mask"
],
"Generator": [
"Final Riddle: Beth's Body Page 17",
"Ixupi Captured Lightning"
],
"Theater Back Hallways": [
"Beth's Body": [
"Final Riddle: Beth's Body Page 17"
],
"Theater": [
"Storage: Theater",
"Puzzle Hint Found: Beth's Note"
],
"Theater Back Hallway": [
"Puzzle Solved Clock Tower Door"
],
"Clock Tower Staircase": [
"Clock Chains": [
"Puzzle Solved Clock Chains"
],
"Clock Tower": [
"Flashback Memory Obtained Beth's Ghost",
"Accessible: Storage: Clock Tower",
"Storage: Clock Tower",
"Puzzle Hint Found: Shaman Security Camera"
],
"Projector Room": [
"Flashback Memory Obtained Theater Movie"
],
"Prehistoric": [
"Information Plaque: (Prehistoric) Bronze Unicorn",
"Information Plaque: (Prehistoric) Griffin",
"Information Plaque: (Prehistoric) Eagles Nest",
"Information Plaque: (Prehistoric) Large Spider",
"Information Plaque: (Prehistoric) Starfish",
"Storage: Eagles Nest"
],
"Greenhouse": [
"Storage: Greenhouse"
],
"Ocean": [
"Puzzle Solved Atlantis",
"Puzzle Solved Organ",
"Flashback Memory Obtained Museum Blueprints",
"Accessible: Storage: Ocean",
"Storage: Ocean",
"Puzzle Hint Found: Sirens Song Heard",
"Information Plaque: (Ocean) Quartz Crystal",
"Information Plaque: (Ocean) Poseidon",
@@ -204,10 +227,14 @@
"Information Plaque: (Underground Maze Staircase) Subterranean World",
"Puzzle Solved Maze Door"
],
"Tar River": [
"Storage: Tar River",
"Information Plaque: (Underground Maze) Dero"
],
"Egypt": [
"Puzzle Solved Columns of RA",
"Puzzle Solved Burial Door",
"Accessible: Storage: Egypt",
"Storage: Egypt",
"Puzzle Hint Found: Egyptian Sphinx Heard",
"Information Plaque: (Egypt) Tomb of the Ixupi",
"Information Plaque: (Egypt) The Sphinx",
@@ -216,7 +243,7 @@
"Burial": [
"Puzzle Solved Chinese Solitaire",
"Flashback Memory Obtained Merrick's Notebook",
"Accessible: Storage: Chinese Solitaire",
"Storage: Chinese Solitaire",
"Information Plaque: (Burial) Norse Burial Ship",
"Information Plaque: (Burial) Paracas Burial Bundles",
"Information Plaque: (Burial) Spectacular Coffins of Ghana",
@@ -225,15 +252,14 @@
],
"Shaman": [
"Puzzle Solved Shaman Drums",
"Accessible: Storage: Shaman Hut",
"Storage: Shaman Hut",
"Information Plaque: (Shaman) Witch Doctors of the Congo",
"Information Plaque: (Shaman) Sarombe doctor of Mozambique"
],
"Gods Room": [
"Puzzle Solved Lyre",
"Puzzle Solved Red Door",
"Accessible: Storage: Lyre",
"Final Riddle: Norse God Stone Message",
"Storage: Lyre",
"Information Plaque: (Gods) Fisherman's Canoe God",
"Information Plaque: (Gods) Mayan Gods",
"Information Plaque: (Gods) Thor",
@@ -242,6 +268,9 @@
"Information Plaque: (Gods) Sumerian Lyre",
"Information Plaque: (Gods) Chuen"
],
"Norse Stone": [
"Final Riddle: Norse God Stone Message"
],
"Blue Maze": [
"Puzzle Solved Fortune Teller Door"
],
@@ -251,35 +280,46 @@
],
"Inventions": [
"Puzzle Solved Alchemy",
"Accessible: Storage: Alchemy"
"Storage: Alchemy"
],
"UFO": [
"Puzzle Solved UFO Symbols",
"Accessible: Storage: UFO",
"Final Riddle: Planets Aligned",
"Storage: UFO",
"Information Plaque: (UFO) Coincidence or Extraterrestrial Visits?",
"Information Plaque: (UFO) Planets",
"Information Plaque: (UFO) Astronomical Construction",
"Information Plaque: (UFO) Aliens"
],
"Orrery": [
"Final Riddle: Planets Aligned"
],
"Janitor Closet": [
"Storage: Janitor Closet"
],
"Werewolf": [
"Information Plaque: (Werewolf) Lycanthropy"
],
"Pegasus": [
"Information Plaque: (Pegasus) Cyclops"
],
"Anansi": [
"Puzzle Solved Anansi Musicbox",
"Puzzle Solved Anansi Music Box",
"Flashback Memory Obtained Ancient Astrology",
"Accessible: Storage: Skeleton",
"Accessible: Storage: Anansi",
"Storage: Skeleton",
"Storage: Anansi Music Box",
"Information Plaque: (Anansi) African Creation Myth",
"Information Plaque: (Anansi) Apophis the Serpent",
"Information Plaque: (Anansi) Death",
"Information Plaque: (Pegasus) Cyclops",
"Information Plaque: (Werewolf) Lycanthropy"
"Information Plaque: (Anansi) Death"
],
"Torture": [
"Puzzle Solved Gallows",
"Accessible: Storage: Gallows",
"Final Riddle: Guillotine Dropped",
"Storage: Gallows",
"Puzzle Hint Found: Gallows Information Plaque",
"Information Plaque: (Torture) Guillotine"
],
"Guillotine": [
"Final Riddle: Guillotine Dropped"
],
"Puzzle Room Mastermind": [
"Puzzle Solved Mastermind",
"Puzzle Hint Found: Mastermind Information Plaque"
@@ -287,29 +327,8 @@
"Puzzle Room Marbles": [
"Puzzle Solved Marble Flipper"
],
"Prehistoric": [
"Information Plaque: (Prehistoric) Bronze Unicorn",
"Information Plaque: (Prehistoric) Griffin",
"Information Plaque: (Prehistoric) Eagles Nest",
"Information Plaque: (Prehistoric) Large Spider",
"Information Plaque: (Prehistoric) Starfish",
"Accessible: Storage: Eagles Nest"
],
"Tar River": [
"Accessible: Storage: Tar River",
"Information Plaque: (Underground Maze) Dero"
],
"Theater": [
"Accessible: Storage: Theater"
],
"Greenhouse": [
"Accessible: Storage: Greenhouse"
],
"Janitor Closet": [
"Accessible: Storage: Janitor Closet"
],
"Skull Dial Bridge": [
"Accessible: Storage: Skull Bridge",
"Skull Bridge": [
"Storage: Skull Bridge",
"Puzzle Solved Skull Dial Door"
],
"Water Capture": [
@@ -338,6 +357,9 @@
],
"Metal Capture": [
"Ixupi Captured Metal"
],
"Victory": [
"Mystery Solved"
]
}
}

