forked from mirror/Archipelago
Merge branch 'sc2wol' of https://github.com/Magnemania/Archipelago into sc2wol
This commit is contained in:
17
.github/workflows/build.yml
vendored
17
.github/workflows/build.yml
vendored
@@ -4,6 +4,11 @@ name: Build
|
||||
|
||||
on: workflow_dispatch
|
||||
|
||||
env:
|
||||
SNI_VERSION: v0.0.84
|
||||
ENEMIZER_VERSION: 7.1
|
||||
APPIMAGETOOL_VERSION: 13
|
||||
|
||||
jobs:
|
||||
# build-release-macos: # LF volunteer
|
||||
|
||||
@@ -17,9 +22,9 @@ jobs:
|
||||
python-version: '3.8'
|
||||
- name: Download run-time dependencies
|
||||
run: |
|
||||
Invoke-WebRequest -Uri https://github.com/alttpo/sni/releases/download/v0.0.82/sni-v0.0.82-windows-amd64.zip -OutFile sni.zip
|
||||
Invoke-WebRequest -Uri https://github.com/alttpo/sni/releases/download/${Env:SNI_VERSION}/sni-${Env:SNI_VERSION}-windows-amd64.zip -OutFile sni.zip
|
||||
Expand-Archive -Path sni.zip -DestinationPath SNI -Force
|
||||
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/7.0.1/win-x64.zip -OutFile enemizer.zip
|
||||
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
|
||||
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
|
||||
- name: Build
|
||||
run: |
|
||||
@@ -43,6 +48,7 @@ jobs:
|
||||
build-ubuntu1804:
|
||||
runs-on: ubuntu-18.04
|
||||
steps:
|
||||
# - copy code below to release.yml -
|
||||
- uses: actions/checkout@v2
|
||||
- name: Install base dependencies
|
||||
run: |
|
||||
@@ -56,18 +62,18 @@ jobs:
|
||||
- name: Install build-time dependencies
|
||||
run: |
|
||||
echo "PYTHON=python3.9" >> $GITHUB_ENV
|
||||
wget -nv https://github.com/AppImage/AppImageKit/releases/download/13/appimagetool-x86_64.AppImage
|
||||
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
|
||||
chmod a+rx appimagetool-x86_64.AppImage
|
||||
./appimagetool-x86_64.AppImage --appimage-extract
|
||||
echo -e '#/bin/sh\n./squashfs-root/AppRun "$@"' > appimagetool
|
||||
chmod a+rx appimagetool
|
||||
- name: Download run-time dependencies
|
||||
run: |
|
||||
wget -nv https://github.com/alttpo/sni/releases/download/v0.0.82/sni-v0.0.82-manylinux2014-amd64.tar.xz
|
||||
wget -nv https://github.com/alttpo/sni/releases/download/$SNI_VERSION/sni-$SNI_VERSION-manylinux2014-amd64.tar.xz
|
||||
tar xf sni-*.tar.xz
|
||||
rm sni-*.tar.xz
|
||||
mv sni-* SNI
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/7.0.1/ubuntu.16.04-x64.7z
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/$ENEMIZER_VERSION/ubuntu.16.04-x64.7z
|
||||
7za x -oEnemizerCLI/ ubuntu.16.04-x64.7z
|
||||
- name: Build
|
||||
run: |
|
||||
@@ -84,6 +90,7 @@ jobs:
|
||||
(cd build && DIR_NAME="`ls | grep exe`" && mv "$DIR_NAME" Archipelago && tar -czvf ../dist/$TAR_NAME Archipelago && mv Archipelago "$DIR_NAME")
|
||||
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
|
||||
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
|
||||
# - copy code above to release.yml -
|
||||
- name: Store AppImage
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
|
||||
14
.github/workflows/release.yml
vendored
14
.github/workflows/release.yml
vendored
@@ -7,6 +7,11 @@ on:
|
||||
tags:
|
||||
- '*.*.*'
|
||||
|
||||
env:
|
||||
SNI_VERSION: v0.0.84
|
||||
ENEMIZER_VERSION: 7.1
|
||||
APPIMAGETOOL_VERSION: 13
|
||||
|
||||
jobs:
|
||||
create-release:
|
||||
runs-on: ubuntu-latest
|
||||
@@ -44,22 +49,23 @@ jobs:
|
||||
- name: Install build-time dependencies
|
||||
run: |
|
||||
echo "PYTHON=python3.9" >> $GITHUB_ENV
|
||||
wget -nv https://github.com/AppImage/AppImageKit/releases/download/13/appimagetool-x86_64.AppImage
|
||||
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
|
||||
chmod a+rx appimagetool-x86_64.AppImage
|
||||
./appimagetool-x86_64.AppImage --appimage-extract
|
||||
echo -e '#/bin/sh\n./squashfs-root/AppRun "$@"' > appimagetool
|
||||
chmod a+rx appimagetool
|
||||
- name: Download run-time dependencies
|
||||
run: |
|
||||
wget -nv https://github.com/alttpo/sni/releases/download/v0.0.82/sni-v0.0.82-manylinux2014-amd64.tar.xz
|
||||
wget -nv https://github.com/alttpo/sni/releases/download/$SNI_VERSION/sni-$SNI_VERSION-manylinux2014-amd64.tar.xz
|
||||
tar xf sni-*.tar.xz
|
||||
rm sni-*.tar.xz
|
||||
mv sni-* SNI
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/7.0.1/ubuntu.16.04-x64.7z
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/$ENEMIZER_VERSION/ubuntu.16.04-x64.7z
|
||||
7za x -oEnemizerCLI/ ubuntu.16.04-x64.7z
|
||||
- name: Build
|
||||
run: |
|
||||
"${{ env.PYTHON }}" -m pip install --upgrade pip setuptools virtualenv PyGObject # pygobject should probably move to requirements
|
||||
# pygobject is an optional dependency for kivy that's not in requirements
|
||||
"${{ env.PYTHON }}" -m pip install --upgrade pip virtualenv PyGObject setuptools
|
||||
"${{ env.PYTHON }}" -m venv venv
|
||||
source venv/bin/activate
|
||||
pip install -r requirements.txt
|
||||
|
||||
@@ -955,6 +955,13 @@ class Region:
|
||||
return True
|
||||
return False
|
||||
|
||||
def get_connecting_entrance(self, is_main_entrance: typing.Callable[[Entrance], bool]) -> Entrance:
|
||||
for entrance in self.entrances:
|
||||
if is_main_entrance(entrance):
|
||||
return entrance
|
||||
for entrance in self.entrances: # BFS might be better here, trying DFS for now.
|
||||
return entrance.parent_region.get_connecting_entrance(is_main_entrance)
|
||||
|
||||
def __repr__(self):
|
||||
return self.__str__()
|
||||
|
||||
@@ -1422,7 +1429,6 @@ class Spoiler():
|
||||
"f" in self.world.shop_shuffle[player]))
|
||||
outfile.write('Custom Potion Shop: %s\n' %
|
||||
bool_to_text("w" in self.world.shop_shuffle[player]))
|
||||
outfile.write('Boss shuffle: %s\n' % self.world.boss_shuffle[player])
|
||||
outfile.write('Enemy health: %s\n' % self.world.enemy_health[player])
|
||||
outfile.write('Enemy damage: %s\n' % self.world.enemy_damage[player])
|
||||
outfile.write('Prize shuffle %s\n' %
|
||||
|
||||
@@ -5,6 +5,7 @@ import urllib.parse
|
||||
import sys
|
||||
import typing
|
||||
import time
|
||||
import functools
|
||||
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update()
|
||||
@@ -17,7 +18,8 @@ if __name__ == "__main__":
|
||||
Utils.init_logging("TextClient", exception_logger="Client")
|
||||
|
||||
from MultiServer import CommandProcessor
|
||||
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission, NetworkSlot
|
||||
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, \
|
||||
ClientStatus, Permission, NetworkSlot, RawJSONtoTextParser
|
||||
from Utils import Version, stream_input
|
||||
from worlds import network_data_package, AutoWorldRegister
|
||||
import os
|
||||
@@ -204,6 +206,10 @@ class CommonContext:
|
||||
# execution
|
||||
self.keep_alive_task = asyncio.create_task(keep_alive(self), name="Bouncy")
|
||||
|
||||
@functools.cached_property
|
||||
def raw_text_parser(self) -> RawJSONtoTextParser:
|
||||
return RawJSONtoTextParser(self)
|
||||
|
||||
@property
|
||||
def total_locations(self) -> typing.Optional[int]:
|
||||
"""Will return None until connected."""
|
||||
|
||||
53
FF1Client.py
53
FF1Client.py
@@ -1,4 +1,5 @@
|
||||
import asyncio
|
||||
import copy
|
||||
import json
|
||||
import time
|
||||
from asyncio import StreamReader, StreamWriter
|
||||
@@ -6,7 +7,7 @@ from typing import List
|
||||
|
||||
|
||||
import Utils
|
||||
from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, ClientCommandProcessor, logger, \
|
||||
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
|
||||
get_base_parser
|
||||
|
||||
SYSTEM_MESSAGE_ID = 0
|
||||
@@ -64,7 +65,7 @@ class FF1Context(CommonContext):
|
||||
|
||||
def _set_message(self, msg: str, msg_id: int):
|
||||
if DISPLAY_MSGS:
|
||||
self.messages[(time.time(), msg_id)] = msg
|
||||
self.messages[time.time(), msg_id] = msg
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
if cmd == 'Connected':
|
||||
@@ -73,32 +74,28 @@ class FF1Context(CommonContext):
|
||||
msg = args['text']
|
||||
if ': !' not in msg:
|
||||
self._set_message(msg, SYSTEM_MESSAGE_ID)
|
||||
elif cmd == "ReceivedItems":
|
||||
msg = f"Received {', '.join([self.item_names[item.item] for item in args['items']])}"
|
||||
self._set_message(msg, SYSTEM_MESSAGE_ID)
|
||||
elif cmd == 'PrintJSON':
|
||||
print_type = args['type']
|
||||
item = args['item']
|
||||
receiving_player_id = args['receiving']
|
||||
receiving_player_name = self.player_names[receiving_player_id]
|
||||
sending_player_id = item.player
|
||||
sending_player_name = self.player_names[item.player]
|
||||
if print_type == 'Hint':
|
||||
msg = f"Hint: Your {self.item_names[item.item]} is at" \
|
||||
f" {self.player_names[item.player]}'s {self.location_names[item.location]}"
|
||||
self._set_message(msg, item.item)
|
||||
elif print_type == 'ItemSend' and receiving_player_id != self.slot:
|
||||
if sending_player_id == self.slot:
|
||||
if receiving_player_id == self.slot:
|
||||
msg = f"You found your own {self.item_names[item.item]}"
|
||||
else:
|
||||
msg = f"You sent {self.item_names[item.item]} to {receiving_player_name}"
|
||||
else:
|
||||
if receiving_player_id == sending_player_id:
|
||||
msg = f"{sending_player_name} found their {self.item_names[item.item]}"
|
||||
else:
|
||||
msg = f"{sending_player_name} sent {self.item_names[item.item]} to " \
|
||||
f"{receiving_player_name}"
|
||||
|
||||
def on_print_json(self, args: dict):
|
||||
if self.ui:
|
||||
self.ui.print_json(copy.deepcopy(args["data"]))
|
||||
else:
|
||||
text = self.jsontotextparser(copy.deepcopy(args["data"]))
|
||||
logger.info(text)
|
||||
relevant = args.get("type", None) in {"Hint", "ItemSend"}
|
||||
if relevant:
|
||||
item = args["item"]
|
||||
# goes to this world
|
||||
if self.slot_concerns_self(args["receiving"]):
|
||||
relevant = True
|
||||
# found in this world
|
||||
elif self.slot_concerns_self(item.player):
|
||||
relevant = True
|
||||
# not related
|
||||
else:
|
||||
relevant = False
|
||||
if relevant:
|
||||
item = args["item"]
|
||||
msg = self.raw_text_parser(copy.deepcopy(args["data"]))
|
||||
self._set_message(msg, item.item)
|
||||
|
||||
def run_gui(self):
|
||||
|
||||
150
Fill.py
150
Fill.py
@@ -136,33 +136,98 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
|
||||
itempool.extend(unplaced_items)
|
||||
|
||||
|
||||
def remaining_fill(world: MultiWorld,
|
||||
locations: typing.List[Location],
|
||||
itempool: typing.List[Item]) -> None:
|
||||
unplaced_items: typing.List[Item] = []
|
||||
placements: typing.List[Location] = []
|
||||
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
|
||||
while locations and itempool:
|
||||
item_to_place = itempool.pop()
|
||||
spot_to_fill: typing.Optional[Location] = None
|
||||
|
||||
for i, location in enumerate(locations):
|
||||
if location.item_rule(item_to_place):
|
||||
# popping by index is faster than removing by content,
|
||||
spot_to_fill = locations.pop(i)
|
||||
# skipping a scan for the element
|
||||
break
|
||||
|
||||
else:
|
||||
# we filled all reachable spots.
|
||||
# try swapping this item with previously placed items
|
||||
|
||||
for (i, location) in enumerate(placements):
|
||||
placed_item = location.item
|
||||
# Unplaceable items can sometimes be swapped infinitely. Limit the
|
||||
# number of times we will swap an individual item to prevent this
|
||||
|
||||
if swapped_items[placed_item.player,
|
||||
placed_item.name] > 1:
|
||||
continue
|
||||
|
||||
location.item = None
|
||||
placed_item.location = None
|
||||
if location.item_rule(item_to_place):
|
||||
# Add this item to the existing placement, and
|
||||
# add the old item to the back of the queue
|
||||
spot_to_fill = placements.pop(i)
|
||||
|
||||
swapped_items[placed_item.player,
|
||||
placed_item.name] += 1
|
||||
|
||||
itempool.append(placed_item)
|
||||
|
||||
break
|
||||
|
||||
# Item can't be placed here, restore original item
|
||||
location.item = placed_item
|
||||
placed_item.location = location
|
||||
|
||||
if spot_to_fill is None:
|
||||
# Can't place this item, move on to the next
|
||||
unplaced_items.append(item_to_place)
|
||||
continue
|
||||
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
placements.append(spot_to_fill)
|
||||
|
||||
if unplaced_items and locations:
|
||||
# There are leftover unplaceable items and locations that won't accept them
|
||||
raise FillError(f'No more spots to place {unplaced_items}, locations {locations} are invalid. '
|
||||
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
|
||||
|
||||
itempool.extend(unplaced_items)
|
||||
|
||||
|
||||
def fast_fill(world: MultiWorld,
|
||||
item_pool: typing.List[Item],
|
||||
fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
|
||||
placing = min(len(item_pool), len(fill_locations))
|
||||
for item, location in zip(item_pool, fill_locations):
|
||||
world.push_item(location, item, False)
|
||||
return item_pool[placing:], fill_locations[placing:]
|
||||
|
||||
|
||||
def distribute_items_restrictive(world: MultiWorld) -> None:
|
||||
fill_locations = sorted(world.get_unfilled_locations())
|
||||
world.random.shuffle(fill_locations)
|
||||
|
||||
# get items to distribute
|
||||
itempool = sorted(world.itempool)
|
||||
world.random.shuffle(itempool)
|
||||
progitempool: typing.List[Item] = []
|
||||
nonexcludeditempool: typing.List[Item] = []
|
||||
localrestitempool: typing.Dict[int, typing.List[Item]] = {player: [] for player in range(1, world.players + 1)}
|
||||
nonlocalrestitempool: typing.List[Item] = []
|
||||
restitempool: typing.List[Item] = []
|
||||
usefulitempool: typing.List[Item] = []
|
||||
filleritempool: typing.List[Item] = []
|
||||
|
||||
for item in itempool:
|
||||
if item.advancement:
|
||||
progitempool.append(item)
|
||||
elif item.useful: # this only gets nonprogression items which should not appear in excluded locations
|
||||
nonexcludeditempool.append(item)
|
||||
elif item.name in world.local_items[item.player].value:
|
||||
localrestitempool[item.player].append(item)
|
||||
elif item.name in world.non_local_items[item.player].value:
|
||||
nonlocalrestitempool.append(item)
|
||||
elif item.useful:
|
||||
usefulitempool.append(item)
|
||||
else:
|
||||
restitempool.append(item)
|
||||
filleritempool.append(item)
|
||||
|
||||
call_all(world, "fill_hook", progitempool, nonexcludeditempool,
|
||||
localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
|
||||
call_all(world, "fill_hook", progitempool, usefulitempool, filleritempool, fill_locations)
|
||||
|
||||
locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
|
||||
loc_type: [] for loc_type in LocationProgressType}
|
||||
@@ -184,50 +249,16 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
|
||||
raise FillError(
|
||||
f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
|
||||
|
||||
if nonexcludeditempool:
|
||||
world.random.shuffle(defaultlocations)
|
||||
# needs logical fill to not conflict with local items
|
||||
fill_restrictive(
|
||||
world, world.state, defaultlocations, nonexcludeditempool)
|
||||
if nonexcludeditempool:
|
||||
raise FillError(
|
||||
f'Not enough locations for non-excluded items. There are {len(nonexcludeditempool)} more items than locations')
|
||||
remaining_fill(world, excludedlocations, filleritempool)
|
||||
if excludedlocations:
|
||||
raise FillError(
|
||||
f"Not enough filler items for excluded locations. There are {len(excludedlocations)} more locations than items")
|
||||
|
||||
defaultlocations = defaultlocations + excludedlocations
|
||||
world.random.shuffle(defaultlocations)
|
||||
restitempool = usefulitempool + filleritempool
|
||||
|
||||
if any(localrestitempool.values()): # we need to make sure some fills are limited to certain worlds
|
||||
local_locations: typing.Dict[int, typing.List[Location]] = {player: [] for player in world.player_ids}
|
||||
for location in defaultlocations:
|
||||
local_locations[location.player].append(location)
|
||||
for player_locations in local_locations.values():
|
||||
world.random.shuffle(player_locations)
|
||||
remaining_fill(world, defaultlocations, restitempool)
|
||||
|
||||
for player, items in localrestitempool.items(): # items already shuffled
|
||||
player_local_locations = local_locations[player]
|
||||
for item_to_place in items:
|
||||
if not player_local_locations:
|
||||
logging.warning(f"Ran out of local locations for player {player}, "
|
||||
f"cannot place {item_to_place}.")
|
||||
break
|
||||
spot_to_fill = player_local_locations.pop()
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
defaultlocations.remove(spot_to_fill)
|
||||
|
||||
for item_to_place in nonlocalrestitempool:
|
||||
for i, location in enumerate(defaultlocations):
|
||||
if location.player != item_to_place.player:
|
||||
world.push_item(defaultlocations.pop(i), item_to_place, False)
|
||||
break
|
||||
else:
|
||||
raise Exception(f"Could not place non_local_item {item_to_place} among {defaultlocations}. "
|
||||
f"Too many non-local items for too few remaining locations.")
|
||||
|
||||
world.random.shuffle(defaultlocations)
|
||||
|
||||
restitempool, defaultlocations = fast_fill(
|
||||
world, restitempool, defaultlocations)
|
||||
unplaced = progitempool + restitempool
|
||||
unplaced = restitempool
|
||||
unfilled = defaultlocations
|
||||
|
||||
if unplaced or unfilled:
|
||||
@@ -241,15 +272,6 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
|
||||
logging.info(f'Per-Player counts: {print_data})')
|
||||
|
||||
|
||||
def fast_fill(world: MultiWorld,
|
||||
item_pool: typing.List[Item],
|
||||
fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
|
||||
placing = min(len(item_pool), len(fill_locations))
|
||||
for item, location in zip(item_pool, fill_locations):
|
||||
world.push_item(location, item, False)
|
||||
return item_pool[placing:], fill_locations[placing:]
|
||||
|
||||
|
||||
def flood_items(world: MultiWorld) -> None:
|
||||
# get items to distribute
|
||||
world.random.shuffle(world.itempool)
|
||||
|
||||
62
Generate.py
62
Generate.py
@@ -23,7 +23,6 @@ from worlds.alttp.EntranceRandomizer import parse_arguments
|
||||
from Main import main as ERmain
|
||||
from BaseClasses import seeddigits, get_seed
|
||||
import Options
|
||||
from worlds.alttp import Bosses
|
||||
from worlds.alttp.Text import TextTable
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
import copy
|
||||
@@ -337,19 +336,6 @@ def prefer_int(input_data: str) -> Union[str, int]:
|
||||
return input_data
|
||||
|
||||
|
||||
available_boss_names: Set[str] = {boss.lower() for boss in Bosses.boss_table if boss not in
|
||||
{'Agahnim', 'Agahnim2', 'Ganon'}}
|
||||
available_boss_locations: Set[str] = {f"{loc.lower()}{f' {level}' if level else ''}" for loc, level in
|
||||
Bosses.boss_location_table}
|
||||
|
||||
boss_shuffle_options = {None: 'none',
|
||||
'none': 'none',
|
||||
'basic': 'basic',
|
||||
'full': 'full',
|
||||
'chaos': 'chaos',
|
||||
'singularity': 'singularity'
|
||||
}
|
||||
|
||||
goals = {
|
||||
'ganon': 'ganon',
|
||||
'crystals': 'crystals',
|
||||
@@ -456,42 +442,7 @@ def roll_triggers(weights: dict, triggers: list) -> dict:
|
||||
return weights
|
||||
|
||||
|
||||
def get_plando_bosses(boss_shuffle: str, plando_options: Set[str]) -> str:
|
||||
if boss_shuffle in boss_shuffle_options:
|
||||
return boss_shuffle_options[boss_shuffle]
|
||||
elif PlandoSettings.bosses in plando_options:
|
||||
options = boss_shuffle.lower().split(";")
|
||||
remainder_shuffle = "none" # vanilla
|
||||
bosses = []
|
||||
for boss in options:
|
||||
if boss in boss_shuffle_options:
|
||||
remainder_shuffle = boss_shuffle_options[boss]
|
||||
elif "-" in boss:
|
||||
loc, boss_name = boss.split("-")
|
||||
if boss_name not in available_boss_names:
|
||||
raise ValueError(f"Unknown Boss name {boss_name}")
|
||||
if loc not in available_boss_locations:
|
||||
raise ValueError(f"Unknown Boss Location {loc}")
|
||||
level = ''
|
||||
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
|
||||
# split off level
|
||||
loc = loc.split(" ")
|
||||
level = f" {loc[-1]}"
|
||||
loc = " ".join(loc[:-1])
|
||||
loc = loc.title().replace("Of", "of")
|
||||
if not Bosses.can_place_boss(boss_name.title(), loc, level):
|
||||
raise ValueError(f"Cannot place {boss_name} at {loc}{level}")
|
||||
bosses.append(boss)
|
||||
elif boss not in available_boss_names:
|
||||
raise ValueError(f"Unknown Boss name or Boss shuffle option {boss}.")
|
||||
else:
|
||||
bosses.append(boss)
|
||||
return ";".join(bosses + [remainder_shuffle])
|
||||
else:
|
||||
raise Exception(f"Boss Shuffle {boss_shuffle} is unknown and boss plando is turned off.")
|
||||
|
||||
|
||||
def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str, option: type(Options.Option)):
|
||||
def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str, option: type(Options.Option), plando_options: PlandoSettings):
|
||||
if option_key in game_weights:
|
||||
try:
|
||||
if not option.supports_weighting:
|
||||
@@ -502,10 +453,9 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
|
||||
except Exception as e:
|
||||
raise Exception(f"Error generating option {option_key} in {ret.game}") from e
|
||||
else:
|
||||
if hasattr(player_option, "verify"):
|
||||
player_option.verify(AutoWorldRegister.world_types[ret.game])
|
||||
player_option.verify(AutoWorldRegister.world_types[ret.game], ret.name, plando_options)
|
||||
else:
|
||||
setattr(ret, option_key, option(option.default))
|
||||
setattr(ret, option_key, option.from_any(option.default)) # call the from_any here to support default "random"
|
||||
|
||||
|
||||
def roll_settings(weights: dict, plando_options: PlandoSettings = PlandoSettings.bosses):
|
||||
@@ -549,11 +499,11 @@ def roll_settings(weights: dict, plando_options: PlandoSettings = PlandoSettings
|
||||
|
||||
if ret.game in AutoWorldRegister.world_types:
|
||||
for option_key, option in world_type.option_definitions.items():
|
||||
handle_option(ret, game_weights, option_key, option)
|
||||
handle_option(ret, game_weights, option_key, option, plando_options)
|
||||
for option_key, option in Options.per_game_common_options.items():
|
||||
# skip setting this option if already set from common_options, defaulting to root option
|
||||
if not (option_key in Options.common_options and option_key not in game_weights):
|
||||
handle_option(ret, game_weights, option_key, option)
|
||||
handle_option(ret, game_weights, option_key, option, plando_options)
|
||||
if PlandoSettings.items in plando_options:
|
||||
ret.plando_items = game_weights.get("plando_items", [])
|
||||
if ret.game == "Minecraft" or ret.game == "Ocarina of Time":
|
||||
@@ -636,8 +586,6 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
|
||||
|
||||
ret.item_functionality = get_choice_legacy('item_functionality', weights)
|
||||
|
||||
boss_shuffle = get_choice_legacy('boss_shuffle', weights)
|
||||
ret.shufflebosses = get_plando_bosses(boss_shuffle, plando_options)
|
||||
|
||||
ret.enemy_damage = {None: 'default',
|
||||
'default': 'default',
|
||||
|
||||
@@ -19,8 +19,9 @@ from os.path import isfile
|
||||
from shutil import which
|
||||
from typing import Iterable, Sequence, Callable, Union, Optional
|
||||
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update()
|
||||
if __name__ == "__main__":
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update()
|
||||
|
||||
from Utils import is_frozen, user_path, local_path, init_logging, open_filename, messagebox, \
|
||||
is_windows, is_macos, is_linux
|
||||
@@ -69,6 +70,7 @@ def browse_files():
|
||||
webbrowser.open(file)
|
||||
|
||||
|
||||
# noinspection PyArgumentList
|
||||
class Type(Enum):
|
||||
TOOL = auto()
|
||||
FUNC = auto() # not a real component
|
||||
|
||||
@@ -83,9 +83,9 @@ def main():
|
||||
parser.add_argument('--ow_palettes', default='default',
|
||||
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
|
||||
'sick'])
|
||||
parser.add_argument('--link_palettes', default='default',
|
||||
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
|
||||
'sick'])
|
||||
# parser.add_argument('--link_palettes', default='default',
|
||||
# choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
|
||||
# 'sick'])
|
||||
parser.add_argument('--shield_palettes', default='default',
|
||||
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
|
||||
'sick'])
|
||||
|
||||
53
Main.py
53
Main.py
@@ -12,7 +12,7 @@ from typing import Dict, Tuple, Optional, Set
|
||||
|
||||
from BaseClasses import MultiWorld, CollectionState, Region, RegionType, LocationProgressType, Location
|
||||
from worlds.alttp.Items import item_name_groups
|
||||
from worlds.alttp.Regions import lookup_vanilla_location_to_entrance
|
||||
from worlds.alttp.Regions import is_main_entrance
|
||||
from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
|
||||
from worlds.alttp.Shops import SHOP_ID_START, total_shop_slots, FillDisabledShopSlots
|
||||
from Utils import output_path, get_options, __version__, version_tuple
|
||||
@@ -249,24 +249,9 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
output_file_futures.append(
|
||||
pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
|
||||
|
||||
def get_entrance_to_region(region: Region):
|
||||
for entrance in region.entrances:
|
||||
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
|
||||
return entrance
|
||||
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
|
||||
return get_entrance_to_region(entrance.parent_region)
|
||||
|
||||
# collect ER hint info
|
||||
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
|
||||
world.shuffle[player] != "vanilla" or world.retro_caves[player]}
|
||||
|
||||
for region in world.regions:
|
||||
if region.player in er_hint_data and region.locations:
|
||||
main_entrance = get_entrance_to_region(region)
|
||||
for location in region.locations:
|
||||
if type(location.address) == int: # skips events and crystals
|
||||
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
|
||||
er_hint_data[region.player][location.address] = main_entrance.name
|
||||
er_hint_data: Dict[int, Dict[int, str]] = {}
|
||||
AutoWorld.call_all(world, 'extend_hint_information', er_hint_data)
|
||||
|
||||
checks_in_area = {player: {area: list() for area in ordered_areas}
|
||||
for player in range(1, world.players + 1)}
|
||||
@@ -276,22 +261,23 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
|
||||
for location in world.get_filled_locations():
|
||||
if type(location.address) is int:
|
||||
main_entrance = get_entrance_to_region(location.parent_region)
|
||||
if location.game != "A Link to the Past":
|
||||
checks_in_area[location.player]["Light World"].append(location.address)
|
||||
elif location.parent_region.dungeon:
|
||||
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
|
||||
'Inverted Ganons Tower': 'Ganons Tower'} \
|
||||
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
|
||||
checks_in_area[location.player][dungeonname].append(location.address)
|
||||
elif location.parent_region.type == RegionType.LightWorld:
|
||||
checks_in_area[location.player]["Light World"].append(location.address)
|
||||
elif location.parent_region.type == RegionType.DarkWorld:
|
||||
checks_in_area[location.player]["Dark World"].append(location.address)
|
||||
elif main_entrance.parent_region.type == RegionType.LightWorld:
|
||||
checks_in_area[location.player]["Light World"].append(location.address)
|
||||
elif main_entrance.parent_region.type == RegionType.DarkWorld:
|
||||
checks_in_area[location.player]["Dark World"].append(location.address)
|
||||
else:
|
||||
main_entrance = location.parent_region.get_connecting_entrance(is_main_entrance)
|
||||
if location.parent_region.dungeon:
|
||||
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
|
||||
'Inverted Ganons Tower': 'Ganons Tower'} \
|
||||
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
|
||||
checks_in_area[location.player][dungeonname].append(location.address)
|
||||
elif location.parent_region.type == RegionType.LightWorld:
|
||||
checks_in_area[location.player]["Light World"].append(location.address)
|
||||
elif location.parent_region.type == RegionType.DarkWorld:
|
||||
checks_in_area[location.player]["Dark World"].append(location.address)
|
||||
elif main_entrance.parent_region.type == RegionType.LightWorld:
|
||||
checks_in_area[location.player]["Light World"].append(location.address)
|
||||
elif main_entrance.parent_region.type == RegionType.DarkWorld:
|
||||
checks_in_area[location.player]["Dark World"].append(location.address)
|
||||
checks_in_area[location.player]["Total"] += 1
|
||||
|
||||
oldmancaves = []
|
||||
@@ -305,7 +291,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
player = region.player
|
||||
location_id = SHOP_ID_START + total_shop_slots + index
|
||||
|
||||
main_entrance = get_entrance_to_region(region)
|
||||
main_entrance = region.get_connecting_entrance(is_main_entrance)
|
||||
if main_entrance.parent_region.type == RegionType.LightWorld:
|
||||
checks_in_area[player]["Light World"].append(location_id)
|
||||
else:
|
||||
@@ -340,7 +326,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
for player, world_precollected in world.precollected_items.items()}
|
||||
precollected_hints = {player: set() for player in range(1, world.players + 1 + len(world.groups))}
|
||||
|
||||
|
||||
for slot in world.player_ids:
|
||||
slot_data[slot] = world.worlds[slot].fill_slot_data()
|
||||
|
||||
|
||||
209
MultiServer.py
209
MultiServer.py
@@ -126,6 +126,7 @@ class Context:
|
||||
location_names: typing.Dict[int, str] = Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})')
|
||||
all_item_and_group_names: typing.Dict[str, typing.Set[str]]
|
||||
forced_auto_forfeits: typing.Dict[str, bool]
|
||||
non_hintable_names: typing.Dict[str, typing.Set[str]]
|
||||
|
||||
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
|
||||
hint_cost: int, item_cheat: bool, forfeit_mode: str = "disabled", collect_mode="disabled",
|
||||
@@ -196,7 +197,7 @@ class Context:
|
||||
self.item_name_groups = {}
|
||||
self.all_item_and_group_names = {}
|
||||
self.forced_auto_forfeits = collections.defaultdict(lambda: False)
|
||||
self.non_hintable_names = {}
|
||||
self.non_hintable_names = collections.defaultdict(frozenset)
|
||||
|
||||
self._load_game_data()
|
||||
self._init_game_data()
|
||||
@@ -221,11 +222,11 @@ class Context:
|
||||
self.all_item_and_group_names[game_name] = \
|
||||
set(game_package["item_name_to_id"]) | set(self.item_name_groups[game_name])
|
||||
|
||||
def item_names_for_game(self, game: str) -> typing.Dict[str, int]:
|
||||
return self.gamespackage[game]["item_name_to_id"]
|
||||
def item_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
|
||||
return self.gamespackage[game]["item_name_to_id"] if game in self.gamespackage else None
|
||||
|
||||
def location_names_for_game(self, game: str) -> typing.Dict[str, int]:
|
||||
return self.gamespackage[game]["location_name_to_id"]
|
||||
def location_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
|
||||
return self.gamespackage[game]["location_name_to_id"] if game in self.gamespackage else None
|
||||
|
||||
# General networking
|
||||
async def send_msgs(self, endpoint: Endpoint, msgs: typing.Iterable[dict]) -> bool:
|
||||
@@ -593,6 +594,7 @@ class Context:
|
||||
forfeit_player(self, client.team, client.slot)
|
||||
elif self.forced_auto_forfeits[self.games[client.slot]]:
|
||||
forfeit_player(self, client.team, client.slot)
|
||||
self.save() # save goal completion flag
|
||||
|
||||
|
||||
def notify_hints(ctx: Context, team: int, hints: typing.List[NetUtils.Hint], only_new: bool = False):
|
||||
@@ -742,6 +744,7 @@ async def countdown(ctx: Context, timer: int):
|
||||
broadcast_countdown(ctx, 0, f"[Server]: GO")
|
||||
ctx.countdown_timer = 0
|
||||
|
||||
|
||||
def broadcast_text_all(ctx: Context, text: str, additional_arguments: dict = {}):
|
||||
old_clients, new_clients = [], []
|
||||
|
||||
@@ -754,8 +757,10 @@ def broadcast_text_all(ctx: Context, text: str, additional_arguments: dict = {})
|
||||
ctx.broadcast(old_clients, [{"cmd": "Print", "text": text }])
|
||||
ctx.broadcast(new_clients, [{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
|
||||
|
||||
|
||||
def broadcast_countdown(ctx: Context, timer: int, message: str):
|
||||
broadcast_text_all(ctx, message, { "type": "Countdown", "countdown": timer })
|
||||
broadcast_text_all(ctx, message, {"type": "Countdown", "countdown": timer})
|
||||
|
||||
|
||||
def get_players_string(ctx: Context):
|
||||
auth_clients = {(c.team, c.slot) for c in ctx.endpoints if c.auth}
|
||||
@@ -896,14 +901,14 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
|
||||
ctx.save()
|
||||
|
||||
|
||||
def collect_hints(ctx: Context, team: int, slot: int, item_name: str) -> typing.List[NetUtils.Hint]:
|
||||
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str]) -> typing.List[NetUtils.Hint]:
|
||||
hints = []
|
||||
slots: typing.Set[int] = {slot}
|
||||
for group_id, group in ctx.groups.items():
|
||||
if slot in group:
|
||||
slots.add(group_id)
|
||||
|
||||
seeked_item_id = ctx.item_names_for_game(ctx.games[slot])[item_name]
|
||||
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
|
||||
for finding_player, check_data in ctx.locations.items():
|
||||
for location_id, (item_id, receiving_player, item_flags) in check_data.items():
|
||||
if receiving_player in slots and item_id == seeked_item_id:
|
||||
@@ -1331,13 +1336,33 @@ class ClientMessageProcessor(CommonCommandProcessor):
|
||||
self.output(f"A hint costs {self.ctx.get_hint_cost(self.client.slot)} points. "
|
||||
f"You have {points_available} points.")
|
||||
return True
|
||||
|
||||
elif input_text.isnumeric():
|
||||
game = self.ctx.games[self.client.slot]
|
||||
hint_id = int(input_text)
|
||||
hint_name = self.ctx.item_names[hint_id] \
|
||||
if not for_location and hint_id in self.ctx.item_names \
|
||||
else self.ctx.location_names[hint_id] \
|
||||
if for_location and hint_id in self.ctx.location_names \
|
||||
else None
|
||||
if hint_name in self.ctx.non_hintable_names[game]:
|
||||
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
|
||||
hints = []
|
||||
elif not for_location:
|
||||
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id)
|
||||
else:
|
||||
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id)
|
||||
|
||||
else:
|
||||
game = self.ctx.games[self.client.slot]
|
||||
if game not in self.ctx.all_item_and_group_names:
|
||||
self.output("Can't look up item/location for unknown game. Hint for ID instead.")
|
||||
return False
|
||||
names = self.ctx.location_names_for_game(game) \
|
||||
if for_location else \
|
||||
self.ctx.all_item_and_group_names[game]
|
||||
hint_name, usable, response = get_intended_text(input_text,
|
||||
names)
|
||||
hint_name, usable, response = get_intended_text(input_text, names)
|
||||
|
||||
if usable:
|
||||
if hint_name in self.ctx.non_hintable_names[game]:
|
||||
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
|
||||
@@ -1351,63 +1376,65 @@ class ClientMessageProcessor(CommonCommandProcessor):
|
||||
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
|
||||
else: # location name
|
||||
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name)
|
||||
cost = self.ctx.get_hint_cost(self.client.slot)
|
||||
if hints:
|
||||
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
|
||||
old_hints = set(hints) - new_hints
|
||||
if old_hints:
|
||||
notify_hints(self.ctx, self.client.team, list(old_hints))
|
||||
if not new_hints:
|
||||
self.output("Hint was previously used, no points deducted.")