View File

@@ -4,22 +4,25 @@
["Registry", ["To Outside From Registry"]],
["Outside", ["To Underground Tunnels From Outside", "To Lobby From Outside"]],
["Underground Tunnels", ["To Underground Lake From Underground Tunnels", "To Outside From Underground"]],
["Underground Lake", ["To Underground Tunnels From Underground Lake", "To Underground Blue Tunnels From Underground Lake"]],
["Underground Lake", ["To Underground Tunnels From Underground Lake", "To Windlenot's Body From Underground Lake", "To Underground Blue Tunnels From Underground Lake"]],
["Windlenot's Body", ["To Underground Lake From Windlenot's Body"]],
["Underground Blue Tunnels", ["To Underground Lake From Underground Blue Tunnels", "To Office Elevator From Underground Blue Tunnels"]],
["Office Elevator", ["To Underground Blue Tunnels From Office Elevator","To Office From Office Elevator"]],
["Office", ["To Office Elevator From Office", "To Workshop", "To Lobby From Office", "To Bedroom Elevator From Office", "To Ash Capture From Office"]],
["Workshop", ["To Office From Workshop", "To Wood Capture From Workshop"]],
["Bedroom Elevator", ["To Office From Bedroom Elevator", "To Bedroom"]],
["Bedroom", ["To Bedroom Elevator From Bedroom", "To Metal Capture From Bedroom"]],
["Lobby", ["To Office From Lobby", "To Library From Lobby", "To Theater From Lobby", "To Prehistoric From Lobby", "To Egypt From Lobby", "To Tar River From Lobby", "To Outside From Lobby", "To Water Capture From Lobby", "To Crystal Capture From Lobby"]],
["Lobby", ["To Office From Lobby", "To Library From Lobby", "To Theater From Lobby", "To Prehistoric From Lobby", "To Egypt From Lobby", "To Tar River From Lobby", "To Outside From Lobby", "To Water Capture From Lobby", "To Crystal Capture From Lobby", "To Victory"]],
["Library", ["To Lobby From Library", "To Maintenance Tunnels From Library", "To Wax Capture From Library"]],
["Maintenance Tunnels", ["To Library From Maintenance Tunnels", "To Three Floor Elevator From Maintenance Tunnels", "To Generator"]],
["Maintenance Tunnels", ["To Library From Maintenance Tunnels", "To Three Floor Elevator From Maintenance Tunnels", "To Generator From Maintenance Tunnels"]],
["Generator", ["To Maintenance Tunnels From Generator"]],
["Theater", ["To Lobby From Theater", "To Theater Back Hallways From Theater"]],
["Theater Back Hallways", ["To Theater From Theater Back Hallways", "To Clock Tower Staircase From Theater Back Hallways", "To Maintenance Tunnels From Theater Back Hallways", "To Projector Room"]],
["Clock Tower Staircase", ["To Theater Back Hallways From Clock Tower Staircase", "To Clock Tower"]],
["Beth's Body", ["To Generator From Beth's Body"]],
["Theater", ["To Lobby From Theater", "To Theater Back Hallway From Theater"]],
["Theater Back Hallway", ["To Theater From Theater Back Hallway", "To Clock Tower Staircase From Theater Back Hallway", "To Maintenance Tunnels From Theater Back Hallway", "To Projector Room"]],
["Clock Tower Staircase", ["To Theater Back Hallway From Clock Tower Staircase", "To Clock Tower"]],
["Clock Chains", ["To Clock Tower Staircase From Clock Chains"]],
["Clock Tower", ["To Clock Tower Staircase From Clock Tower"]],
["Projector Room", ["To Theater Back Hallways From Projector Room", "To Metal Capture From Projector Room"]],
["Projector Room", ["To Theater Back Hallway From Projector Room", "To Metal Capture From Projector Room"]],
["Prehistoric", ["To Lobby From Prehistoric", "To Greenhouse", "To Ocean From Prehistoric", "To Oil Capture From Prehistoric", "To Metal Capture From Prehistoric"]],
["Greenhouse", ["To Prehistoric From Greenhouse", "To Sand Capture From Greenhouse"]],
["Ocean", ["To Prehistoric From Ocean", "To Maze Staircase From Ocean", "To Crystal Capture From Ocean", "To Sand Capture From Ocean"]],
@@ -28,22 +31,26 @@
["Tar River", ["To Maze From Tar River", "To Lobby From Tar River", "To Oil Capture From Tar River"]],
["Egypt", ["To Lobby From Egypt", "To Burial From Egypt", "To Blue Maze From Egypt", "To Cloth Capture From Egypt"]],
["Burial", ["To Egypt From Burial", "To Shaman From Burial", "To Ash Capture From Burial", "To Cloth Capture From Burial"]],
["Shaman", ["To Burial From Shaman", "To Gods Room", "To Wax Capture From Shaman"]],
["Gods Room", ["To Shaman From Gods Room", "To Anansi From Gods Room", "To Wood Capture From Gods Room"]],