|
||||
if new_hints:
|
||||
found_hints = [hint for hint in new_hints if hint.found]
|
||||
not_found_hints = [hint for hint in new_hints if not hint.found]
|
||||
|
||||
if not not_found_hints: # everything's been found, no need to pay
|
||||
can_pay = 1000
|
||||
elif cost:
|
||||
can_pay = int((points_available // cost) > 0) # limit to 1 new hint per call
|
||||
else:
|
||||
can_pay = 1000
|
||||
|
||||
self.ctx.random.shuffle(not_found_hints)
|
||||
# By popular vote, make hints prefer non-local placements
|
||||
not_found_hints.sort(key=lambda hint: int(hint.receiving_player != hint.finding_player))
|
||||
|
||||
hints = found_hints
|
||||
while can_pay > 0:
|
||||
if not not_found_hints:
|
||||
break
|
||||
hint = not_found_hints.pop()
|
||||
hints.append(hint)
|
||||
can_pay -= 1
|
||||
self.ctx.hints_used[self.client.team, self.client.slot] += 1
|
||||
points_available = get_client_points(self.ctx, self.client)
|
||||
|
||||
if not_found_hints:
|
||||
if hints and cost and int((points_available // cost) == 0):
|
||||
self.output(
|
||||
f"There may be more hintables, however, you cannot afford to pay for any more. "
|
||||
f" You have {points_available} and need at least "
|
||||
f"{self.ctx.get_hint_cost(self.client.slot)}.")
|
||||
elif hints:
|
||||
self.output(
|
||||
"There may be more hintables, you can rerun the command to find more.")
|
||||
else:
|
||||
self.output(f"You can't afford the hint. "
|
||||
f"You have {points_available} points and need at least "
|
||||
f"{self.ctx.get_hint_cost(self.client.slot)}.")
|
||||
notify_hints(self.ctx, self.client.team, hints)
|
||||
self.ctx.save()
|
||||
return True
|
||||
|
||||
else:
|
||||
self.output("Nothing found. Item/Location may not exist.")
|
||||
return False
|
||||
else:
|
||||
self.output(response)
|
||||
return False
|
||||
|
||||
if hints:
|
||||
cost = self.ctx.get_hint_cost(self.client.slot)
|
||||
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
|
||||
old_hints = set(hints) - new_hints
|
||||
if old_hints:
|
||||
notify_hints(self.ctx, self.client.team, list(old_hints))
|
||||
if not new_hints:
|
||||
self.output("Hint was previously used, no points deducted.")
|
||||
if new_hints:
|
||||
found_hints = [hint for hint in new_hints if hint.found]
|
||||
not_found_hints = [hint for hint in new_hints if not hint.found]
|
||||
|
||||
if not not_found_hints: # everything's been found, no need to pay
|
||||
can_pay = 1000
|
||||
elif cost:
|
||||
can_pay = int((points_available // cost) > 0) # limit to 1 new hint per call
|
||||
else:
|
||||
can_pay = 1000
|
||||
|
||||
self.ctx.random.shuffle(not_found_hints)
|
||||
# By popular vote, make hints prefer non-local placements
|
||||
not_found_hints.sort(key=lambda hint: int(hint.receiving_player != hint.finding_player))
|
||||
|
||||
hints = found_hints
|
||||
while can_pay > 0:
|
||||
if not not_found_hints:
|
||||
break
|
||||
hint = not_found_hints.pop()
|
||||
hints.append(hint)
|
||||
can_pay -= 1
|
||||
self.ctx.hints_used[self.client.team, self.client.slot] += 1
|
||||
points_available = get_client_points(self.ctx, self.client)
|
||||
|
||||
if not_found_hints:
|
||||
if hints and cost and int((points_available // cost) == 0):
|
||||
self.output(
|
||||
f"There may be more hintables, however, you cannot afford to pay for any more. "
|
||||
f" You have {points_available} and need at least "
|
||||
f"{self.ctx.get_hint_cost(self.client.slot)}.")
|
||||
elif hints:
|
||||
self.output(
|
||||
"There may be more hintables, you can rerun the command to find more.")
|
||||
else:
|
||||
self.output(f"You can't afford the hint. "
|
||||
f"You have {points_available} points and need at least "
|
||||
f"{self.ctx.get_hint_cost(self.client.slot)}.")
|
||||
notify_hints(self.ctx, self.client.team, hints)
|
||||
self.ctx.save()
|
||||
return True
|
||||
|
||||
else:
|
||||
self.output("Nothing found. Item/Location may not exist.")
|
||||
return False
|
||||
|
||||
@mark_raw
|
||||
def _cmd_hint(self, item_name: str = "") -> bool:
|
||||
"""Use !hint {item_name},
|
||||
@@ -1855,17 +1882,25 @@ class ServerCommandProcessor(CommonCommandProcessor):
|
||||
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
|
||||
if usable:
|
||||
team, slot = self.ctx.player_name_lookup[seeked_player]
|
||||
item_name = " ".join(item_name)
|
||||
game = self.ctx.games[slot]
|
||||
item_name, usable, response = get_intended_text(item_name, self.ctx.all_item_and_group_names[game])
|
||||
full_name = " ".join(item_name)
|
||||
|
||||
if full_name.isnumeric():
|
||||
item, usable, response = int(full_name), True, None
|
||||
elif game in self.ctx.all_item_and_group_names:
|
||||
item, usable, response = get_intended_text(full_name, self.ctx.all_item_and_group_names[game])
|
||||
else:
|
||||
self.output("Can't look up item for unknown game. Hint for ID instead.")
|
||||
return False
|
||||
|
||||
if usable:
|
||||
if item_name in self.ctx.item_name_groups[game]:
|
||||
if game in self.ctx.item_name_groups and item in self.ctx.item_name_groups[game]:
|
||||
hints = []
|
||||
for item_name_from_group in self.ctx.item_name_groups[game][item_name]:
|
||||
for item_name_from_group in self.ctx.item_name_groups[game][item]:
|
||||
if item_name_from_group in self.ctx.item_names_for_game(game): # ensure item has an ID
|
||||
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group))
|
||||
else: # item name
|
||||
hints = collect_hints(self.ctx, team, slot, item_name)
|
||||
else: # item name or id
|
||||
hints = collect_hints(self.ctx, team, slot, item)
|
||||
|
||||
if hints:
|
||||
notify_hints(self.ctx, team, hints)
|
||||
@@ -1886,11 +1921,22 @@ class ServerCommandProcessor(CommonCommandProcessor):
|
||||
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
|
||||
if usable:
|
||||
team, slot = self.ctx.player_name_lookup[seeked_player]
|
||||
location_name = " ".join(location_name)
|
||||
location_name, usable, response = get_intended_text(location_name,
|
||||
self.ctx.location_names_for_game(self.ctx.games[slot]))
|
||||
game = self.ctx.games[slot]
|
||||
full_name = " ".join(location_name)
|
||||
|
||||
if full_name.isnumeric():
|
||||
location, usable, response = int(full_name), True, None
|
||||
elif self.ctx.location_names_for_game(game) is not None:
|
||||
location, usable, response = get_intended_text(full_name, self.ctx.location_names_for_game(game))
|
||||
else:
|
||||
self.output("Can't look up location for unknown game. Hint for ID instead.")
|
||||
return False
|
||||
|
||||
if usable:
|
||||
hints = collect_hint_location_name(self.ctx, team, slot, location_name)
|
||||
if isinstance(location, int):
|
||||
hints = collect_hint_location_id(self.ctx, team, slot, location)
|
||||
else:
|
||||
hints = collect_hint_location_name(self.ctx, team, slot, location)
|
||||
if hints:
|
||||
notify_hints(self.ctx, team, hints)
|
||||
else:
|
||||
@@ -2040,15 +2086,28 @@ async def main(args: argparse.Namespace):
|
||||
args.auto_shutdown, args.compatibility, args.log_network)
|
||||
data_filename = args.multidata
|
||||
|
||||
try:
|
||||
if not data_filename:
|
||||
if not data_filename:
|
||||
try:
|
||||
filetypes = (("Multiworld data", (".archipelago", ".zip")),)
|
||||
data_filename = Utils.open_filename("Select multiworld data", filetypes)
|
||||
|
||||
except Exception as e:
|
||||
if isinstance(e, ImportError) or (e.__class__.__name__ == "TclError" and "no display" in str(e)):
|
||||
if not isinstance(e, ImportError):
|
||||
logging.error(f"Failed to load tkinter ({e})")
|
||||
logging.info("Pass a multidata filename on command line to run headless.")
|
||||
exit(1)
|
||||
raise
|
||||
|
||||
if not data_filename:
|
||||
logging.info("No file selected. Exiting.")
|
||||
exit(1)
|
||||
|
||||
try:
|
||||
ctx.load(data_filename, args.use_embedded_options)
|
||||
|
||||
except Exception as e:
|
||||
logging.exception('Failed to read multiworld data (%s)' % e)
|
||||
logging.exception(f"Failed to read multiworld data ({e})")
|
||||
raise
|
||||
|
||||
ctx.init_save(not args.disable_save)
|
||||
|
||||
115
Options.py
115
Options.py
@@ -26,15 +26,31 @@ class AssembleOptions(abc.ABCMeta):
|
||||
|
||||
attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()})
|
||||
options.update(new_options)
|
||||
|
||||
# apply aliases, without name_lookup
|
||||
aliases = {name[6:].lower(): option_id for name, option_id in attrs.items() if
|
||||
name.startswith("alias_")}
|
||||
|
||||
assert "random" not in aliases, "Choice option 'random' cannot be manually assigned."
|
||||
|
||||
# auto-alias Off and On being parsed as True and False
|
||||
if "off" in options:
|
||||
options["false"] = options["off"]
|
||||
if "on" in options:
|
||||
options["true"] = options["on"]
|
||||
|
||||
options.update(aliases)
|
||||
|
||||
if "verify" not in attrs:
|
||||
# not overridden by class -> look up bases
|
||||
verifiers = [f for f in (getattr(base, "verify", None) for base in bases) if f]
|
||||
if len(verifiers) > 1: # verify multiple bases/mixins
|
||||
def verify(self, *args, **kwargs) -> None:
|
||||
for f in verifiers:
|
||||
f(self, *args, **kwargs)
|
||||
attrs["verify"] = verify
|
||||
else:
|
||||
assert verifiers, "class Option is supposed to implement def verify"
|
||||
|
||||
# auto-validate schema on __init__
|
||||
if "schema" in attrs.keys():
|
||||
|
||||
@@ -112,6 +128,41 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
|
||||
def from_any(cls, data: typing.Any) -> Option[T]:
|
||||
raise NotImplementedError
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
from Generate import PlandoSettings
|
||||
from worlds.AutoWorld import World
|
||||
|
||||
def verify(self, world: World, player_name: str, plando_options: PlandoSettings) -> None:
|
||||
pass
|
||||
else:
|
||||
def verify(self, *args, **kwargs) -> None:
|
||||
pass
|
||||
|
||||
|
||||
class FreeText(Option):
|
||||
"""Text option that allows users to enter strings.
|
||||
Needs to be validated by the world or option definition."""
|
||||
|
||||
def __init__(self, value: str):
|
||||
assert isinstance(value, str), "value of FreeText must be a string"
|
||||
self.value = value
|
||||
|
||||
@property
|
||||
def current_key(self) -> str:
|
||||
return self.value
|
||||
|
||||
@classmethod
|
||||
def from_text(cls, text: str) -> FreeText:
|
||||
return cls(text)
|
||||
|
||||
@classmethod
|
||||
def from_any(cls, data: typing.Any) -> FreeText:
|
||||
return cls.from_text(str(data))
|
||||
|
||||
@classmethod
|
||||
def get_option_name(cls, value: T) -> str:
|
||||
return value
|
||||
|
||||
|
||||
class NumericOption(Option[int], numbers.Integral):
|
||||
# note: some of the `typing.Any`` here is a result of unresolved issue in python standards
|
||||
@@ -368,6 +419,53 @@ class Choice(NumericOption):
|
||||
__hash__ = Option.__hash__ # see https://docs.python.org/3/reference/datamodel.html#object.__hash__
|
||||
|
||||
|
||||
class TextChoice(Choice):
|
||||
"""Allows custom string input and offers choices. Choices will resolve to int and text will resolve to string"""
|
||||
|
||||
def __init__(self, value: typing.Union[str, int]):
|
||||
assert isinstance(value, str) or isinstance(value, int), \
|
||||
f"{value} is not a valid option for {self.__class__.__name__}"
|
||||
self.value = value
|
||||
super(TextChoice, self).__init__()
|
||||
|
||||
@property
|
||||
def current_key(self) -> str:
|
||||
if isinstance(self.value, str):
|
||||
return self.value
|
||||
else:
|
||||
return self.name_lookup[self.value]
|
||||
|
||||
@classmethod
|
||||
def from_text(cls, text: str) -> TextChoice:
|
||||
if text.lower() == "random": # chooses a random defined option but won't use any free text options
|
||||
return cls(random.choice(list(cls.name_lookup)))
|
||||
for option_name, value in cls.options.items():
|
||||
if option_name.lower() == text.lower():
|
||||
return cls(value)
|
||||
return cls(text)
|
||||
|
||||
@classmethod
|
||||
def get_option_name(cls, value: T) -> str:
|
||||
if isinstance(value, str):
|
||||
return value
|
||||
return cls.name_lookup[value]
|
||||
|
||||
def __eq__(self, other: typing.Any):
|
||||
if isinstance(other, self.__class__):
|
||||
return other.value == self.value
|
||||
elif isinstance(other, str):
|
||||
if other in self.options:
|
||||
return other == self.current_key
|
||||
return other == self.value
|
||||
elif isinstance(other, int):
|
||||
assert other in self.name_lookup, f"compared against an int that could never be equal. {self} == {other}"
|
||||
return other == self.value
|
||||
elif isinstance(other, bool):
|
||||
return other == bool(self.value)
|
||||
else:
|
||||
raise TypeError(f"Can't compare {self.__class__.__name__} with {other.__class__.__name__}")
|
||||
|
||||
|
||||
class Range(NumericOption):
|
||||
range_start = 0
|
||||
range_end = 1
|
||||
@@ -385,7 +483,7 @@ class Range(NumericOption):
|
||||
if text.startswith("random"):
|
||||
return cls.weighted_range(text)
|
||||
elif text == "default" and hasattr(cls, "default"):
|
||||
return cls(cls.default)
|
||||
return cls.from_any(cls.default)
|
||||
elif text == "high":
|
||||
return cls(cls.range_end)
|
||||
elif text == "low":
|
||||
@@ -396,7 +494,7 @@ class Range(NumericOption):
|
||||
and text in ("true", "false"):
|
||||
# these are the conditions where "true" and "false" make sense
|
||||
if text == "true":
|
||||
return cls(cls.default)
|
||||
return cls.from_any(cls.default)
|
||||
else: # "false"
|
||||
return cls(0)
|
||||
return cls(int(text))
|
||||
@@ -507,7 +605,7 @@ class VerifyKeys:
|
||||
raise Exception(f"Found unexpected key {', '.join(extra)} in {cls}. "
|
||||
f"Allowed keys: {cls.valid_keys}.")
|
||||
|
||||
def verify(self, world):
|
||||
def verify(self, world, player_name: str, plando_options) -> None:
|
||||
if self.convert_name_groups and self.verify_item_name:
|
||||
new_value = type(self.value)() # empty container of whatever value is
|
||||
for item_name in self.value:
|
||||
@@ -600,10 +698,7 @@ class OptionSet(Option[typing.Set[str]], VerifyKeys):
|
||||
|
||||
@classmethod
|
||||
def from_any(cls, data: typing.Any):
|
||||
if type(data) == list:
|
||||
cls.verify_keys(data)
|
||||
return cls(data)
|
||||
elif type(data) == set:
|
||||
if isinstance(data, (list, set, frozenset)):
|
||||
cls.verify_keys(data)
|
||||
return cls(data)
|
||||
return cls.from_text(str(data))
|
||||
@@ -732,8 +827,8 @@ class ItemLinks(OptionList):
|
||||
pool |= {item_name}
|
||||
return pool
|
||||
|
||||
def verify(self, world):
|
||||
super(ItemLinks, self).verify(world)
|
||||
def verify(self, world, player_name: str, plando_options) -> None:
|
||||
super(ItemLinks, self).verify(world, player_name, plando_options)
|
||||
existing_links = set()
|
||||
for link in self.value:
|
||||
if link["name"] in existing_links:
|
||||
|
||||
3
Patch.py
3
Patch.py
@@ -17,7 +17,7 @@ ModuleUpdate.update()
|
||||
|
||||
import Utils
|
||||
|
||||
current_patch_version = 4
|
||||
current_patch_version = 5
|
||||
|
||||
|
||||
class AutoPatchRegister(type):
|
||||
@@ -128,6 +128,7 @@ class APDeltaPatch(APContainer, metaclass=AutoPatchRegister):
|
||||
manifest = super(APDeltaPatch, self).get_manifest()
|
||||
manifest["base_checksum"] = self.hash
|
||||
manifest["result_file_ending"] = self.result_file_ending
|
||||
manifest["patch_file_ending"] = self.patch_file_ending
|
||||
return manifest
|
||||
|
||||
@classmethod
|
||||
|
||||
@@ -15,9 +15,6 @@ import typing
|
||||
|
||||
from json import loads, dumps
|
||||
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update()
|
||||
|
||||
from Utils import init_logging, messagebox
|
||||
|
||||
if __name__ == "__main__":
|
||||
@@ -1271,7 +1268,8 @@ async def game_watcher(ctx: Context):
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x680, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
|
||||
|
||||
from worlds.smz3.TotalSMZ3.Location import locations_start_id
|
||||
location_id = locations_start_id + itemIndex
|
||||
from worlds.smz3 import convertLocSMZ3IDToAPID
|
||||
location_id = locations_start_id + convertLocSMZ3IDToAPID(itemIndex)
|
||||
|
||||
ctx.locations_checked.add(location_id)
|
||||
location = ctx.location_names[location_id]
|
||||
|
||||
@@ -19,10 +19,11 @@ from sc2.data import Race
|
||||
from sc2.main import run_game
|
||||
from sc2.player import Bot
|
||||
|
||||
import NetUtils
|
||||
from MultiServer import mark_raw
|
||||
from Utils import init_logging, is_windows
|
||||
from worlds.sc2wol import SC2WoLWorld
|
||||
from worlds.sc2wol.Items import lookup_id_to_name, item_table
|
||||
from worlds.sc2wol.Items import lookup_id_to_name, item_table, ItemData, type_flaggroups
|
||||
from worlds.sc2wol.Locations import SC2WOL_LOC_ID_OFFSET
|
||||
from worlds.sc2wol.MissionTables import lookup_id_to_mission
|
||||
from worlds.sc2wol.Regions import MissionInfo
|
||||
@@ -135,7 +136,7 @@ class SC2Context(CommonContext):
|
||||
last_loc_list = None
|
||||
difficulty_override = -1
|
||||
mission_id_to_location_ids: typing.Dict[int, typing.List[int]] = {}
|
||||
raw_text_parser: RawJSONtoTextParser
|
||||
last_bot: typing.Optional[ArchipelagoBot] = None
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
super(SC2Context, self).__init__(*args, **kwargs)
|
||||
@@ -164,10 +165,13 @@ class SC2Context(CommonContext):
|
||||
check_mod_install()
|
||||
|
||||
def on_print_json(self, args: dict):
|
||||
# goes to this world
|
||||
if "receiving" in args and self.slot_concerns_self(args["receiving"]):
|
||||
relevant = True
|
||||
# found in this world
|
||||
elif "item" in args and self.slot_concerns_self(args["item"].player):
|
||||
relevant = True
|
||||
# not related
|
||||
else:
|
||||
relevant = False
|
||||
|
||||
@@ -291,34 +295,37 @@ class SC2Context(CommonContext):
|
||||
category_panel.add_widget(
|
||||
Label(text=category, size_hint_y=None, height=50, outline_width=1))
|
||||
|
||||
# Map is completed
|
||||
for mission in categories[category]:
|
||||
text = mission
|
||||
tooltip = ""
|
||||
text: str = mission
|
||||
tooltip: str = ""
|
||||
|
||||
# Map has uncollected locations
|
||||
if mission in unfinished_missions:
|
||||
text = f"[color=6495ED]{text}[/color]"
|
||||
|
||||
tooltip = f"Uncollected locations:\n"
|
||||
tooltip += "\n".join([self.ctx.location_names[loc] for loc in
|
||||
self.ctx.locations_for_mission(mission)
|
||||
if loc in self.ctx.missing_locations])
|
||||
elif mission in available_missions:
|
||||
text = f"[color=FFFFFF]{text}[/color]"
|
||||
# Map requirements not met
|
||||
else:
|
||||
text = f"[color=a9a9a9]{text}[/color]"
|
||||
tooltip = f"Requires: "
|
||||
if len(self.ctx.mission_req_table[mission].required_world) > 0:
|
||||
if self.ctx.mission_req_table[mission].required_world:
|
||||
tooltip += ", ".join(list(self.ctx.mission_req_table)[req_mission - 1] for
|
||||
req_mission in
|
||||
self.ctx.mission_req_table[mission].required_world)
|
||||
|
||||
if self.ctx.mission_req_table[mission].number > 0:
|
||||
if self.ctx.mission_req_table[mission].number:
|
||||
tooltip += " and "
|
||||
if self.ctx.mission_req_table[mission].number > 0:
|
||||
if self.ctx.mission_req_table[mission].number:
|
||||
tooltip += f"{self.ctx.mission_req_table[mission].number} missions completed"
|
||||
remaining_location_names: typing.List[str] = [
|
||||
self.ctx.location_names[loc] for loc in self.ctx.locations_for_mission(mission)
|
||||
if loc in self.ctx.missing_locations]
|
||||
if remaining_location_names:
|
||||
if tooltip:
|
||||
tooltip += "\n"
|
||||
tooltip += f"Uncollected locations:\n"
|
||||
tooltip += "\n".join(remaining_location_names)
|
||||
|
||||
mission_button = MissionButton(text=text, size_hint_y=None, height=50)
|
||||
mission_button.tooltip_text = tooltip
|
||||
@@ -340,9 +347,8 @@ class SC2Context(CommonContext):
|
||||
|
||||
def mission_callback(self, button):
|
||||
if not self.launching:
|
||||
mission_id: int = list(self.mission_id_to_button.values()).index(button)
|
||||
self.ctx.play_mission(list(self.mission_id_to_button)
|
||||
[mission_id])
|
||||
mission_id: int = next(k for k, v in self.mission_id_to_button.items() if v == button)
|
||||
self.ctx.play_mission(mission_id)
|
||||
self.launching = mission_id
|
||||
Clock.schedule_once(self.finish_launching, 10)
|
||||
|
||||
@@ -356,10 +362,12 @@ class SC2Context(CommonContext):
|
||||
|
||||
async def shutdown(self):
|
||||
await super(SC2Context, self).shutdown()
|
||||
if self.last_bot:
|
||||
self.last_bot.want_close = True
|
||||
if self.sc2_run_task:
|
||||
self.sc2_run_task.cancel()
|
||||
|
||||
def play_mission(self, mission_id):
|
||||
def play_mission(self, mission_id: int):
|
||||
if self.missions_unlocked or \
|
||||
is_mission_available(self, mission_id):
|
||||
if self.sc2_run_task:
|
||||
@@ -432,47 +440,27 @@ wol_default_categories = [
|
||||
]
|
||||
|
||||
|
||||
def calculate_items(items):
|
||||
unit_unlocks = 0
|
||||
armory1_unlocks = 0
|
||||
armory2_unlocks = 0
|
||||
upgrade_unlocks = 0
|
||||
building_unlocks = 0
|
||||
merc_unlocks = 0
|
||||
lab_unlocks = 0
|
||||
protoss_unlock = 0
|
||||
minerals = 0
|
||||
vespene = 0
|
||||
supply = 0
|
||||
def calculate_items(items: typing.List[NetUtils.NetworkItem]) -> typing.List[int]:
|
||||
network_item: NetUtils.NetworkItem
|
||||
accumulators: typing.List[int] = [0 for _ in type_flaggroups]
|
||||
|
||||
for item in items:
|
||||
data = lookup_id_to_name[item.item]
|
||||
for network_item in items:
|
||||
name: str = lookup_id_to_name[network_item.item]
|
||||
item_data: ItemData = item_table[name]
|
||||
|
||||
if item_table[data].type == "Unit":
|
||||
unit_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Upgrade":
|
||||
upgrade_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Armory 1":
|
||||
armory1_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Armory 2":
|
||||
armory2_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Building":
|
||||
building_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Mercenary":
|
||||
merc_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Laboratory":
|
||||
lab_unlocks += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Protoss":
|
||||
protoss_unlock += (1 << item_table[data].number)
|
||||
elif item_table[data].type == "Minerals":
|
||||
minerals += item_table[data].number
|
||||
elif item_table[data].type == "Vespene":
|
||||
vespene += item_table[data].number
|
||||
elif item_table[data].type == "Supply":
|
||||
supply += item_table[data].number
|
||||
# exists exactly once
|
||||
if item_data.quantity == 1:
|
||||
accumulators[type_flaggroups[item_data.type]] |= 1 << item_data.number
|
||||
|
||||
return [unit_unlocks, upgrade_unlocks, armory1_unlocks, armory2_unlocks, building_unlocks, merc_unlocks,
|
||||
lab_unlocks, protoss_unlock, minerals, vespene, supply]
|
||||
# exists multiple times
|
||||
elif item_data.type == "Upgrade":
|
||||
accumulators[type_flaggroups[item_data.type]] += 1 << item_data.number
|
||||
|
||||
# sum
|
||||
else:
|
||||
accumulators[type_flaggroups[item_data.type]] += item_data.number
|
||||
|
||||
return accumulators
|
||||
|
||||
|
||||
def calc_difficulty(difficulty):
|
||||
@@ -503,7 +491,7 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
|
||||
setup_done: bool
|
||||
ctx: SC2Context
|
||||
mission_id: int
|
||||
|
||||
want_close: bool = False
|
||||
can_read_game = False
|
||||
|
||||
last_received_update: int = 0
|
||||
@@ -511,12 +499,17 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
|
||||
def __init__(self, ctx: SC2Context, mission_id):
|
||||
self.setup_done = False
|
||||
self.ctx = ctx
|
||||
self.ctx.last_bot = self
|
||||
self.mission_id = mission_id
|
||||
self.boni = [False for _ in range(max_bonus)]
|
||||
|
||||
super(ArchipelagoBot, self).__init__()
|
||||
|
||||
async def on_step(self, iteration: int):
|
||||
if self.want_close:
|
||||
self.want_close = False
|
||||
await self._client.leave()
|
||||
return
|
||||
game_state = 0
|
||||
if not self.setup_done:
|
||||
self.setup_done = True
|
||||
@@ -800,7 +793,12 @@ def check_game_install_path() -> bool:
|
||||
with open(einfo) as f:
|
||||
content = f.read()
|
||||
if content:
|
||||
base = re.search(r" = (.*)Versions", content).group(1)
|
||||
try:
|
||||
base = re.search(r" = (.*)Versions", content).group(1)
|
||||
except AttributeError:
|
||||
sc2_logger.warning(f"Found {einfo}, but it was empty. Run SC2 through the Blizzard launcher, then "
|
||||
f"try again.")
|
||||
return False
|
||||
if os.path.exists(base):
|
||||
executable = sc2.paths.latest_executeble(Path(base).expanduser() / "Versions")
|
||||
|
||||
@@ -817,7 +815,8 @@ def check_game_install_path() -> bool:
|
||||
else:
|
||||
sc2_logger.warning(f"{einfo} pointed to {base}, but we could not find an SC2 install there.")
|
||||
else:
|
||||
sc2_logger.warning(f"Couldn't find {einfo}. Please run /set_path with your SC2 install directory.")
|
||||
sc2_logger.warning(f"Couldn't find {einfo}. Run SC2 through the Blizzard launcher, then try again. "
|
||||
f"If that fails, please run /set_path with your SC2 install directory.")
|
||||
return False
|
||||
|
||||
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import functools
|
||||
import websockets
|
||||
import asyncio
|
||||
import collections
|
||||
import datetime
|
||||
import functools
|
||||
import logging
|
||||
import pickle
|
||||
import random
|
||||
import socket
|
||||
import threading
|
||||
import time
|
||||
import random
|
||||
import pickle
|
||||
import logging
|
||||
import datetime
|
||||
import websockets
|
||||
|
||||
import Utils
|
||||
from .models import db_session, Room, select, commit, Command, db
|
||||
@@ -49,6 +50,8 @@ class DBCommandProcessor(ServerCommandProcessor):
|
||||
|
||||
|
||||
class WebHostContext(Context):
|
||||
room_id: int
|
||||
|
||||
def __init__(self, static_server_data: dict):
|
||||
# static server data is used during _load_game_data to load required data,
|
||||
# without needing to import worlds system, which takes quite a bit of memory
|
||||
@@ -62,6 +65,8 @@ class WebHostContext(Context):
|
||||
def _load_game_data(self):
|
||||
for key, value in self.static_server_data.items():
|
||||
setattr(self, key, value)
|
||||
self.forced_auto_forfeits = collections.defaultdict(lambda: False, self.forced_auto_forfeits)
|
||||
self.non_hintable_names = collections.defaultdict(frozenset, self.non_hintable_names)
|
||||
|
||||
def listen_to_db_commands(self):
|
||||
cmdprocessor = DBCommandProcessor(self)
|
||||
|
||||
@@ -32,9 +32,12 @@ def download_patch(room_id, patch_id):
|
||||
new_zip.writestr("archipelago.json", json.dumps(manifest))
|
||||
else:
|
||||
new_zip.writestr(file.filename, zf.read(file), file.compress_type, 9)
|
||||
|
||||
if "patch_file_ending" in manifest:
|
||||
patch_file_ending = manifest["patch_file_ending"]
|
||||
else:
|
||||
patch_file_ending = AutoPatchRegister.patch_types[patch.game].patch_file_ending
|
||||
fname = f"P{patch.player_id}_{patch.player_name}_{app.jinja_env.filters['suuid'](room_id)}" \
|
||||
f"{AutoPatchRegister.patch_types[patch.game].patch_file_ending}"
|
||||
f"{patch_file_ending}"
|
||||
new_file.seek(0)
|
||||
return send_file(new_file, as_attachment=True, download_name=fname)
|
||||
else:
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
flask>=2.1.3
|
||||
flask>=2.2.2
|
||||
pony>=0.7.16
|
||||
waitress>=2.1.1
|
||||
waitress>=2.1.2
|
||||
Flask-Caching>=2.0.1
|
||||
Flask-Compress>=1.12
|
||||
Flask-Limiter>=2.5.0
|
||||
Flask-Limiter>=2.6.2
|
||||
bokeh>=2.4.3
|
||||
|
||||
@@ -97,6 +97,11 @@ local extensionConsumableLookup = {
|
||||
[443] = 0x3F
|
||||
}
|
||||
|
||||
local noOverworldItemsLookup = {
|
||||
[499] = 0x2B,
|
||||
[500] = 0x12,
|
||||
}
|
||||
|
||||
local itemMessages = {}
|
||||
local consumableStacks = nil
|
||||
local prevstate = ""
|
||||
@@ -341,7 +346,7 @@ function processBlock(block)
|
||||
-- This is a key item
|
||||
memoryLocation = memoryLocation - 0x0E0
|
||||
wU8(memoryLocation, 0x01)
|
||||
elseif v >= 0x1E0 then
|
||||
elseif v >= 0x1E0 and v <= 0x1F2 then
|
||||
-- This is a movement item
|
||||
-- Minus Offset (0x100) - movement offset (0xE0)
|
||||
memoryLocation = memoryLocation - 0x1E0
|
||||
@@ -351,7 +356,10 @@ function processBlock(block)
|
||||
else
|
||||
wU8(memoryLocation, 0x01)
|
||||
end
|
||||
|
||||
elseif v >= 0x1F3 and v <= 0x1F4 then
|
||||
-- NoOverworld special items
|
||||
memoryLocation = noOverworldItemsLookup[v]
|
||||
wU8(memoryLocation, 0x01)
|
||||
elseif v >= 0x16C and v <= 0x1AF then
|
||||
-- This is a gold item
|
||||
amountToAdd = goldLookup[v]
|
||||
|
||||
@@ -23,3 +23,10 @@ No metadata is specified yet.
|
||||
## Extra Data
|
||||
|
||||
The zip can contain arbitrary files in addition what was specified above.
|
||||
|
||||
|
||||
## Caveats
|
||||
|
||||
Imports from other files inside the apworld have to use relative imports.
|
||||
|
||||
Imports from AP base have to use absolute imports, e.g. Options.py and worlds/AutoWorld.py.
|
||||
|
||||
@@ -103,8 +103,9 @@ or boss drops for RPG-like games but could also be progress in a research tree.
|
||||
|
||||
Each location has a `name` and an `id` (a.k.a. "code" or "address"), is placed
|
||||
in a Region and has access rules.
|
||||
The name needs to be unique in each game, the ID needs to be unique across all
|
||||
games and is best in the same range as the item IDs.
|
||||
The name needs to be unique in each game and must not be numeric (has to
|
||||
contain least 1 letter or symbol). The ID needs to be unique across all games
|
||||
and is best in the same range as the item IDs.
|
||||
World-specific IDs are 1 to 2<sup>53</sup>-1, IDs ≤ 0 are global and reserved.
|
||||
|
||||
Special locations with ID `None` can hold events.
|
||||
@@ -121,6 +122,9 @@ their world. Progression items will be assigned to locations with higher
|
||||
priority and moved around to meet defined rules and accomplish progression
|
||||
balancing.
|
||||
|
||||
The name needs to be unique in each game, meaning a duplicate item has the
|
||||
same ID. Name must not be numeric (has to contain at least 1 letter or symbol).
|
||||
|
||||
Special items with ID `None` can mark events (read below).
|
||||
|
||||
Other classifications include
|
||||
@@ -188,15 +192,17 @@ the `/worlds` directory. The starting point for the package is `__init.py__`.
|
||||
Conventionally, your world class is placed in that file.
|
||||
|
||||
World classes must inherit from the `World` class in `/worlds/AutoWorld.py`,
|
||||
which can be imported as `..AutoWorld.World` from your package.
|
||||
which can be imported as `worlds.AutoWorld.World` from your package.
|
||||
|
||||
AP will pick up your world automatically due to the `AutoWorld` implementation.
|
||||
|
||||
### Requirements
|
||||
|
||||
If your world needs specific python packages, they can be listed in
|
||||
`world/[world_name]/requirements.txt`.
|
||||
See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format)
|
||||
`world/[world_name]/requirements.txt`. ModuleUpdate.py will automatically
|
||||
pick up and install them.
|
||||
|
||||
See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format).
|
||||
|
||||
### Relative Imports
|
||||
|
||||
@@ -209,6 +215,10 @@ e.g. `from .Options import mygame_options` from your `__init__.py` will load
|
||||
When imported names pile up it may be easier to use `from . import Options`
|
||||
and access the variable as `Options.mygame_options`.
|
||||
|
||||
Imports from directories outside your world should use absolute imports.
|
||||
Correct use of relative / absolute imports is required for zipped worlds to
|
||||
function, see [apworld specification.md](apworld%20specification.md).
|
||||
|
||||
### Your Item Type
|
||||
|
||||
Each world uses its own subclass of `BaseClasses.Item`. The constuctor can be
|
||||
@@ -274,14 +284,12 @@ Define a property `option_<name> = <number>` per selectable value and
|
||||
`default = <number>` to set the default selection. Aliases can be set by
|
||||
defining a property `alias_<name> = <same number>`.
|
||||
|
||||
One special case where aliases are required is when option name is `yes`, `no`,
|
||||
`on` or `off` because they parse to `True` or `False`:
|
||||
```python
|
||||
option_off = 0
|
||||
option_on = 1
|
||||
option_some = 2
|
||||
alias_false = 0
|
||||
alias_true = 1
|
||||
alias_disabled = 0
|
||||
alias_enabled = 1
|
||||
default = 0
|
||||
```
|
||||
|
||||
@@ -323,7 +331,7 @@ mygame_options: typing.Dict[str, type(Option)] = {
|
||||
```python
|
||||
# __init__.py
|
||||
|
||||
from ..AutoWorld import World
|
||||
from worlds.AutoWorld import World
|
||||
from .Options import mygame_options # import the options dict
|
||||
|
||||
class MyGameWorld(World):
|
||||
@@ -352,7 +360,7 @@ more natural. These games typically have been edited to 'bake in' the items.
|
||||
from .Options import mygame_options # the options we defined earlier
|
||||
from .Items import mygame_items # data used below to add items to the World
|
||||
from .Locations import mygame_locations # same as above
|
||||
from ..AutoWorld import World
|
||||
from worlds.AutoWorld import World
|
||||
from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
|
||||
from Utils import get_options, output_path
|
||||
|
||||
@@ -553,7 +561,7 @@ def generate_basic(self) -> None:
|
||||
### Setting Rules
|
||||
|
||||
```python
|
||||
from ..generic.Rules import add_rule, set_rule, forbid_item
|
||||
from worlds.generic.Rules import add_rule, set_rule, forbid_item
|
||||
from Items import get_item_type
|
||||
|
||||
def set_rules(self) -> None:
|
||||
@@ -603,14 +611,16 @@ implement more complex logic in logic mixins, even if there is no need to add
|
||||
properties to the `BaseClasses.CollectionState` state object.
|
||||
|
||||
When importing a file that defines a class that inherits from
|
||||
`..AutoWorld.LogicMixin` the state object's class is automatically extended by
|
||||
`worlds.AutoWorld.LogicMixin` the state object's class is automatically extended by
|
||||
the mixin's members. These members should be prefixed with underscore following
|
||||
the name of the implementing world. This is due to sharing a namespace with all
|
||||
other logic mixins.