["Anansi", ["To Gods Room From Anansi", "To Werewolf From Anansi", "To Wax Capture From Anansi", "To Wood Capture From Anansi"]],
["Werewolf", ["To Anansi From Werewolf", "To Night Staircase From Werewolf"]],
["Night Staircase", ["To Werewolf From Night Staircase", "To Janitor Closet", "To UFO"]],
["Shaman", ["To Burial From Shaman", "To Gods Room From Shaman", "To Wax Capture From Shaman"]],
["Gods Room", ["To Shaman From Gods Room", "To Anansi From Gods Room", "To Wood Capture From Gods Room", "To Norse Stone From Gods Room"]],
["Norse Stone", ["To Gods Room From Norse Stone"]],
["Anansi", ["To Gods Room From Anansi", "To Pegasus From Anansi", "To Wax Capture From Anansi"]],
["Pegasus", ["To Anansi From Pegasus", "To Werewolf From Pegasus", "To Wood Capture From Pegasus"]],
["Werewolf", ["To Pegasus From Werewolf", "To Night Staircase From Werewolf"]],
["Night Staircase", ["To Werewolf From Night Staircase", "To Janitor Closet", "To UFO From Night Staircase"]],
["Janitor Closet", ["To Night Staircase From Janitor Closet", "To Water Capture From Janitor Closet", "To Cloth Capture From Janitor Closet"]],
["UFO", ["To Night Staircase From UFO", "To Inventions From UFO"]],
["UFO", ["To Night Staircase From UFO", "To Orrery From UFO", "To Inventions From UFO"]],
["Orrery", ["To UFO From Orrery"]],
["Blue Maze", ["To Egypt From Blue Maze", "To Three Floor Elevator From Blue Maze Bottom", "To Three Floor Elevator From Blue Maze Top", "To Fortune Teller", "To Inventions From Blue Maze", "To Wood Capture From Blue Maze"]],
["Three Floor Elevator", ["To Maintenance Tunnels From Three Floor Elevator", "To Blue Maze From Three Floor Elevator"]],
["Fortune Teller", ["To Blue Maze From Fortune Teller"]],
["Inventions", ["To Blue Maze From Inventions", "To UFO From Inventions", "To Torture From Inventions"]],
["Torture", ["To Inventions From Torture", "To Puzzle Room Mastermind From Torture"]],
["Guillotine", ["To Torture From Guillotine"]],
["Puzzle Room Mastermind", ["To Torture", "To Puzzle Room Marbles From Puzzle Room Mastermind"]],
["Puzzle Room Marbles", ["To Puzzle Room Mastermind From Puzzle Room Marbles", "To Skull Dial Bridge From Puzzle Room Marbles"]],
["Skull Dial Bridge", ["To Puzzle Room Marbles From Skull Dial Bridge", "To Slide Room"]],
["Slide Room", ["To Skull Dial Bridge From Slide Room", "To Lobby From Slide Room"]],
["Puzzle Room Marbles", ["To Puzzle Room Mastermind From Puzzle Room Marbles", "To Skull Bridge From Puzzle Room Marbles"]],
["Skull Bridge", ["To Puzzle Room Marbles From Skull Bridge", "To Slide Room"]],
["Slide Room", ["To Skull Bridge From Slide Room", "To Lobby From Slide Room"]],
["Water Capture", []],
["Wax Capture", []],
["Ash Capture", []],
@@ -52,17 +59,20 @@
["Wood Capture", []],
["Crystal Capture", []],
["Sand Capture", []],
["Metal Capture", []]
["Metal Capture", []],
["Victory", []]
],
"mandatory_connections": [
["To Registry", "Registry"],
["To Registry", "Registry"],
["To Outside From Registry", "Outside"],
["To Outside From Underground", "Outside"],
["To Outside From Lobby", "Outside"],
["To Underground Tunnels From Outside", "Underground Tunnels"],
["To Underground Tunnels From Underground Lake", "Underground Tunnels"],
["To Underground Lake From Underground Tunnels", "Underground Lake"],
["To Underground Lake From Windlenot's Body", "Underground Lake"],
["To Underground Lake From Underground Blue Tunnels", "Underground Lake"],
["To Windlenot's Body From Underground Lake", "Windlenot's Body"],
["To Underground Blue Tunnels From Underground Lake", "Underground Blue Tunnels"],
["To Underground Blue Tunnels From Office Elevator", "Underground Blue Tunnels"],
["To Office Elevator From Underground Blue Tunnels", "Office Elevator"],
@@ -86,7 +96,7 @@
["To Library From Lobby", "Library"],
["To Library From Maintenance Tunnels", "Library"],
["To Theater From Lobby", "Theater" ],
["To Theater From Theater Back Hallways", "Theater"],
["To Theater From Theater Back Hallway", "Theater"],
["To Prehistoric From Lobby", "Prehistoric"],
["To Prehistoric From Greenhouse", "Prehistoric"],
["To Prehistoric From Ocean", "Prehistoric"],
@@ -96,15 +106,17 @@
["To Maintenance Tunnels From Generator", "Maintenance Tunnels"],
["To Maintenance Tunnels From Three Floor Elevator", "Maintenance Tunnels"],
["To Maintenance Tunnels From Library", "Maintenance Tunnels"],
["To Maintenance Tunnels From Theater Back Hallways", "Maintenance Tunnels"],
["To Maintenance Tunnels From Theater Back Hallway", "Maintenance Tunnels"],
["To Three Floor Elevator From Maintenance Tunnels", "Three Floor Elevator"],
["To Three Floor Elevator From Blue Maze Bottom", "Three Floor Elevator"],
["To Three Floor Elevator From Blue Maze Top", "Three Floor Elevator"],
["To Generator", "Generator"],
["To Theater Back Hallways From Theater", "Theater Back Hallways"],
["To Theater Back Hallways From Clock Tower Staircase", "Theater Back Hallways"],
["To Theater Back Hallways From Projector Room", "Theater Back Hallways"],
["To Clock Tower Staircase From Theater Back Hallways", "Clock Tower Staircase"],
["To Generator From Maintenance Tunnels", "Generator"],
["To Generator From Beth's Body", "Generator"],
["To Theater Back Hallway From Theater", "Theater Back Hallway"],
["To Theater Back Hallway From Clock Tower Staircase", "Theater Back Hallway"],
["To Theater Back Hallway From Projector Room", "Theater Back Hallway"],
["To Clock Tower Staircase From Theater Back Hallway", "Clock Tower Staircase"],
["To Clock Tower Staircase From Clock Chains", "Clock Tower Staircase"],
["To Clock Tower Staircase From Clock Tower", "Clock Tower Staircase"],
["To Projector Room", "Projector Room"],
["To Clock Tower", "Clock Tower"],
@@ -125,30 +137,37 @@
["To Blue Maze From Egypt", "Blue Maze"],
["To Shaman From Burial", "Shaman"],
["To Shaman From Gods Room", "Shaman"],
["To Gods Room", "Gods Room" ],
["To Gods Room From Shaman", "Gods Room" ],
["To Gods Room From Norse Stone", "Gods Room" ],
["To Gods Room From Anansi", "Gods Room"],
["To Norse Stone From Gods Room", "Norse Stone" ],
["To Anansi From Gods Room", "Anansi"],
["To Anansi From Werewolf", "Anansi"],
["To Werewolf From Anansi", "Werewolf"],
["To Anansi From Pegasus", "Anansi"],
["To Pegasus From Anansi", "Pegasus"],
["To Pegasus From Werewolf", "Pegasus"],
["To Werewolf From Pegasus", "Werewolf"],
["To Werewolf From Night Staircase", "Werewolf"],
["To Night Staircase From Werewolf", "Night Staircase"],
["To Night Staircase From Janitor Closet", "Night Staircase"],
["To Night Staircase From UFO", "Night Staircase"],
["To Janitor Closet", "Janitor Closet"],
["To UFO", "UFO"],
["To UFO From Night Staircase", "UFO"],
["To UFO From Orrery", "UFO"],
["To UFO From Inventions", "UFO"],
["To Orrery From UFO", "Orrery"],
["To Inventions From UFO", "Inventions"],
["To Inventions From Blue Maze", "Inventions"],
["To Inventions From Torture", "Inventions"],
["To Fortune Teller", "Fortune Teller"],
["To Torture", "Torture"],
["To Torture From Guillotine", "Torture"],
["To Torture From Inventions", "Torture"],
["To Puzzle Room Mastermind From Torture", "Puzzle Room Mastermind"],
["To Puzzle Room Mastermind From Puzzle Room Marbles", "Puzzle Room Mastermind"],
["To Puzzle Room Marbles From Puzzle Room Mastermind", "Puzzle Room Marbles"],
["To Puzzle Room Marbles From Skull Dial Bridge", "Puzzle Room Marbles"],
["To Skull Dial Bridge From Puzzle Room Marbles", "Skull Dial Bridge"],
["To Skull Dial Bridge From Slide Room", "Skull Dial Bridge"],
["To Puzzle Room Marbles From Skull Bridge", "Puzzle Room Marbles"],
["To Skull Bridge From Puzzle Room Marbles", "Skull Bridge"],
["To Skull Bridge From Slide Room", "Skull Bridge"],
["To Slide Room", "Slide Room"],
["To Wax Capture From Library", "Wax Capture"],
["To Wax Capture From Shaman", "Wax Capture"],
@@ -164,7 +183,7 @@
["To Cloth Capture From Janitor Closet", "Cloth Capture"],
["To Wood Capture From Workshop", "Wood Capture"],
["To Wood Capture From Gods Room", "Wood Capture"],
["To Wood Capture From Anansi", "Wood Capture"],
["To Wood Capture From Pegasus", "Wood Capture"],
["To Wood Capture From Blue Maze", "Wood Capture"],
["To Crystal Capture From Lobby", "Crystal Capture"],
["To Crystal Capture From Ocean", "Crystal Capture"],
@@ -172,6 +191,7 @@
["To Sand Capture From Ocean", "Sand Capture"],
["To Metal Capture From Bedroom", "Metal Capture"],
["To Metal Capture From Projector Room", "Metal Capture"],
["To Metal Capture From Prehistoric", "Metal Capture"]
["To Metal Capture From Prehistoric", "Metal Capture"],
["To Victory", "Victory"]
]
}