|
||||
|
||||
Typical uses are defining methods that are used instead of `state.has`
|
||||
in lambdas, e.g.`state._mygame_has(custom, world, player)` or recurring checks
|
||||
like `state._mygame_can_do_something(world, player)` to simplify lambdas.
|
||||
in lambdas, e.g.`state.mygame_has(custom, player)` or recurring checks
|
||||
like `state.mygame_can_do_something(player)` to simplify lambdas.
|
||||
Private members, only accessible from mixins, should start with `_mygame_`,
|
||||
public members with `mygame_`.
|
||||
|
||||
More advanced uses could be to add additional variables to the state object,
|
||||
override `World.collect(self, state, item)` and `remove(self, state, item)`
|
||||
@@ -622,25 +632,26 @@ Please do this with caution and only when neccessary.
|
||||
```python
|
||||
# Logic.py
|
||||
|
||||
from ..AutoWorld import LogicMixin
|
||||
from worlds.AutoWorld import LogicMixin
|
||||
|
||||
class MyGameLogic(LogicMixin):
|
||||
def _mygame_has_key(self, world: MultiWorld, player: int):
|
||||
def mygame_has_key(self, player: int):
|
||||
# Arguments above are free to choose
|
||||
# it may make sense to use World as argument instead of MultiWorld
|
||||
# MultiWorld can be accessed through self.world, explicitly passing in
|
||||
# MyGameWorld instance for easy options access is also a valid approach
|
||||
return self.has("key", player) # or whatever
|
||||
```
|
||||
```python
|
||||
# __init__.py
|
||||
|
||||
from ..generic.Rules import set_rule
|
||||
from worlds.generic.Rules import set_rule
|
||||
import .Logic # apply the mixin by importing its file
|
||||
|
||||
class MyGameWorld(World):
|
||||
# ...
|
||||
def set_rules(self):
|
||||
set_rule(self.world.get_location("A Door", self.player),
|
||||
lamda state: state._mygame_has_key(self.world, self.player))
|
||||
lamda state: state.mygame_has_key(self.player))
|
||||
```
|
||||
|
||||
### Generate Output
|
||||
|
||||
@@ -196,7 +196,7 @@ begin
|
||||
begin
|
||||
// Is the installed version at least the packaged one ?
|
||||
Log('VC Redist x64 Version : found ' + strVersion);
|
||||
Result := (CompareStr(strVersion, 'v14.29.30037') < 0);
|
||||
Result := (CompareStr(strVersion, 'v14.32.31332') < 0);
|
||||
end
|
||||
else
|
||||
begin
|
||||
|
||||
@@ -3,6 +3,6 @@ websockets>=10.3
|
||||
PyYAML>=6.0
|
||||
jellyfish>=0.9.0
|
||||
jinja2>=3.1.2
|
||||
schema>=0.7.4
|
||||
schema>=0.7.5
|
||||
kivy>=2.1.0
|
||||
bsdiff4>=1.2.2
|
||||
@@ -371,13 +371,13 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
|
||||
distribute_items_restrictive(multi_world)
|
||||
|
||||
self.assertEqual(locations[0].item, basic_items[0])
|
||||
self.assertEqual(locations[0].item, basic_items[1])
|
||||
self.assertFalse(locations[0].event)
|
||||
self.assertEqual(locations[1].item, prog_items[0])
|
||||
self.assertTrue(locations[1].event)
|
||||
self.assertEqual(locations[2].item, prog_items[1])
|
||||
self.assertTrue(locations[2].event)
|
||||
self.assertEqual(locations[3].item, basic_items[1])
|
||||
self.assertEqual(locations[3].item, basic_items[0])
|
||||
self.assertFalse(locations[3].event)
|
||||
|
||||
def test_excluded_distribute(self):
|
||||
@@ -500,8 +500,8 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
removed_item: list[Item] = []
|
||||
removed_location: list[Location] = []
|
||||
|
||||
def fill_hook(progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations):
|
||||
removed_item.append(restitempool.pop(0))
|
||||
def fill_hook(progitempool, usefulitempool, filleritempool, fill_locations):
|
||||
removed_item.append(filleritempool.pop(0))
|
||||
removed_location.append(fill_locations.pop(0))
|
||||
|
||||
multi_world.worlds[player1.id].fill_hook = fill_hook
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import unittest
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
from . import setup_default_world
|
||||
|
||||
|
||||
class TestBase(unittest.TestCase):
|
||||
@@ -29,3 +30,17 @@ class TestBase(unittest.TestCase):
|
||||
with self.subTest(group_name, group_name=group_name):
|
||||
for item in items:
|
||||
self.assertIn(item, world_type.item_name_to_id)
|
||||
|
||||
def testItemCountGreaterEqualLocations(self):
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
|
||||
if game_name in {"Final Fantasy"}:
|
||||
continue
|
||||
with self.subTest("Game", game=game_name):
|
||||
world = setup_default_world(world_type)
|
||||
location_count = sum(0 if location.event or location.item else 1 for location in world.get_locations())
|
||||
self.assertGreaterEqual(
|
||||
len(world.itempool),
|
||||
location_count,
|
||||
f"{game_name} Item count MUST meet or exceede the number of locations",
|
||||
)
|
||||
|
||||
20
test/general/TestNames.py
Normal file
20
test/general/TestNames.py
Normal file
@@ -0,0 +1,20 @@
|
||||
import unittest
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
|
||||
class TestNames(unittest.TestCase):
|
||||
def testItemNamesFormat(self):
|
||||
"""Item names must not be all numeric in order to differentiate between ID and name in !hint"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
for item_name in world_type.item_name_to_id:
|
||||
self.assertFalse(item_name.isnumeric(),
|
||||
f"Item name \"{item_name}\" is invalid. It must not be numeric.")
|
||||
|
||||
def testLocationNameFormat(self):
|
||||
"""Location names must not be all numeric in order to differentiate between ID and name in !hint_location"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
for location_name in world_type.location_name_to_id:
|
||||
self.assertFalse(location_name.isnumeric(),
|
||||
f"Location name \"{location_name}\" is invalid. It must not be numeric.")
|
||||
@@ -14,9 +14,20 @@ class TestFileGeneration(unittest.TestCase):
|
||||
|
||||
def testOptions(self):
|
||||
WebHost.create_options_files()
|
||||
self.assertTrue(os.path.exists(os.path.join(self.correct_path, "static", "generated", "configs")))
|
||||
target = os.path.join(self.correct_path, "static", "generated", "configs")
|
||||
self.assertTrue(os.path.exists(target))
|
||||
self.assertFalse(os.path.exists(os.path.join(self.incorrect_path, "static", "generated", "configs")))
|
||||
|
||||
# folder seems fine, so now we try to generate Options based on the default file
|
||||
from WebHostLib.check import roll_options
|
||||
file: os.DirEntry
|
||||
for file in os.scandir(target):
|
||||
if file.is_file() and file.name.endswith(".yaml"):
|
||||
with self.subTest(file=file.name):
|
||||
with open(file) as f:
|
||||
for value in roll_options({file.name: f.read()})[0].values():
|
||||
self.assertTrue(value is True, f"Default Options for template {file.name} cannot be run.")
|
||||
|
||||
def testTutorial(self):
|
||||
WebHost.create_ordered_tutorials_file()
|
||||
self.assertTrue(os.path.exists(os.path.join(self.correct_path, "static", "generated", "tutorials.json")))
|
||||
|
||||
@@ -221,10 +221,8 @@ class World(metaclass=AutoWorldRegister):
|
||||
@classmethod
|
||||
def fill_hook(cls,
|
||||
progitempool: List["Item"],
|
||||
nonexcludeditempool: List["Item"],
|
||||
localrestitempool: Dict[int, List["Item"]],
|
||||
nonlocalrestitempool: Dict[int, List["Item"]],
|
||||
restitempool: List["Item"],
|
||||
usefulitempool: List["Item"],
|
||||
filleritempool: List["Item"],
|
||||
fill_locations: List["Location"]) -> None:
|
||||
"""Special method that gets called as part of distribute_items_restrictive (main fill).
|
||||
This gets called once per present world type."""
|
||||
@@ -242,6 +240,11 @@ class World(metaclass=AutoWorldRegister):
|
||||
"""Fill in the slot_data field in the Connected network package."""
|
||||
return {}
|
||||
|
||||
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
|
||||
"""Fill in additional entrance information text into locations, which is displayed when hinted.
|
||||
structure is {player_id: {location_id: text}} You will need to insert your own player_id."""
|
||||
pass
|
||||
|
||||
def modify_multidata(self, multidata: Dict[str, Any]) -> None: # TODO: TypedDict for multidata?
|
||||
"""For deeper modification of server multidata."""
|
||||
pass
|
||||
|
||||
@@ -27,7 +27,8 @@ class WorldSource(typing.NamedTuple):
|
||||
world_sources: typing.List[WorldSource] = []
|
||||
file: os.DirEntry # for me (Berserker) at least, PyCharm doesn't seem to infer the type correctly
|
||||
for file in os.scandir(folder):
|
||||
if not file.name.startswith("_"): # prevent explicitly loading __pycache__ and allow _* names for non-world folders
|
||||
# prevent loading of __pycache__ and allow _* for non-world folders, disable files/folders starting with "."
|
||||
if not file.name.startswith(("_", ".")):
|
||||
if file.is_dir():
|
||||
world_sources.append(WorldSource(file.name))
|
||||
elif file.is_file() and file.name.endswith(".apworld"):
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
import logging
|
||||
from typing import Optional
|
||||
from typing import Optional, Union, List, Tuple, Callable, Dict
|
||||
|
||||
from BaseClasses import Boss
|
||||
from Fill import FillError
|
||||
from .Options import Bosses
|
||||
|
||||
|
||||
def BossFactory(boss: str, player: int) -> Optional[Boss]:
|
||||
@@ -12,7 +13,7 @@ def BossFactory(boss: str, player: int) -> Optional[Boss]:
|
||||
raise Exception('Unknown Boss: %s', boss)
|
||||
|
||||
|
||||
def ArmosKnightsDefeatRule(state, player: int):
|
||||
def ArmosKnightsDefeatRule(state, player: int) -> bool:
|
||||
# Magic amounts are probably a bit overkill
|
||||
return (
|
||||
state.has_melee_weapon(player) or
|
||||
@@ -25,7 +26,7 @@ def ArmosKnightsDefeatRule(state, player: int):
|
||||
state.has('Red Boomerang', player))
|
||||
|
||||
|
||||
def LanmolasDefeatRule(state, player: int):
|
||||
def LanmolasDefeatRule(state, player: int) -> bool:
|
||||
return (
|
||||
state.has_melee_weapon(player) or
|
||||
state.has('Fire Rod', player) or
|
||||
@@ -35,16 +36,16 @@ def LanmolasDefeatRule(state, player: int):
|
||||
state.can_shoot_arrows(player))
|
||||
|
||||
|
||||
def MoldormDefeatRule(state, player: int):
|
||||
def MoldormDefeatRule(state, player: int) -> bool:
|
||||
return state.has_melee_weapon(player)
|
||||
|
||||
|
||||
def HelmasaurKingDefeatRule(state, player: int):
|
||||
def HelmasaurKingDefeatRule(state, player: int) -> bool:
|
||||
# TODO: technically possible with the hammer
|
||||
return state.has_sword(player) or state.can_shoot_arrows(player)
|
||||
|
||||
|
||||
def ArrghusDefeatRule(state, player: int):
|
||||
def ArrghusDefeatRule(state, player: int) -> bool:
|
||||
if not state.has('Hookshot', player):
|
||||
return False
|
||||
# TODO: ideally we would have a check for bow and silvers, which combined with the
|
||||
@@ -58,7 +59,7 @@ def ArrghusDefeatRule(state, player: int):
|
||||
(state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
|
||||
|
||||
|
||||
def MothulaDefeatRule(state, player: int):
|
||||
def MothulaDefeatRule(state, player: int) -> bool:
|
||||
return (
|
||||
state.has_melee_weapon(player) or
|
||||
(state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
|
||||
@@ -70,11 +71,11 @@ def MothulaDefeatRule(state, player: int):
|
||||
)
|
||||
|
||||
|
||||
def BlindDefeatRule(state, player: int):
|
||||
def BlindDefeatRule(state, player: int) -> bool:
|
||||
return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
|
||||
|
||||
|
||||
def KholdstareDefeatRule(state, player: int):
|
||||
def KholdstareDefeatRule(state, player: int) -> bool:
|
||||
return (
|
||||
(
|
||||
state.has('Fire Rod', player) or
|
||||
@@ -96,11 +97,11 @@ def KholdstareDefeatRule(state, player: int):
|
||||
)
|
||||
|
||||
|
||||
def VitreousDefeatRule(state, player: int):
|
||||
def VitreousDefeatRule(state, player: int) -> bool:
|
||||
return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
|
||||
|
||||
|
||||
def TrinexxDefeatRule(state, player: int):
|
||||
def TrinexxDefeatRule(state, player: int) -> bool:
|
||||
if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
|
||||
return False
|
||||
return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
|
||||
@@ -108,11 +109,11 @@ def TrinexxDefeatRule(state, player: int):
|
||||
(state.has_sword(player) and state.can_extend_magic(player, 32))
|
||||
|
||||
|
||||
def AgahnimDefeatRule(state, player: int):
|
||||
def AgahnimDefeatRule(state, player: int) -> bool:
|
||||
return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
|
||||
|
||||
|
||||
def GanonDefeatRule(state, player: int):
|
||||
def GanonDefeatRule(state, player: int) -> bool:
|
||||
if state.world.swordless[player]:
|
||||
return state.has('Hammer', player) and \
|
||||
state.has_fire_source(player) and \
|
||||
@@ -132,7 +133,7 @@ def GanonDefeatRule(state, player: int):
|
||||
return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
|
||||
|
||||
|
||||
boss_table = {
|
||||
boss_table: Dict[str, Tuple[str, Optional[Callable]]] = {
|
||||
'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
|
||||
'Lanmolas': ('Lanmola', LanmolasDefeatRule),
|
||||
'Moldorm': ('Moldorm', MoldormDefeatRule),
|
||||
@@ -147,7 +148,7 @@ boss_table = {
|
||||
'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
|
||||
}
|
||||
|
||||
boss_location_table = [
|
||||
boss_location_table: List[Tuple[str, str]] = [
|
||||
('Ganons Tower', 'top'),
|
||||
('Tower of Hera', None),
|
||||
('Skull Woods', None),
|
||||
@@ -164,6 +165,34 @@ boss_location_table = [
|
||||
]
|
||||
|
||||
|
||||
def place_plando_bosses(bosses: List[str], world, player: int) -> Tuple[List[str], List[Tuple[str, str]]]:
|
||||
# Most to least restrictive order
|
||||
boss_locations = boss_location_table.copy()
|
||||
world.random.shuffle(boss_locations)
|
||||
boss_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
|
||||
already_placed_bosses: List[str] = []
|
||||
|
||||
for boss in bosses:
|
||||
if "-" in boss: # handle plando locations
|
||||
loc, boss = boss.split("-")
|
||||
boss = boss.title()
|
||||
level: str = None
|
||||
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
|
||||
# split off level
|
||||
loc = loc.split(" ")
|
||||
level = loc[-1]
|
||||
loc = " ".join(loc[:-1])
|
||||
loc = loc.title().replace("Of", "of")
|
||||
place_boss(world, player, boss, loc, level)
|
||||
already_placed_bosses.append(boss)
|
||||
boss_locations.remove((loc, level))
|
||||
else: # boss chosen with no specified locations
|
||||
boss = boss.title()
|
||||
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
|
||||
|
||||
return already_placed_bosses, boss_locations
|
||||
|
||||
|
||||
def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
|
||||
# blacklist approach
|
||||
if boss in {"Agahnim", "Agahnim2", "Ganon"}:
|
||||
@@ -187,62 +216,50 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
|
||||
|
||||
return True
|
||||
|
||||
restrictive_boss_locations = {}
|
||||
|
||||
restrictive_boss_locations: Dict[Tuple[str, str], bool] = {}
|
||||
for location in boss_location_table:
|
||||
restrictive_boss_locations[location] = not all(can_place_boss(boss, *location)
|
||||
for boss in boss_table if not boss.startswith("Agahnim"))
|
||||
|
||||
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
|
||||
|
||||
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]) -> None:
|
||||
if location == 'Ganons Tower' and world.mode[player] == 'inverted':
|
||||
location = 'Inverted Ganons Tower'
|
||||
logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
|
||||
world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
|
||||
|
||||
def format_boss_location(location, level):
|
||||
|
||||
def format_boss_location(location: str, level: str) -> str:
|
||||
return location + (' (' + level + ')' if level else '')
|
||||
|
||||
def place_bosses(world, player: int):
|
||||
if world.boss_shuffle[player] == 'none':
|
||||
|
||||
def place_bosses(world, player: int) -> None:
|
||||
# will either be an int or a lower case string with ';' between options
|
||||
boss_shuffle: Union[str, int] = world.boss_shuffle[player].value
|
||||
already_placed_bosses: List[str] = []
|
||||
remaining_locations: List[Tuple[str, str]] = []
|
||||
# handle plando
|
||||
if isinstance(boss_shuffle, str):
|
||||
# figure out our remaining mode, convert it to an int and remove it from plando_args
|
||||
options = boss_shuffle.split(";")
|
||||
boss_shuffle = Bosses.options[options.pop()]
|
||||
# place our plando bosses
|
||||
already_placed_bosses, remaining_locations = place_plando_bosses(options, world, player)
|
||||
if boss_shuffle == Bosses.option_none: # vanilla boss locations
|
||||
return
|
||||
|
||||
# Most to least restrictive order
|
||||
boss_locations = boss_location_table.copy()
|
||||
world.random.shuffle(boss_locations)
|
||||
boss_locations.sort(key= lambda location: -int(restrictive_boss_locations[location]))
|
||||
if not remaining_locations and not already_placed_bosses:
|
||||
remaining_locations = boss_location_table.copy()
|
||||
world.random.shuffle(remaining_locations)
|
||||
remaining_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
|
||||
|
||||
all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons
|
||||
placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
|
||||
|
||||
shuffle_mode = world.boss_shuffle[player]
|
||||
already_placed_bosses = []
|
||||
if ";" in shuffle_mode:
|
||||
bosses = shuffle_mode.split(";")
|
||||
shuffle_mode = bosses.pop()
|
||||
for boss in bosses:
|
||||
if "-" in boss:
|
||||
loc, boss = boss.split("-")
|
||||
boss = boss.title()
|
||||
level = None
|
||||
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
|
||||
# split off level
|
||||
loc = loc.split(" ")
|
||||
level = loc[-1]
|
||||
loc = " ".join(loc[:-1])
|
||||
loc = loc.title().replace("Of", "of")
|
||||
if can_place_boss(boss, loc, level) and (loc, level) in boss_locations:
|
||||
place_boss(world, player, boss, loc, level)
|
||||
already_placed_bosses.append(boss)
|
||||
boss_locations.remove((loc, level))
|
||||
else:
|
||||
raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.")
|
||||
else:
|
||||
boss = boss.title()
|
||||
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
|
||||
|
||||
if shuffle_mode == "none":
|
||||
return # vanilla bosses come pre-placed
|
||||
|
||||
if shuffle_mode in ["basic", "full"]:
|
||||
if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
|
||||
if boss_shuffle == Bosses.option_basic or boss_shuffle == Bosses.option_full:
|
||||
if boss_shuffle == Bosses.option_basic: # vanilla bosses shuffled
|
||||
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
|
||||
else: # all bosses present, the three duplicates chosen at random
|
||||
bosses = placeable_bosses + world.random.sample(placeable_bosses, 3)
|
||||
@@ -258,7 +275,7 @@ def place_bosses(world, player: int):
|
||||
logging.debug('Bosses chosen %s', bosses)
|
||||
|
||||
world.random.shuffle(bosses)
|
||||
for loc, level in boss_locations:
|
||||
for loc, level in remaining_locations:
|
||||
for _ in range(len(bosses)):
|
||||
boss = bosses.pop()
|
||||
if can_place_boss(boss, loc, level):
|
||||
@@ -272,8 +289,8 @@ def place_bosses(world, player: int):
|
||||
|
||||
place_boss(world, player, boss, loc, level)
|
||||
|
||||
elif shuffle_mode == "chaos": # all bosses chosen at random
|
||||
for loc, level in boss_locations:
|
||||
elif boss_shuffle == Bosses.option_chaos: # all bosses chosen at random
|
||||
for loc, level in remaining_locations:
|
||||
try:
|
||||
boss = world.random.choice(
|
||||
[b for b in placeable_bosses if can_place_boss(b, loc, level)])
|
||||
@@ -282,9 +299,9 @@ def place_bosses(world, player: int):
|
||||
else:
|
||||
place_boss(world, player, boss, loc, level)
|
||||
|
||||
elif shuffle_mode == "singularity":
|
||||
elif boss_shuffle == Bosses.option_singularity:
|
||||
primary_boss = world.random.choice(placeable_bosses)
|
||||
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
|
||||
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, remaining_locations)
|
||||
if remaining_boss_locations:
|
||||
# pick a boss to go into the remaining locations
|
||||
remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
|
||||
@@ -293,12 +310,12 @@ def place_bosses(world, player: int):
|
||||
if remaining_boss_locations:
|
||||
raise Exception("Unfilled boss locations!")
|
||||
else:
|
||||
raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
|
||||
raise FillError(f"Could not find boss shuffle mode {boss_shuffle}")
|
||||
|
||||
|
||||
def place_where_possible(world, player: int, boss: str, boss_locations):
|
||||
remainder = []
|
||||
placed_bosses = []
|
||||
def place_where_possible(world, player: int, boss: str, boss_locations) -> Tuple[List[Tuple[str, str]], List[str]]:
|
||||
remainder: List[Tuple[str, str]] = []
|
||||
placed_bosses: List[str] = []
|
||||
for loc, level in boss_locations:
|
||||
# place that boss where it can go
|
||||
if can_place_boss(boss, loc, level):
|
||||
|
||||
@@ -480,7 +480,7 @@ def set_up_take_anys(world, player):
|
||||
old_man_take_any.shop = TakeAny(old_man_take_any, 0x0112, 0xE2, True, True, total_shop_slots)
|
||||
world.shops.append(old_man_take_any.shop)
|
||||
|
||||
swords = [item for item in world.itempool if item.type == 'Sword' and item.player == player]
|
||||
swords = [item for item in world.itempool if item.player == player and item.type == 'Sword']
|
||||
if swords:
|
||||
sword = world.random.choice(swords)
|
||||
world.itempool.remove(sword)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
import typing
|
||||
|
||||
from BaseClasses import MultiWorld
|
||||
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink
|
||||
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink, TextChoice
|
||||
|
||||
|
||||
class Logic(Choice):
|
||||
@@ -39,8 +39,6 @@ class OpenPyramid(Choice):
|
||||
option_auto = 3
|
||||
default = option_goal
|
||||
|
||||
alias_true = option_open
|
||||
alias_false = option_closed
|
||||
alias_yes = option_open
|
||||
alias_no = option_closed
|
||||
|
||||
@@ -140,13 +138,143 @@ class WorldState(Choice):
|
||||
option_inverted = 2
|
||||
|
||||
|
||||
class Bosses(Choice):
|
||||
option_vanilla = 0
|
||||
option_simple = 1
|
||||
class Bosses(TextChoice):
|
||||
"""Shuffles bosses around to different locations.
|
||||
Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed.
|
||||
Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur.
|
||||
Chaos allows any boss to appear any number of times.
|
||||
Singularity places a single boss in as many places as possible, and a second boss in any remaining locations.
|
||||
Supports plando placement. Formatting here: https://archipelago.gg/tutorial/A%20Link%20to%20the%20Past/plando/en"""
|
||||
display_name = "Boss Shuffle"
|
||||
option_none = 0
|
||||
option_basic = 1
|
||||
option_full = 2
|
||||
option_chaos = 3
|
||||
option_singularity = 4
|
||||
|
||||
bosses: set = {
|
||||
"Armos Knights",
|
||||
"Lanmolas",
|
||||
"Moldorm",
|
||||
"Helmasaur King",
|
||||
"Arrghus",
|
||||
"Mothula",
|
||||
"Blind",
|
||||
"Kholdstare",
|
||||
"Vitreous",
|
||||
"Trinexx",
|
||||
}
|
||||
|
||||
locations: set = {
|
||||
"Ganons Tower Top",
|
||||
"Tower of Hera",
|
||||
"Skull Woods",
|
||||
"Ganons Tower Middle",
|
||||
"Eastern Palace",
|
||||
"Desert Palace",
|
||||
"Palace of Darkness",
|
||||
"Swamp Palace",
|
||||
"Thieves Town",
|
||||
"Ice Palace",
|
||||
"Misery Mire",
|
||||
"Turtle Rock",
|
||||
"Ganons Tower Bottom"
|
||||
}
|
||||
|
||||
def __init__(self, value: typing.Union[str, int]):
|
||||
assert isinstance(value, str) or isinstance(value, int), \
|
||||
f"{value} is not a valid option for {self.__class__.__name__}"
|
||||
self.value = value
|
||||
|
||||
@classmethod
|
||||
def from_text(cls, text: str):
|
||||
import random
|
||||
# set all of our text to lower case for name checking
|
||||
text = text.lower()
|
||||
cls.bosses = {boss_name.lower() for boss_name in cls.bosses}
|
||||
cls.locations = {boss_location.lower() for boss_location in cls.locations}
|
||||
if text == "random":
|
||||
return cls(random.choice(list(cls.options.values())))
|
||||
for option_name, value in cls.options.items():
|
||||
if option_name == text:
|
||||
return cls(value)
|
||||
options = text.split(";")
|
||||
|
||||
# since plando exists in the option verify the plando values given are valid
|
||||
cls.validate_plando_bosses(options)
|
||||
|
||||
# find out what type of boss shuffle we should use for placing bosses after plando
|
||||
# and add as a string to look nice in the spoiler
|
||||
if "random" in options:
|
||||
shuffle = random.choice(list(cls.options))
|
||||
options.remove("random")
|
||||
options = ";".join(options) + ";" + shuffle
|
||||
boss_class = cls(options)
|
||||
else:
|
||||
for option in options:
|
||||
if option in cls.options:
|
||||
boss_class = cls(";".join(options))
|
||||
break
|
||||
else:
|
||||
if len(options) == 1:
|
||||
if cls.valid_boss_name(options[0]):
|
||||
options = options[0] + ";singularity"
|
||||
boss_class = cls(options)
|
||||
else:
|
||||
options = options[0] + ";none"
|
||||
boss_class = cls(options)
|
||||
else:
|
||||
options = ";".join(options) + ";none"
|
||||
boss_class = cls(options)
|
||||
return boss_class
|
||||
|
||||
@classmethod
|
||||
def validate_plando_bosses(cls, options: typing.List[str]) -> None:
|
||||
from .Bosses import can_place_boss, format_boss_location
|
||||
for option in options:
|
||||
if option == "random" or option in cls.options:
|
||||
if option != options[-1]:
|
||||
raise ValueError(f"{option} option must be at the end of the boss_shuffle options!")
|
||||
continue
|
||||
if "-" in option:
|
||||
location, boss = option.split("-")
|
||||
level = ''
|
||||
if not cls.valid_boss_name(boss):
|
||||
raise ValueError(f"{boss} is not a valid boss name for location {location}.")
|
||||
if not cls.valid_location_name(location):
|
||||
raise ValueError(f"{location} is not a valid boss location name.")
|
||||
if location.split(" ")[-1] in ("top", "middle", "bottom"):
|
||||
location = location.split(" ")
|
||||
level = location[-1]
|
||||
location = " ".join(location[:-1])
|
||||
location = location.title().replace("Of", "of")
|
||||
if not can_place_boss(boss.title(), location, level):
|
||||
raise ValueError(f"{format_boss_location(location, level)} "
|
||||
f"is not a valid location for {boss.title()}.")
|
||||
else:
|
||||
if not cls.valid_boss_name(option):
|
||||
raise ValueError(f"{option} is not a valid boss name.")
|
||||
|
||||
@classmethod
|
||||
def valid_boss_name(cls, value: str) -> bool:
|
||||
return value.lower() in cls.bosses
|
||||
|
||||
@classmethod
|
||||
def valid_location_name(cls, value: str) -> bool:
|
||||
return value in cls.locations
|
||||
|
||||
def verify(self, world, player_name: str, plando_options) -> None:
|
||||
if isinstance(self.value, int):
|
||||
return
|
||||
from Generate import PlandoSettings
|
||||
if not(PlandoSettings.bosses & plando_options):
|
||||
import logging
|
||||
# plando is disabled but plando options were given so pull the option and change it to an int
|
||||
option = self.value.split(";")[-1]
|
||||
self.value = self.options[option]
|
||||
logging.warning(f"The plando bosses module is turned off, so {self.name_lookup[self.value].title()} "
|
||||
f"boss shuffle will be used for player {player_name}.")
|
||||
|
||||
|
||||
class Enemies(Choice):
|
||||
option_vanilla = 0
|
||||
@@ -159,8 +287,6 @@ class Progressive(Choice):
|
||||
option_off = 0
|
||||
option_grouped_random = 1
|
||||
option_on = 2
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
default = 2
|
||||
|
||||
def want_progressives(self, random):
|
||||
@@ -168,8 +294,8 @@ class Progressive(Choice):
|
||||
|
||||
|
||||
class Swordless(Toggle):
|
||||
"""No swords. Curtains in Skull Woods and Agahnim\'s
|
||||
Tower are removed, Agahnim\'s Tower barrier can be
|
||||
"""No swords. Curtains in Skull Woods and Agahnim's
|
||||
Tower are removed, Agahnim's Tower barrier can be
|
||||
destroyed with hammer. Misery Mire and Turtle Rock
|
||||
can be opened without a sword. Hammer damages Ganon.
|
||||
Ether and Bombos Tablet can be activated with Hammer
|
||||
@@ -202,8 +328,6 @@ class Hints(Choice):
|
||||
option_on = 2
|
||||
option_full = 3
|
||||
default = 2
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
|
||||
|
||||
class Scams(Choice):
|
||||
@@ -213,7 +337,6 @@ class Scams(Choice):
|
||||
option_king_zora = 1
|
||||
option_bottle_merchant = 2
|
||||
option_all = 3
|
||||
alias_false = 0
|
||||
|
||||
@property
|
||||
def gives_king_zora_hint(self):
|
||||
@@ -282,8 +405,8 @@ class ShieldPalette(Palette):
|
||||
display_name = "Shield Palette"
|
||||
|
||||
|
||||
class LinkPalette(Palette):
|
||||
display_name = "Link Palette"
|
||||
# class LinkPalette(Palette):
|
||||
# display_name = "Link Palette"
|
||||
|
||||
|
||||
class HeartBeep(Choice):
|
||||
@@ -293,7 +416,6 @@ class HeartBeep(Choice):
|
||||
option_half = 2
|
||||
option_quarter = 3
|
||||
option_off = 4
|
||||
alias_false = 4
|
||||
|
||||
|
||||
class HeartColor(Choice):
|
||||
@@ -375,6 +497,7 @@ alttp_options: typing.Dict[str, type(Option)] = {
|
||||
"hints": Hints,
|
||||
"scams": Scams,
|
||||
"restrict_dungeon_item_on_boss": RestrictBossItem,
|
||||
"boss_shuffle": Bosses,
|
||||
"pot_shuffle": PotShuffle,
|
||||
"enemy_shuffle": EnemyShuffle,
|
||||
"killable_thieves": KillableThieves,
|
||||
@@ -387,7 +510,7 @@ alttp_options: typing.Dict[str, type(Option)] = {
|
||||
"hud_palettes": HUDPalette,
|
||||
"sword_palettes": SwordPalette,
|
||||
"shield_palettes": ShieldPalette,
|
||||
"link_palettes": LinkPalette,
|
||||
# "link_palettes": LinkPalette,
|
||||
"heartbeep": HeartBeep,
|
||||
"heartcolor": HeartColor,
|
||||
"quickswap": QuickSwap,
|
||||
|
||||
@@ -4,6 +4,10 @@ import typing
|
||||
from BaseClasses import Region, Entrance, RegionType
|
||||
|
||||
|
||||
def is_main_entrance(entrance: Entrance) -> bool:
|
||||
return entrance.parent_region.type in {RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic}
|
||||
|
||||
|
||||
def create_regions(world, player):
|
||||
|
||||
world.regions += [
|
||||
|
||||
@@ -12,7 +12,8 @@ from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
|
||||
from .ItemPool import generate_itempool, difficulties
|
||||
from .Items import item_init_table, item_name_groups, item_table, GetBeemizerItem
|
||||
from .Options import alttp_options, smallkey_shuffle
|
||||
from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions
|
||||
from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance, \
|
||||
is_main_entrance
|
||||
from .Rom import LocalRom, patch_rom, patch_race_rom, check_enemizer, patch_enemizer, apply_rom_settings, \
|
||||
get_hash_string, get_base_rom_path, LttPDeltaPatch
|
||||
from .Rules import set_rules
|
||||
@@ -24,6 +25,7 @@ lttp_logger = logging.getLogger("A Link to the Past")
|
||||
|
||||
extras_list = sum(difficulties['normal'].extras[0:5], [])
|
||||
|
||||
|
||||
class ALTTPWeb(WebWorld):
|
||||
setup_en = Tutorial(
|
||||
"Multiworld Setup Tutorial",
|
||||
@@ -349,7 +351,7 @@ class ALTTPWorld(World):
|
||||
def use_enemizer(self):
|
||||
world = self.world
|
||||
player = self.player
|
||||
return (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
|
||||
return (world.boss_shuffle[player] or world.enemy_shuffle[player]
|
||||
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
|
||||
or world.pot_shuffle[player] or world.bush_shuffle[player]
|
||||
or world.killable_thieves[player])
|
||||
@@ -378,7 +380,7 @@ class ALTTPWorld(World):
|
||||
'hud': world.hud_palettes[player],
|
||||
'sword': world.sword_palettes[player],
|
||||
'shield': world.shield_palettes[player],
|
||||
'link': world.link_palettes[player]
|
||||
# 'link': world.link_palettes[player]
|
||||
}
|
||||
palettes_options = {key: option.current_key for key, option in palettes_options.items()}
|
||||
|
||||
@@ -410,6 +412,20 @@ class ALTTPWorld(World):
|
||||
finally:
|
||||
self.rom_name_available_event.set() # make sure threading continues and errors are collected
|
||||
|
||||
@classmethod
|
||||
def stage_extend_hint_information(cls, world, hint_data: typing.Dict[int, typing.Dict[int, str]]):
|
||||
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
|
||||
world.shuffle[player] != "vanilla" or world.retro_caves[player]}
|
||||
|
||||
for region in world.regions:
|
||||
if region.player in er_hint_data and region.locations:
|
||||
main_entrance = region.get_connecting_entrance(is_main_entrance)
|
||||
for location in region.locations:
|
||||
if type(location.address) == int: # skips events and crystals
|
||||
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
|
||||
er_hint_data[region.player][location.address] = main_entrance.name
|
||||
hint_data.update(er_hint_data)
|
||||
|
||||
def modify_multidata(self, multidata: dict):
|
||||
import base64
|
||||
# wait for self.rom_name to be available.
|
||||
@@ -424,8 +440,7 @@ class ALTTPWorld(World):
|
||||
return ALttPItem(name, self.player, **item_init_table[name])
|
||||
|
||||
@classmethod
|
||||
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
|
||||
restitempool, fill_locations):
|
||||
def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
|
||||
trash_counts = {}
|
||||
standard_keyshuffle_players = set()
|
||||
for player in world.get_game_players("A Link to the Past"):
|
||||
@@ -472,26 +487,15 @@ class ALTTPWorld(World):
|
||||
for player, trash_count in trash_counts.items():
|
||||
gtower_locations = locations_mapping[player]
|
||||
world.random.shuffle(gtower_locations)
|
||||
localrest = localrestitempool[player]
|
||||
if localrest:
|
||||
gt_item_pool = restitempool + localrest
|
||||
world.random.shuffle(gt_item_pool)
|
||||
else:
|
||||
gt_item_pool = restitempool.copy()
|
||||
|
||||
while gtower_locations and gt_item_pool and trash_count > 0:
|
||||
while gtower_locations and filleritempool and trash_count > 0:
|
||||
spot_to_fill = gtower_locations.pop()
|
||||
item_to_place = gt_item_pool.pop()
|
||||
item_to_place = filleritempool.pop()
|
||||
if spot_to_fill.item_rule(item_to_place):
|
||||
if item_to_place in localrest:
|
||||
localrest.remove(item_to_place)
|
||||
else:
|
||||
restitempool.remove(item_to_place)
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
fill_locations.remove(spot_to_fill) # very slow, unfortunately
|
||||
trash_count -= 1
|
||||
|
||||
|
||||
def get_filler_item_name(self) -> str:
|
||||
if self.world.goal[self.player] == "icerodhunt":
|
||||
item = "Nothing"
|
||||
|
||||
@@ -26,10 +26,14 @@
|
||||
- Example: `Trinexx`
|
||||
- Takes a particular boss and places that boss in any remaining slots in which this boss can function.
|
||||
- In this example, it would fill Desert Palace, but not Tower of Hera.
|
||||
- If no other options are provided this will follow normal singularity rules with that boss.
|
||||
- Boss Shuffle:
|
||||
- Example: `simple`
|
||||
- Example: `basic`
|
||||
- Runs a particular boss shuffle mode to finish construction instead of vanilla placement, typically used as
|
||||
a last instruction.
|
||||
- Supports `random` which will choose a random option from the normal choices.