View File

@@ -27,5 +27,4 @@ Victory is achieved when the player has captured the required number Ixupi set i
## Encountered a bug?
Please contact GodlFire on Discord for bugs related to Shivers world generation.<br>
Please contact GodlFire or mouse on Discord for bugs related to the Shivers Randomizer.
Please contact GodlFire or Cynbel_Terreus on Discord for bugs related to Shivers world generation or the Shivers Randomizer.

View File

@@ -7,6 +7,11 @@
- [ScummVM](https://www.scummvm.org/downloads/) version 2.7.0 or later
- [Shivers Randomizer](https://github.com/GodlFire/Shivers-Randomizer-CSharp/releases/latest) Latest release version
## Optional Software
- [PopTracker](https://github.com/black-sliver/PopTracker/releases/)
- [Jax's Shivers PopTracker pack](https://github.com/blazik-barth/Shivers-Tracker/releases/)
## Setup ScummVM for Shivers
### GOG version of Shivers
@@ -57,4 +62,4 @@ validator page: [YAML Validation page](/mysterycheck)
- Every puzzle
- Every puzzle hint/solution
- Every document that is considered a Flashback
- Optionally information plaques.
- Optionally information plaques

View File

@@ -4,18 +4,59 @@ import os
import json
import Utils
from Utils import read_snes_rom
from worlds.Files import APDeltaPatch
from worlds.Files import APPatchExtension, APProcedurePatch, APTokenMixin, APTokenTypes
from .variaRandomizer.utils.utils import openFile
SMJUHASH = '21f3e98df4780ee1c667b84e57d88675'
SM_ROM_MAX_PLAYERID = 65535
SM_ROM_PLAYERDATA_COUNT = 202
class SMDeltaPatch(APDeltaPatch):
class SMPatchExtensions(APPatchExtension):
game = "Super Metroid"
@staticmethod
def write_crc(caller: APProcedurePatch, rom: bytes) -> bytes:
def checksum_mirror_sum(start, length, mask = 0x800000):
while not(length & mask) and mask:
mask >>= 1
part1 = sum(start[:mask]) & 0xFFFF
part2 = 0
next_length = length - mask
if next_length:
part2 = checksum_mirror_sum(start[mask:], next_length, mask >> 1)
while (next_length < mask):
next_length += next_length
part2 += part2
return (part1 + part2) & 0xFFFF
def write_bytes(buffer, startaddress: int, values):
buffer[startaddress:startaddress + len(values)] = values
buffer = bytearray(rom)
crc = checksum_mirror_sum(buffer, len(buffer))
inv = crc ^ 0xFFFF
write_bytes(buffer, 0x7FDC, [inv & 0xFF, (inv >> 8) & 0xFF, crc & 0xFF, (crc >> 8) & 0xFF])
return bytes(buffer)
class SMProcedurePatch(APProcedurePatch, APTokenMixin):
hash = SMJUHASH
game = "Super Metroid"
patch_file_ending = ".apsm"
procedure = [
("apply_tokens", ["token_data.bin"]),
("write_crc", [])
]
def write_tokens(self, patches):
for addr, data in patches.items():
self.write_token(APTokenTypes.WRITE, addr, bytes(data))
self.write_file("token_data.bin", self.get_token_binary())
@classmethod
def get_source_data(cls) -> bytes:
return get_base_rom_bytes()

View File

@@ -17,7 +17,7 @@ logger = logging.getLogger("Super Metroid")
from .Options import SMOptions
from .Client import SMSNIClient
from .Rom import get_base_rom_path, SM_ROM_MAX_PLAYERID, SM_ROM_PLAYERDATA_COUNT, SMDeltaPatch, get_sm_symbols
from .Rom import SM_ROM_MAX_PLAYERID, SM_ROM_PLAYERDATA_COUNT, SMProcedurePatch, get_sm_symbols
import Utils
from .variaRandomizer.logic.smboolmanager import SMBoolManager
@@ -40,7 +40,7 @@ class SMSettings(settings.Group):
"""File name of the v1.0 J rom"""
description = "Super Metroid (JU) ROM"
copy_to = "Super Metroid (JU).sfc"
md5s = [SMDeltaPatch.hash]
md5s = [SMProcedurePatch.hash]
rom_file: RomFile = RomFile(RomFile.copy_to)
@@ -120,12 +120,6 @@ class SMWorld(World):
self.locations = {}
super().__init__(world, player)
@classmethod
def stage_assert_generate(cls, multiworld: MultiWorld):
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def generate_early(self):
Logic.factory('vanilla')
@@ -802,23 +796,19 @@ class SMWorld(World):
romPatcher.end()
def generate_output(self, output_directory: str):
self.variaRando.args.rom = get_base_rom_path()
outfilebase = self.multiworld.get_out_file_name_base(self.player)
outputFilename = os.path.join(output_directory, f"{outfilebase}.sfc")
try:
self.variaRando.PatchRom(outputFilename, self.APPrePatchRom, self.APPostPatchRom)
self.write_crc(outputFilename)
patcher = self.variaRando.PatchRom(self.APPrePatchRom, self.APPostPatchRom)
self.rom_name = self.romName
patch = SMProcedurePatch(player=self.player, player_name=self.multiworld.player_name[self.player])
patch.write_tokens(patcher.romFile.getPatchDict())
rom_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}"
f"{patch.patch_file_ending}")
patch.write(rom_path)
except:
raise
else:
patch = SMDeltaPatch(os.path.splitext(outputFilename)[0] + SMDeltaPatch.patch_file_ending, player=self.player,
player_name=self.multiworld.player_name[self.player], patched_path=outputFilename)
patch.write()
finally:
if os.path.exists(outputFilename):
os.unlink(outputFilename)
self.rom_name_available_event.set() # make sure threading continues and errors are collected
def checksum_mirror_sum(self, start, length, mask = 0x800000):

View File

@@ -680,7 +680,7 @@ class VariaRandomizer:
#dumpErrorMsg(args.output, self.randoExec.errorMsg)
raise Exception("Can't generate " + self.fileName + " with the given parameters: {}".format(self.randoExec.errorMsg))
def PatchRom(self, outputFilename, customPrePatchApply = None, customPostPatchApply = None):
def PatchRom(self, customPrePatchApply = None, customPostPatchApply = None) -> RomPatcher:
args = self.args
optErrMsgs = self.optErrMsgs
@@ -758,9 +758,9 @@ class VariaRandomizer:
# args.output is not None: generate local json named args.output
if args.rom is not None:
# patch local rom
romFileName = args.rom
shutil.copyfile(romFileName, outputFilename)
romPatcher = RomPatcher(settings=patcherSettings, romFileName=outputFilename, magic=args.raceMagic, player=self.player)
# romFileName = args.rom
# shutil.copyfile(romFileName, outputFilename)
romPatcher = RomPatcher(settings=patcherSettings, magic=args.raceMagic, player=self.player)
else:
romPatcher = RomPatcher(settings=patcherSettings, magic=args.raceMagic)
@@ -779,24 +779,12 @@ class VariaRandomizer:
#msg = randoExec.errorMsg
msg = ''
if args.rom is None: # web mode
data = romPatcher.romFile.data
self.fileName = '{}.sfc'.format(self.fileName)
data["fileName"] = self.fileName
# error msg in json to be displayed by the web site
data["errorMsg"] = msg
# replaced parameters to update stats in database
if len(self.forcedArgs) > 0:
data["forcedArgs"] = self.forcedArgs
with open(outputFilename, 'w') as jsonFile:
json.dump(data, jsonFile)
else: # CLI mode
if msg != "":
print(msg)
return romPatcher
except Exception as e:
import traceback
traceback.print_exc(file=sys.stdout)
raise Exception("Error patching {}: ({}: {})".format(outputFilename, type(e).__name__, e))
raise Exception("Error patching: ({}: {})".format(type(e).__name__, e))
#dumpErrorMsg(args.output, msg)
# if stuck == True:

View File

@@ -21,10 +21,23 @@ class IPS_Patch(object):
def toDict(self):
ret = {}
for record in self.records:
if 'rle_count' in record:
ret[record['address']] = [int.from_bytes(record['data'],'little')]*record['rle_count']
if record['address'] in ret.keys():
if 'rle_count' in record:
if len(ret[record['address']]) > record['rle_count']:
ret[record['address']][:record['rle_count']] = [int.from_bytes(record['data'],'little')]*record['rle_count']
else:
ret[record['address']] = [int.from_bytes(record['data'],'little')]*record['rle_count']
else:
size = len(record['data'])
if len(ret[record['address']]) > size:
ret[record['address']][:size] = [int(b) for b in record['data']]
else:
ret[record['address']] = [int(b) for b in record['data']]
else:
ret[record['address']] = [int(b) for b in record['data']]
if 'rle_count' in record:
ret[record['address']] = [int.from_bytes(record['data'],'little')]*record['rle_count']
else:
ret[record['address']] = [int(b) for b in record['data']]
return ret
@staticmethod

View File

@@ -86,7 +86,67 @@ class ROM(object):
self.seek(self.maxAddress + BANK_SIZE - off - 1)
self.writeByte(0xff)
assert (self.maxAddress % BANK_SIZE) == 0
class FakeROM(ROM):
# to have the same code for real ROM and the webservice
def __init__(self, data={}):
super(FakeROM, self).__init__()
self.data = data
self.ipsPatches = []
def write(self, bytes):
for byte in bytes:
self.data[self.address] = byte
self.inc()
def read(self, byteCount):
bytes = []
for i in range(byteCount):
bytes.append(self.data[self.address])
self.inc()
return bytes
def ipsPatch(self, ipsPatches):
self.ipsPatches += ipsPatches
# generate ips from self data
def ips(self):
groupedData = {}
startAddress = -1
prevAddress = -1
curData = []
for address in sorted(self.data):
if address == prevAddress + 1:
curData.append(self.data[address])
prevAddress = address
else:
if len(curData) > 0:
groupedData[startAddress] = curData
startAddress = address
prevAddress = address
curData = [self.data[startAddress]]
if startAddress != -1:
groupedData[startAddress] = curData
return IPS_Patch(groupedData)
# generate final IPS for web patching with first the IPS patches, then written data
def close(self):
self.mergedIPS = IPS_Patch()
for ips in self.ipsPatches:
self.mergedIPS.append(ips)
self.mergedIPS.append(self.ips())
#patchData = mergedIPS.encode()
#self.data = {}
#self.data["ips"] = base64.b64encode(patchData).decode()
#if mergedIPS.truncate_length is not None:
# self.data["truncate_length"] = mergedIPS.truncate_length
#self.data["max_size"] = mergedIPS.max_size
def getPatchDict(self):
return self.mergedIPS.toDict()
class RealROM(ROM):
def __init__(self, name):
super(RealROM, self).__init__()

View File

@@ -7,7 +7,7 @@ from ..utils.doorsmanager import DoorsManager, IndicatorFlag
from ..utils.objectives import Objectives
from ..graph.graph_utils import GraphUtils, getAccessPoint, locIdsByAreaAddresses, graphAreas
from ..logic.logic import Logic
from ..rom.rom import RealROM, snes_to_pc, pc_to_snes
from ..rom.rom import FakeROM, snes_to_pc, pc_to_snes
from ..rom.addresses import Addresses
from ..rom.rom_patches import RomPatches
from ..patches.patchaccess import PatchAccess
@@ -52,10 +52,10 @@ class RomPatcher:
def __init__(self, settings=None, romFileName=None, magic=None, player=0):
self.log = log.get('RomPatcher')
self.settings = settings
self.romFileName = romFileName
#self.romFileName = romFileName
self.patchAccess = PatchAccess()
self.race = None
self.romFile = RealROM(romFileName)
self.romFile = FakeROM()
#if magic is not None:
# from rom.race_mode import RaceModePatcher
# self.race = RaceModePatcher(self, magic)
@@ -312,7 +312,7 @@ class RomPatcher:
self.applyStartAP(self.settings["startLocation"], plms, doors)
self.applyPLMs(plms)
except Exception as e:
raise Exception("Error patching {}. ({})".format(self.romFileName, e))
raise Exception("Error patching. ({})".format(e))
def applyIPSPatch(self, patchName, patchDict=None, ipsDir=None):
if patchDict is None:
@@ -493,6 +493,7 @@ class RomPatcher:
def commitIPS(self):
self.romFile.ipsPatch(self.ipsPatches)
self.ipsPatches = []
def writeSeed(self, seed):
random.seed(seed)

View File

@@ -772,6 +772,7 @@ if 'unittest' in sys.modules.keys() or 'pytest' in sys.modules.keys():
class Mods(OptionSet):
"""List of mods that will be included in the shuffling."""
visibility = Visibility.all & ~Visibility.simple_ui
internal_name = "mods"
display_name = "Mods"
valid_keys = {ModNames.deepwoods, ModNames.tractor, ModNames.big_backpack,

View File

@@ -1,6 +1,5 @@
from __future__ import annotations
import logging
import itertools
from typing import List, Dict, Any, cast
@@ -10,13 +9,11 @@ from . import items
from . import locations
from . import creatures
from . import options
from .items import item_table, group_items, items_by_type, ItemType
from .items import item_table, group_items
from .rules import set_rules
logger = logging.getLogger("Subnautica")
class SubnaticaWeb(WebWorld):
class SubnauticaWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Subnautica randomizer connected to an Archipelago Multiworld",
@@ -38,7 +35,7 @@ class SubnauticaWorld(World):
You must find a cure for yourself, build an escape rocket, and leave the planet.
"""
game = "Subnautica"
web = SubnaticaWeb()
web = SubnauticaWeb()
item_name_to_id = {data.name: item_id for item_id, data in items.item_table.items()}
location_name_to_id = all_locations

View File

@@ -90,6 +90,10 @@ class TunicWorld(World):
item_link_locations: Dict[int, Dict[str, List[Tuple[int, str]]]] = {}
player_item_link_locations: Dict[str, List[Location]]
using_ut: bool # so we can check if we're using UT only once
passthrough: Dict[str, Any]
ut_can_gen_without_yaml = True # class var that tells it to ignore the player yaml
def generate_early(self) -> None:
if self.options.logic_rules >= LogicRules.option_no_major_glitches:
self.options.laurels_zips.value = LaurelsZips.option_true
@@ -113,23 +117,28 @@ class TunicWorld(World):
# Universal tracker stuff, shouldn't do anything in standard gen
if hasattr(self.multiworld, "re_gen_passthrough"):
if "TUNIC" in self.multiworld.re_gen_passthrough:
passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.options.start_with_sword.value = passthrough["start_with_sword"]
self.options.keys_behind_bosses.value = passthrough["keys_behind_bosses"]
self.options.sword_progression.value = passthrough["sword_progression"]
self.options.ability_shuffling.value = passthrough["ability_shuffling"]
self.options.laurels_zips.value = passthrough["laurels_zips"]
self.options.ice_grappling.value = passthrough["ice_grappling"]
self.options.ladder_storage.value = passthrough["ladder_storage"]
self.options.ladder_storage_without_items = passthrough["ladder_storage_without_items"]
self.options.lanternless.value = passthrough["lanternless"]
self.options.maskless.value = passthrough["maskless"]
self.options.hexagon_quest.value = passthrough["hexagon_quest"]
self.options.entrance_rando.value = passthrough["entrance_rando"]
self.options.shuffle_ladders.value = passthrough["shuffle_ladders"]
self.using_ut = True
self.passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.options.start_with_sword.value = self.passthrough["start_with_sword"]
self.options.keys_behind_bosses.value = self.passthrough["keys_behind_bosses"]
self.options.sword_progression.value = self.passthrough["sword_progression"]
self.options.ability_shuffling.value = self.passthrough["ability_shuffling"]
self.options.laurels_zips.value = self.passthrough["laurels_zips"]
self.options.ice_grappling.value = self.passthrough["ice_grappling"]
self.options.ladder_storage.value = self.passthrough["ladder_storage"]
self.options.ladder_storage_without_items = self.passthrough["ladder_storage_without_items"]
self.options.lanternless.value = self.passthrough["lanternless"]
self.options.maskless.value = self.passthrough["maskless"]
self.options.hexagon_quest.value = self.passthrough["hexagon_quest"]
self.options.entrance_rando.value = self.passthrough["entrance_rando"]
self.options.shuffle_ladders.value = self.passthrough["shuffle_ladders"]
self.options.fixed_shop.value = self.options.fixed_shop.option_false
self.options.laurels_location.value = self.options.laurels_location.option_anywhere
self.options.combat_logic.value = passthrough["combat_logic"]
self.options.combat_logic.value = self.passthrough["combat_logic"]
else:
self.using_ut = False
else:
self.using_ut = False
@classmethod
def stage_generate_early(cls, multiworld: MultiWorld) -> None:
@@ -284,12 +293,14 @@ class TunicWorld(World):
remove_filler(items_to_create[gold_hexagon])
for hero_relic in item_name_groups["Hero Relics"]:
# Sort for deterministic order
for hero_relic in sorted(item_name_groups["Hero Relics"]):
tunic_items.append(self.create_item(hero_relic, ItemClassification.useful))
items_to_create[hero_relic] = 0
if not self.options.ability_shuffling:
for page in item_name_groups["Abilities"]:
# Sort for deterministic order
for page in sorted(item_name_groups["Abilities"]):
if items_to_create[page] > 0:
tunic_items.append(self.create_item(page, ItemClassification.useful))
items_to_create[page] = 0
@@ -329,12 +340,10 @@ class TunicWorld(World):
self.ability_unlocks = randomize_ability_unlocks(self.random, self.options)
# stuff for universal tracker support, can be ignored for standard gen
if hasattr(self.multiworld, "re_gen_passthrough"):
if "TUNIC" in self.multiworld.re_gen_passthrough:
passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.ability_unlocks["Pages 24-25 (Prayer)"] = passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = passthrough["Hexagon Quest Icebolt"]
if self.using_ut:
self.ability_unlocks["Pages 24-25 (Prayer)"] = self.passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = self.passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = self.passthrough["Hexagon Quest Icebolt"]
# Ladders and Combat Logic uses ER rules with vanilla connections for easier maintenance
if self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic:

View File

@@ -1675,7 +1675,7 @@ def set_er_location_rules(world: "TunicWorld") -> None:
# Beneath the Vault
set_rule(world.get_location("Beneath the Fortress - Bridge"),
lambda state: has_melee(state, player) or state.has_any({laurels, fire_wand}, player))
lambda state: has_melee(state, player) or state.has_any((laurels, fire_wand, ice_dagger, gun), player))
# Quarry
set_rule(world.get_location("Quarry - [Central] Above Ladder Dash Chest"),