|
||||
- If one is not supplied any remaining locations will be unshuffled unless a single specific boss is
|
||||
supplied in which case it will use singularity as noted above.
|
||||
- [Available Bosses](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L135)
|
||||
- [Available Arenas](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L150)
|
||||
|
||||
|
||||
@@ -34,7 +34,8 @@ base_info = {
|
||||
"factorio_version": "1.1",
|
||||
"dependencies": [
|
||||
"base >= 1.1.0",
|
||||
"? science-not-invited"
|
||||
"? science-not-invited",
|
||||
"? factory-levels"
|
||||
]
|
||||
}
|
||||
|
||||
|
||||
@@ -137,8 +137,6 @@ class Progressive(Choice):
|
||||
option_off = 0
|
||||
option_grouped_random = 1
|
||||
option_on = 2
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
default = 2
|
||||
|
||||
def want_progressives(self, random):
|
||||
|
||||
@@ -7,7 +7,8 @@
|
||||
"description": "Integration client for the Archipelago Randomizer",
|
||||
"factorio_version": "1.1",
|
||||
"dependencies": [
|
||||
"base >= 1.1.0",
|
||||
"? science-not-invited"
|
||||
]
|
||||
"base >= 1.1.0",
|
||||
"? science-not-invited",
|
||||
"? factory-levels"
|
||||
]
|
||||
}
|
||||
|
||||
@@ -183,6 +183,18 @@ end
|
||||
data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
|
||||
data.raw["assembling-machine"]["assembling-machine-2"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
|
||||
data.raw["assembling-machine"]["assembling-machine-1"].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes)
|
||||
if mods["factory-levels"] then
|
||||
-- Factory-Levels allows the assembling machines to get faster (and depending on settings), more productive at crafting products, the more the
|
||||
-- assembling machine crafts the product. If the machine crafts enough, it may auto-upgrade to the next tier.
|
||||
for i = 1, 25, 1 do
|
||||
data.raw["assembling-machine"]["assembling-machine-1-level-" .. i].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
|
||||
data.raw["assembling-machine"]["assembling-machine-1-level-" .. i].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes)
|
||||
end
|
||||
for i = 1, 50, 1 do
|
||||
data.raw["assembling-machine"]["assembling-machine-2-level-" .. i].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
|
||||
end
|
||||
end
|
||||
|
||||
data.raw["ammo"]["artillery-shell"].stack_size = 10
|
||||
|
||||
{# each randomized tech gets set to be invisible, with new nodes added that trigger those #}
|
||||
|
||||
@@ -20,7 +20,7 @@ FF1_STARTER_ITEMS = [
|
||||
|
||||
FF1_PROGRESSION_LIST = [
|
||||
"Rod", "Cube", "Lute", "Key", "Chime", "Oxyale",
|
||||
"Ship", "Canoe", "Floater", "Canal",
|
||||
"Ship", "Canoe", "Floater", "Mark", "Sigil", "Canal",
|
||||
"Crown", "Crystal", "Herb", "Tnt", "Adamant", "Slab", "Ruby", "Bottle",
|
||||
"Shard",
|
||||
"EarthOrb", "FireOrb", "WaterOrb", "AirOrb"
|
||||
|
||||
@@ -31,7 +31,7 @@ class FF1World(World):
|
||||
game = "Final Fantasy"
|
||||
topology_present = False
|
||||
remote_items = True
|
||||
data_version = 1
|
||||
data_version = 2
|
||||
remote_start_inventory = True
|
||||
|
||||
ff1_items = FF1Items()
|
||||
@@ -66,7 +66,10 @@ class FF1World(World):
|
||||
def goal_rule_and_shards(state):
|
||||
return goal_rule(state) and state.has("Shard", self.player, 32)
|
||||
terminated_event.access_rule = goal_rule_and_shards
|
||||
|
||||
if "MARK" in items.keys():
|
||||
# Fail generation for Noverworld and provide link to old FFR website
|
||||
raise Exception("FFR Noverworld seeds must be generated on an older version of FFR. Please ensure you generated the settings using "
|
||||
"4-4-0.finalfantasyrandomizer.com")
|
||||
menu_region.locations.append(terminated_event)
|
||||
self.world.regions += [menu_region]
|
||||
|
||||
|
||||
@@ -190,5 +190,7 @@
|
||||
"Ship": 480,
|
||||
"Bridge": 488,
|
||||
"Canal": 492,
|
||||
"Canoe": 498
|
||||
"Canoe": 498,
|
||||
"Sigil": 499,
|
||||
"Mark": 500
|
||||
}
|
||||
|
||||
@@ -409,7 +409,6 @@ class DeathLink(Choice):
|
||||
shade: DeathLink functions like a normal death if you do not already have a shade, shadeless otherwise.
|
||||
"""
|
||||
option_off = 0
|
||||
alias_false = 0
|
||||
alias_no = 0
|
||||
alias_true = 1
|
||||
alias_on = 1
|
||||
@@ -435,10 +434,8 @@ class CostSanity(Choice):
|
||||
These costs can be in Geo (except Grubfather, Seer and Eggshop), Grubs, Charms, Essence and/or Rancid Eggs
|
||||
"""
|
||||
option_off = 0
|
||||
alias_false = 0
|
||||
alias_no = 0
|
||||
option_on = 1
|
||||
alias_true = 1
|
||||
alias_yes = 1
|
||||
option_shopsonly = 2
|
||||
option_notshops = 3
|
||||
|
||||
@@ -101,7 +101,6 @@ class InteriorEntrances(Choice):
|
||||
option_off = 0
|
||||
option_simple = 1
|
||||
option_all = 2
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
|
||||
|
||||
@@ -141,7 +140,6 @@ class MixEntrancePools(Choice):
|
||||
option_off = 0
|
||||
option_indoor = 1
|
||||
option_all = 2
|
||||
alias_false = 0
|
||||
|
||||
|
||||
class DecoupleEntrances(Toggle):
|
||||
@@ -308,7 +306,6 @@ class ShopShuffle(Choice):
|
||||
option_off = 0
|
||||
option_fixed_number = 1
|
||||
option_random_number = 2
|
||||
alias_false = 0
|
||||
|
||||
|
||||
class ShopSlots(Range):
|
||||
@@ -326,7 +323,6 @@ class TokenShuffle(Choice):
|
||||
option_dungeons = 1
|
||||
option_overworld = 2
|
||||
option_all = 3
|
||||
alias_false = 0
|
||||
|
||||
|
||||
class ScrubShuffle(Choice):
|
||||
@@ -336,7 +332,6 @@ class ScrubShuffle(Choice):
|
||||
option_low = 1
|
||||
option_regular = 2
|
||||
option_random_prices = 3
|
||||
alias_false = 0
|
||||
alias_affordable = 1
|
||||
alias_expensive = 2
|
||||
|
||||
@@ -569,7 +564,6 @@ class Hints(Choice):
|
||||
option_agony = 2
|
||||
option_always = 3
|
||||
default = 3
|
||||
alias_false = 0
|
||||
|
||||
|
||||
class MiscHints(DefaultOnToggle):
|
||||
@@ -673,8 +667,6 @@ class IceTraps(Choice):
|
||||
option_mayhem = 3
|
||||
option_onslaught = 4
|
||||
default = 1
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
alias_extra = 2
|
||||
|
||||
|
||||
@@ -742,7 +734,6 @@ class Music(Choice):
|
||||
option_normal = 0
|
||||
option_off = 1
|
||||
option_randomized = 2
|
||||
alias_false = 1
|
||||
|
||||
|
||||
class BackgroundMusic(Music):
|
||||
|
||||
@@ -190,7 +190,11 @@ class OOTWorld(World):
|
||||
|
||||
# Determine which dungeons are MQ
|
||||
# Possible future plan: allow user to pick which dungeons are MQ
|
||||
mq_dungeons = self.world.random.sample(dungeon_table, self.mq_dungeons)
|
||||
if self.logic_rules == 'glitchless':
|
||||
mq_dungeons = self.world.random.sample(dungeon_table, self.mq_dungeons)
|
||||
else:
|
||||
self.mq_dungeons = 0
|
||||
mq_dungeons = []
|
||||
self.dungeon_mq = {item['name']: (item in mq_dungeons) for item in dungeon_table}
|
||||
|
||||
# Determine tricks in logic
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
from Options import Range, Toggle, DefaultOnToggle, Choice
|
||||
|
||||
class UseResourcePacks(DefaultOnToggle):
|
||||
"""Uses Resource Packs to fill out the item pool from Raft. Resource Packs have basic earlygame items such as planks, plastic, or food."""
|
||||
display_name = "Use resource packs"
|
||||
from Options import Range, Toggle, DefaultOnToggle, Choice, DeathLink
|
||||
|
||||
class MinimumResourcePackAmount(Range):
|
||||
"""The minimum amount of resources available in a resource pack"""
|
||||
@@ -19,23 +15,30 @@ class MaximumResourcePackAmount(Range):
|
||||
default = 5
|
||||
|
||||
class DuplicateItems(Choice):
|
||||
"""Adds duplicates of items to the item pool. These will be selected alongside
|
||||
Resource Packs (if configured). Note that there are not many progression items,
|
||||
and selecting Progression may produce many of the same duplicate item."""
|
||||
"""Adds duplicates of items to the item pool (if configured in Filler items). These will be selected alongside Resource Packs (if configured). Note that there are not many progression items, and selecting Progression may produce many of the same duplicate item."""
|
||||
display_name = "Duplicate items"
|
||||
option_disabled = 0
|
||||
option_progression = 1
|
||||
option_non_progression = 2
|
||||
option_any = 3
|
||||
option_progression = 0
|
||||
option_non_progression = 1
|
||||
option_any = 2
|
||||
default = 2
|
||||
|
||||
class FillerItemTypes(Choice):
|
||||
"""Determines whether to use Resource Packs, Duplicate Items (as configured), or both."""
|
||||
display_name = "Filler items"
|
||||
option_resource_packs = 0
|
||||
option_duplicates = 1
|
||||
option_both = 2
|
||||
|
||||
class IslandFrequencyLocations(Choice):
|
||||
"""Sets where frequencies for story islands are located."""
|
||||
display_name = "Frequency locations"
|
||||
option_vanilla = 0
|
||||
option_random_on_island = 1
|
||||
option_progressive = 2
|
||||
option_anywhere = 3
|
||||
default = 1
|
||||
option_random_island_order = 2
|
||||
option_random_on_island_random_order = 3
|
||||
option_progressive = 4
|
||||
option_anywhere = 5
|
||||
default = 2
|
||||
|
||||
class IslandGenerationDistance(Choice):
|
||||
"""Sets how far away islands spawn from you when you input their coordinates into the Receiver."""
|
||||
@@ -56,7 +59,7 @@ class ProgressiveItems(DefaultOnToggle):
|
||||
display_name = "Progressive items"
|
||||
|
||||
class BigIslandEarlyCrafting(Toggle):
|
||||
"""Allows recipes that require items from big islands (eg leather) to lock earlygame items like the Receiver, Bolt, or Smelter."""
|
||||
"""Allows recipes that require items from big islands (eg leather) to lock earlygame items like the Receiver, Bolt, or Smelter. Big islands are available from the start of the game, however it can take a long time to find them."""
|
||||
display_name = "Early recipes behind big islands"
|
||||
|
||||
class PaddleboardMode(Toggle):
|
||||
@@ -64,14 +67,15 @@ class PaddleboardMode(Toggle):
|
||||
display_name = "Paddleboard Mode"
|
||||
|
||||
raft_options = {
|
||||
"use_resource_packs": UseResourcePacks,
|
||||
"minimum_resource_pack_amount": MinimumResourcePackAmount,
|
||||
"maximum_resource_pack_amount": MaximumResourcePackAmount,
|
||||
"duplicate_items": DuplicateItems,
|
||||
"filler_item_types": FillerItemTypes,
|
||||
"island_frequency_locations": IslandFrequencyLocations,
|
||||
"island_generation_distance": IslandGenerationDistance,
|
||||
"expensive_research": ExpensiveResearch,
|
||||
"progressive_items": ProgressiveItems,
|
||||
"big_island_early_crafting": BigIslandEarlyCrafting,
|
||||
"paddleboard_mode": PaddleboardMode
|
||||
"paddleboard_mode": PaddleboardMode,
|
||||
"death_link": DeathLink
|
||||
}
|
||||
|
||||
@@ -12,9 +12,6 @@ class RaftLogic(LogicMixin):
|
||||
|
||||
def raft_can_smelt_items(self, player):
|
||||
return self.has("Smelter", player)
|
||||
|
||||
def raft_can_find_titanium(self, player):
|
||||
return self.has("Metal detector", player)
|
||||
|
||||
def raft_can_craft_bolt(self, player):
|
||||
return self.raft_can_smelt_items(player) and self.has("Bolt", player)
|
||||
@@ -27,12 +24,19 @@ class RaftLogic(LogicMixin):
|
||||
|
||||
def raft_can_craft_circuitBoard(self, player):
|
||||
return self.raft_can_smelt_items(player) and self.has("Circuit board", player)
|
||||
|
||||
def raft_can_craft_shovel(self, player):
|
||||
return self.raft_can_smelt_items(player) and self.has("Shovel", player) and self.raft_can_craft_bolt(player)
|
||||
|
||||
def raft_can_craft_reciever(self, player):
|
||||
return self.raft_can_craft_circuitBoard(player) and self.raft_can_craft_hinge(player) and self.has("Receiver", player)
|
||||
|
||||
def raft_can_craft_antenna(self, player):
|
||||
return self.raft_can_craft_circuitBoard(player) and self.raft_can_craft_bolt(player) and self.has("Antenna", player)
|
||||
|
||||
def raft_can_find_titanium(self, player):
|
||||
return (self.has("Metal detector", player) and self.raft_can_craft_battery(player)
|
||||
and self.raft_can_craft_shovel(player))
|
||||
|
||||
def raft_can_craft_plasticBottle(self, player):
|
||||
return self.raft_can_smelt_items(player) and self.has("Empty bottle", player)
|
||||
@@ -60,7 +64,7 @@ class RaftLogic(LogicMixin):
|
||||
return self.raft_can_craft_hinge(player) and self.raft_can_craft_bolt(player) and self.has("Zipline tool", player)
|
||||
|
||||
def raft_can_get_dirt(self, player):
|
||||
return self.raft_can_smelt_items(player) and self.raft_can_craft_bolt(player) and self.has("Shovel", player)
|
||||
return self.raft_can_craft_shovel(player) and self.raft_big_islands_available(player)
|
||||
|
||||
def raft_can_craft_grassPlot(self, player):
|
||||
return self.raft_can_get_dirt(player) and self.has("Grass plot", player)
|
||||
@@ -88,60 +92,69 @@ class RaftLogic(LogicMixin):
|
||||
return self.raft_can_access_radio_tower(player)
|
||||
|
||||
def raft_can_access_vasagatan(self, player):
|
||||
return self.raft_can_complete_radio_tower(player) and self.raft_can_navigate(player) and self.has("Vasagatan Frequency", player)
|
||||
return self.raft_can_navigate(player) and self.has("Vasagatan Frequency", player)
|
||||
|
||||
def raft_can_complete_vasagatan(self, player):
|
||||
return self.raft_can_access_vasagatan(player)
|
||||
|
||||
def raft_can_access_balboa_island(self, player):
|
||||
return (self.raft_can_complete_vasagatan(player)
|
||||
and self.raft_can_drive(player)
|
||||
and self.has("Balboa Island Frequency", player))
|
||||
return self.raft_can_drive(player) and self.has("Balboa Island Frequency", player)
|
||||
|
||||
def raft_can_complete_balboa_island(self, player):
|
||||
return self.raft_can_access_balboa_island(player) and self.raft_can_craft_machete(player)
|
||||
|
||||
def raft_can_access_caravan_island(self, player):
|
||||
return self.raft_can_complete_balboa_island(player) and self.raft_can_drive(player) and self.has("Caravan Island Frequency", player)
|
||||
return self.raft_can_drive(player) and self.has("Caravan Island Frequency", player)
|
||||
|
||||
def raft_can_complete_caravan_island(self, player):
|
||||
return self.raft_can_access_caravan_island(player) and self.raft_can_craft_ziplineTool(player)
|
||||
|
||||
def raft_can_access_tangaroa(self, player):
|
||||
return self.raft_can_complete_caravan_island(player) and self.raft_can_drive(player) and self.has("Tangaroa Frequency", player)
|
||||
return self.raft_can_drive(player) and self.has("Tangaroa Frequency", player)
|
||||
|
||||
def raft_can_complete_tangaroa(self, player):
|
||||
return self.raft_can_access_tangaroa(player)
|
||||
return self.raft_can_access_tangaroa(player) and self.raft_can_craft_ziplineTool(player)
|
||||
|
||||
def raft_can_access_varuna_point(self, player):
|
||||
return self.raft_can_complete_tangaroa(player) and self.raft_can_drive(player) and self.has("Varuna Point Frequency", player)
|
||||
return self.raft_can_drive(player) and self.has("Varuna Point Frequency", player)
|
||||
|
||||
def raft_can_complete_varuna_point(self, player):
|
||||
return self.raft_can_access_varuna_point(player)
|
||||
return self.raft_can_access_varuna_point(player) and self.raft_can_craft_ziplineTool(player)
|
||||
|
||||
def raft_can_access_temperance(self, player):
|
||||
return self.raft_can_complete_varuna_point(player) and self.raft_can_drive(player) and self.has("Temperance Frequency", player)
|
||||
return self.raft_can_drive(player) and self.has("Temperance Frequency", player)
|
||||
|
||||
def raft_can_complete_temperance(self, player):
|
||||
return self.raft_can_access_temperance(player)
|
||||
return self.raft_can_access_temperance(player) # No zipline required on Temperance
|
||||
|
||||
def raft_can_access_utopia(self, player):
|
||||
return self.raft_can_complete_temperance(player) and self.raft_can_drive(player) and self.has("Utopia Frequency", player)
|
||||
return (self.raft_can_drive(player)
|
||||
# Access checks are to prevent frequencies for other
|
||||
# islands from appearing in Utopia
|
||||
and self.raft_can_access_radio_tower(player)
|
||||
and self.raft_can_access_vasagatan(player)
|
||||
and self.raft_can_access_balboa_island(player)
|
||||
and self.raft_can_access_caravan_island(player)
|
||||
and self.raft_can_access_tangaroa(player)
|
||||
and self.raft_can_access_varuna_point(player)
|
||||
and self.raft_can_access_temperance(player)
|
||||
and self.has("Utopia Frequency", player)
|
||||
and self.raft_can_craft_shovel(player)) # Shovels are available but we don't want to softlock players
|
||||
|
||||
def raft_can_complete_utopia(self, player):
|
||||
return self.raft_can_access_utopia(player)
|
||||
return self.raft_can_access_utopia(player) and self.raft_can_craft_ziplineTool(player)
|
||||
|
||||
def set_rules(world, player):
|
||||
regionChecks = {
|
||||
"Raft": lambda state: True,
|
||||
"ResearchTable": lambda state: True,
|
||||
"RadioTower": lambda state: state.raft_can_access_radio_tower(player), # All can_access functions have state as implicit parameter for function
|
||||
"Vasagatan": lambda state: state.raft_can_complete_radio_tower(player) and state.raft_can_access_vasagatan(player),
|
||||
"BalboaIsland": lambda state: state.raft_can_complete_vasagatan(player) and state.raft_can_access_balboa_island(player),
|
||||
"CaravanIsland": lambda state: state.raft_can_complete_balboa_island(player) and state.raft_can_access_caravan_island(player),
|
||||
"Tangaroa": lambda state: state.raft_can_complete_caravan_island(player) and state.raft_can_access_tangaroa(player),
|
||||
"Varuna Point": lambda state: state.raft_can_complete_tangaroa(player) and state.raft_can_access_varuna_point(player),
|
||||
"Temperance": lambda state: state.raft_can_complete_varuna_point(player) and state.raft_can_access_temperance(player),
|
||||
"Vasagatan": lambda state: state.raft_can_access_vasagatan(player),
|
||||
"BalboaIsland": lambda state: state.raft_can_access_balboa_island(player),
|
||||
"CaravanIsland": lambda state: state.raft_can_access_caravan_island(player),
|
||||
"Tangaroa": lambda state: state.raft_can_access_tangaroa(player),
|
||||
"Varuna Point": lambda state: state.raft_can_access_varuna_point(player),
|
||||
"Temperance": lambda state: state.raft_can_access_temperance(player),
|
||||
"Utopia": lambda state: state.raft_can_complete_temperance(player) and state.raft_can_access_utopia(player)
|
||||
}
|
||||
itemChecks = {
|
||||
@@ -183,7 +196,7 @@ def set_rules(world, player):
|
||||
if region != "Menu":
|
||||
for exitRegion in world.get_region(region, player).exits:
|
||||
set_rule(world.get_entrance(exitRegion.name, player), regionChecks[region])
|
||||
|
||||
|
||||
# Location access rules
|
||||
for location in location_table:
|
||||
locFromWorld = world.get_location(location["name"], player)
|
||||
|
||||
@@ -56,21 +56,21 @@ class RaftWorld(World):
|
||||
extraItemNamePool = []
|
||||
extras = len(location_table) - len(item_table) - 1 # Victory takes up 1 unaccounted-for slot
|
||||
if extras > 0:
|
||||
if (self.world.use_resource_packs[self.player].value):
|
||||
if (self.world.filler_item_types[self.player].value != 1): # Use resource packs
|
||||
for packItem in resourcePackItems:
|
||||
for i in range(minimumResourcePackAmount, maximumResourcePackAmount + 1):
|
||||
extraItemNamePool.append(createResourcePackName(i, packItem))
|
||||
|
||||
if self.world.duplicate_items[self.player].value != 0:
|
||||
if self.world.filler_item_types[self.player].value != 0: # Use duplicate items
|
||||
dupeItemPool = item_table.copy()
|
||||
# Remove frequencies if necessary
|
||||
if self.world.island_frequency_locations[self.player].value != 3: # Not completely random locations
|
||||
if self.world.island_frequency_locations[self.player].value != 5: # Not completely random locations
|
||||
dupeItemPool = (itm for itm in dupeItemPool if "Frequency" not in itm["name"])
|
||||
|
||||
# Remove progression or non-progression items if necessary
|
||||
if (self.world.duplicate_items[self.player].value == 1): # Progression only
|
||||
if (self.world.duplicate_items[self.player].value == 0): # Progression only
|
||||
dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == True)
|
||||
elif (self.world.duplicate_items[self.player].value == 2): # Non-progression only
|
||||
elif (self.world.duplicate_items[self.player].value == 1): # Non-progression only
|
||||
dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == False)
|
||||
|
||||
dupeItemPool = list(dupeItemPool)
|
||||
@@ -91,19 +91,15 @@ class RaftWorld(World):
|
||||
|
||||
def create_regions(self):
|
||||
create_regions(self.world, self.player)
|
||||
|
||||
def fill_slot_data(self):
|
||||
slot_data = {}
|
||||
return slot_data
|
||||
|
||||
def get_pre_fill_items(self):
|
||||
if self.world.island_frequency_locations[self.player] in [0, 1]:
|
||||
if self.world.island_frequency_locations[self.player] in [0, 1, 2, 3]:
|
||||
return [loc.item for loc in self.world.get_filled_locations()]
|
||||
return []
|
||||
|
||||
def create_item_replaceAsNecessary(self, name: str) -> Item:
|
||||
isFrequency = "Frequency" in name
|
||||
shouldUseProgressive = ((isFrequency and self.world.island_frequency_locations[self.player].value == 2)
|
||||
shouldUseProgressive = ((isFrequency and self.world.island_frequency_locations[self.player].value == 4)
|
||||
or (not isFrequency and self.world.progressive_items[self.player].value))
|
||||
if shouldUseProgressive and name in progressive_table:
|
||||
name = progressive_table[name]
|
||||
@@ -148,6 +144,40 @@ class RaftWorld(World):
|
||||
self.setLocationItemFromRegion("Tangaroa", "Varuna Point Frequency")
|
||||
self.setLocationItemFromRegion("Varuna Point", "Temperance Frequency")
|
||||
self.setLocationItemFromRegion("Temperance", "Utopia Frequency")
|
||||
elif self.world.island_frequency_locations[self.player] in [2, 3]:
|
||||
locationToFrequencyItemMap = {
|
||||
"Vasagatan": "Vasagatan Frequency",
|
||||
"BalboaIsland": "Balboa Island Frequency",
|
||||
"CaravanIsland": "Caravan Island Frequency",
|
||||
"Tangaroa": "Tangaroa Frequency",
|
||||
"Varuna Point": "Varuna Point Frequency",
|
||||
"Temperance": "Temperance Frequency",
|
||||
"Utopia": "Utopia Frequency"
|
||||
}
|
||||
locationToVanillaFrequencyLocationMap = {
|
||||
"RadioTower": "Radio Tower Frequency to Vasagatan",
|
||||
"Vasagatan": "Vasagatan Frequency to Balboa",
|
||||
"BalboaIsland": "Relay Station quest",
|
||||
"CaravanIsland": "Caravan Island Frequency to Tangaroa",
|
||||
"Tangaroa": "Tangaroa Frequency to Varuna Point",
|
||||
"Varuna Point": "Varuna Point Frequency to Temperance",
|
||||
"Temperance": "Temperance Frequency to Utopia"
|
||||
}
|
||||
# Utopia is never chosen until the end, otherwise these are chosen randomly
|
||||
availableLocationList = ["Vasagatan", "BalboaIsland", "CaravanIsland", "Tangaroa", "Varuna Point", "Temperance", "Utopia"]
|
||||
previousLocation = "RadioTower"
|
||||
while (len(availableLocationList) > 0):
|
||||
if (len(availableLocationList) > 1):
|
||||
currentLocation = availableLocationList[random.randint(0, len(availableLocationList) - 2)]
|
||||
else:
|
||||
currentLocation = availableLocationList[0] # Utopia (only one left in list)
|
||||
availableLocationList.remove(currentLocation)
|
||||
if self.world.island_frequency_locations[self.player] == 2:
|
||||
self.setLocationItem(locationToVanillaFrequencyLocationMap[previousLocation], locationToFrequencyItemMap[currentLocation])
|
||||
elif self.world.island_frequency_locations[self.player] == 3:
|
||||
self.setLocationItemFromRegion(previousLocation, locationToFrequencyItemMap[currentLocation])
|
||||
previousLocation = currentLocation
|
||||
|
||||
# Victory item
|
||||
self.world.get_location("Utopia Complete", self.player).place_locked_item(
|
||||
RaftItem("Victory", ItemClassification.progression, None, player=self.player))
|
||||
@@ -166,7 +196,8 @@ class RaftWorld(World):
|
||||
def fill_slot_data(self):
|
||||
return {
|
||||
"IslandGenerationDistance": self.world.island_generation_distance[self.player].value,
|
||||
"ExpensiveResearch": self.world.expensive_research[self.player].value
|
||||
"ExpensiveResearch": bool(self.world.expensive_research[self.player].value),
|
||||
"DeathLink": bool(self.world.death_link[self.player].value)
|
||||
}
|
||||
|
||||
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
|
||||
|
||||
@@ -22,7 +22,7 @@ Decoration Packages are unchanged.
|
||||
Researches and pickups remain visually unchanged, regardless of what the unlock is.
|
||||
|
||||
## When the player receives an item, what happens?
|
||||
A Raft notification will appear with the item information. The unlock will also appear in the chat. Unlocks that would normally give you the item (eg Machete) will NOT give it to you, but must instead be crafted.
|
||||
A Raft notification will appear with the item information. The unlock will also appear in the chat. Unlocks that would normally give you the item (eg Zipline) will NOT give it to you, but must instead be crafted.
|
||||
|
||||
## Are there any limitations compared to vanilla Raft?
|
||||
- Mods that add new researchable technologies, modify story islands, or give items like blueprints are likely incompatible with Raftipelago.
|
||||
|
||||
@@ -4,23 +4,50 @@
|
||||
|
||||
- [Raft](https://store.steampowered.com/app/648800/Raft/)
|
||||
- [Raft Mod Loader](https://www.raftmodding.com/loader) ("*RML*")
|
||||
- [ModUtils mod](https://www.raftmodding.com/mods/modutils)
|
||||
- [Raftipelago mod](https://www.raftmodding.com/mods/raftipelago)
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Install Raft. The currently-supported Raft version is Version 1.0: The Final Chapter. If you plan on playing Raft mainly with Archipelago, it's recommended to disable Raft auto-updating through Steam, as there is no beta channel to get old builds.
|
||||
1. Install Raft. The currently-supported Raft version is Version 1.0: The Final Chapter. Any minor version (such as 1.08) should be compatible.
|
||||
|
||||
2. Install RML.
|
||||
|
||||
3. Install the Raftipelago mod from the Raft Modding website. You should open the auto-installation link on the webpage through RML. Alternatively, you can download the .rmod file and place it in the Mods folder manually.
|
||||
3. Install the Raftipelago and ModUtils mods from the Raft Modding website. You should open the auto-installation link on the webpage through RML. Alternatively, you can download the .rmod file and place it in the Mods folder manually.
|
||||
|
||||
4. Open RML and click Play. If you've already installed it, the shortcut in the Start Menu is called "RMLLauncher.exe". Raft should start.
|
||||
4. Open RML and click Play. If you've already installed it, the executable that was used to install RML ("RMLLauncher.exe" unless renamed) should be used to run RML. Raft should start after clicking Play.
|
||||
|
||||
5. Open the RML menu. This should open automatically when Raft first loads. If it does not, and you see RML information in the top center of the Raft main menu, press F9 to open it.
|
||||
|
||||
6. Navigate to the "Mod manager" tab in the left-hand menu.
|
||||
|
||||
7. Click on the plug icon for Raftipelago to load the mod.
|
||||
7. Click on the plug icon for ModUtils to load the mod. You can also click on the (i) next to the plug icon, then check the "Load this mod at startup" button. This will make the mod always load at startup.
|
||||
|
||||
8. Click on the plug icon for Raftipelago to load the mod. While it's possible to also make this mod load at startup, it's recommended *not* to do so; if this mod loads before ModUtils, the mod will fail to load properly.
|
||||
|
||||
## Joining a MultiWorld Game
|
||||
|
||||
1. Ensure you're on the Main Menu with Raftipelago loaded.
|
||||
|
||||
2. Open the Debug Console by pressing F10.
|
||||
|
||||
3. Type */connect {serverAddress} {username} {password}* into the console and hit Enter.
|
||||
- Example: */connect archipelago.gg:12345 SunnyBat*
|
||||
- If there is no password, the password argument may be omitted (as is the case in the above example).
|
||||
- serverAddress must not contain spaces.
|
||||
- If your username or password contains spaces, surround that value with quotation marks ("). Adding quotation marks even when not necessary (eg "SunnyBat") is fine.
|
||||
- If your username or password starts with a quotation mark, surround the value with an additional set of quotation marks (eg the value *"myP@s$w0rD* would be entered as *""myP@s$w0rD"*).
|
||||
|
||||
4. Start a new game or load an existing one. It's recommended to avoid using an existing game that was not created with your current run of Raftipelago (either vanilla or a different Raftipelago run). It will work, but if anything is unlocked, it will be automatically registered with Archipelago once the world is loaded. This is irreversible.
|
||||
|
||||
5. You can disconnect from an Archipelago server by typing */disconnect confirmDisconnect* into the console and hitting Enter.
|
||||
|
||||
## Multiplayer Raft
|
||||
|
||||
You're able to have multiple Raft players on a single Raftipelago world. This will work, with a few notes:
|
||||
- Only the player that creates/loads the world can connect to Archipelago (this is the "host" of the Raft world). Other players do not need to connect; everything will be routed through the the host.
|
||||
- Players other than the host will be labeled as a "Raft Player (Steam name)" when using ingame chat, which will be routed through Archipelago chat.
|
||||
- Ingame chat will only work when the host is connected to the Archipelago server.
|
||||
|
||||
## Installation Troubleshooting
|
||||
|
||||
@@ -45,38 +72,12 @@ If this happens, then RML is configured to only start a new instance of Raft, th
|
||||
You can either:
|
||||
- Close the existing instance of Raft then click Play
|
||||
- Check the box next to the "Disable Automatic Game Start" setting in the Settings menu then click Play.
|
||||
|
||||
## Joining a MultiWorld Game
|
||||
|
||||
1. Ensure you're on the Main Menu with Raftipelago loaded.
|
||||
|
||||
2. Open the Debug Console by pressing F10.
|
||||
|
||||
3. Type */connect {serverAddress} {username} {password}* into the console and hit Enter.
|
||||
- Example: */connect archipelago.gg:12345 SunnyBat*
|
||||
- serverAddress must not contain spaces.
|
||||
- If your username or password contains spaces, surround that value with quotation marks ("). Adding quotation marks even when not necessary (eg "SunnyBat") is fine.
|
||||
- If your username or password starts with a quotation mark, surround the value with an additional set of quotation marks (eg the value *"myP@s$w0rD* would be entered as *""myP@s$w0rD"*).
|
||||
|
||||
4. Start a new game or load an existing one.
|
||||
- Raftipelago save games are marked as *incompatible* with vanilla Raft. This means when Raftipelago is not loaded, saves made with Raftipelago will show as corrupt/unselectable.
|
||||
- Avoid using an existing game that was not created with your current run of Raftipelago (either vanilla or a different Raftipelago run). It will work, but if anything is unlocked, it will be automatically registered with Archipelago once the world is loaded. This is irreversible.
|
||||
|
||||
5. You can disconnect from an Archipelago server by typing */disconnect confirmDisconnect* into the console and hitting Enter.
|
||||
|
||||
## Multiplayer Raft
|
||||
|
||||
You're able to have multiple Raft players on a single Raftipelago world. This will work, with a few notes:
|
||||
- Only the player that creates/loads the world can connect to Archipelago (this is the "host" of the Raft world). Other players do not need to connect; everything will be routed through the the host.
|
||||
- Resource Packs are only received by the host and any other players connected to the Raft world when the resource pack is received.
|
||||
- Players other than the host will be labeled as a "Raft Player (Steam name)" when using ingame chat, which will be routed through Archipelago chat.
|
||||
- Ingame chat will only work when the host is connected to the Archipelago server.
|
||||
|
||||
## Game Troubleshooting
|
||||
|
||||
### The "Load game" button is disabled for my world / my world is corrupt
|
||||
|
||||
Be sure that you click the "Load game" button **after** you load Raftipelago. You can click the Load Game button again to reload all of the saves in your folder (there is no need to restart Raft if the mod loaded successfully).
|
||||
Be sure that you click the "Load game" button **after** you load Raftipelago. You can click the Load Game button again to refresh all of the saves in your folder (there is no need to restart Raft if the mod loaded successfully).
|
||||
|
||||
### I'm certain I'm doing things correctly, but the world is still not loadable
|
||||
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
{
|
||||
"Raft": ["RadioTower", "ResearchTable"],
|
||||
"Raft": ["ResearchTable", "RadioTower", "Vasagatan", "BalboaIsland", "CaravanIsland", "Tangaroa", "Varuna Point", "Temperance", "Utopia"],
|
||||
"ResearchTable": [],
|
||||
"RadioTower": ["Vasagatan"],
|
||||
"Vasagatan": ["BalboaIsland"],
|
||||
"BalboaIsland": ["CaravanIsland"],
|
||||
"CaravanIsland": ["Tangaroa"],
|
||||
"Tangaroa": ["Varuna Point"],
|
||||
"Varuna Point": ["Temperance"],
|
||||
"Temperance": ["Utopia"],
|
||||
"RadioTower": [],
|
||||
"Vasagatan": [],
|
||||
"BalboaIsland": [],
|
||||
"CaravanIsland": [],
|
||||
"Tangaroa": [],
|
||||
"Varuna Point": [],
|
||||
"Temperance": [],
|
||||
"Utopia": []
|
||||
}
|
||||
@@ -46,7 +46,7 @@ def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range
|
||||
|
||||
class SA2BWorld(World):
|
||||
"""
|
||||
Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rogue, and Eggman across 31 stages and prevent the destruction of the earth.
|
||||
Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rouge, and Eggman across 31 stages and prevent the destruction of the earth.
|
||||
"""
|
||||
game: str = "Sonic Adventure 2 Battle"
|
||||
option_definitions = sa2b_options
|
||||
@@ -282,8 +282,7 @@ class SA2BWorld(World):
|
||||
spoiler_handle.writelines(text)
|
||||
|
||||
@classmethod
|
||||
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
|
||||
restitempool, fill_locations):
|
||||
def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
|
||||
if world.get_game_players("Sonic Adventure 2 Battle"):
|
||||
progitempool.sort(
|
||||
key=lambda item: 0 if (item.name != 'Emblem') else 1)
|
||||
|
||||
@@ -163,3 +163,17 @@ filler_items: typing.Tuple[str, ...] = (
|
||||
|
||||
lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in get_full_item_list().items() if
|
||||
data.code}
|
||||
# Map type to expected int
|
||||
type_flaggroups: typing.Dict[str, int] = {
|
||||
"Unit": 0,
|
||||
"Upgrade": 1,
|
||||
"Armory 1": 2,
|
||||
"Armory 2": 3,
|
||||
"Building": 4,
|
||||
"Mercenary": 5,
|
||||
"Laboratory": 6,
|
||||
"Protoss": 7,
|
||||
"Minerals": 8,
|
||||
"Vespene": 9,
|
||||
"Supply": 10,
|
||||
}
|
||||
|
||||
@@ -122,8 +122,6 @@ class AreaRandomization(Choice):
|
||||
option_off = 0
|
||||
option_light = 1
|
||||
option_on = 2
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
default = 0
|
||||
|
||||
class AreaLayout(Toggle):
|
||||
|
||||
@@ -660,8 +660,7 @@ class SMWorld(World):
|
||||
loc.address = loc.item.code = None
|
||||
|
||||
@classmethod
|
||||
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
|
||||
restitempool, fill_locations):
|
||||
def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
|
||||
if world.get_game_players("Super Metroid"):
|
||||
progitempool.sort(
|
||||
key=lambda item: 1 if (item.name == 'Morph Ball') else 0)
|
||||
|
||||
Binary file not shown.
@@ -2,14 +2,14 @@
|
||||
; generated by asar
|
||||
|
||||
[labels]
|
||||
B8:80C1 :neg_1_1
|
||||
B8:83C1 :neg_1_1
|
||||
85:B9B4 :neg_1_2
|
||||
85:B9E6 :neg_1_3
|
||||
B8:C81F :neg_1_4
|
||||
B8:C831 :neg_1_5
|
||||
B8:C843 :neg_1_6
|
||||
B8:800C :pos_1_0
|
||||
B8:82D7 :pos_1_1
|
||||
B8:830C :pos_1_0
|
||||
B8:85D7 :pos_1_1
|
||||
84:FA6B :pos_1_2
|
||||
84:FA75 :pos_1_3
|
||||
B8:C862 :pos_1_4
|
||||
@@ -20,7 +20,7 @@ B8:C87C :pos_1_6
|
||||
85:990F CLIPLEN_end
|
||||
85:990C CLIPLEN_no_multi
|
||||
85:FF1D CLIPSET
|
||||
B8:81E8 COLLECTTANK
|
||||
B8:84E8 COLLECTTANK
|
||||
85:FF45 MISCFX
|
||||
84:8BF2 NORMAL
|
||||
85:FF4E SETFX
|
||||
@@ -38,11 +38,11 @@ CE:FF00 config_multiworld
|
||||
CE:FF08 config_player_id
|
||||
CE:FF06 config_remote_items
|
||||
CE:FF02 config_sprite
|
||||
B8:8119 copy_config_to_sram
|
||||
B8:80FD copy_memory
|
||||
B8:8117 copy_memory_done
|
||||
B8:8109 copy_memory_even
|
||||
B8:810F copy_memory_loop
|
||||
B8:8419 copy_config_to_sram
|
||||
B8:83FD copy_memory
|
||||
B8:8417 copy_memory_done
|
||||
B8:8409 copy_memory_even
|
||||
B8:840F copy_memory_loop
|
||||
84:F894 h_item
|
||||
84:F8AD i_chozo_item
|
||||
84:F8B4 i_hidden_item
|
||||
@@ -51,11 +51,11 @@ B8:885C i_item_setup_shared
|
||||
B8:8878 i_item_setup_shared_all_items
|
||||
B8:8883 i_item_setup_shared_alwaysloaded
|
||||
84:FA79 i_live_pickup
|
||||
B8:8278 i_live_pickup_multiworld
|
||||
B8:82BD i_live_pickup_multiworld_end
|
||||
B8:8294 i_live_pickup_multiworld_local_item_or_offworld
|
||||
B8:82A9 i_live_pickup_multiworld_own_item
|
||||
B8:82B5 i_live_pickup_multiworld_own_item1
|
||||
B8:8578 i_live_pickup_multiworld
|
||||
B8:85BD i_live_pickup_multiworld_end
|
||||
B8:8594 i_live_pickup_multiworld_local_item_or_offworld
|
||||
B8:85A9 i_live_pickup_multiworld_own_item
|
||||
B8:85B5 i_live_pickup_multiworld_own_item1
|
||||
84:FA1E i_load_custom_graphics
|
||||
84:FA39 i_load_custom_graphics_all_items
|
||||
84:FA49 i_load_custom_graphics_alwaysloaded
|
||||
@@ -90,27 +90,27 @@ B8:82B5 i_live_pickup_multiworld_own_item1
|
||||
85:B9CA message_write_placeholders_loop
|
||||
85:B9DC message_write_placeholders_notfound
|
||||
85:B9DF message_write_placeholders_value_ok
|
||||
B8:818B mw_display_item_sent
|
||||
B8:81F8 mw_handle_queue
|
||||
B8:8271 mw_handle_queue_end
|
||||
B8:81FA mw_handle_queue_loop
|
||||
B8:824A mw_handle_queue_new_remote_item
|
||||
B8:8266 mw_handle_queue_next
|
||||
B8:825C mw_handle_queue_perform_receive
|
||||
B8:82C1 mw_hook_main_game
|
||||
B8:8011 mw_init
|
||||
B8:8066 mw_init_continuereset
|
||||
B8:80EA mw_init_end
|
||||
B8:8000 mw_init_memory
|
||||
B8:803B mw_init_reset_sram
|
||||
B8:8051 mw_init_smstringdata
|
||||
B8:8174 mw_load_sram
|
||||
B8:8182 mw_load_sram_done
|
||||
B8:8185 mw_load_sram_setnewgame
|
||||
B8:81A9 mw_receive_item
|
||||
B8:81E1 mw_receive_item_end
|
||||
B8:8169 mw_save_sram
|
||||
B8:8142 mw_write_message
|
||||
B8:848B mw_display_item_sent
|
||||
B8:84F8 mw_handle_queue
|
||||
B8:8571 mw_handle_queue_end
|
||||
B8:84FA mw_handle_queue_loop
|
||||
B8:854A mw_handle_queue_new_remote_item
|
||||
B8:8566 mw_handle_queue_next
|
||||
B8:855C mw_handle_queue_perform_receive
|
||||
B8:85C1 mw_hook_main_game
|
||||
B8:8311 mw_init
|
||||
B8:8366 mw_init_continuereset
|
||||
B8:83EA mw_init_end
|
||||
B8:8300 mw_init_memory
|
||||
B8:833B mw_init_reset_sram
|
||||
B8:8351 mw_init_smstringdata
|
||||
B8:8474 mw_load_sram
|
||||
B8:8482 mw_load_sram_done
|
||||
B8:8485 mw_load_sram_setnewgame
|
||||
B8:84A9 mw_receive_item
|
||||
B8:84E1 mw_receive_item_end
|
||||
B8:8469 mw_save_sram
|
||||
B8:8442 mw_write_message
|
||||
84:F888 nonprog_item_eight_palette_indices
|
||||
89:9200 offworld_graphics_data_item
|
||||
89:9100 offworld_graphics_data_progression_item
|
||||
@@ -135,7 +135,7 @@ B8:8142 mw_write_message
|
||||
84:F96E p_visible_item_end
|
||||
84:F95B p_visible_item_loop
|
||||
84:F967 p_visible_item_trigger
|
||||
B8:82D8 patch_load_multiworld
|
||||
B8:85D8 patch_load_multiworld
|
||||
84:FA7E perform_item_pickup
|
||||
84:F886 plm_graphics_entry_offworld_item
|
||||
84:F87C plm_graphics_entry_offworld_progression_item
|
||||
@@ -154,19 +154,19 @@ B8:C808 start_item_data_minor
|
||||
B8:C818 start_item_data_reserve
|
||||
B8:C856 update_graphic
|
||||
84:F890 v_item
|
||||
B8:80EF write_repeated_memory
|
||||
B8:80F4 write_repeated_memory_loop
|
||||
B8:83EF write_repeated_memory
|
||||
B8:83F4 write_repeated_memory_loop
|
||||
|
||||
[source files]
|
||||
0000 e25029c5 main.asm
|
||||
0000 f30c3fdc main.asm
|
||||
0001 06780555 ../common/nofanfare.asm
|
||||
0002 4f9a780e ../common/multiworld.asm
|
||||
0003 613d24e1 ../common/itemextras.asm
|
||||
0003 f7e9db95 ../common/itemextras.asm
|
||||
0004 d6616c0c ../common/items.asm
|
||||
0005 440b54fe ../common/startitem.asm
|
||||
0005 dbfcb38d ../common/startitem.asm
|
||||
|
||||
[rom checksum]
|
||||
ad81eda1
|
||||
b526d5c7
|
||||
|
||||
[addr-to-line mapping]
|
||||
ff:ffff 0000:00000001
|
||||
@@ -216,316 +216,316 @@ ff:ffff 0000:00000001
|
||||
84:8bf2 0001:00000152
|
||||
84:8bf6 0001:00000153
|
||||
84:8bf7 0001:00000153
|
||||
b8:8000 0002:0000005a
|
||||
b8:8002 0002:0000005b
|
||||
b8:8006 0002:0000005c
|
||||
b8:8008 0002:0000005d
|
||||
b8:800c 0002:00000061
|
||||
b8:800e 0002:00000062
|
||||
b8:8010 0002:00000063
|
||||
b8:8011 0002:00000066
|
||||
b8:8012 0002:00000066
|
||||
b8:8013 0002:00000066
|
||||
b8:8014 0002:00000066
|
||||
b8:8015 0000:00000013
|
||||
b8:8017 0002:0000006a
|
||||
b8:801b 0002:0000006b
|
||||
b8:801e 0002:0000006c
|
||||
b8:8020 0002:0000006d
|
||||
b8:8024 0002:0000006e
|
||||
b8:8028 0002:0000006f
|
||||
b8:802a 0002:00000070
|
||||
b8:802e 0002:00000071
|
||||
b8:8032 0002:00000072
|
||||
b8:8034 0002:00000074
|
||||
b8:8038 0002:00000075
|
||||
b8:803b 0002:00000078
|
||||
b8:803c 0002:00000079
|
||||
b8:803f 0002:0000007a
|
||||
b8:8042 0002:0000007b
|
||||
b8:8045 0002:0000007c
|
||||
b8:8048 0002:0000007d
|
||||
b8:8049 0002:0000007e
|
||||
b8:804a 0002:0000007f
|
||||
b8:804e 0002:00000080
|
||||
b8:804f 0002:00000082
|
||||
b8:8066 0002:00000086
|
||||
b8:8068 0002:00000087
|
||||
b8:8069 0002:00000088
|
||||
b8:806a 0002:00000089
|
||||
b8:806c 0002:0000008a
|
||||
b8:806e 0002:0000008b
|
||||
b8:8070 0002:0000008c
|
||||
b8:8072 0002:0000008d
|
||||
b8:8075 0002:0000008e
|
||||
b8:8077 0002:0000008f
|
||||
b8:807a 0002:00000090
|
||||
b8:807d 0002:00000091
|
||||
b8:807f 0002:00000092
|
||||
b8:8083 0002:00000094
|
||||
b8:8085 0002:00000095
|
||||
b8:8087 0002:00000096
|
||||
b8:8089 0002:00000097
|
||||
b8:808b 0002:00000098
|
||||
b8:808d 0002:00000099
|
||||
b8:808f 0002:0000009a
|
||||
b8:8092 0002:0000009b
|
||||
b8:8094 0002:0000009c
|
||||
b8:8097 0002:0000009d
|
||||
b8:809a 0002:0000009e
|
||||
b8:809c 0002:0000009f
|
||||
b8:80a0 0002:000000a1
|
||||
b8:80a3 0002:000000a2
|
||||
b8:80a7 0002:000000a3
|
||||
b8:80ab 0002:000000a4
|
||||
b8:80af 0002:000000a5
|
||||
b8:80b3 0002:000000a6
|
||||
b8:80b7 0002:000000a8
|
||||
b8:80bb 0002:000000b0
|
||||
b8:80be 0002:000000b1
|
||||
b8:80c1 0002:000000b3
|
||||
b8:80c2 0002:000000b4
|
||||
b8:80c3 0002:000000b5
|
||||
b8:80c7 0002:000000b6
|
||||
b8:80cb 0002:000000b7
|
||||
b8:80cd 0002:000000c4
|
||||
b8:80d1 0002:000000c5
|
||||
b8:80d4 0002:000000c6
|
||||
b8:80d6 0002:000000c7
|
||||
b8:80da 0002:000000c8
|
||||
b8:80dd 0002:000000c9
|
||||
b8:80df 0002:000000ce
|
||||
b8:80e2 0002:000000cf
|
||||
b8:80e6 0002:000000d0
|
||||
b8:80ea 0002:000000d3
|
||||
b8:80eb 0002:000000d3
|
||||
b8:80ec 0002:000000d3
|
||||
b8:80ed 0002:000000d3
|
||||
b8:80ee 0002:000000d4
|
||||
b8:80ef 0002:000000db
|
||||
b8:80f0 0002:000000dc
|
||||
b8:80f1 0002:000000dd
|
||||
b8:80f2 0002:000000de
|
||||
b8:80f3 0002:000000df
|
||||
b8:80f4 0002:000000e1
|
||||
b8:80f7 0002:000000e2
|
||||
b8:80f8 0002:000000e3
|
||||
b8:80f9 0002:000000e4
|
||||
b8:80fa 0002:000000e5
|
||||
b8:80fc 0002:000000e7
|
||||
b8:80fd 0002:000000ee
|
||||
b8:80fe 0002:000000ef
|
||||
b8:80ff 0002:000000f0
|
||||
b8:8100 0002:000000f1
|
||||
b8:8102 0002:000000f3
|
||||
b8:8104 0002:000000f4
|
||||
b8:8105 0002:000000f5
|
||||
b8:8107 0002:000000f6
|
||||
b8:8109 0002:000000f8
|
||||
b8:810b 0002:000000f9
|
||||
b8:810c 0002:000000fa
|
||||
b8:810d 0002:000000fb
|
||||
b8:810f 0002:000000fd
|
||||
b8:8111 0002:000000fe
|
||||
b8:8113 0002:000000ff
|
||||
b8:8114 0002:00000100
|
||||
b8:8115 0002:00000101
|
||||
b8:8117 0002:00000103
|
||||
b8:8118 0002:00000104
|
||||
b8:8119 0002:00000108
|
||||
b8:811d 0002:00000109
|
||||
b8:8121 0002:0000010a
|
||||
b8:8125 0002:0000010b
|
||||
b8:8129 0002:0000010c
|
||||
b8:812d 0002:0000010d
|
||||
b8:8131 0002:0000010e
|
||||
b8:8135 0002:0000010f
|
||||
b8:8139 0002:00000110
|
||||
b8:813d 0002:00000111
|
||||
b8:8141 0002:00000112
|
||||
b8:8142 0002:00000118
|
||||
b8:8143 0002:00000118
|
||||
b8:8144 0002:00000119
|
||||
b8:8145 0002:00000119
|
||||
b8:8146 0002:0000011a
|
||||
b8:814a 0002:0000011b
|
||||
b8:814d 0002:0000011b
|
||||
b8:814e 0002:0000011c
|
||||
b8:814f 0002:0000011d
|
||||
b8:8153 0002:0000011e
|
||||
b8:8154 0002:0000011f
|
||||
b8:8158 0002:00000120
|
||||
b8:8159 0002:00000121
|
||||
b8:815d 0002:00000123
|
||||
b8:8161 0002:00000124
|
||||
b8:8162 0002:00000125
|
||||
b8:8166 0002:00000126
|
||||
b8:8167 0002:00000126
|
||||
b8:8168 0002:00000127
|
||||
b8:8169 0002:0000012c
|
||||
b8:816a 0002:0000012c
|
||||
b8:816b 0000:00000013
|
||||
b8:816d 0002:0000012f
|
||||
b8:816e 0002:0000012f
|
||||
b8:816f 0002:00000131
|
||||
b8:8170 0002:00000132
|
||||
b8:8173 0002:00000133
|
||||
b8:8174 0002:00000138
|
||||
b8:8175 0002:00000138
|
||||
b8:8176 0000:00000013
|
||||
b8:8178 0002:0000013a
|
||||
b8:817c 0002:0000013b
|
||||
b8:8180 0002:0000013c
|
||||
b8:8182 0002:0000013e
|
||||
b8:8183 0002:0000013e
|
||||
b8:8184 0002:0000013f
|
||||
b8:8185 0002:00000147
|
||||
b8:8189 0002:00000148
|
||||
b8:818b 0002:0000014e
|
||||
b8:818d 0002:0000014f
|
||||
b8:818f 0002:00000152
|
||||
b8:8192 0002:00000153
|
||||
b8:8194 0002:00000154
|
||||
b8:8197 0002:00000155
|
||||
b8:8199 0002:00000156
|
||||
b8:819c 0002:00000157
|
||||
b8:81a0 0002:00000158
|
||||
b8:81a2 0002:00000159
|
||||
b8:81a4 0002:0000015a
|
||||
b8:81a6 0002:0000015b
|
||||
b8:81a8 0002:0000015c
|
||||
b8:81a9 0002:00000160
|
||||
b8:81aa 0002:00000160
|
||||
b8:81ab 0002:00000161
|
||||
b8:81ae 0002:00000162
|
||||
b8:81b0 0002:00000163
|
||||
b8:81b3 0002:00000164
|
||||
b8:81b5 0002:00000165
|
||||
b8:81b6 0002:00000166
|
||||
b8:81b7 0002:00000168
|
||||
b8:81ba 0002:00000169
|
||||
b8:81bc 0002:0000016a
|
||||
b8:81bf 0002:0000016b
|
||||
b8:81c0 0002:0000016c
|
||||
b8:81c3 0002:0000016d
|
||||
b8:81c4 0002:0000016d
|
||||
b8:81c5 0002:0000016e
|
||||
b8:81c9 0002:0000016f
|
||||
b8:81ca 0002:00000170
|
||||
b8:81cd 0002:00000171
|
||||
b8:81d1 0002:00000172
|
||||
b8:81d3 0002:00000174
|
||||
b8:81d6 0002:00000175
|
||||
b8:81d8 0002:00000176
|
||||
b8:81db 0002:00000177
|
||||
b8:81dd 0002:00000179
|
||||
b8:81e1 0002:0000017b
|
||||
b8:81e3 0002:0000017c
|
||||
b8:81e5 0002:0000017d
|
||||
b8:81e6 0002:0000017d
|
||||
b8:81e7 0002:0000017e
|
||||
b8:81e8 0002:00000189
|
||||
b8:81e9 0002:0000018a
|
||||
b8:81ed 0002:0000018b
|
||||
b8:81ee 0002:0000018c
|
||||
b8:81f2 0002:0000018d
|
||||
b8:81f3 0002:0000018f
|
||||
b8:81f7 0002:00000190
|
||||
b8:81f8 0002:000001c2
|
||||
b8:81f9 0002:000001c2
|
||||
b8:81fa 0002:000001c5
|
||||
b8:81fe 0002:000001c6
|
||||
b8:8202 0002:000001c7
|
||||
b8:8204 0002:000001c9
|
||||
b8:8206 0002:000001c9
|
||||
b8:8207 0002:000001cc
|
||||
b8:820b 0002:000001cd
|
||||
b8:820d 0002:000001ce
|
||||
b8:8211 0002:000001cf
|
||||
b8:8213 0002:000001d0
|
||||
b8:8217 0002:000001d1
|
||||
b8:821a 0002:000001d2
|
||||
b8:821c 0002:000001d3
|
||||
b8:821e 0002:000001d4
|
||||
b8:8222 0002:000001d5
|
||||
b8:8224 0002:000001d6
|
||||
b8:8226 0002:000001d7
|
||||
b8:8229 0002:000001d8
|
||||
b8:822c 0002:000001d9
|
||||
b8:822e 0002:000001da
|
||||
b8:8236 0002:000001de
|
||||
b8:8237 0002:000001df
|
||||
b8:8238 0002:000001e0
|
||||
b8:823c 0002:000001e3
|
||||
b8:8240 0002:000001e4
|
||||
b8:8244 0002:000001e5
|
||||
b8:8246 0002:000001e7
|
||||
b8:8247 0002:000001e8
|
||||
b8:8248 0002:000001e9
|
||||
b8:824a 0002:000001ee
|
||||
b8:824b 0002:000001ef
|
||||
b8:824f 0002:000001f2
|
||||
b8:8253 0002:000001f3
|
||||
b8:8257 0002:000001f4
|
||||
b8:825b 0002:000001f5
|
||||
b8:825c 0002:000001f9
|
||||
b8:825e 0002:000001fa
|
||||
b8:8261 0002:000001fb
|
||||
b8:8263 0002:000001fc
|
||||
b8:8266 0002:000001ff
|
||||
b8:826a 0002:00000200
|
||||
b8:826b 0002:00000201
|
||||
b8:826f 0002:00000203
|
||||
b8:8271 0002:00000206
|
||||
b8:8273 0002:00000207
|
||||
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|
||||
b8:8276 0002:00000208
|
||||
b8:8277 0002:00000209
|
||||
b8:8278 0002:0000020d
|
||||
b8:8279 0002:0000020d
|
||||
b8:827a 0002:0000020d
|
||||
b8:827b 0002:0000020e
|
||||
b8:827f 0002:0000020f
|
||||
b8:8282 0002:0000020f
|
||||
b8:8283 0002:00000211
|
||||
b8:8287 0002:00000212
|
||||
b8:8288 0002:00000213
|
||||
b8:828c 0002:00000214
|
||||
b8:828f 0002:00000215
|
||||
b8:8291 0002:00000217
|
||||
b8:8294 0002:0000021a
|
||||
b8:8298 0002:0000021b
|
||||
b8:829c 0002:0000021c
|
||||
b8:829e 0002:0000021e
|
||||
b8:82a2 0002:0000021f
|
||||
b8:82a3 0002:00000221
|
||||
b8:82a7 0002:00000222
|
||||
b8:82a9 0002:00000225
|
||||
b8:82ad 0002:00000226
|
||||
b8:82b0 0002:00000227
|
||||
b8:82b2 0002:00000228
|
||||
b8:82b5 0002:0000022b
|
||||
b8:82b6 0002:0000022c
|
||||
b8:82b7 0002:0000022d
|
||||
b8:82bb 0002:0000022e
|
||||
b8:82bd 0002:00000231
|
||||
b8:82be 0002:00000231
|
||||
b8:82bf 0002:00000231
|
||||
b8:82c0 0002:00000232
|
||||
b8:82c1 0002:00000236
|
||||
b8:82c5 0002:00000237
|
||||
b8:82c9 0002:00000238
|
||||
b8:82cb 0002:00000239
|
||||
b8:82cf 0002:0000023a
|
||||
b8:82d2 0002:0000023b
|
||||
b8:82d4 0002:0000023c
|
||||
b8:82d7 0002:0000023e
|
||||
b8:82d8 0002:00000241
|
||||
b8:82dc 0002:00000243
|
||||
b8:82dd 0002:00000244
|
||||
b8:82de 0002:00000245
|
||||
b8:82df 0002:00000246
|
||||
b8:82e0 0002:00000247
|
||||
b8:8300 0002:0000005a
|
||||
b8:8302 0002:0000005b
|
||||
b8:8306 0002:0000005c
|
||||
b8:8308 0002:0000005d
|
||||
b8:830c 0002:00000061
|
||||
b8:830e 0002:00000062
|
||||
b8:8310 0002:00000063
|
||||
b8:8311 0002:00000066
|
||||
b8:8312 0002:00000066
|
||||
b8:8313 0002:00000066
|
||||
b8:8314 0002:00000066
|
||||
b8:8315 0000:00000013
|
||||
b8:8317 0002:0000006a
|
||||
b8:831b 0002:0000006b
|
||||
b8:831e 0002:0000006c
|
||||
b8:8320 0002:0000006d
|
||||
b8:8324 0002:0000006e
|
||||
b8:8328 0002:0000006f
|
||||
b8:832a 0002:00000070
|
||||
b8:832e 0002:00000071
|
||||
b8:8332 0002:00000072
|
||||
b8:8334 0002:00000074
|
||||
b8:8338 0002:00000075
|
||||
b8:833b 0002:00000078
|
||||
b8:833c 0002:00000079
|
||||
b8:833f 0002:0000007a
|
||||
b8:8342 0002:0000007b
|
||||
b8:8345 0002:0000007c
|
||||
b8:8348 0002:0000007d
|
||||
b8:8349 0002:0000007e
|
||||
b8:834a 0002:0000007f
|
||||
b8:834e 0002:00000080
|
||||
b8:834f 0002:00000082
|
||||
b8:8366 0002:00000086
|
||||
b8:8368 0002:00000087
|
||||
b8:8369 0002:00000088
|
||||
b8:836a 0002:00000089
|
||||
b8:836c 0002:0000008a
|
||||
b8:836e 0002:0000008b
|
||||
b8:8370 0002:0000008c
|
||||
b8:8372 0002:0000008d
|
||||
b8:8375 0002:0000008e
|
||||
b8:8377 0002:0000008f
|
||||
b8:837a 0002:00000090
|
||||
b8:837d 0002:00000091
|
||||
b8:837f 0002:00000092
|
||||
b8:8383 0002:00000094
|
||||
b8:8385 0002:00000095
|
||||
b8:8387 0002:00000096
|
||||
b8:8389 0002:00000097
|
||||
b8:838b 0002:00000098
|
||||
b8:838d 0002:00000099
|
||||
b8:838f 0002:0000009a
|
||||
b8:8392 0002:0000009b
|
||||
b8:8394 0002:0000009c
|
||||
b8:8397 0002:0000009d
|
||||
b8:839a 0002:0000009e
|
||||
b8:839c 0002:0000009f
|
||||
b8:83a0 0002:000000a1
|
||||
b8:83a3 0002:000000a2
|
||||
b8:83a7 0002:000000a3
|
||||
b8:83ab 0002:000000a4
|
||||
b8:83af 0002:000000a5
|
||||
b8:83b3 0002:000000a6
|
||||
b8:83b7 0002:000000a8
|
||||
b8:83bb 0002:000000b0
|
||||
b8:83be 0002:000000b1
|
||||
b8:83c1 0002:000000b3
|
||||
b8:83c2 0002:000000b4
|
||||
b8:83c3 0002:000000b5
|
||||
b8:83c7 0002:000000b6
|
||||
b8:83cb 0002:000000b7
|
||||
b8:83cd 0002:000000c4
|
||||
b8:83d1 0002:000000c5
|
||||
b8:83d4 0002:000000c6
|
||||
b8:83d6 0002:000000c7
|
||||
b8:83da 0002:000000c8
|
||||
b8:83dd 0002:000000c9
|
||||
b8:83df 0002:000000ce
|
||||
b8:83e2 0002:000000cf
|
||||
b8:83e6 0002:000000d0
|
||||
b8:83ea 0002:000000d3
|
||||
b8:83eb 0002:000000d3
|
||||
b8:83ec 0002:000000d3
|
||||
b8:83ed 0002:000000d3
|
||||
b8:83ee 0002:000000d4
|
||||
b8:83ef 0002:000000db
|
||||
b8:83f0 0002:000000dc
|
||||
b8:83f1 0002:000000dd
|
||||
b8:83f2 0002:000000de
|
||||
b8:83f3 0002:000000df
|
||||
b8:83f4 0002:000000e1
|
||||
b8:83f7 0002:000000e2
|
||||
b8:83f8 0002:000000e3
|
||||
b8:83f9 0002:000000e4
|
||||
b8:83fa 0002:000000e5
|
||||
b8:83fc 0002:000000e7
|
||||
b8:83fd 0002:000000ee
|
||||
b8:83fe 0002:000000ef
|
||||
b8:83ff 0002:000000f0
|
||||
b8:8400 0002:000000f1
|
||||
b8:8402 0002:000000f3
|
||||
b8:8404 0002:000000f4
|
||||
b8:8405 0002:000000f5
|
||||
b8:8407 0002:000000f6
|
||||
b8:8409 0002:000000f8
|
||||
b8:840b 0002:000000f9
|
||||
b8:840c 0002:000000fa
|
||||
b8:840d 0002:000000fb
|
||||
b8:840f 0002:000000fd
|
||||
b8:8411 0002:000000fe
|
||||
b8:8413 0002:000000ff
|
||||
b8:8414 0002:00000100
|
||||
b8:8415 0002:00000101
|
||||
b8:8417 0002:00000103
|
||||
b8:8418 0002:00000104
|
||||
b8:8419 0002:00000108
|
||||
b8:841d 0002:00000109
|
||||
b8:8421 0002:0000010a
|
||||
b8:8425 0002:0000010b
|
||||
b8:8429 0002:0000010c
|
||||
b8:842d 0002:0000010d
|
||||
b8:8431 0002:0000010e
|
||||
b8:8435 0002:0000010f
|
||||
b8:8439 0002:00000110
|
||||
b8:843d 0002:00000111
|
||||
b8:8441 0002:00000112
|
||||
b8:8442 0002:00000118
|
||||
b8:8443 0002:00000118
|
||||
b8:8444 0002:00000119
|
||||
b8:8445 0002:00000119
|
||||
b8:8446 0002:0000011a
|
||||
b8:844a 0002:0000011b
|
||||
b8:844d 0002:0000011b
|
||||
b8:844e 0002:0000011c
|
||||
b8:844f 0002:0000011d
|
||||
b8:8453 0002:0000011e
|
||||
b8:8454 0002:0000011f
|
||||
b8:8458 0002:00000120
|
||||
b8:8459 0002:00000121
|
||||
b8:845d 0002:00000123
|
||||
b8:8461 0002:00000124
|
||||
b8:8462 0002:00000125
|
||||
b8:8466 0002:00000126
|
||||
b8:8467 0002:00000126
|
||||
b8:8468 0002:00000127
|
||||
b8:8469 0002:0000012c
|
||||
b8:846a 0002:0000012c
|
||||
b8:846b 0000:00000013
|
||||
b8:846d 0002:0000012f
|
||||
b8:846e 0002:0000012f
|
||||
b8:846f 0002:00000131
|
||||
b8:8470 0002:00000132
|
||||
b8:8473 0002:00000133
|
||||
b8:8474 0002:00000138
|
||||
b8:8475 0002:00000138
|
||||
b8:8476 0000:00000013
|
||||
b8:8478 0002:0000013a
|
||||
b8:847c 0002:0000013b
|
||||
b8:8480 0002:0000013c
|
||||
b8:8482 0002:0000013e
|
||||
b8:8483 0002:0000013e
|
||||
b8:8484 0002:0000013f
|
||||
b8:8485 0002:00000147
|
||||
b8:8489 0002:00000148
|
||||
b8:848b 0002:0000014e
|
||||
b8:848d 0002:0000014f
|
||||
b8:848f 0002:00000152
|
||||
b8:8492 0002:00000153
|
||||
b8:8494 0002:00000154
|
||||
b8:8497 0002:00000155
|
||||
b8:8499 0002:00000156
|
||||
b8:849c 0002:00000157
|
||||
b8:84a0 0002:00000158
|
||||
b8:84a2 0002:00000159
|
||||
b8:84a4 0002:0000015a
|
||||
b8:84a6 0002:0000015b
|
||||
b8:84a8 0002:0000015c
|
||||
b8:84a9 0002:00000160
|
||||
b8:84aa 0002:00000160
|
||||
b8:84ab 0002:00000161
|
||||
b8:84ae 0002:00000162
|
||||
b8:84b0 0002:00000163
|
||||
b8:84b3 0002:00000164
|
||||
b8:84b5 0002:00000165
|
||||
b8:84b6 0002:00000166
|
||||
b8:84b7 0002:00000168
|
||||
b8:84ba 0002:00000169
|
||||
b8:84bc 0002:0000016a
|
||||
b8:84bf 0002:0000016b
|
||||
b8:84c0 0002:0000016c
|
||||
b8:84c3 0002:0000016d
|
||||
b8:84c4 0002:0000016d
|
||||
b8:84c5 0002:0000016e
|
||||
b8:84c9 0002:0000016f
|
||||
b8:84ca 0002:00000170
|
||||
b8:84cd 0002:00000171
|
||||
b8:84d1 0002:00000172
|
||||
b8:84d3 0002:00000174
|
||||
b8:84d6 0002:00000175
|
||||
b8:84d8 0002:00000176
|
||||
b8:84db 0002:00000177
|
||||
b8:84dd 0002:00000179
|
||||
b8:84e1 0002:0000017b
|
||||
b8:84e3 0002:0000017c
|
||||
b8:84e5 0002:0000017d
|
||||
b8:84e6 0002:0000017d
|
||||
b8:84e7 0002:0000017e
|
||||
b8:84e8 0002:00000189
|
||||
b8:84e9 0002:0000018a
|
||||
b8:84ed 0002:0000018b
|
||||
b8:84ee 0002:0000018c
|
||||
b8:84f2 0002:0000018d
|
||||
b8:84f3 0002:0000018f
|
||||
b8:84f7 0002:00000190
|
||||
b8:84f8 0002:000001c2
|
||||
b8:84f9 0002:000001c2
|
||||
b8:84fa 0002:000001c5
|
||||
b8:84fe 0002:000001c6
|
||||
b8:8502 0002:000001c7
|
||||
b8:8504 0002:000001c9
|
||||
b8:8506 0002:000001c9
|
||||
b8:8507 0002:000001cc
|
||||
b8:850b 0002:000001cd
|
||||
b8:850d 0002:000001ce
|
||||
b8:8511 0002:000001cf
|
||||
b8:8513 0002:000001d0
|
||||
b8:8517 0002:000001d1
|
||||
b8:851a 0002:000001d2
|
||||
b8:851c 0002:000001d3
|
||||
b8:851e 0002:000001d4
|
||||
b8:8522 0002:000001d5
|
||||
b8:8524 0002:000001d6
|
||||
b8:8526 0002:000001d7
|
||||
b8:8529 0002:000001d8
|
||||
b8:852c 0002:000001d9
|
||||
b8:852e 0002:000001da
|
||||
b8:8536 0002:000001de
|
||||
b8:8537 0002:000001df
|
||||
b8:8538 0002:000001e0
|
||||
b8:853c 0002:000001e3
|
||||
b8:8540 0002:000001e4
|
||||
b8:8544 0002:000001e5
|
||||
b8:8546 0002:000001e7
|
||||
b8:8547 0002:000001e8
|
||||
b8:8548 0002:000001e9
|
||||
b8:854a 0002:000001ee
|
||||
b8:854b 0002:000001ef
|
||||
b8:854f 0002:000001f2
|
||||
b8:8553 0002:000001f3
|
||||
b8:8557 0002:000001f4
|
||||
b8:855b 0002:000001f5
|
||||
b8:855c 0002:000001f9
|
||||
b8:855e 0002:000001fa
|
||||
b8:8561 0002:000001fb
|
||||
b8:8563 0002:000001fc
|
||||
b8:8566 0002:000001ff
|
||||
b8:856a 0002:00000200
|
||||
b8:856b 0002:00000201
|
||||
b8:856f 0002:00000203
|
||||
b8:8571 0002:00000206
|
||||
b8:8573 0002:00000207
|
||||
b8:8575 0002:00000208
|
||||
b8:8576 0002:00000208
|
||||
b8:8577 0002:00000209
|
||||
b8:8578 0002:0000020d
|
||||
b8:8579 0002:0000020d
|
||||
b8:857a 0002:0000020d
|
||||
b8:857b 0002:0000020e
|
||||
b8:857f 0002:0000020f
|
||||
b8:8582 0002:0000020f
|
||||
b8:8583 0002:00000211
|
||||
b8:8587 0002:00000212
|
||||
b8:8588 0002:00000213
|
||||
b8:858c 0002:00000214
|
||||
b8:858f 0002:00000215
|
||||
b8:8591 0002:00000217
|
||||
b8:8594 0002:0000021a
|
||||
b8:8598 0002:0000021b
|
||||
b8:859c 0002:0000021c
|
||||
b8:859e 0002:0000021e
|
||||
b8:85a2 0002:0000021f
|
||||
b8:85a3 0002:00000221
|
||||
b8:85a7 0002:00000222
|
||||
b8:85a9 0002:00000225
|
||||
b8:85ad 0002:00000226
|
||||
b8:85b0 0002:00000227
|
||||
b8:85b2 0002:00000228
|
||||
b8:85b5 0002:0000022b
|
||||
b8:85b6 0002:0000022c
|
||||
b8:85b7 0002:0000022d
|
||||
b8:85bb 0002:0000022e
|
||||
b8:85bd 0002:00000231
|
||||
b8:85be 0002:00000231
|
||||
b8:85bf 0002:00000231
|
||||
b8:85c0 0002:00000232
|
||||
b8:85c1 0002:00000236
|
||||
b8:85c5 0002:00000237
|
||||
b8:85c9 0002:00000238
|
||||
b8:85cb 0002:00000239
|
||||
b8:85cf 0002:0000023a
|
||||
b8:85d2 0002:0000023b
|
||||
b8:85d4 0002:0000023c
|
||||
b8:85d7 0002:0000023e
|
||||
b8:85d8 0002:00000241
|
||||
b8:85dc 0002:00000243
|
||||
b8:85dd 0002:00000244
|
||||
b8:85de 0002:00000245
|
||||
b8:85df 0002:00000246
|
||||
b8:85e0 0002:00000247
|
||||
8b:914a 0002:0000024c
|
||||
81:80f7 0002:0000024f
|
||||
81:8027 0002:00000252
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
"CLIPLEN_end": "85:990F",
|
||||
"CLIPLEN_no_multi": "85:990C",
|
||||
"CLIPSET": "85:FF1D",
|
||||
"COLLECTTANK": "B8:81E8",
|
||||
"COLLECTTANK": "B8:84E8",
|
||||
"MISCFX": "85:FF45",
|
||||
"NORMAL": "84:8BF2",
|
||||
"SETFX": "85:FF4E",
|
||||
@@ -22,11 +22,11 @@
|
||||
"config_player_id": "CE:FF08",
|
||||
"config_remote_items": "CE:FF06",
|
||||
"config_sprite": "CE:FF02",
|
||||
"copy_config_to_sram": "B8:8119",
|
||||
"copy_memory": "B8:80FD",
|
||||
"copy_memory_done": "B8:8117",
|
||||
"copy_memory_even": "B8:8109",
|
||||
"copy_memory_loop": "B8:810F",
|
||||
"copy_config_to_sram": "B8:8419",
|
||||
"copy_memory": "B8:83FD",
|
||||
"copy_memory_done": "B8:8417",
|
||||
"copy_memory_even": "B8:8409",
|
||||
"copy_memory_loop": "B8:840F",
|
||||
"h_item": "84:F894",
|
||||
"i_chozo_item": "84:F8AD",
|
||||
"i_hidden_item": "84:F8B4",
|
||||
@@ -35,11 +35,11 @@
|
||||
"i_item_setup_shared_all_items": "B8:8878",
|
||||
"i_item_setup_shared_alwaysloaded": "B8:8883",
|
||||
"i_live_pickup": "84:FA79",
|
||||
"i_live_pickup_multiworld": "B8:8278",
|
||||
"i_live_pickup_multiworld_end": "B8:82BD",
|
||||
"i_live_pickup_multiworld_local_item_or_offworld": "B8:8294",
|
||||
"i_live_pickup_multiworld_own_item": "B8:82A9",
|
||||
"i_live_pickup_multiworld_own_item1": "B8:82B5",
|
||||
"i_live_pickup_multiworld": "B8:8578",
|
||||
"i_live_pickup_multiworld_end": "B8:85BD",
|
||||
"i_live_pickup_multiworld_local_item_or_offworld": "B8:8594",
|
||||
"i_live_pickup_multiworld_own_item": "B8:85A9",
|
||||
"i_live_pickup_multiworld_own_item1": "B8:85B5",
|
||||
"i_load_custom_graphics": "84:FA1E",
|
||||
"i_load_custom_graphics_all_items": "84:FA39",
|
||||
"i_load_custom_graphics_alwaysloaded": "84:FA49",
|
||||
@@ -74,27 +74,27 @@
|
||||
"message_write_placeholders_loop": "85:B9CA",
|
||||
"message_write_placeholders_notfound": "85:B9DC",
|
||||
"message_write_placeholders_value_ok": "85:B9DF",
|
||||
"mw_display_item_sent": "B8:818B",
|
||||
"mw_handle_queue": "B8:81F8",
|
||||
"mw_handle_queue_end": "B8:8271",
|
||||
"mw_handle_queue_loop": "B8:81FA",
|
||||
"mw_handle_queue_new_remote_item": "B8:824A",
|
||||
"mw_handle_queue_next": "B8:8266",
|
||||
"mw_handle_queue_perform_receive": "B8:825C",
|
||||
"mw_hook_main_game": "B8:82C1",
|
||||
"mw_init": "B8:8011",
|
||||
"mw_init_continuereset": "B8:8066",
|
||||
"mw_init_end": "B8:80EA",
|
||||
"mw_init_memory": "B8:8000",
|
||||
"mw_init_reset_sram": "B8:803B",
|
||||
"mw_init_smstringdata": "B8:8051",
|
||||
"mw_load_sram": "B8:8174",
|
||||
"mw_load_sram_done": "B8:8182",
|
||||
"mw_load_sram_setnewgame": "B8:8185",
|
||||
"mw_receive_item": "B8:81A9",
|
||||
"mw_receive_item_end": "B8:81E1",
|
||||
"mw_save_sram": "B8:8169",
|
||||
"mw_write_message": "B8:8142",
|
||||
"mw_display_item_sent": "B8:848B",
|
||||
"mw_handle_queue": "B8:84F8",
|
||||
"mw_handle_queue_end": "B8:8571",
|
||||
"mw_handle_queue_loop": "B8:84FA",
|
||||
"mw_handle_queue_new_remote_item": "B8:854A",
|
||||
"mw_handle_queue_next": "B8:8566",
|
||||
"mw_handle_queue_perform_receive": "B8:855C",
|
||||
"mw_hook_main_game": "B8:85C1",
|
||||
"mw_init": "B8:8311",
|
||||
"mw_init_continuereset": "B8:8366",
|
||||
"mw_init_end": "B8:83EA",
|
||||
"mw_init_memory": "B8:8300",
|
||||
"mw_init_reset_sram": "B8:833B",
|
||||
"mw_init_smstringdata": "B8:8351",
|
||||
"mw_load_sram": "B8:8474",
|
||||
"mw_load_sram_done": "B8:8482",
|
||||
"mw_load_sram_setnewgame": "B8:8485",
|
||||
"mw_receive_item": "B8:84A9",
|
||||
"mw_receive_item_end": "B8:84E1",
|
||||
"mw_save_sram": "B8:8469",
|
||||
"mw_write_message": "B8:8442",
|
||||
"nonprog_item_eight_palette_indices": "84:F888",
|
||||
"offworld_graphics_data_item": "89:9200",
|
||||
"offworld_graphics_data_progression_item": "89:9100",
|
||||
@@ -119,7 +119,7 @@
|
||||
"p_visible_item_end": "84:F96E",
|
||||
"p_visible_item_loop": "84:F95B",
|
||||
"p_visible_item_trigger": "84:F967",
|
||||
"patch_load_multiworld": "B8:82D8",
|
||||
"patch_load_multiworld": "B8:85D8",
|
||||
"perform_item_pickup": "84:FA7E",
|
||||
"plm_graphics_entry_offworld_item": "84:F886",
|
||||
"plm_graphics_entry_offworld_progression_item": "84:F87C",
|
||||
@@ -138,8 +138,8 @@
|
||||
"start_item_data_reserve": "B8:C818",
|
||||
"update_graphic": "B8:C856",
|
||||
"v_item": "84:F890",
|
||||
"write_repeated_memory": "B8:80EF",
|
||||
"write_repeated_memory_loop": "B8:80F4",
|
||||
"write_repeated_memory": "B8:83EF",
|
||||
"write_repeated_memory_loop": "B8:83F4",
|
||||
"ITEM_RAM": "7E:09A2",
|
||||
"SRAM_MW_ITEMS_RECV": "70:2000",
|
||||
"SRAM_MW_ITEMS_RECV_WCOUNT": "70:2602",
|
||||
|
||||
@@ -1,48 +1,57 @@
|
||||
import typing
|
||||
from Options import Option, DefaultOnToggle, Range, Toggle, DeathLink, Choice
|
||||
|
||||
|
||||
class EnableCoinStars(DefaultOnToggle):
|
||||
"""Disable to Ignore 100 Coin Stars. You can still collect them, but they don't do anything"""
|
||||
display_name = "Enable 100 Coin Stars"
|
||||
|
||||
|
||||
class StrictCapRequirements(DefaultOnToggle):
|
||||
"""If disabled, Stars that expect special caps may have to be acquired without the caps"""
|
||||
display_name = "Strict Cap Requirements"
|
||||
|
||||
|
||||
class StrictCannonRequirements(DefaultOnToggle):
|
||||
"""If disabled, Stars that expect cannons may have to be acquired without them. Only makes a difference if Buddy Checks are enabled"""
|
||||
display_name = "Strict Cannon Requirements"
|
||||
|
||||
|
||||
class FirstBowserStarDoorCost(Range):
|
||||
"""How many stars are required at the Star Door to Bowser in the Dark World"""
|
||||
range_start = 0
|
||||
range_end = 50
|
||||
default = 8
|
||||
|
||||
|
||||
class BasementStarDoorCost(Range):
|
||||
"""How many stars are required at the Star Door in the Basement"""
|
||||
range_start = 0
|
||||
range_end = 70
|
||||
default = 30
|
||||
|
||||
|
||||
class SecondFloorStarDoorCost(Range):
|
||||
"""How many stars are required to access the third floor"""
|
||||
range_start = 0
|
||||
range_end = 90
|
||||
default = 50
|
||||
|
||||
|
||||
class MIPS1Cost(Range):
|
||||
"""How many stars are required to spawn MIPS the first time"""
|
||||
range_start = 0
|
||||
range_end = 40
|
||||
default = 15
|
||||
|
||||
|
||||
class MIPS2Cost(Range):
|
||||
"""How many stars are required to spawn MIPS the secound time. Must be bigger or equal MIPS1Cost"""
|
||||
range_start = 0
|
||||
range_end = 80
|
||||
default = 50
|
||||
|
||||
|
||||
class StarsToFinish(Range):
|
||||
"""How many stars are required at the infinite stairs"""
|
||||
display_name = "Endless Stairs Stars"
|
||||
@@ -50,35 +59,40 @@ class StarsToFinish(Range):
|
||||
range_end = 100
|
||||
default = 70
|
||||
|
||||
|
||||
class AmountOfStars(Range):
|
||||
"""How many stars exist. Disabling 100 Coin Stars removes 15 from the Pool. At least max of any Cost set"""
|
||||
range_start = 35
|
||||
range_end = 120
|
||||
default = 120
|
||||
|
||||
|
||||
class AreaRandomizer(Choice):
|
||||
"""Randomize Entrances"""
|
||||
display_name = "Entrance Randomizer"
|
||||
alias_false = 0
|
||||
option_Off = 0
|
||||
option_Courses_Only = 1
|
||||
option_Courses_and_Secrets = 2
|
||||
|
||||
|
||||
class BuddyChecks(Toggle):
|
||||
"""Bob-omb Buddies are checks, Cannon Unlocks are items"""
|
||||
display_name = "Bob-omb Buddy Checks"
|
||||
|
||||
|
||||
class ExclamationBoxes(Choice):
|
||||
"""Include 1Up Exclamation Boxes during randomization"""
|
||||
display_name = "Randomize 1Up !-Blocks"
|
||||
option_Off = 0
|
||||
option_1Ups_Only = 1
|
||||
|
||||
|
||||
class ProgressiveKeys(DefaultOnToggle):
|
||||
"""Keys will first grant you access to the Basement, then to the Secound Floor"""
|
||||
display_name = "Progressive Keys"
|
||||
|
||||
sm64_options: typing.Dict[str,type(Option)] = {
|
||||
|
||||
sm64_options: typing.Dict[str, type(Option)] = {
|
||||
"AreaRandomizer": AreaRandomizer,
|
||||
"ProgressiveKeys": ProgressiveKeys,
|
||||
"EnableCoinStars": EnableCoinStars,
|
||||
@@ -93,5 +107,5 @@ sm64_options: typing.Dict[str,type(Option)] = {
|
||||
"StarsToFinish": StarsToFinish,
|
||||
"death_link": DeathLink,
|
||||
"BuddyChecks": BuddyChecks,
|
||||
"ExclamationBoxes": ExclamationBoxes
|
||||
}
|
||||
"ExclamationBoxes": ExclamationBoxes,
|
||||
}
|
||||
|
||||
@@ -86,6 +86,7 @@ def set_rules(world, player: int, area_connections):
|
||||
# which would make it impossible to reach downtown area without the cannon.
|
||||
add_rule(world.get_location("WDW: Quick Race Through Downtown!", player), lambda state: state.has("Cannon Unlock WDW", player))
|
||||
add_rule(world.get_location("WDW: Go to Town for Red Coins", player), lambda state: state.has("Cannon Unlock WDW", player))
|
||||
add_rule(world.get_location("WDW: 1Up Block in Downtown", player), lambda state: state.has("Cannon Unlock WDW", player))
|
||||
|
||||
if world.StrictCapRequirements[player]:
|
||||
add_rule(world.get_location("BoB: Mario Wings to the Sky", player), lambda state: state.has("Wing Cap", player))
|
||||
|
||||
@@ -9,6 +9,7 @@ from .Regions import create_regions, sm64courses, sm64entrances_s, sm64_internal
|
||||
from BaseClasses import Item, Tutorial, ItemClassification
|
||||
from ..AutoWorld import World, WebWorld
|
||||
|
||||
|
||||
class SM64Web(WebWorld):
|
||||
tutorials = [Tutorial(
|
||||
"Multiworld Setup Guide",
|
||||
|
||||
@@ -107,7 +107,6 @@ class HeartBeepSpeed(Choice):
|
||||
option_Half = 2
|
||||
option_Normal = 3
|
||||
option_Double = 4
|
||||
alias_false = 0
|
||||
default = 3
|
||||
|
||||
class HeartColor(Choice):
|
||||
|
||||
@@ -25,6 +25,10 @@ from Options import Accessibility
|
||||
world_folder = os.path.dirname(__file__)
|
||||
logger = logging.getLogger("SMZ3")
|
||||
|
||||
# Location IDs in the range 256+196 to 256+202 shifted +34 between 11.2 and 11.3
|
||||
# this is required to keep backward compatibility
|
||||
def convertLocSMZ3IDToAPID(value):
|
||||
return (value - 34) if value >= 256+230 and value <= 256+236 else value
|
||||
|
||||
class SMZ3CollectionState(metaclass=AutoLogicRegister):
|
||||
def init_mixin(self, parent: MultiWorld):
|
||||
@@ -61,12 +65,13 @@ class SMZ3World(World):
|
||||
"""
|
||||
game: str = "SMZ3"
|
||||
topology_present = False
|
||||
data_version = 2
|
||||
data_version = 3
|
||||
option_definitions = smz3_options
|
||||
item_names: Set[str] = frozenset(TotalSMZ3Item.lookup_name_to_id)
|
||||
location_names: Set[str]
|
||||
item_name_to_id = TotalSMZ3Item.lookup_name_to_id
|
||||
location_name_to_id: Dict[str, int] = {key : locations_start_id + value.Id for key, value in TotalSMZ3World(Config(), "", 0, "").locationLookup.items()}
|
||||
location_name_to_id: Dict[str, int] = {key : locations_start_id + convertLocSMZ3IDToAPID(value.Id)
|
||||
for key, value in TotalSMZ3World(Config(), "", 0, "").locationLookup.items()}
|
||||
web = SMZ3Web()
|
||||
|
||||
remote_items: bool = False
|
||||
@@ -526,9 +531,11 @@ class SMZ3World(World):
|
||||
|
||||
def JunkFillGT(self, factor):
|
||||
poolLength = len(self.world.itempool)
|
||||
playerGroups = self.world.get_player_groups(self.player)
|
||||
playerGroups.add(self.player)
|
||||
junkPoolIdx = [i for i in range(0, poolLength)
|
||||
if self.world.itempool[i].classification in (ItemClassification.filler, ItemClassification.trap) and
|
||||
self.world.itempool[i].player == self.player]
|
||||
self.world.itempool[i].player in playerGroups]
|
||||
toRemove = []
|
||||
for loc in self.locations.values():
|
||||
# commenting this for now since doing a partial GT pre fill would allow for non SMZ3 progression in GT
|
||||
|
||||
@@ -35,7 +35,7 @@ class SecretOfEvermoreLogic(LogicMixin):
|
||||
if pvd[1] == progress and pvd[0] > 0:
|
||||
has = True
|
||||
for req in rule.requires:
|
||||
if not self._soe_has(req[1], world, player, req[0]):
|
||||
if not self.soe_has(req[1], world, player, req[0]):
|
||||
has = False
|
||||
break
|
||||
if has:
|
||||
@@ -44,7 +44,7 @@ class SecretOfEvermoreLogic(LogicMixin):
|
||||
return n
|
||||
return n
|
||||
|
||||
def _soe_has(self, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool:
|
||||
def soe_has(self, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool:
|
||||
"""
|
||||
Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE
|
||||
"""
|
||||
|
||||
@@ -21,8 +21,6 @@ class OffOnFullChoice(Choice):
|
||||
option_on = 1
|
||||
option_full = 2
|
||||
alias_chaos = 2
|
||||
alias_false = 0
|
||||
alias_true = 1
|
||||
|
||||
|
||||
class Difficulty(EvermizerFlags, Choice):
|
||||
|
||||
@@ -283,7 +283,7 @@ class SoEWorld(World):
|
||||
self.world.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
|
||||
# set Done from goal option once we have multiple goals
|
||||
set_rule(self.world.get_location('Done', self.player),
|
||||
lambda state: state._soe_has(pyevermizer.P_FINAL_BOSS, self.world, self.player))
|
||||
lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.world, self.player))
|
||||
set_rule(self.world.get_entrance('New Game', self.player), lambda state: True)
|
||||
for loc in _locations:
|
||||
location = self.world.get_location(loc.name, self.player)
|
||||
@@ -292,7 +292,7 @@ class SoEWorld(World):
|
||||
def make_rule(self, requires: typing.List[typing.Tuple[int]]) -> typing.Callable[[typing.Any], bool]:
|
||||
def rule(state) -> bool:
|
||||
for count, progress in requires:
|
||||
if not state._soe_has(progress, self.world, self.player, count):
|
||||
if not state.soe_has(progress, self.world, self.player, count):
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
@@ -139,7 +139,7 @@ item_table: Dict[int, ItemDict] = {
|
||||
'name': 'Power Transmitter Fragment',
|
||||
'tech_type': 'PowerTransmitterFragment'},
|
||||
35032: {'classification': ItemClassification.progression,
|
||||
'count': 4,
|
||||
'count': 5,
|
||||
'name': 'Prawn Suit Fragment',
|
||||
'tech_type': 'ExosuitFragment'},
|
||||
35033: {'classification': ItemClassification.useful,
|
||||
@@ -163,7 +163,7 @@ item_table: Dict[int, ItemDict] = {
|
||||
'name': 'Scanner Room Fragment',
|
||||
'tech_type': 'BaseMapRoomFragment'},
|
||||
35038: {'classification': ItemClassification.progression,
|
||||
'count': 5,
|
||||
'count': 4,
|
||||
'name': 'Seamoth Fragment',
|
||||
'tech_type': 'SeamothFragment'},
|
||||
35039: {'classification': ItemClassification.progression,
|
||||
@@ -203,9 +203,9 @@ item_table: Dict[int, ItemDict] = {
|
||||
'name': 'Picture Frame',
|
||||
'tech_type': 'PictureFrameFragment'},
|
||||
35048: {'classification': ItemClassification.filler,
|
||||
'count': 2,
|
||||
'name': 'Bench Fragment',
|
||||
'tech_type': 'BenchFragment'},
|
||||
'count': 1,
|
||||
'name': 'Bench',
|
||||
'tech_type': 'Bench'},
|
||||
35049: {'classification': ItemClassification.filler,
|
||||
'count': 1,
|
||||
'name': 'Basic Plant Pot',
|
||||
@@ -333,7 +333,12 @@ item_table: Dict[int, ItemDict] = {
|
||||
35080: {'classification': ItemClassification.filler,
|
||||
'count': 1,
|
||||
'name': 'Water Filtration Machine',
|
||||
'tech_type': 'BaseFiltrationMachine'}}
|
||||
'tech_type': 'BaseFiltrationMachine'},
|
||||
35081: {'classification': ItemClassification.progression,
|
||||
'count': 1,
|
||||
'name': 'Ultra High Capacity Tank',
|
||||
'tech_type': 'HighCapacityTank'},
|
||||
}
|
||||
|
||||
advancement_item_names: Set[str] = set()
|
||||
non_advancement_item_names: Set[str] = set()
|
||||
|
||||
@@ -41,7 +41,7 @@ class SubnauticaWorld(World):
|
||||
location_name_to_id = all_locations
|
||||
option_definitions = Options.options
|
||||
|
||||
data_version = 6
|
||||
data_version = 7
|
||||
required_client_version = (0, 3, 5)
|
||||
|
||||
prefill_items: List[Item]
|
||||
|
||||
@@ -3,66 +3,82 @@ from BaseClasses import MultiWorld
|
||||
from Options import Toggle, DefaultOnToggle, DeathLink, Choice, Range, Option, OptionDict
|
||||
from schema import Schema, And, Optional
|
||||
|
||||
|
||||
class StartWithJewelryBox(Toggle):
|
||||
"Start with Jewelry Box unlocked"
|
||||
display_name = "Start with Jewelry Box"
|
||||
|
||||
|
||||
#class ProgressiveVerticalMovement(Toggle):
|
||||
# "Always find vertical movement in the following order Succubus Hairpin -> Light Wall -> Celestial Sash"
|
||||
# display_name = "Progressive vertical movement"
|
||||
|
||||
|
||||
#class ProgressiveKeycards(Toggle):
|
||||
# "Always find Security Keycard's in the following order D -> C -> B -> A"
|
||||
# display_name = "Progressive keycards"
|
||||
|
||||
|
||||
class DownloadableItems(DefaultOnToggle):
|
||||
"With the tablet you will be able to download items at terminals"
|
||||
display_name = "Downloadable items"
|
||||
|
||||
|
||||
class EyeSpy(Toggle):
|
||||
"Requires Oculus Ring in inventory to be able to break hidden walls."
|
||||
display_name = "Eye Spy"
|
||||
|
||||
|
||||
class StartWithMeyef(Toggle):
|
||||
"Start with Meyef, ideal for when you want to play multiplayer."
|
||||
display_name = "Start with Meyef"
|
||||
|
||||
|
||||
class QuickSeed(Toggle):
|
||||
"Start with Talaria Attachment, Nyoom!"
|
||||
display_name = "Quick seed"
|
||||
|
||||
|
||||
class SpecificKeycards(Toggle):
|
||||
"Keycards can only open corresponding doors"
|
||||
display_name = "Specific Keycards"
|
||||
|
||||
|
||||
class Inverted(Toggle):
|
||||
"Start in the past"
|
||||
display_name = "Inverted"
|
||||
|
||||
|
||||
#class StinkyMaw(Toggle):
|
||||
# "Require gasmask for Maw"
|
||||
# display_name = "Stinky Maw"
|
||||
|
||||
|
||||
class GyreArchives(Toggle):
|
||||
"Gyre locations are in logic. New warps are gated by Merchant Crow and Kobo"
|
||||
display_name = "Gyre Archives"
|
||||
|
||||
|
||||
class Cantoran(Toggle):
|
||||
"Cantoran's fight and check are available upon revisiting his room"
|
||||
display_name = "Cantoran"
|
||||
|
||||
|
||||
class LoreChecks(Toggle):
|
||||
"Memories and journal entries contain items."
|
||||
display_name = "Lore Checks"
|
||||
|
||||
|
||||
class BossRando(Toggle):
|
||||
"Shuffles the positions of all bosses."
|
||||
display_name = "Boss Randomization"
|
||||
|
||||
|
||||
class BossScaling(DefaultOnToggle):
|
||||
"When Boss Rando is enabled, scales the bosses' HP, XP, and ATK to the stats of the location they replace (Reccomended)"
|
||||
display_name = "Scale Random Boss Stats"
|
||||
|
||||
|
||||
class DamageRando(Choice):
|
||||
"Randomly nerfs and buffs some orbs and their associated spells as well as some associated rings."
|
||||
display_name = "Damage Rando"
|
||||
@@ -73,9 +89,9 @@ class DamageRando(Choice):
|
||||
option_mostlybuffs = 4
|
||||
option_allbuffs = 5
|
||||
option_manual = 6
|
||||
alias_false = 0
|
||||
alias_true = 2
|
||||
|
||||
|
||||
class DamageRandoOverrides(OptionDict):
|
||||
"Manual +/-/normal odds for an orb. Put 0 if you don't want a certain nerf or buff to be a possibility. Orbs that you don't specify will roll with 1/1/1 as odds"
|
||||
schema = Schema({
|
||||
@@ -180,6 +196,7 @@ class DamageRandoOverrides(OptionDict):
|
||||
"Radiant": { "MinusOdds": 1, "NormalOdds": 1, "PlusOdds": 1 },
|
||||
}
|
||||
|
||||
|
||||
class HpCap(Range):
|
||||
"Sets the number that Lunais's HP maxes out at."
|
||||
display_name = "HP Cap"
|
||||
@@ -187,10 +204,12 @@ class HpCap(Range):
|
||||
range_end = 999
|
||||
default = 999
|
||||
|
||||
|
||||
class BossHealing(DefaultOnToggle):
|
||||
"Enables/disables healing after boss fights. NOTE: Currently only applicable when Boss Rando is enabled."
|
||||
display_name = "Heal After Bosses"
|
||||
|
||||
|
||||
class ShopFill(Choice):
|
||||
"""Sets the items for sale in Merchant Crow's shops.
|
||||
Default: No sunglasses or trendy jacket, but sand vials for sale.
|
||||
@@ -203,10 +222,12 @@ class ShopFill(Choice):
|
||||
option_vanilla = 2
|
||||
option_empty = 3
|
||||
|
||||
|
||||
class ShopWarpShards(DefaultOnToggle):
|
||||
"Shops always sell warp shards (when keys possessed), ignoring inventory setting."
|
||||
display_name = "Always Sell Warp Shards"
|
||||
|
||||
|
||||
class ShopMultiplier(Range):
|
||||
"Multiplier for the cost of items in the shop. Set to 0 for free shops."
|
||||
display_name = "Shop Price Multiplier"
|
||||
@@ -214,6 +235,7 @@ class ShopMultiplier(Range):
|
||||
range_end = 10
|
||||
default = 1
|
||||
|
||||
|
||||
class LootPool(Choice):
|
||||
"""Sets the items that drop from enemies (does not apply to boss reward checks)
|
||||
Vanilla: Drops are the same as the base game
|
||||
@@ -224,6 +246,7 @@ class LootPool(Choice):
|
||||
option_randomized = 1
|
||||
option_empty = 2
|
||||
|
||||
|
||||
class DropRateCategory(Choice):
|
||||
"""Sets the drop rate when 'Loot Pool' is set to 'Random'
|
||||
Tiered: Based on item rarity/value
|
||||
@@ -237,6 +260,7 @@ class DropRateCategory(Choice):
|
||||
option_randomized = 2
|
||||
option_fixed = 3
|
||||
|
||||
|
||||
class FixedDropRate(Range):
|
||||
"Base drop rate percentage when 'Drop Rate Category' is set to 'Fixed'"
|
||||
display_name = "Fixed Drop Rate"
|
||||
@@ -244,6 +268,7 @@ class FixedDropRate(Range):
|
||||
range_end = 100
|
||||
default = 5
|
||||
|
||||
|
||||
class LootTierDistro(Choice):
|
||||
"""Sets how often items of each rarity tier are placed when 'Loot Pool' is set to 'Random'
|
||||
Default Weight: Rarer items will be assigned to enemy drop slots less frequently than common items
|
||||
@@ -255,14 +280,17 @@ class LootTierDistro(Choice):
|
||||
option_full_random = 1
|
||||
option_inverted_weight = 2
|
||||
|
||||
|
||||
class ShowBestiary(Toggle):
|
||||
"All entries in the bestiary are visible, without needing to kill one of a given enemy first"
|
||||
display_name = "Show Bestiary Entries"
|
||||
|
||||
|
||||
class ShowDrops(Toggle):
|
||||
"All item drops in the bestiary are visible, without needing an enemy to drop one of a given item first"
|
||||
display_name = "Show Bestiary Item Drops"
|
||||
|
||||
|
||||
# Some options that are available in the timespinner randomizer arent currently implemented
|
||||
timespinner_options: Dict[str, Option] = {
|
||||
"StartWithJewelryBox": StartWithJewelryBox,
|
||||
@@ -296,9 +324,11 @@ timespinner_options: Dict[str, Option] = {
|
||||
"DeathLink": DeathLink,
|
||||
}
|
||||
|
||||
|
||||
def is_option_enabled(world: MultiWorld, player: int, name: str) -> bool:
|
||||
return get_option_value(world, player, name) > 0
|
||||
|
||||
|
||||
def get_option_value(world: MultiWorld, player: int, name: str) -> Union[int, dict]:
|
||||
option = getattr(world, name, None)
|
||||
if option == None:
|
||||
|
||||
@@ -15,9 +15,9 @@ class DisableNonRandomizedPuzzles(DefaultOnToggle):
|
||||
|
||||
|
||||
class EarlySecretArea(Toggle):
|
||||
"""Opens the Mountainside shortcut to the Mountain Secret Area from the start.
|
||||
"""Opens the Mountainside shortcut to the Caves from the start.
|
||||
(Otherwise known as "UTM", "Caves" or the "Challenge Area")"""
|
||||
display_name = "Early Secret Area"
|
||||
display_name = "Early Caves"
|
||||
|
||||
|
||||
class ShuffleSymbols(DefaultOnToggle):
|
||||
@@ -58,15 +58,9 @@ class ShuffleVaultBoxes(Toggle):
|
||||
display_name = "Shuffle Vault Boxes"
|
||||
|
||||
|
||||
class ShuffleUncommonLocations(Toggle):
|
||||
"""Adds some optional puzzles that are somewhat difficult or out of the way.
|
||||
Examples: Mountaintop River Shape, Tutorial Patio Floor, Theater Videos"""
|
||||
display_name = "Shuffle Uncommon Locations"
|
||||
|
||||
|
||||
class ShufflePostgame(Toggle):
|
||||
"""Adds locations into the pool that are guaranteed to be locked behind your goal. Use this if you don't play with
|
||||
forfeit on victory."""
|
||||
"""Adds locations into the pool that are guaranteed to become accessible before or at the same time as your goal.
|
||||
Use this if you don't play with forfeit on victory."""
|
||||
display_name = "Shuffle Postgame"
|
||||
|
||||
|
||||
@@ -90,7 +84,7 @@ class MountainLasers(Range):
|
||||
|
||||
|
||||
class ChallengeLasers(Range):
|
||||
"""Sets the amount of beams required to enter the secret area through the Mountain Bottom Layer Discard."""
|
||||
"""Sets the amount of beams required to enter the Caves through the Mountain Bottom Floor Discard."""
|
||||
display_name = "Required Lasers for Challenge"
|
||||
range_start = 1
|
||||
range_end = 11
|
||||
@@ -122,7 +116,6 @@ the_witness_options: Dict[str, type] = {
|
||||
"disable_non_randomized_puzzles": DisableNonRandomizedPuzzles,
|
||||
"shuffle_discarded_panels": ShuffleDiscardedPanels,
|
||||
"shuffle_vault_boxes": ShuffleVaultBoxes,
|
||||
"shuffle_uncommon": ShuffleUncommonLocations,
|
||||
"shuffle_postgame": ShufflePostgame,
|
||||
"victory_condition": VictoryCondition,
|
||||
"mountain_lasers": MountainLasers,
|
||||
|
||||
@@ -28,38 +28,38 @@ Traps:
|
||||
610 - Power Surge
|
||||
|
||||
Doors:
|
||||
1100 - Glass Factory Entry Door (Panel) - 0x01A54
|
||||
1105 - Door to Symmetry Island Lower (Panel) - 0x000B0
|
||||
1107 - Door to Symmetry Island Upper (Panel) - 0x1C349
|
||||
1110 - Door to Desert Flood Light Room (Panel) - 0x0C339
|
||||
1111 - Desert Flood Room Flood Controls (Panel) - 0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B
|
||||
1119 - Quarry Door to Mill (Panel) - 0x01E5A,0x01E59
|
||||
1100 - Glass Factory Entry (Panel) - 0x01A54
|
||||
1105 - Symmetry Island Lower (Panel) - 0x000B0
|
||||
1107 - Symmetry Island Upper (Panel) - 0x1C349
|
||||
1110 - Desert Light Room Entry (Panel) - 0x0C339
|
||||
1111 - Desert Flood Controls (Panel) - 0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B
|
||||
1119 - Quarry Mill Entry (Panel) - 0x01E5A,0x01E59
|
||||
1120 - Quarry Mill Ramp Controls (Panel) - 0x03678,0x03676
|
||||
1122 - Quarry Mill Elevator Controls (Panel) - 0x03679,0x03675
|
||||
1122 - Quarry Mill Lift Controls (Panel) - 0x03679,0x03675
|
||||
1125 - Quarry Boathouse Ramp Height Control (Panel) - 0x03852
|
||||
1127 - Quarry Boathouse Ramp Horizontal Control (Panel) - 0x03858
|
||||
1131 - Shadows Door Timer (Panel) - 0x334DB,0x334DC
|
||||
1150 - Monastery Entry Door Left (Panel) - 0x00B10
|
||||
1151 - Monastery Entry Door Right (Panel) - 0x00C92
|
||||
1162 - Town Door to RGB House (Panel) - 0x28998
|
||||
1163 - Town Door to Church (Panel) - 0x28A0D
|
||||
1150 - Monastery Entry Left (Panel) - 0x00B10
|
||||
1151 - Monastery Entry Right (Panel) - 0x00C92
|
||||
1162 - Town Tinted Glass Door (Panel) - 0x28998
|
||||
1163 - Town Church Entry (Panel) - 0x28A0D
|
||||
1166 - Town Maze Panel (Drop-Down Staircase) (Panel) - 0x28A79
|
||||
1169 - Windmill Door (Panel) - 0x17F5F
|
||||
1169 - Windmill Entry (Panel) - 0x17F5F
|
||||
1200 - Treehouse First & Second Doors (Panel) - 0x0288C,0x02886
|
||||
1202 - Treehouse Third Door (Panel) - 0x0A182
|
||||
1205 - Treehouse Laser House Door Timer (Panel) - 0x2700B,0x334DC
|
||||
1208 - Treehouse Shortcut Drop-Down Bridge (Panel) - 0x17CBC
|
||||
1208 - Treehouse Drawbridge (Panel) - 0x17CBC
|
||||
1175 - Jungle Popup Wall (Panel) - 0x17CAB
|
||||
1180 - Bunker Entry Door (Panel) - 0x17C2E
|
||||
1183 - Inside Bunker Door to Bunker Proper (Panel) - 0x0A099
|
||||
1180 - Bunker Entry (Panel) - 0x17C2E
|
||||
1183 - Bunker Tinted Glass Door (Panel) - 0x0A099
|
||||
1186 - Bunker Elevator Control (Panel) - 0x0A079
|
||||
1190 - Swamp Entry Door (Panel) - 0x0056E
|
||||
1190 - Swamp Entry (Panel) - 0x0056E
|
||||
1192 - Swamp Sliding Bridge (Panel) - 0x00609,0x18488
|
||||
1195 - Swamp Rotating Bridge (Panel) - 0x181F5
|
||||
1197 - Swamp Maze Control (Panel) - 0x17C0A
|
||||
1310 - Boat - 0x17CDF,0x17CC8,0x17CA6,0x09DB8,0x17C95,0x0A054
|
||||
|
||||
1400 - Caves Mountain Shortcut - 0x2D73F
|
||||
1400 - Caves Mountain Shortcut (Door) - 0x2D73F
|
||||
|
||||
1500 - Symmetry Laser - 0x00509
|
||||
1501 - Desert Laser - 0x012FB,0x01317
|
||||
@@ -73,101 +73,101 @@ Doors:
|
||||
1509 - Swamp Laser - 0x00BF6
|
||||
1510 - Treehouse Laser - 0x028A4
|
||||
|
||||
1600 - Outside Tutorial Optional Door - 0x03BA2
|
||||
1603 - Outside Tutorial Outpost Entry Door - 0x0A170
|
||||
1606 - Outside Tutorial Outpost Exit Door - 0x04CA3
|
||||
1609 - Glass Factory Entry Door - 0x01A29
|
||||
1612 - Glass Factory Back Wall - 0x0D7ED
|
||||
1615 - Symmetry Island Lower Door - 0x17F3E
|
||||
1618 - Symmetry Island Upper Door - 0x18269
|
||||
1619 - Orchard Middle Gate - 0x03307
|
||||
1620 - Orchard Final Gate - 0x03313
|
||||
1621 - Desert Door to Flood Light Room - 0x09FEE
|
||||
1624 - Desert Door to Pond Room - 0x0C2C3
|
||||
1627 - Desert Door to Water Levels Room - 0x0A24B
|
||||
1630 - Desert Door to Elevator Room - 0x0C316
|
||||
1633 - Quarry Main Entry 1 - 0x09D6F
|
||||
1636 - Quarry Main Entry 2 - 0x17C07
|
||||
1639 - Quarry Door to Mill - 0x02010
|
||||
1642 - Quarry Mill Side Door - 0x275FF
|
||||
1645 - Quarry Mill Rooftop Shortcut - 0x17CE8
|
||||
1648 - Quarry Mill Stairs - 0x0368A
|
||||
1651 - Quarry Boathouse Boat Staircase - 0x2769B,0x27163
|
||||
1653 - Quarry Boathouse First Barrier - 0x17C50
|
||||
1654 - Quarry Boathouse Shortcut - 0x3865F
|
||||
1656 - Shadows Timed Door - 0x19B24
|
||||
1657 - Shadows Laser Room Right Door - 0x194B2
|
||||
1660 - Shadows Laser Room Left Door - 0x19665
|
||||
1663 - Shadows Barrier to Quarry - 0x19865,0x0A2DF
|
||||
1666 - Shadows Barrier to Ledge - 0x1855B,0x19ADE
|
||||
1669 - Keep Hedge Maze 1 Exit Door - 0x01954
|
||||
1672 - Keep Pressure Plates 1 Exit Door - 0x01BEC
|
||||
1675 - Keep Hedge Maze 2 Shortcut - 0x018CE
|
||||
1678 - Keep Hedge Maze 2 Exit Door - 0x019D8
|
||||
1681 - Keep Hedge Maze 3 Shortcut - 0x019B5
|
||||
1684 - Keep Hedge Maze 3 Exit Door - 0x019E6
|
||||
1687 - Keep Hedge Maze 4 Shortcut - 0x0199A
|
||||
1690 - Keep Hedge Maze 4 Exit Door - 0x01A0E
|
||||
1693 - Keep Pressure Plates 2 Exit Door - 0x01BEA
|
||||
1696 - Keep Pressure Plates 3 Exit Door - 0x01CD5
|
||||
1699 - Keep Pressure Plates 4 Exit Door - 0x01D40
|
||||
1702 - Keep Shortcut to Shadows - 0x09E3D
|
||||
1705 - Keep Tower Shortcut - 0x04F8F
|
||||
1708 - Monastery Shortcut - 0x0364E
|
||||
1711 - Monastery Inner Door - 0x0C128
|
||||
1714 - Monastery Outer Door - 0x0C153
|
||||
1717 - Monastery Door to Garden - 0x03750
|
||||
1718 - Town Cargo Box Door - 0x0A0C9
|
||||
1720 - Town Wooden Roof Staircase - 0x034F5
|
||||
1723 - Town Tinted Door to RGB House - 0x28A61
|
||||
1726 - Town Door to Church - 0x03BB0
|
||||
1729 - Town Maze Staircase - 0x28AA2
|
||||
1732 - Town Windmill Door - 0x1845B
|
||||
1735 - Town RGB House Staircase - 0x2897B
|
||||
1738 - Town Tower Blue Panels Door - 0x27798
|
||||
1741 - Town Tower Lattice Door - 0x27799
|
||||
1744 - Town Tower Environmental Set Door - 0x2779A
|
||||
1747 - Town Tower Wooden Roof Set Door - 0x2779C
|
||||
1750 - Theater Entry Door - 0x17F88
|
||||
1753 - Theater Exit Door Left - 0x0A16D
|
||||
1756 - Theater Exit Door Right - 0x3CCDF
|
||||
1759 - Jungle Bamboo Shortcut to River - 0x3873B
|
||||
1760 - Jungle Popup Wall - 0x1475B
|
||||
1762 - River Shortcut to Monastery Garden - 0x0CF2A
|
||||
1765 - Bunker Bunker Entry Door - 0x0C2A4
|
||||
1768 - Bunker Tinted Glass Door - 0x17C79
|
||||
1771 - Bunker Door to Ultraviolet Room - 0x0C2A3
|
||||
1774 - Bunker Door to Elevator - 0x0A08D
|
||||
1777 - Swamp Entry Door - 0x00C1C
|
||||
1780 - Swamp Door to Broken Shapers - 0x184B7
|
||||
1600 - Outside Tutorial Outpost Path (Door) - 0x03BA2
|
||||
1603 - Outside Tutorial Outpost Entry (Door) - 0x0A170
|
||||
1606 - Outside Tutorial Outpost Exit (Door) - 0x04CA3
|
||||
1609 - Glass Factory Entry (Door) - 0x01A29
|
||||
1612 - Glass Factory Back Wall (Door) - 0x0D7ED
|
||||
1615 - Symmetry Island Lower (Door) - 0x17F3E
|
||||
1618 - Symmetry Island Upper (Door) - 0x18269
|
||||
1619 - Orchard First Gate (Door) - 0x03307
|
||||
1620 - Orchard Second Gate (Door) - 0x03313
|
||||
1621 - Desert Light Room Entry (Door) - 0x09FEE
|
||||
1624 - Desert Pond Room Entry (Door) - 0x0C2C3
|
||||
1627 - Desert Flood Room Entry (Door) - 0x0A24B
|
||||
1630 - Desert Elevator Room Entry (Door) - 0x0C316
|
||||
1633 - Quarry Entry 1 (Door) - 0x09D6F
|
||||
1636 - Quarry Entry 2 (Door) - 0x17C07
|
||||
1639 - Quarry Mill Entry (Door) - 0x02010
|
||||
1642 - Quarry Mill Side Exit (Door) - 0x275FF
|
||||
1645 - Quarry Mill Roof Exit (Door) - 0x17CE8
|
||||
1648 - Quarry Mill Stairs (Door) - 0x0368A
|
||||
1651 - Quarry Boathouse Dock (Door) - 0x2769B,0x27163
|
||||
1653 - Quarry Boathouse First Barrier (Door) - 0x17C50
|
||||
1654 - Quarry Boathouse Second Barrier (Door) - 0x3865F
|
||||
1656 - Shadows Timed Door (Door) - 0x19B24
|
||||
1657 - Shadows Laser Entry Right (Door) - 0x194B2
|
||||
1660 - Shadows Laser Entry Left (Door) - 0x19665
|
||||
1663 - Shadows Quarry Barrier (Door) - 0x19865,0x0A2DF
|
||||
1666 - Shadows Ledge Barrier (Door) - 0x1855B,0x19ADE
|
||||
1669 - Keep Hedge Maze 1 Exit (Door) - 0x01954
|
||||
1672 - Keep Pressure Plates 1 Exit (Door) - 0x01BEC
|
||||
1675 - Keep Hedge Maze 2 Shortcut (Door) - 0x018CE
|
||||
1678 - Keep Hedge Maze 2 Exit (Door) - 0x019D8
|
||||
1681 - Keep Hedge Maze 3 Shortcut (Door) - 0x019B5
|
||||
1684 - Keep Hedge Maze 3 Exit (Door) - 0x019E6
|
||||
1687 - Keep Hedge Maze 4 Shortcut (Door) - 0x0199A
|
||||
1690 - Keep Hedge Maze 4 Exit (Door) - 0x01A0E
|
||||
1693 - Keep Pressure Plates 2 Exit (Door) - 0x01BEA
|
||||
1696 - Keep Pressure Plates 3 Exit (Door) - 0x01CD5
|
||||
1699 - Keep Pressure Plates 4 Exit (Door) - 0x01D40
|
||||
1702 - Keep Shadows Shortcut (Door) - 0x09E3D
|
||||
1705 - Keep Tower Shortcut (Door) - 0x04F8F
|
||||
1708 - Monastery Shortcut (Door) - 0x0364E
|
||||
1711 - Monastery Entry Inner (Door) - 0x0C128
|
||||
1714 - Monastery Entry Outer (Door) - 0x0C153
|
||||
1717 - Monastery Garden Entry (Door) - 0x03750
|
||||
1718 - Town Cargo Box Entry (Door) - 0x0A0C9
|
||||
1720 - Town Wooden Roof Stairs (Door) - 0x034F5
|
||||
1723 - Town Tinted Glass Door (Door) - 0x28A61
|
||||
1726 - Town Church Entry (Door) - 0x03BB0
|
||||
1729 - Town Maze Stairs (Door) - 0x28AA2
|
||||
1732 - Town Windmill Entry (Door) - 0x1845B
|
||||
1735 - Town RGB House Stairs (Door) - 0x2897B
|
||||
1738 - Town Tower First Door (Door) - 0x27798
|
||||
1741 - Town Tower Third Door (Door) - 0x27799
|
||||
1744 - Town Tower Fourth Door (Door) - 0x2779A
|
||||
1747 - Town Tower Second Door (Door) - 0x2779C
|
||||
1750 - Theater Entry (Door) - 0x17F88
|
||||
1753 - Theater Exit Left (Door) - 0x0A16D
|
||||
1756 - Theater Exit Right (Door) - 0x3CCDF
|
||||
1759 - Jungle Bamboo Laser Shortcut (Door) - 0x3873B
|
||||
1760 - Jungle Popup Wall (Door) - 0x1475B
|
||||
1762 - River Monastery Shortcut (Door) - 0x0CF2A
|
||||
1765 - Bunker Entry (Door) - 0x0C2A4
|
||||
1768 - Bunker Tinted Glass Door (Door) - 0x17C79
|
||||
1771 - Bunker UV Room Entry (Door) - 0x0C2A3
|
||||
1774 - Bunker Elevator Room Entry (Door) - 0x0A08D
|
||||
1777 - Swamp Entry (Door) - 0x00C1C
|
||||
1780 - Swamp Between Bridges First Door - 0x184B7
|
||||
1783 - Swamp Platform Shortcut Door - 0x38AE6
|
||||
1786 - Swamp Cyan Water Pump - 0x04B7F
|
||||
1789 - Swamp Door to Rotated Shapers - 0x18507
|
||||
1792 - Swamp Red Water Pump - 0x183F2
|
||||
1795 - Swamp Red Underwater Exit - 0x305D5
|
||||
1798 - Swamp Blue Water Pump - 0x18482
|
||||
1801 - Swamp Purple Water Pump - 0x0A1D6
|
||||
1804 - Swamp Near Laser Shortcut - 0x2D880
|
||||
1807 - Treehouse First Door - 0x0C309
|
||||
1810 - Treehouse Second Door - 0x0C310
|
||||
1813 - Treehouse Beyond Yellow Bridge Door - 0x0A181
|
||||
1816 - Treehouse Drawbridge - 0x0C32D
|
||||
1819 - Treehouse Timed Door to Laser House - 0x0C323
|
||||
1822 - Inside Mountain First Layer Exit Door - 0x09E54
|
||||
1825 - Inside Mountain Second Layer Staircase Near - 0x09FFB
|
||||
1828 - Inside Mountain Second Layer Exit Door - 0x09EDD
|
||||
1831 - Inside Mountain Second Layer Staircase Far - 0x09E07
|
||||
1834 - Inside Mountain Giant Puzzle Exit Door - 0x09F89
|
||||
1840 - Inside Mountain Door to Final Room - 0x0C141
|
||||
1843 - Inside Mountain Bottom Layer Rock - 0x17F33
|
||||
1846 - Inside Mountain Door to Secret Area - 0x2D77D
|
||||
1849 - Caves Pillar Door - 0x019A5
|
||||
1855 - Caves Swamp Shortcut - 0x2D859
|
||||
1858 - Challenge Entry Door - 0x0A19A
|
||||
1861 - Challenge Door to Theater Walkway - 0x0348A
|
||||
1864 - Theater Walkway Door to Windmill Interior - 0x27739
|
||||
1867 - Theater Walkway Door to Desert Elevator Room - 0x27263
|
||||
1870 - Theater Walkway Door to Town - 0x09E87
|
||||
1786 - Swamp Cyan Water Pump (Door) - 0x04B7F
|
||||
1789 - Swamp Between Bridges Second Door - 0x18507
|
||||
1792 - Swamp Red Water Pump (Door) - 0x183F2
|
||||
1795 - Swamp Red Underwater Exit (Door) - 0x305D5
|
||||
1798 - Swamp Blue Water Pump (Door) - 0x18482
|
||||
1801 - Swamp Purple Water Pump (Door) - 0x0A1D6
|
||||
1804 - Swamp Laser Shortcut (Door) - 0x2D880
|
||||
1807 - Treehouse First Door (Door) - 0x0C309
|
||||
1810 - Treehouse Second Door (Door) - 0x0C310
|
||||
1813 - Treehouse Third Door (Door) - 0x0A181
|
||||
1816 - Treehouse Drawbridge (Door) - 0x0C32D
|
||||
1819 - Treehouse Laser House Entry (Door) - 0x0C323
|
||||
1822 - Mountain Floor 1 Exit (Door) - 0x09E54
|
||||
1825 - Mountain Floor 2 Staircase Near (Door) - 0x09FFB
|
||||
1828 - Mountain Floor 2 Exit (Door) - 0x09EDD
|
||||
1831 - Mountain Floor 2 Staircase Far (Door) - 0x09E07
|
||||
1834 - Mountain Bottom Floor Giant Puzzle Exit (Door) - 0x09F89
|
||||
1840 - Mountain Bottom Floor Final Room Entry (Door) - 0x0C141
|
||||
1843 - Mountain Bottom Floor Rock (Door) - 0x17F33
|
||||
1846 - Caves Entry (Door) - 0x2D77D
|
||||
1849 - Caves Pillar Door (Door) - 0x019A5
|
||||
1855 - Caves Swamp Shortcut (Door) - 0x2D859
|
||||
1858 - Challenge Entry (Door) - 0x0A19A
|
||||
1861 - Challenge Tunnels Entry (Door) - 0x0348A
|
||||
1864 - Tunnels Theater Shortcut (Door) - 0x27739
|
||||
1867 - Tunnels Desert Shortcut (Door) - 0x27263
|
||||
1870 - Tunnels Town Shortcut (Door) - 0x09E87
|
||||
|
||||
1903 - Outside Tutorial Outpost Doors - 0x03BA2,0x0A170,0x04CA3
|
||||
1906 - Symmetry Island Doors - 0x17F3E,0x18269
|
||||
@@ -181,18 +181,18 @@ Doors:
|
||||
1930 - Keep Hedge Maze Doors - 0x01954,0x018CE,0x019D8,0x019B5,0x019E6,0x0199A,0x01A0E
|
||||
1933 - Keep Pressure Plates Doors - 0x01BEC,0x01BEA,0x01CD5,0x01D40
|
||||
1936 - Keep Shortcuts - 0x09E3D,0x04F8F
|
||||
1939 - Monastery Entry Door - 0x0C128,0x0C153
|
||||
1939 - Monastery Entry - 0x0C128,0x0C153
|
||||
1942 - Monastery Shortcuts - 0x0364E,0x03750
|
||||
1945 - Town Doors - 0x0A0C9,0x034F5,0x28A61,0x03BB0,0x28AA2,0x1845B,0x2897B
|
||||
1948 - Town Tower Doors - 0x27798,0x27799,0x2779A,0x2779C
|
||||
1951 - Theater Exit Door - 0x0A16D,0x3CCDF
|
||||
1951 - Theater Exit - 0x0A16D,0x3CCDF
|
||||
1954 - Jungle & River Shortcuts - 0x3873B,0x0CF2A
|
||||
1957 - Bunker Doors - 0x0C2A4,0x17C79,0x0C2A3,0x0A08D
|
||||
1960 - Swamp Doors - 0x00C1C,0x184B7,0x38AE6,0x18507
|
||||
1963 - Swamp Water Pumps - 0x04B7F,0x183F2,0x305D5,0x18482,0x0A1D6
|
||||
1966 - Treehouse Entry Doors - 0x0C309,0x0C310,0x0A181
|
||||
1975 - Inside Mountain Second Layer Stairs & Doors - 0x09FFB,0x09EDD,0x09E07
|
||||
1978 - Inside Mountain Bottom Layer Doors to Caves - 0x17F33,0x2D77D
|
||||
1975 - Mountain Floor 2 Stairs & Doors - 0x09FFB,0x09EDD,0x09E07
|
||||
1978 - Mountain Bottom Floor Doors to Caves - 0x17F33,0x2D77D
|
||||
1981 - Caves Doors to Challenge - 0x019A5,0x0A19A
|
||||
1984 - Caves Exits to Main Island - 0x2D859,0x2D73F
|
||||
1987 - Theater Walkway Doors - 0x27739,0x27263,0x09E87
|
||||
1987 - Tunnels Doors - 0x27739,0x27263,0x09E87
|
||||
File diff suppressed because it is too large
Load Diff
@@ -36,7 +36,7 @@ class WitnessWorld(World):
|
||||
"""
|
||||
game = "The Witness"
|
||||
topology_present = False
|
||||
data_version = 5
|
||||
data_version = 7
|
||||
|
||||
static_logic = StaticWitnessLogic()
|
||||
static_locat = StaticWitnessLocations()
|
||||
|
||||
@@ -30,17 +30,17 @@ class StaticWitnessLocations:
|
||||
|
||||
"Outside Tutorial Vault Box",
|
||||
"Outside Tutorial Discard",
|
||||
"Outside Tutorial Dots Introduction 5",
|
||||
"Outside Tutorial Squares Introduction 9",
|
||||
"Outside Tutorial Shed Row 5",
|
||||
"Outside Tutorial Tree Row 9",
|
||||
|
||||
"Glass Factory Discard",
|
||||
"Glass Factory Vertical Symmetry 5",
|
||||
"Glass Factory Rotational Symmetry 3",
|
||||
"Glass Factory Back Wall 5",
|
||||
"Glass Factory Front 3",
|
||||
"Glass Factory Melting 3",
|
||||
|
||||
"Symmetry Island Black Dots 5",
|
||||
"Symmetry Island Colored Dots 6",
|
||||
"Symmetry Island Fading Lines 7",
|
||||
"Symmetry Island Right 5",
|
||||
"Symmetry Island Back 6",
|
||||
"Symmetry Island Left 7",
|
||||
"Symmetry Island Scenery Outlines 5",
|
||||
"Symmetry Island Laser Panel",
|
||||
|
||||
@@ -48,26 +48,28 @@ class StaticWitnessLocations:
|
||||
|
||||
"Desert Vault Box",
|
||||
"Desert Discard",
|
||||
"Desert Sun Reflection 8",
|
||||
"Desert Artificial Light Reflection 3",
|
||||
"Desert Pond Reflection 5",
|
||||
"Desert Flood Reflection 6",
|
||||
"Desert Surface 8",
|
||||
"Desert Light Room 3",
|
||||
"Desert Pond Room 5",
|
||||
"Desert Flood Room 6",
|
||||
"Desert Final Bent 3",
|
||||
"Desert Final Hexagonal",
|
||||
"Desert Laser Panel",
|
||||
|
||||
"Quarry Mill Eraser and Dots 6",
|
||||
"Quarry Mill Eraser and Squares 8",
|
||||
"Quarry Mill Small Squares & Dots & Eraser",
|
||||
"Quarry Boathouse Intro Shapers",
|
||||
"Quarry Boathouse Intro Stars",
|
||||
"Quarry Boathouse Eraser and Shapers 5",
|
||||
"Quarry Boathouse Stars & Eraser & Shapers 2",
|
||||
"Quarry Boathouse Stars & Eraser & Shapers 5",
|
||||
"Quarry Mill Lower Row 6",
|
||||
"Quarry Mill Upper Row 8",
|
||||
"Quarry Mill Control Room Right",
|
||||
"Quarry Boathouse Intro Right",
|
||||
"Quarry Boathouse Intro Left",
|
||||
"Quarry Boathouse Front Row 5",
|
||||
"Quarry Boathouse Back First Row 9",
|
||||
"Quarry Boathouse Back Second Row 3",
|
||||
"Quarry Discard",
|
||||
"Quarry Laser Panel",
|
||||
|
||||
"Shadows Lower Avoid 8",
|
||||
"Shadows Environmental Avoid 8",
|
||||
"Shadows Follow 5",
|
||||
"Shadows Intro 8",
|
||||
"Shadows Far 8",
|
||||
"Shadows Near 5",
|
||||
"Shadows Laser Panel",
|
||||
|
||||
"Keep Hedge Maze 4",
|
||||
@@ -79,44 +81,44 @@ class StaticWitnessLocations:
|
||||
"Shipwreck Vault Box",
|
||||
"Shipwreck Discard",
|
||||
|
||||
"Monastery Rhombic Avoid 3",
|
||||
"Monastery Branch Follow 2",
|
||||
"Monastery Outside 3",
|
||||
"Monastery Inside 4",
|
||||
"Monastery Laser Panel",
|
||||
|
||||
"Town Cargo Box Discard",
|
||||
"Town Hexagonal Reflection",
|
||||
"Town Tall Hexagonal",
|
||||
"Town Church Lattice",
|
||||
"Town Rooftop Discard",
|
||||
"Town Symmetry Squares 5 + Dots",
|
||||
"Town Full Dot Grid Shapers 5",
|
||||
"Town Shapers & Dots & Eraser",
|
||||
"Town Red Rooftop 5",
|
||||
"Town Wooden Roof Lower Row 5",
|
||||
"Town Wooden Rooftop",
|
||||
"Town Laser Panel",
|
||||
|
||||
"Theater Discard",
|
||||
|
||||
"Jungle Discard",
|
||||
"Jungle Waves 3",
|
||||
"Jungle Waves 7",
|
||||
"Jungle First Row 3",
|
||||
"Jungle Second Row 4",
|
||||
"Jungle Popup Wall 6",
|
||||
"Jungle Laser Panel",
|
||||
|
||||
"River Vault Box",
|
||||
|
||||
"Bunker Drawn Squares 5",
|
||||
"Bunker Drawn Squares 9",
|
||||
"Bunker Drawn Squares through Tinted Glass 3",
|
||||
"Bunker Drop-Down Door Squares 2",
|
||||
"Bunker Intro Left 5",
|
||||
"Bunker Intro Back 4",
|
||||
"Bunker Glass Room 3",
|
||||
"Bunker UV Room 2",
|
||||
"Bunker Laser Panel",
|
||||
|
||||
"Swamp Seperatable Shapers 6",
|
||||
"Swamp Combinable Shapers 8",
|
||||
"Swamp Broken Shapers 4",
|
||||
"Swamp Cyan Underwater Negative Shapers 5",
|
||||
"Swamp Platform Shapers 4",
|
||||
"Swamp Rotated Shapers 4",
|
||||
"Swamp Red Underwater Negative Shapers 4",
|
||||
"Swamp More Rotated Shapers 4",
|
||||
"Swamp Blue Underwater Negative Shapers 5",
|
||||
"Swamp Intro Front 6",
|
||||
"Swamp Intro Back 8",
|
||||
"Swamp Between Bridges Near Row 4",
|
||||
"Swamp Cyan Underwater 5",
|
||||
"Swamp Platform Row 4",
|
||||
"Swamp Between Bridges Far Row 4",
|
||||
"Swamp Red Underwater 4",
|
||||
"Swamp Beyond Rotating Bridge 4",
|
||||
"Swamp Blue Underwater 5",
|
||||
"Swamp Laser Panel",
|
||||
|
||||
"Treehouse Yellow Bridge 9",
|
||||
@@ -125,73 +127,77 @@ class StaticWitnessLocations:
|
||||
"Treehouse Green Bridge 7",
|
||||
"Treehouse Green Bridge Discard",
|
||||
"Treehouse Left Orange Bridge 15",
|
||||
"Treehouse Burnt House Discard",
|
||||
"Treehouse Laser Discard",
|
||||
"Treehouse Right Orange Bridge 12",
|
||||
"Treehouse Laser Panel",
|
||||
|
||||
"Mountaintop Discard",
|
||||
"Mountaintop Vault Box",
|
||||
}
|
||||
"Mountainside Discard",
|
||||
"Mountainside Vault Box",
|
||||
|
||||
UNCOMMON_LOCATIONS = {
|
||||
"Mountaintop River Shape",
|
||||
"Tutorial Patio Floor",
|
||||
"Quarry Mill Big Squares & Dots & Eraser",
|
||||
"Quarry Mill Control Room Left",
|
||||
"Theater Tutorial Video",
|
||||
"Theater Desert Video",
|
||||
"Theater Jungle Video",
|
||||
"Theater Shipwreck Video",
|
||||
"Theater Mountain Video",
|
||||
"Town RGB Squares",
|
||||
"Town RGB Stars",
|
||||
"Swamp Underwater Back Optional",
|
||||
"Town RGB Room Left",
|
||||
"Town RGB Room Right",
|
||||
"Swamp Purple Underwater",
|
||||
}
|
||||
|
||||
CAVES_LOCATIONS = {
|
||||
"Inside Mountain Caves Dot Grid Triangles 4",
|
||||
"Inside Mountain Caves Symmetry Triangles",
|
||||
"Inside Mountain Caves Stars & Squares and Triangles 2",
|
||||
"Inside Mountain Caves Shapers and Triangles 2",
|
||||
"Inside Mountain Caves Symmetry Shapers",
|
||||
"Inside Mountain Caves Broken and Negative Shapers",
|
||||
"Inside Mountain Caves Broken Shapers",
|
||||
"Caves Blue Tunnel Right First 4",
|
||||
"Caves Blue Tunnel Left First 1",
|
||||
"Caves Blue Tunnel Left Second 5",
|
||||
"Caves Blue Tunnel Right Second 5",
|
||||
"Caves Blue Tunnel Right Third 1",
|
||||
"Caves Blue Tunnel Left Fourth 1",
|
||||
"Caves Blue Tunnel Left Third 1",
|
||||
|
||||
"Inside Mountain Caves Rainbow Squares",
|
||||
"Inside Mountain Caves Squares & Stars and Colored Eraser",
|
||||
"Inside Mountain Caves Rotated Broken Shapers",
|
||||
"Inside Mountain Caves Stars and Squares",
|
||||
"Inside Mountain Caves Lone Pillar",
|
||||
"Inside Mountain Caves Wooden Beam Shapers",
|
||||
"Inside Mountain Caves Wooden Beam Squares and Shapers",
|
||||
"Inside Mountain Caves Wooden Beam Stars and Squares",
|
||||
"Inside Mountain Caves Wooden Beam Shapers and Stars",
|
||||
"Inside Mountain Caves Upstairs Invisible Dots 8",
|
||||
"Inside Mountain Caves Upstairs Invisible Dot Symmetry 3",
|
||||
"Inside Mountain Caves Upstairs Dot Grid Negative Shapers",
|
||||
"Inside Mountain Caves Upstairs Dot Grid Rotated Shapers",
|
||||
"Caves First Floor Middle",
|
||||
"Caves First Floor Right",
|
||||
"Caves First Floor Left",
|
||||
"Caves First Floor Grounded",
|
||||
"Caves Lone Pillar",
|
||||
"Caves First Wooden Beam",
|
||||
"Caves Second Wooden Beam",
|
||||
"Caves Third Wooden Beam",
|
||||
"Caves Fourth Wooden Beam",
|
||||
"Caves Right Upstairs Left Row 8",
|
||||
"Caves Right Upstairs Right Row 3",
|
||||
"Caves Left Upstairs Single",
|
||||
"Caves Left Upstairs Left Row 5",
|
||||
|
||||
"Theater Walkway Vault Box",
|
||||
"Inside Mountain Bottom Layer Discard",
|
||||
"Tunnels Vault Box",
|
||||
"Mountain Bottom Floor Discard",
|
||||
"Theater Challenge Video",
|
||||
}
|
||||
|
||||
MOUNTAIN_UNREACHABLE_FROM_BEHIND = {
|
||||
"Mountaintop Trap Door Triple Exit",
|
||||
|
||||
"Inside Mountain Obscured Vision 5",
|
||||
"Inside Mountain Moving Background 7",
|
||||
"Inside Mountain Physically Obstructed 3",
|
||||
"Inside Mountain Angled Inside Trash 2",
|
||||
"Inside Mountain Color Cycle 5",
|
||||
"Inside Mountain Same Solution 6",
|
||||
"Mountain Floor 1 Right Row 5",
|
||||
"Mountain Floor 1 Left Row 7",
|
||||
"Mountain Floor 1 Back Row 3",
|
||||
"Mountain Floor 1 Trash Pillar 2",
|
||||
"Mountain Floor 2 Near Row 5",
|
||||
"Mountain Floor 2 Far Row 6",
|
||||
}
|
||||
|
||||
MOUNTAIN_REACHABLE_FROM_BEHIND = {
|
||||
"Inside Mountain Elevator Discard",
|
||||
"Inside Mountain Giant Puzzle",
|
||||
"Mountain Floor 2 Elevator Discard",
|
||||
"Mountain Bottom Floor Giant Puzzle",
|
||||
|
||||
"Inside Mountain Final Room Left Pillar 4",
|
||||
"Inside Mountain Final Room Right Pillar 4",
|
||||
"Mountain Final Room Left Pillar 4",
|
||||
"Mountain Final Room Right Pillar 4",
|
||||
}
|
||||
|
||||
MOUNTAIN_EXTRAS = {
|
||||
"Challenge Vault Box",
|
||||
"Theater Challenge Video",
|
||||
"Mountain Bottom Floor Discard"
|
||||
}
|
||||
|
||||
ALL_LOCATIONS_TO_ID = dict()
|
||||
@@ -241,37 +247,44 @@ class WitnessPlayerLocations:
|
||||
StaticWitnessLocations.GENERAL_LOCATIONS
|
||||
)
|
||||
|
||||
doors = get_option_value(world, player, "shuffle_doors")
|
||||
doors = get_option_value(world, player, "shuffle_doors") >= 2
|
||||
earlyutm = is_option_enabled(world, player, "early_secret_area")
|
||||
victory = get_option_value(world, player, "victory_condition")
|
||||
lasers = get_option_value(world, player, "challenge_lasers")
|
||||
mount_lasers = get_option_value(world, player, "mountain_lasers")
|
||||
chal_lasers = get_option_value(world, player, "challenge_lasers")
|
||||
laser_shuffle = get_option_value(world, player, "shuffle_lasers")
|
||||
|
||||
postgame = set()
|
||||
postgame = postgame | StaticWitnessLocations.CAVES_LOCATIONS
|
||||
postgame = postgame | StaticWitnessLocations.MOUNTAIN_REACHABLE_FROM_BEHIND
|
||||
postgame = postgame | StaticWitnessLocations.MOUNTAIN_UNREACHABLE_FROM_BEHIND
|
||||
postgame = postgame | StaticWitnessLocations.MOUNTAIN_EXTRAS
|
||||
|
||||
self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | postgame
|
||||
|
||||
if earlyutm or doors >= 2 or (victory == 1 and (lasers <= 11 or laser_shuffle)):
|
||||
mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mount_lasers)
|
||||
|
||||
if earlyutm or doors: # in non-doors, there is no way to get symbol-locked by the final pillars (currently)
|
||||
postgame -= StaticWitnessLocations.CAVES_LOCATIONS
|
||||
|
||||
if doors >= 2:
|
||||
if (doors or earlyutm) and (victory == 0 or (victory == 2 and mount_lasers > chal_lasers)):
|
||||
postgame -= {"Challenge Vault Box", "Theater Challenge Video"}
|
||||
|
||||
if doors or mountain_enterable_from_top:
|
||||
postgame -= StaticWitnessLocations.MOUNTAIN_REACHABLE_FROM_BEHIND
|
||||
|
||||
if victory != 2:
|
||||
if mountain_enterable_from_top:
|
||||
postgame -= StaticWitnessLocations.MOUNTAIN_UNREACHABLE_FROM_BEHIND
|
||||
|
||||
if (victory == 0 and doors) or victory == 1 or (victory == 2 and mount_lasers > chal_lasers and doors):
|
||||
postgame -= {"Mountain Bottom Floor Discard"}
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_discarded_panels"):
|
||||
self.PANEL_TYPES_TO_SHUFFLE.add("Discard")
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_vault_boxes"):
|
||||
self.PANEL_TYPES_TO_SHUFFLE.add("Vault")
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_uncommon"):
|
||||
self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | StaticWitnessLocations.UNCOMMON_LOCATIONS
|
||||
|
||||
self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | player_logic.ADDED_CHECKS
|
||||
|
||||
if not is_option_enabled(world, player, "shuffle_postgame"):
|
||||
|
||||
@@ -60,7 +60,10 @@ class WitnessPlayerLogic:
|
||||
for dependentItem in door_items:
|
||||
all_options.add(items_option.union(dependentItem))
|
||||
|
||||
return frozenset(all_options)
|
||||
if panel_hex != "0x28A0D":
|
||||
return frozenset(all_options)
|
||||
else: # 0x28A0D depends on another entity for *non-power* reasons -> This dependency needs to be preserved
|
||||
these_items = all_options
|
||||
|
||||
these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["panels"]
|
||||
|
||||
@@ -321,7 +324,7 @@ class WitnessPlayerLogic:
|
||||
self.VICTORY_LOCATION = "0x0356B"
|
||||
self.EVENT_ITEM_NAMES = {
|
||||
"0x01A0F": "Keep Laser Panel (Hedge Mazes) Activates",
|
||||
"0x09D9B": "Monastery Overhead Doors Open",
|
||||
"0x09D9B": "Monastery Shutters Open",
|
||||
"0x193A6": "Monastery Laser Panel Activates",
|
||||
"0x00037": "Monastery Branch Panels Activate",
|
||||
"0x0A079": "Access to Bunker Laser",
|
||||
@@ -332,24 +335,24 @@ class WitnessPlayerLogic:
|
||||
"0x01D3F": "Keep Laser Panel (Pressure Plates) Activates",
|
||||
"0x09F7F": "Mountain Access",
|
||||
"0x0367C": "Quarry Laser Mill Requirement Met",
|
||||
"0x009A1": "Swamp Rotated Shapers 1 Activates",
|
||||
"0x009A1": "Swamp Between Bridges Far 1 Activates",
|
||||
"0x00006": "Swamp Cyan Water Drains",
|
||||
"0x00990": "Swamp Broken Shapers 1 Activates",
|
||||
"0x0A8DC": "Lower Avoid 6 Activates",
|
||||
"0x0000A": "Swamp More Rotated Shapers 1 Access",
|
||||
"0x09E86": "Inside Mountain Second Layer Blue Bridge Access",
|
||||
"0x09ED8": "Inside Mountain Second Layer Yellow Bridge Access",
|
||||
"0x00990": "Swamp Between Bridges Near Row 1 Activates",
|
||||
"0x0A8DC": "Intro 6 Activates",
|
||||
"0x0000A": "Swamp Beyond Rotating Bridge 1 Access",
|
||||
"0x09E86": "Mountain Floor 2 Blue Bridge Access",
|
||||
"0x09ED8": "Mountain Floor 2 Yellow Bridge Access",
|
||||
"0x0A3D0": "Quarry Laser Boathouse Requirement Met",
|
||||
"0x00596": "Swamp Red Water Drains",
|
||||
"0x00E3A": "Swamp Purple Water Drains",
|
||||
"0x0343A": "Door to Symmetry Island Powers On",
|
||||
"0xFFF00": "Inside Mountain Bottom Layer Discard Turns On",
|
||||
"0xFFF00": "Mountain Bottom Floor Discard Turns On",
|
||||
"0x17CA6": "All Boat Panels Turn On",
|
||||
"0x17CDF": "All Boat Panels Turn On",
|
||||
"0x09DB8": "All Boat Panels Turn On",
|
||||
"0x17C95": "All Boat Panels Turn On",
|
||||
"0x03BB0": "Town Church Lattice Vision From Outside",
|
||||
"0x28AC1": "Town Shapers & Dots & Eraser Turns On",
|
||||
"0x28AC1": "Town Wooden Rooftop Turns On",
|
||||
"0x28A69": "Town Tower 1st Door Opens",
|
||||
"0x28ACC": "Town Tower 2nd Door Opens",
|
||||
"0x28AD9": "Town Tower 3rd Door Opens",
|
||||
@@ -357,9 +360,9 @@ class WitnessPlayerLogic:
|
||||
"0x03675": "Quarry Mill Ramp Activation From Above",
|
||||
"0x03679": "Quarry Mill Lift Lowering While Standing On It",
|
||||
"0x2FAF6": "Tutorial Gate Secret Solution Knowledge",
|
||||
"0x079DF": "Town Hexagonal Reflection Turns On",
|
||||
"0x079DF": "Town Tall Hexagonal Turns On",
|
||||
"0x17DA2": "Right Orange Bridge Fully Extended",
|
||||
"0x19B24": "Shadows Lower Avoid Patterns Visible",
|
||||
"0x19B24": "Shadows Intro Patterns Visible",
|
||||
"0x2700B": "Open Door to Treehouse Laser House",
|
||||
"0x00055": "Orchard Apple Trees 4 Turns On",
|
||||
"0x17DDB": "Left Orange Bridge Fully Extended",
|
||||
@@ -369,6 +372,8 @@ class WitnessPlayerLogic:
|
||||
"0x03481": "Tutorial Video Pattern Knowledge",
|
||||
"0x03702": "Jungle Video Pattern Knowledge",
|
||||
"0x0356B": "Challenge Video Pattern Knowledge",
|
||||
"0x0A15F": "Desert Laser Panel Shutters Open (1)",
|
||||
"0x012D7": "Desert Laser Panel Shutters Open (2)",
|
||||
}
|
||||
|
||||
self.ALWAYS_EVENT_NAMES_BY_HEX = {
|
||||
|
||||
@@ -73,7 +73,7 @@ class WitnessRegions:
|
||||
all_locations = all_locations | set(locations_for_this_region)
|
||||
|
||||
world.regions += [
|
||||
create_region(world, player, region_name, self.locat,locations_for_this_region)
|
||||
create_region(world, player, region_name, self.locat, locations_for_this_region)
|
||||
]
|
||||
|
||||
for region_name, region in StaticWitnessLogic.ALL_REGIONS_BY_NAME.items():
|
||||
|
||||
@@ -25,84 +25,84 @@ Disabled Locations:
|
||||
0x00055 (Orchard Apple Tree 3)
|
||||
0x032F7 (Orchard Apple Tree 4)
|
||||
0x032FF (Orchard Apple Tree 5)
|
||||
0x198B5 (Shadows Lower Avoid 1)
|
||||
0x198BD (Shadows Lower Avoid 2)
|
||||
0x198BF (Shadows Lower Avoid 3)
|
||||
0x19771 (Shadows Lower Avoid 4)
|
||||
0x0A8DC (Shadows Lower Avoid 5)
|
||||
0x0AC74 (Shadows Lower Avoid 6)
|
||||
0x0AC7A (Shadows Lower Avoid 7)
|
||||
0x0A8E0 (Shadows Lower Avoid 8)
|
||||
0x386FA (Shadows Environmental Avoid 1)
|
||||
0x1C33F (Shadows Environmental Avoid 2)
|
||||
0x196E2 (Shadows Environmental Avoid 3)
|
||||
0x1972A (Shadows Environmental Avoid 4)
|
||||
0x19809 (Shadows Environmental Avoid 5)
|
||||
0x19806 (Shadows Environmental Avoid 6)
|
||||
0x196F8 (Shadows Environmental Avoid 7)
|
||||
0x1972F (Shadows Environmental Avoid 8)
|
||||
0x19797 (Shadows Follow 1)
|
||||
0x1979A (Shadows Follow 2)
|
||||
0x197E0 (Shadows Follow 3)
|
||||
0x197E8 (Shadows Follow 4)
|
||||
0x197E5 (Shadows Follow 5)
|
||||
0x198B5 (Shadows Intro 1)
|
||||
0x198BD (Shadows Intro 2)
|
||||
0x198BF (Shadows Intro 3)
|
||||
0x19771 (Shadows Intro 4)
|
||||
0x0A8DC (Shadows Intro 5)
|
||||
0x0AC74 (Shadows Intro 6)
|
||||
0x0AC7A (Shadows Intro 7)
|
||||
0x0A8E0 (Shadows Intro 8)
|
||||
0x386FA (Shadows Far 1)
|
||||
0x1C33F (Shadows Far 2)
|
||||
0x196E2 (Shadows Far 3)
|
||||
0x1972A (Shadows Far 4)
|
||||
0x19809 (Shadows Far 5)
|
||||
0x19806 (Shadows Far 6)
|
||||
0x196F8 (Shadows Far 7)
|
||||
0x1972F (Shadows Far 8)
|
||||
0x19797 (Shadows Near 1)
|
||||
0x1979A (Shadows Near 2)
|
||||
0x197E0 (Shadows Near 3)
|
||||
0x197E8 (Shadows Near 4)
|
||||
0x197E5 (Shadows Near 5)
|
||||
0x19650 (Shadows Laser)
|
||||
0x00139 (Keep Hedge Maze 1)
|
||||
0x019DC (Keep Hedge Maze 2)
|
||||
0x019E7 (Keep Hedge Maze 3)
|
||||
0x01A0F (Keep Hedge Maze 4)
|
||||
0x0360E (Laser Hedges)
|
||||
0x00B10 (Monastery Door Open Left)
|
||||
0x00C92 (Monastery Door Open Right)
|
||||
0x00290 (Monastery Rhombic Avoid 1)
|
||||
0x00038 (Monastery Rhombic Avoid 2)
|
||||
0x00037 (Monastery Rhombic Avoid 3)
|
||||
0x193A7 (Monastery Branch Avoid 1)
|
||||
0x193AA (Monastery Branch Avoid 2)
|
||||
0x193AB (Monastery Branch Follow 1)
|
||||
0x193A6 (Monastery Branch Follow 2)
|
||||
0x00B10 (Monastery Entry Left)
|
||||
0x00C92 (Monastery Entry Right)
|
||||
0x00290 (Monastery Outside 1)
|
||||
0x00038 (Monastery Outside 2)
|
||||
0x00037 (Monastery Outside 3)
|
||||
0x193A7 (Monastery Inside 1)
|
||||
0x193AA (Monastery Inside 2)
|
||||
0x193AB (Monastery Inside 3)
|
||||
0x193A6 (Monastery Inside 4)
|
||||
0x17CA4 (Monastery Laser)
|
||||
0x18590 (Tree Outlines) - True - Symmetry & Environment
|
||||
0x28AE3 (Vines Shadows Follow) - 0x18590 - Shadows Follow & Environment
|
||||
0x28938 (Four-way Apple Tree) - 0x28AE3 - Environment
|
||||
0x079DF (Triple Environmental Puzzle) - 0x28938 - Shadows Avoid & Environment & Reflection
|
||||
0x28B39 (Hexagonal Reflection) - 0x079DF & 0x2896A - Reflection
|
||||
0x18590 (Transparent) - True - Symmetry & Environment
|
||||
0x28AE3 (Vines) - 0x18590 - Shadows Follow & Environment
|
||||
0x28938 (Apple Tree) - 0x28AE3 - Environment
|
||||
0x079DF (Triple Exit) - 0x28938 - Shadows Avoid & Environment & Reflection
|
||||
0x28B39 (Tall Hexagonal) - 0x079DF & 0x2896A - Reflection
|
||||
0x03553 (Theater Tutorial Video)
|
||||
0x03552 (Theater Desert Video)
|
||||
0x0354E (Theater Jungle Video)
|
||||
0x03549 (Theater Challenge Video)
|
||||
0x0354F (Theater Shipwreck Video)
|
||||
0x03545 (Theater Mountain Video)
|
||||
0x002C4 (Waves 1)
|
||||
0x00767 (Waves 2)
|
||||
0x002C6 (Waves 3)
|
||||
0x0070E (Waves 4)
|
||||
0x0070F (Waves 5)
|
||||
0x0087D (Waves 6)
|
||||
0x002C7 (Waves 7)
|
||||
0x15ADD (River Rhombic Avoid Vault)
|
||||
0x002C4 (First Row 1)
|
||||
0x00767 (First Row 2)
|
||||
0x002C6 (First Row 3)
|
||||
0x0070E (Second Row 1)
|
||||
0x0070F (Second Row 2)
|
||||
0x0087D (Second Row 3)
|
||||
0x002C7 (Second Row 4)
|
||||
0x15ADD (River Outside Vault)
|
||||
0x03702 (River Vault Box)
|
||||
0x17CAA (Rhombic Avoid to Monastery Garden)
|
||||
0x17CAA (Monastery Shortcut Panel)
|
||||
0x17C2E (Door to Bunker)
|
||||
0x09F7D (Bunker Drawn Squares 1)
|
||||
0x09FDC (Bunker Drawn Squares 2)
|
||||
0x09FF7 (Bunker Drawn Squares 3)
|
||||
0x09F82 (Bunker Drawn Squares 4)
|
||||
0x09FF8 (Bunker Drawn Squares 5)
|
||||
0x09D9F (Bunker Drawn Squares 6)
|
||||
0x09DA1 (Bunker Drawn Squares 7)
|
||||
0x09DA2 (Bunker Drawn Squares 8)
|
||||
0x09DAF (Bunker Drawn Squares 9)
|
||||
0x0A010 (Bunker Drawn Squares through Tinted Glass 1)
|
||||
0x0A01B (Bunker Drawn Squares through Tinted Glass 2)
|
||||
0x0A01F (Bunker Drawn Squares through Tinted Glass 3)
|
||||
0x0A099 (Door to Bunker Proper)
|
||||
0x09F7D (Bunker Intro Left 1)
|
||||
0x09FDC (Bunker Intro Left 2)
|
||||
0x09FF7 (Bunker Intro Left 3)
|
||||
0x09F82 (Bunker Intro Left 4)
|
||||
0x09FF8 (Bunker Intro Left 5)
|
||||
0x09D9F (Bunker Intro Back 1)
|
||||
0x09DA1 (Bunker Intro Back 2)
|
||||
0x09DA2 (Bunker Intro Back 3)
|
||||
0x09DAF (Bunker Intro Back 4)
|
||||
0x0A010 (Bunker Glass Room 1)
|
||||
0x0A01B (Bunker Glass Room 2)
|
||||
0x0A01F (Bunker Glass Room 3)
|
||||
0x0A099 (Tinted Glass Door)
|
||||
0x34BC5 (Bunker Drop-Down Door Open)
|
||||
0x34BC6 (Bunker Drop-Down Door Close)
|
||||
0x17E63 (Bunker Drop-Down Door Squares 1)
|
||||
0x17E67 (Bunker Drop-Down Door Squares 2)
|
||||
0x17E63 (Bunker UV Room 1)
|
||||
0x17E67 (Bunker UV Room 2)
|
||||
0x09DE0 (Bunker Laser)
|
||||
0x0A079 (Bunker Elevator Control)
|
||||
0x0042D (Mountaintop River Shape)
|
||||
|
||||
0x17CAA (River Door to Garden Panel)
|
||||
0x17CAA (River Garden Entry Panel)
|
||||
|
||||
@@ -1,31 +1,31 @@
|
||||
Items:
|
||||
Glass Factory Entry Door (Panel)
|
||||
Door to Symmetry Island Lower (Panel)
|
||||
Door to Symmetry Island Upper (Panel)
|
||||
Door to Desert Flood Light Room (Panel)
|
||||
Desert Flood Room Flood Controls (Panel)
|
||||
Quarry Door to Mill (Panel)
|
||||
Glass Factory Entry (Panel)
|
||||
Symmetry Island Lower (Panel)
|
||||
Symmetry Island Upper (Panel)
|
||||
Desert Light Room Entry (Panel)
|
||||
Desert Flood Controls (Panel)
|
||||
Quarry Mill Entry (Panel)
|
||||
Quarry Mill Ramp Controls (Panel)
|
||||
Quarry Mill Elevator Controls (Panel)
|
||||
Quarry Mill Lift Controls (Panel)
|
||||
Quarry Boathouse Ramp Height Control (Panel)
|
||||
Quarry Boathouse Ramp Horizontal Control (Panel)
|
||||
Shadows Door Timer (Panel)
|
||||
Monastery Entry Door Left (Panel)
|
||||
Monastery Entry Door Right (Panel)
|
||||
Town Door to RGB House (Panel)
|
||||
Town Door to Church (Panel)
|
||||
Monastery Entry Left (Panel)
|
||||
Monastery Entry Right (Panel)
|
||||
Town Tinted Glass Door (Panel)
|
||||
Town Church Entry (Panel)
|
||||
Town Maze Panel (Drop-Down Staircase) (Panel)
|
||||
Windmill Door (Panel)
|
||||
Windmill Entry (Panel)
|
||||
Treehouse First & Second Doors (Panel)
|
||||
Treehouse Third Door (Panel)
|
||||
Treehouse Laser House Door Timer (Panel)
|
||||
Treehouse Shortcut Drop-Down Bridge (Panel)
|
||||
Treehouse Drawbridge (Panel)
|
||||
Jungle Popup Wall (Panel)
|
||||
Bunker Entry Door (Panel)
|
||||
Inside Bunker Door to Bunker Proper (Panel)
|
||||
Bunker Entry (Panel)
|
||||
Bunker Tinted Glass Door (Panel)
|
||||
Bunker Elevator Control (Panel)
|
||||
Swamp Entry Door (Panel)
|
||||
Swamp Entry (Panel)
|
||||
Swamp Sliding Bridge (Panel)
|
||||
Swamp Rotating Bridge (Panel)
|
||||
Swamp Maze Control (Panel)
|
||||
Boat
|
||||
Boat
|
||||
@@ -1,128 +1,128 @@
|
||||
Items:
|
||||
Outside Tutorial Optional Door
|
||||
Outside Tutorial Outpost Entry Door
|
||||
Outside Tutorial Outpost Exit Door
|
||||
Glass Factory Entry Door
|
||||
Glass Factory Back Wall
|
||||
Symmetry Island Lower Door
|
||||
Symmetry Island Upper Door
|
||||
Orchard Middle Gate
|
||||
Orchard Final Gate
|
||||
Desert Door to Flood Light Room
|
||||
Desert Door to Pond Room
|
||||
Desert Door to Water Levels Room
|
||||
Desert Door to Elevator Room
|
||||
Quarry Main Entry 1
|
||||
Quarry Main Entry 2
|
||||
Quarry Door to Mill
|
||||
Quarry Mill Side Door
|
||||
Quarry Mill Rooftop Shortcut
|
||||
Quarry Mill Stairs
|
||||
Quarry Boathouse Boat Staircase
|
||||
Quarry Boathouse First Barrier
|
||||
Quarry Boathouse Shortcut
|
||||
Shadows Timed Door
|
||||
Shadows Laser Room Right Door
|
||||
Shadows Laser Room Left Door
|
||||
Shadows Barrier to Quarry
|
||||
Shadows Barrier to Ledge
|
||||
Keep Hedge Maze 1 Exit Door
|
||||
Keep Pressure Plates 1 Exit Door
|
||||
Keep Hedge Maze 2 Shortcut
|
||||
Keep Hedge Maze 2 Exit Door
|
||||
Keep Hedge Maze 3 Shortcut
|
||||
Keep Hedge Maze 3 Exit Door
|
||||
Keep Hedge Maze 4 Shortcut
|
||||
Keep Hedge Maze 4 Exit Door
|
||||
Keep Pressure Plates 2 Exit Door
|
||||
Keep Pressure Plates 3 Exit Door
|
||||
Keep Pressure Plates 4 Exit Door
|
||||
Keep Shortcut to Shadows
|
||||
Keep Tower Shortcut
|
||||
Monastery Shortcut
|
||||
Monastery Inner Door
|
||||
Monastery Outer Door
|
||||
Monastery Door to Garden
|
||||
Town Cargo Box Door
|
||||
Town Wooden Roof Staircase
|
||||
Town Tinted Door to RGB House
|
||||
Town Door to Church
|
||||
Town Maze Staircase
|
||||
Town Windmill Door
|
||||
Town RGB House Staircase
|
||||
Town Tower Blue Panels Door
|
||||
Town Tower Lattice Door
|
||||
Town Tower Environmental Set Door
|
||||
Town Tower Wooden Roof Set Door
|
||||
Theater Entry Door
|
||||
Theater Exit Door Left
|
||||
Theater Exit Door Right
|
||||
Jungle Bamboo Shortcut to River
|
||||
Jungle Popup Wall
|
||||
River Shortcut to Monastery Garden
|
||||
Bunker Bunker Entry Door
|
||||
Bunker Tinted Glass Door
|
||||
Bunker Door to Ultraviolet Room
|
||||
Bunker Door to Elevator
|
||||
Swamp Entry Door
|
||||
Swamp Door to Broken Shapers
|
||||
Outside Tutorial Outpost Path (Door)
|
||||
Outside Tutorial Outpost Entry (Door)
|
||||
Outside Tutorial Outpost Exit (Door)
|
||||
Glass Factory Entry (Door)
|
||||
Glass Factory Back Wall (Door)
|
||||
Symmetry Island Lower (Door)
|
||||
Symmetry Island Upper (Door)
|
||||
Orchard First Gate (Door)
|
||||
Orchard Second Gate (Door)
|
||||
Desert Light Room Entry (Door)
|
||||
Desert Pond Room Entry (Door)
|
||||
Desert Flood Room Entry (Door)
|
||||
Desert Elevator Room Entry (Door)
|
||||
Quarry Entry 1 (Door)
|
||||
Quarry Entry 2 (Door)
|
||||
Quarry Mill Entry (Door)
|
||||
Quarry Mill Side Exit (Door)
|
||||
Quarry Mill Roof Exit (Door)
|
||||
Quarry Mill Stairs (Door)
|
||||
Quarry Boathouse Dock (Door)
|
||||
Quarry Boathouse First Barrier (Door)
|
||||
Quarry Boathouse Second Barrier (Door)
|
||||
Shadows Timed Door (Door)
|
||||
Shadows Laser Entry Right (Door)
|
||||
Shadows Laser Entry Left (Door)
|
||||
Shadows Quarry Barrier (Door)
|
||||
Shadows Ledge Barrier (Door)
|
||||
Keep Hedge Maze 1 Exit (Door)
|
||||
Keep Pressure Plates 1 Exit (Door)
|
||||
Keep Hedge Maze 2 Shortcut (Door)
|
||||
Keep Hedge Maze 2 Exit (Door)
|
||||
Keep Hedge Maze 3 Shortcut (Door)
|
||||
Keep Hedge Maze 3 Exit (Door)
|
||||
Keep Hedge Maze 4 Shortcut (Door)
|
||||
Keep Hedge Maze 4 Exit (Door)
|
||||
Keep Pressure Plates 2 Exit (Door)
|
||||
Keep Pressure Plates 3 Exit (Door)
|
||||
Keep Pressure Plates 4 Exit (Door)
|
||||
Keep Shadows Shortcut (Door)
|
||||
Keep Tower Shortcut (Door)
|
||||
Monastery Shortcut (Door)
|
||||
Monastery Entry Inner (Door)
|
||||
Monastery Entry Outer (Door)
|
||||
Monastery Garden Entry (Door)
|
||||
Town Cargo Box Entry (Door)
|
||||
Town Wooden Roof Stairs (Door)
|
||||
Town Tinted Glass Door (Door)
|
||||
Town Church Entry (Door)
|
||||
Town Maze Stairs (Door)
|
||||
Town Windmill Entry (Door)
|
||||
Town RGB House Stairs (Door)
|
||||
Town Tower First Door (Door)
|
||||
Town Tower Third Door (Door)
|
||||
Town Tower Fourth Door (Door)
|
||||
Town Tower Second Door (Door)
|
||||
Theater Entry (Door)
|
||||
Theater Exit Left (Door)
|
||||
Theater Exit Right (Door)
|
||||
Jungle Bamboo Laser Shortcut (Door)
|
||||
Jungle Popup Wall (Door)
|
||||
River Monastery Shortcut (Door)
|
||||
Bunker Entry (Door)
|
||||
Bunker Tinted Glass Door (Door)
|
||||
Bunker UV Room Entry (Door)
|
||||
Bunker Elevator Room Entry (Door)
|
||||
Swamp Entry (Door)
|
||||
Swamp Between Bridges First Door
|
||||
Swamp Platform Shortcut Door
|
||||
Swamp Cyan Water Pump
|
||||
Swamp Door to Rotated Shapers
|
||||
Swamp Red Water Pump
|
||||
Swamp Red Underwater Exit
|
||||
Swamp Blue Water Pump
|
||||
Swamp Purple Water Pump
|
||||
Swamp Near Laser Shortcut
|
||||
Treehouse First Door
|
||||
Treehouse Second Door
|
||||
Treehouse Beyond Yellow Bridge Door
|
||||
Treehouse Drawbridge
|
||||
Treehouse Timed Door to Laser House
|
||||
Inside Mountain First Layer Exit Door
|
||||
Inside Mountain Second Layer Staircase Near
|
||||
Inside Mountain Second Layer Exit Door
|
||||
Inside Mountain Second Layer Staircase Far
|
||||
Inside Mountain Giant Puzzle Exit Door
|
||||
Inside Mountain Door to Final Room
|
||||
Inside Mountain Bottom Layer Rock
|
||||
Inside Mountain Door to Secret Area
|
||||
Caves Pillar Door
|
||||
Caves Mountain Shortcut
|
||||
Caves Swamp Shortcut
|
||||
Challenge Entry Door
|
||||
Challenge Door to Theater Walkway
|
||||
Theater Walkway Door to Windmill Interior
|
||||
Theater Walkway Door to Desert Elevator Room
|
||||
Theater Walkway Door to Town
|
||||
Swamp Cyan Water Pump (Door)
|
||||
Swamp Between Bridges Second Door
|
||||
Swamp Red Water Pump (Door)
|
||||
Swamp Red Underwater Exit (Door)
|
||||
Swamp Blue Water Pump (Door)
|
||||
Swamp Purple Water Pump (Door)
|
||||
Swamp Laser Shortcut (Door)
|
||||
Treehouse First Door (Door)
|
||||
Treehouse Second Door (Door)
|
||||
Treehouse Third Door (Door)
|
||||
Treehouse Drawbridge (Door)
|
||||
Treehouse Laser House Entry (Door)
|
||||
Mountain Floor 1 Exit (Door)
|
||||
Mountain Floor 2 Staircase Near (Door)
|
||||
Mountain Floor 2 Exit (Door)
|
||||
Mountain Floor 2 Staircase Far (Door)
|
||||
Mountain Bottom Floor Giant Puzzle Exit (Door)
|
||||
Mountain Bottom Floor Final Room Entry (Door)
|
||||
Mountain Bottom Floor Rock (Door)
|
||||
Caves Entry (Door)
|
||||
Caves Pillar Door (Door)
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
||||
Challenge Entry (Door)
|
||||
Challenge Tunnels Entry (Door)
|
||||
Tunnels Theater Shortcut (Door)
|
||||
Tunnels Desert Shortcut (Door)
|
||||
Tunnels Town Shortcut (Door)
|
||||
|
||||
Added Locations:
|
||||
Outside Tutorial Door to Outpost Panel
|
||||
Outside Tutorial Exit Door from Outpost Panel
|
||||
Glass Factory Entry Door Panel
|
||||
Glass Factory Vertical Symmetry 5
|
||||
Symmetry Island Door to Symmetry Island Lower Panel
|
||||
Symmetry Island Door to Symmetry Island Upper Panel
|
||||
Outside Tutorial Outpost Entry Panel
|
||||
Outside Tutorial Outpost Exit Panel
|
||||
Glass Factory Entry Panel
|
||||
Glass Factory Back Wall 5
|
||||
Symmetry Island Lower Panel
|
||||
Symmetry Island Upper Panel
|
||||
Orchard Apple Tree 3
|
||||
Orchard Apple Tree 5
|
||||
Desert Door to Desert Flood Light Room Panel
|
||||
Desert Artificial Light Reflection 3
|
||||
Desert Door to Water Levels Room Panel
|
||||
Desert Flood Reflection 6
|
||||
Quarry Door to Quarry 1 Panel
|
||||
Quarry Door to Quarry 2 Panel
|
||||
Quarry Door to Mill Right
|
||||
Quarry Door to Mill Left
|
||||
Quarry Mill Ground Floor Shortcut Door Panel
|
||||
Quarry Mill Door to Outside Quarry Stairs Panel
|
||||
Desert Light Room Entry Panel
|
||||
Desert Light Room 3
|
||||
Desert Flood Room Entry Panel
|
||||
Desert Flood Room 6
|
||||
Quarry Entry 1 Panel
|
||||
Quarry Entry 2 Panel
|
||||
Quarry Mill Entry Right Panel
|
||||
Quarry Mill Entry Left Panel
|
||||
Quarry Mill Side Exit Panel
|
||||
Quarry Mill Roof Exit Panel
|
||||
Quarry Mill Stair Control
|
||||
Quarry Boathouse Shortcut Door Panel
|
||||
Quarry Boathouse Second Barrier Panel
|
||||
Shadows Door Timer Inside
|
||||
Shadows Door Timer Outside
|
||||
Shadows Environmental Avoid 8
|
||||
Shadows Follow 5
|
||||
Shadows Lower Avoid 3
|
||||
Shadows Lower Avoid 5
|
||||
Shadows Far 8
|
||||
Shadows Near 5
|
||||
Shadows Intro 3
|
||||
Shadows Intro 5
|
||||
Keep Hedge Maze 1
|
||||
Keep Pressure Plates 1
|
||||
Keep Hedge Maze 2
|
||||
@@ -131,71 +131,70 @@ Keep Hedge Maze 4
|
||||
Keep Pressure Plates 2
|
||||
Keep Pressure Plates 3
|
||||
Keep Pressure Plates 4
|
||||
Keep Shortcut to Shadows Panel
|
||||
Keep Tower Shortcut to Keep Panel
|
||||
Monastery Shortcut Door Panel
|
||||
Monastery Door Open Left
|
||||
Monastery Door Open Right
|
||||
Monastery Rhombic Avoid 3
|
||||
Town Cargo Box Panel
|
||||
Town Full Dot Grid Shapers 5
|
||||
Town Tinted Door Panel
|
||||
Town Door to Church Stars Panel
|
||||
Keep Shadows Shortcut Panel
|
||||
Keep Tower Shortcut Panel
|
||||
Monastery Shortcut Panel
|
||||
Monastery Entry Left
|
||||
Monastery Entry Right
|
||||
Monastery Outside 3
|
||||
Town Cargo Box Entry Panel
|
||||
Town Wooden Roof Lower Row 5
|
||||
Town Tinted Glass Door Panel
|
||||
Town Church Entry Panel
|
||||
Town Maze Stair Control
|
||||
Town Windmill Door Panel
|
||||
Town Sound Room Left
|
||||
Town Windmill Entry Panel
|
||||
Town Sound Room Right
|
||||
Town Symmetry Squares 5 + Dots
|
||||
Town Red Rooftop 5
|
||||
Town Church Lattice
|
||||
Town Hexagonal Reflection
|
||||
Town Shapers & Dots & Eraser
|
||||
Windmill Door to Front of Theater Panel
|
||||
Theater Door to Cargo Box Left Panel
|
||||
Theater Door to Cargo Box Right Panel
|
||||
Jungle Shortcut to River Panel
|
||||
Town Tall Hexagonal
|
||||
Town Wooden Rooftop
|
||||
Windmill Theater Entry Panel
|
||||
Theater Exit Left Panel
|
||||
Theater Exit Right Panel
|
||||
Jungle Laser Shortcut Panel
|
||||
Jungle Popup Wall Control
|
||||
River Rhombic Avoid to Monastery Garden
|
||||
Bunker Bunker Entry Panel
|
||||
Bunker Door to Bunker Proper Panel
|
||||
Bunker Drawn Squares through Tinted Glass 3
|
||||
Bunker Drop-Down Door Squares 2
|
||||
River Monastery Shortcut Panel
|
||||
Bunker Entry Panel
|
||||
Bunker Tinted Glass Door Panel
|
||||
Bunker Glass Room 3
|
||||
Bunker UV Room 2
|
||||
Swamp Entry Panel
|
||||
Swamp Platform Shapers 4
|
||||
Swamp Platform Row 4
|
||||
Swamp Platform Shortcut Right Panel
|
||||
Swamp Blue Underwater Negative Shapers 5
|
||||
Swamp Broken Shapers 4
|
||||
Swamp Cyan Underwater Negative Shapers 5
|
||||
Swamp Red Underwater Negative Shapers 4
|
||||
Swamp More Rotated Shapers 4
|
||||
Swamp More Rotated Shapers 4
|
||||
Swamp Near Laser Shortcut Right Panel
|
||||
Swamp Blue Underwater 5
|
||||
Swamp Between Bridges Near Row 4
|
||||
Swamp Cyan Underwater 5
|
||||
Swamp Red Underwater 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Laser Shortcut Right Panel
|
||||
Treehouse First Door Panel
|
||||
Treehouse Second Door Panel
|
||||
Treehouse Beyond Yellow Bridge Door Panel
|
||||
Treehouse Third Door Panel
|
||||
Treehouse Bridge Control
|
||||
Treehouse Left Orange Bridge 15
|
||||
Treehouse Right Orange Bridge 12
|
||||
Treehouse Laser House Door Timer Outside Control
|
||||
Treehouse Laser House Door Timer Inside Control
|
||||
Inside Mountain Moving Background 7
|
||||
Inside Mountain Obscured Vision 5
|
||||
Inside Mountain Physically Obstructed 3
|
||||
Inside Mountain Angled Inside Trash 2
|
||||
Inside Mountain Color Cycle 5
|
||||
Inside Mountain Light Bridge Controller 2
|
||||
Inside Mountain Light Bridge Controller 3
|
||||
Inside Mountain Same Solution 6
|
||||
Inside Mountain Giant Puzzle
|
||||
Inside Mountain Door to Final Room Left
|
||||
Inside Mountain Door to Final Room Right
|
||||
Inside Mountain Bottom Layer Discard
|
||||
Inside Mountain Rock Control
|
||||
Inside Mountain Secret Area Entry Panel
|
||||
Inside Mountain Caves Lone Pillar
|
||||
Inside Mountain Caves Shortcut to Mountain Panel
|
||||
Inside Mountain Caves Shortcut to Swamp Panel
|
||||
Inside Mountain Caves Challenge Entry Panel
|
||||
Challenge Door to Theater Walkway Panel
|
||||
Theater Walkway Theater Shortcut Panel
|
||||
Theater Walkway Desert Shortcut Panel
|
||||
Theater Walkway Town Shortcut Panel
|
||||
Treehouse Laser House Door Timer Inside
|
||||
Mountain Floor 1 Left Row 7
|
||||
Mountain Floor 1 Right Row 5
|
||||
Mountain Floor 1 Back Row 3
|
||||
Mountain Floor 1 Trash Pillar 2
|
||||
Mountain Floor 2 Near Row 5
|
||||
Mountain Floor 2 Light Bridge Controller Near
|
||||
Mountain Floor 2 Light Bridge Controller Far
|
||||
Mountain Floor 2 Far Row 6
|
||||
Mountain Bottom Floor Giant Puzzle
|
||||
Mountain Bottom Floor Final Room Entry Left
|
||||
Mountain Bottom Floor Final Room Entry Right
|
||||
Mountain Bottom Floor Discard
|
||||
Mountain Bottom Floor Rock Control
|
||||
Mountain Bottom Floor Caves Entry Panel
|
||||
Caves Lone Pillar
|
||||
Caves Mountain Shortcut Panel
|
||||
Caves Swamp Shortcut Panel
|
||||
Caves Challenge Entry Panel
|
||||
Challenge Tunnels Entry Panel
|
||||
Tunnels Theater Shortcut Panel
|
||||
Tunnels Desert Shortcut Panel
|
||||
Tunnels Town Shortcut Panel
|
||||
@@ -1,104 +1,104 @@
|
||||
Items:
|
||||
Outside Tutorial Optional Door
|
||||
Outside Tutorial Outpost Entry Door
|
||||
Outside Tutorial Outpost Exit Door
|
||||
Glass Factory Entry Door
|
||||
Glass Factory Back Wall
|
||||
Symmetry Island Lower Door
|
||||
Symmetry Island Upper Door
|
||||
Orchard Middle Gate
|
||||
Orchard Final Gate
|
||||
Desert Door to Flood Light Room
|
||||
Desert Door to Pond Room
|
||||
Desert Door to Water Levels Room
|
||||
Desert Door to Elevator Room
|
||||
Quarry Main Entry 1
|
||||
Quarry Main Entry 2
|
||||
Quarry Door to Mill
|
||||
Quarry Mill Side Door
|
||||
Quarry Mill Rooftop Shortcut
|
||||
Quarry Mill Stairs
|
||||
Quarry Boathouse Boat Staircase
|
||||
Quarry Boathouse First Barrier
|
||||
Quarry Boathouse Shortcut
|
||||
Shadows Timed Door
|
||||
Shadows Laser Room Right Door
|
||||
Shadows Laser Room Left Door
|
||||
Shadows Barrier to Quarry
|
||||
Shadows Barrier to Ledge
|
||||
Keep Hedge Maze 1 Exit Door
|
||||
Keep Pressure Plates 1 Exit Door
|
||||
Keep Hedge Maze 2 Shortcut
|
||||
Keep Hedge Maze 2 Exit Door
|
||||
Keep Hedge Maze 3 Shortcut
|
||||
Keep Hedge Maze 3 Exit Door
|
||||
Keep Hedge Maze 4 Shortcut
|
||||
Keep Hedge Maze 4 Exit Door
|
||||
Keep Pressure Plates 2 Exit Door
|
||||
Keep Pressure Plates 3 Exit Door
|
||||
Keep Pressure Plates 4 Exit Door
|
||||
Keep Shortcut to Shadows
|
||||
Keep Tower Shortcut
|
||||
Monastery Shortcut
|
||||
Monastery Inner Door
|
||||
Monastery Outer Door
|
||||
Monastery Door to Garden
|
||||
Town Cargo Box Door
|
||||
Town Wooden Roof Staircase
|
||||
Town Tinted Door to RGB House
|
||||
Town Door to Church
|
||||
Town Maze Staircase
|
||||
Town Windmill Door
|
||||
Town RGB House Staircase
|
||||
Town Tower Blue Panels Door
|
||||
Town Tower Lattice Door
|
||||
Town Tower Environmental Set Door
|
||||
Town Tower Wooden Roof Set Door
|
||||
Theater Entry Door
|
||||
Theater Exit Door Left
|
||||
Theater Exit Door Right
|
||||
Jungle Bamboo Shortcut to River
|
||||
Jungle Popup Wall
|
||||
River Shortcut to Monastery Garden
|
||||
Bunker Bunker Entry Door
|
||||
Bunker Tinted Glass Door
|
||||
Bunker Door to Ultraviolet Room
|
||||
Bunker Door to Elevator
|
||||
Swamp Entry Door
|
||||
Swamp Door to Broken Shapers
|
||||
Outside Tutorial Outpost Path (Door)
|
||||
Outside Tutorial Outpost Entry (Door)
|
||||
Outside Tutorial Outpost Exit (Door)
|
||||
Glass Factory Entry (Door)
|
||||
Glass Factory Back Wall (Door)
|
||||
Symmetry Island Lower (Door)
|
||||
Symmetry Island Upper (Door)
|
||||
Orchard First Gate (Door)
|
||||
Orchard Second Gate (Door)
|
||||
Desert Light Room Entry (Door)
|
||||
Desert Pond Room Entry (Door)
|
||||
Desert Flood Room Entry (Door)
|
||||
Desert Elevator Room Entry (Door)
|
||||
Quarry Entry 1 (Door)
|
||||
Quarry Entry 2 (Door)
|
||||
Quarry Mill Entry (Door)
|
||||
Quarry Mill Side Exit (Door)
|
||||
Quarry Mill Roof Exit (Door)
|
||||
Quarry Mill Stairs (Door)
|
||||
Quarry Boathouse Dock (Door)
|
||||
Quarry Boathouse First Barrier (Door)
|
||||
Quarry Boathouse Second Barrier (Door)
|
||||
Shadows Timed Door (Door)
|
||||
Shadows Laser Entry Right (Door)
|
||||
Shadows Laser Entry Left (Door)
|
||||
Shadows Quarry Barrier (Door)
|
||||
Shadows Ledge Barrier (Door)
|
||||
Keep Hedge Maze 1 Exit (Door)
|
||||
Keep Pressure Plates 1 Exit (Door)
|
||||
Keep Hedge Maze 2 Shortcut (Door)
|
||||
Keep Hedge Maze 2 Exit (Door)
|
||||
Keep Hedge Maze 3 Shortcut (Door)
|
||||
Keep Hedge Maze 3 Exit (Door)
|
||||
Keep Hedge Maze 4 Shortcut (Door)
|
||||
Keep Hedge Maze 4 Exit (Door)
|
||||
Keep Pressure Plates 2 Exit (Door)
|
||||
Keep Pressure Plates 3 Exit (Door)
|
||||
Keep Pressure Plates 4 Exit (Door)
|
||||
Keep Shadows Shortcut (Door)
|
||||
Keep Tower Shortcut (Door)
|
||||
Monastery Shortcut (Door)
|
||||
Monastery Entry Inner (Door)
|
||||
Monastery Entry Outer (Door)
|
||||
Monastery Garden Entry (Door)
|
||||
Town Cargo Box Entry (Door)
|
||||
Town Wooden Roof Stairs (Door)
|
||||
Town Tinted Glass Door (Door)
|
||||
Town Church Entry (Door)
|
||||
Town Maze Stairs (Door)
|
||||
Town Windmill Entry (Door)
|
||||
Town RGB House Stairs (Door)
|
||||
Town Tower First Door (Door)
|
||||
Town Tower Third Door (Door)
|
||||
Town Tower Fourth Door (Door)
|
||||
Town Tower Second Door (Door)
|
||||
Theater Entry (Door)
|
||||
Theater Exit Left (Door)
|
||||
Theater Exit Right (Door)
|
||||
Jungle Bamboo Laser Shortcut (Door)
|
||||
Jungle Popup Wall (Door)
|
||||
River Monastery Shortcut (Door)
|
||||
Bunker Entry (Door)
|
||||
Bunker Tinted Glass Door (Door)
|
||||
Bunker UV Room Entry (Door)
|
||||
Bunker Elevator Room Entry (Door)
|
||||
Swamp Entry (Door)
|
||||
Swamp Between Bridges First Door
|
||||
Swamp Platform Shortcut Door
|
||||
Swamp Cyan Water Pump
|
||||
Swamp Door to Rotated Shapers
|
||||
Swamp Red Water Pump
|
||||
Swamp Red Underwater Exit
|
||||
Swamp Blue Water Pump
|
||||
Swamp Purple Water Pump
|
||||
Swamp Near Laser Shortcut
|
||||
Treehouse First Door
|
||||
Treehouse Second Door
|
||||
Treehouse Beyond Yellow Bridge Door
|
||||
Treehouse Drawbridge
|
||||
Treehouse Timed Door to Laser House
|
||||
Inside Mountain First Layer Exit Door
|
||||
Inside Mountain Second Layer Staircase Near
|
||||
Inside Mountain Second Layer Exit Door
|
||||
Inside Mountain Second Layer Staircase Far
|
||||
Inside Mountain Giant Puzzle Exit Door
|
||||
Inside Mountain Door to Final Room
|
||||
Inside Mountain Bottom Layer Rock
|
||||
Inside Mountain Door to Secret Area
|
||||
Caves Pillar Door
|
||||
Caves Mountain Shortcut
|
||||
Caves Swamp Shortcut
|
||||
Challenge Entry Door
|
||||
Challenge Door to Theater Walkway
|
||||
Theater Walkway Door to Windmill Interior
|
||||
Theater Walkway Door to Desert Elevator Room
|
||||
Theater Walkway Door to Town
|
||||
Swamp Cyan Water Pump (Door)
|
||||
Swamp Between Bridges Second Door
|
||||
Swamp Red Water Pump (Door)
|
||||
Swamp Red Underwater Exit (Door)
|
||||
Swamp Blue Water Pump (Door)
|
||||
Swamp Purple Water Pump (Door)
|
||||
Swamp Laser Shortcut (Door)
|
||||
Treehouse First Door (Door)
|
||||
Treehouse Second Door (Door)
|
||||
Treehouse Third Door (Door)
|
||||
Treehouse Drawbridge (Door)
|
||||
Treehouse Laser House Entry (Door)
|
||||
Mountain Floor 1 Exit (Door)
|
||||
Mountain Floor 2 Staircase Near (Door)
|
||||
Mountain Floor 2 Exit (Door)
|
||||
Mountain Floor 2 Staircase Far (Door)
|
||||
Mountain Bottom Floor Giant Puzzle Exit (Door)
|
||||
Mountain Bottom Floor Final Room Entry (Door)
|
||||
Mountain Bottom Floor Rock (Door)
|
||||
Caves Entry (Door)
|
||||
Caves Pillar Door (Door)
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
||||
Challenge Entry (Door)
|
||||
Challenge Tunnels Entry (Door)
|
||||
Tunnels Theater Shortcut (Door)
|
||||
Tunnels Desert Shortcut (Door)
|
||||
Tunnels Town Shortcut (Door)
|
||||
|
||||
Desert Flood Room Flood Controls (Panel)
|
||||
Desert Flood Controls (Panel)
|
||||
Quarry Mill Ramp Controls (Panel)
|
||||
Quarry Mill Elevator Controls (Panel)
|
||||
Quarry Mill Lift Controls (Panel)
|
||||
Quarry Boathouse Ramp Height Control (Panel)
|
||||
Quarry Boathouse Ramp Horizontal Control (Panel)
|
||||
Bunker Elevator Control (Panel)
|
||||
@@ -108,32 +108,32 @@ Swamp Maze Control (Panel)
|
||||
Boat
|
||||
|
||||
Added Locations:
|
||||
Outside Tutorial Door to Outpost Panel
|
||||
Outside Tutorial Exit Door from Outpost Panel
|
||||
Glass Factory Entry Door Panel
|
||||
Glass Factory Vertical Symmetry 5
|
||||
Symmetry Island Door to Symmetry Island Lower Panel
|
||||
Symmetry Island Door to Symmetry Island Upper Panel
|
||||
Outside Tutorial Outpost Entry Panel
|
||||
Outside Tutorial Outpost Exit Panel
|
||||
Glass Factory Entry Panel
|
||||
Glass Factory Back Wall 5
|
||||
Symmetry Island Lower Panel
|
||||
Symmetry Island Upper Panel
|
||||
Orchard Apple Tree 3
|
||||
Orchard Apple Tree 5
|
||||
Desert