View File

@@ -177,7 +177,7 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
logic_tricks: Tuple[bool, int, int] = (laurels_zips, ice_grappling, ladder_storage)
# marking that you don't immediately have laurels
if laurels_location == "10_fairies" and not hasattr(world.multiworld, "re_gen_passthrough"):
if laurels_location == "10_fairies" and not world.using_ut:
has_laurels = False
shop_count = 6
@@ -191,9 +191,8 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
break
# If using Universal Tracker, restore portal_map. Could be cleaner, but it does not matter for UT even a little bit
if hasattr(world.multiworld, "re_gen_passthrough"):
if "TUNIC" in world.multiworld.re_gen_passthrough:
portal_map = portal_mapping.copy()
if world.using_ut:
portal_map = portal_mapping.copy()
# create separate lists for dead ends and non-dead ends
for portal in portal_map:
@@ -232,25 +231,24 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
plando_connections = world.seed_groups[world.options.entrance_rando.value]["plando"]
# universal tracker support stuff, don't need to care about region dependency
if hasattr(world.multiworld, "re_gen_passthrough"):
if "TUNIC" in world.multiworld.re_gen_passthrough:
plando_connections.clear()
# universal tracker stuff, won't do anything in normal gen
for portal1, portal2 in world.multiworld.re_gen_passthrough["TUNIC"]["Entrance Rando"].items():
portal_name1 = ""
portal_name2 = ""
if world.using_ut:
plando_connections.clear()
# universal tracker stuff, won't do anything in normal gen
for portal1, portal2 in world.passthrough["Entrance Rando"].items():
portal_name1 = ""
portal_name2 = ""
for portal in portal_mapping:
if portal.scene_destination() == portal1:
portal_name1 = portal.name
# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
if portal.scene_destination() == portal2:
portal_name2 = portal.name
# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
# shops have special handling
if not portal_name2 and portal2 == "Shop, Previous Region_":
portal_name2 = "Shop Portal"
plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
for portal in portal_mapping:
if portal.scene_destination() == portal1:
portal_name1 = portal.name
# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
if portal.scene_destination() == portal2:
portal_name2 = portal.name
# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
# shops have special handling
if not portal_name2 and portal2 == "Shop, Previous Region_":
portal_name2 = "Shop Portal"
plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
non_dead_end_regions = set()
for region_name, region_info in world.er_regions.items():
@@ -362,7 +360,7 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
# if we have plando connections, our connected regions may change somewhat
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
if fixed_shop and not hasattr(world.multiworld, "re_gen_passthrough"):
if fixed_shop and not world.using_ut:
portal1 = None
for portal in two_plus:
if portal.scene_destination() == "Overworld Redux, Windmill_":
@@ -392,7 +390,7 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
fail_count = 0
while len(connected_regions) < len(non_dead_end_regions):
# if this is universal tracker, just break immediately and move on
if hasattr(world.multiworld, "re_gen_passthrough"):
if world.using_ut:
break
# if the connected regions length stays unchanged for too long, it's stuck in a loop
# should, hopefully, only ever occur if someone plandos connections poorly
@@ -445,9 +443,8 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
random_object.shuffle(two_plus)
# for universal tracker, we want to skip shop gen
if hasattr(world.multiworld, "re_gen_passthrough"):
if "TUNIC" in world.multiworld.re_gen_passthrough:
shop_count = 0
if world.using_ut:
shop_count = 0
for i in range(shop_count):
portal1 = two_plus.pop()
@@ -462,7 +459,7 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
# connect dead ends to random non-dead ends
# none of the key events are in dead ends, so we don't need to do gate_before_switch
while len(dead_ends) > 0:
if hasattr(world.multiworld, "re_gen_passthrough"):
if world.using_ut:
break
portal1 = two_plus.pop()
portal2 = dead_ends.pop()
@@ -470,7 +467,7 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
# then randomly connect the remaining portals to each other
# every region is accessible, so gate_before_switch is not necessary
while len(two_plus) > 1:
if hasattr(world.multiworld, "re_gen_passthrough"):
if world.using_ut:
break
portal1 = two_plus.pop()
portal2 = two_plus.pop()

View File

@@ -323,7 +323,7 @@ def set_location_rules(world: "TunicWorld") -> None:
# Beneath the Vault
set_rule(world.get_location("Beneath the Fortress - Bridge"),
lambda state: has_melee(state, player) or state.has_any({laurels, fire_wand}, player))
lambda state: has_melee(state, player) or state.has_any((laurels, fire_wand, ice_dagger, gun), player))
set_rule(world.get_location("Beneath the Fortress - Obscured Behind Waterfall"),
lambda state: has_melee(state, player) and has_lantern(state, world))

View File

@@ -106,6 +106,7 @@ class StaticWitnessLogicObj:
"entityType": location_id,
"locationType": None,
"area": current_area,
"order": len(self.ENTITIES_BY_HEX),
}
self.ENTITIES_BY_NAME[self.ENTITIES_BY_HEX[entity_hex]["checkName"]] = self.ENTITIES_BY_HEX[entity_hex]
@@ -186,6 +187,7 @@ class StaticWitnessLogicObj:
"entityType": entity_type,
"locationType": location_type,
"area": current_area,
"order": len(self.ENTITIES_BY_HEX),
}
self.ENTITY_ID_TO_NAME[entity_hex] = full_entity_name

View File

@@ -114,7 +114,7 @@ class WitnessPlayerRegions:
if k not in player_logic.UNREACHABLE_REGIONS
}
event_locations_per_region = defaultdict(list)
event_locations_per_region = defaultdict(dict)
for event_location, event_item_and_entity in player_logic.EVENT_ITEM_PAIRS.items():
region = static_witness_logic.ENTITIES_BY_HEX[event_item_and_entity[1]]["region"]
@@ -122,20 +122,33 @@ class WitnessPlayerRegions:
region_name = "Entry"
else:
region_name = region["name"]
event_locations_per_region[region_name].append(event_location)
order = self.reference_logic.ENTITIES_BY_HEX[event_item_and_entity[1]]["order"]
event_locations_per_region[region_name][event_location] = order
for region_name, region in regions_to_create.items():
locations_for_this_region = [
self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["entities"]
if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"]
in self.player_locations.CHECK_LOCATION_TABLE
location_entities_for_this_region = [
self.reference_logic.ENTITIES_BY_HEX[entity] for entity in region["entities"]
]
locations_for_this_region = {
entity["checkName"]: entity["order"] for entity in location_entities_for_this_region
if entity["checkName"] in self.player_locations.CHECK_LOCATION_TABLE
}
locations_for_this_region += event_locations_per_region[region_name]
events = event_locations_per_region[region_name]
locations_for_this_region.update(events)
# First, sort by keys.
locations_for_this_region = dict(sorted(locations_for_this_region.items()))
# Then, sort by game order (values)
locations_for_this_region = dict(sorted(
locations_for_this_region.items(),
key=lambda location_name_and_order: location_name_and_order[1]
))
all_locations = all_locations | set(locations_for_this_region)
new_region = create_region(world, region_name, self.player_locations, locations_for_this_region)
new_region = create_region(world, region_name, self.player_locations, list(locations_for_this_region))
regions_by_name[region_name] = new_region

View File

@@ -176,7 +176,7 @@ class ZorkGrandInquisitorWorld(World):
if start_with_hotspot_items:
item: ZorkGrandInquisitorItems
for item in items_with_tag(ZorkGrandInquisitorTags.HOTSPOT):
for item in sorted(items_with_tag(ZorkGrandInquisitorTags.HOTSPOT), key=lambda item: item.name):
self.multiworld.push_precollected(self.create_item(item.value))
def create_item(self, name: str) -> ZorkGrandInquisitorItem: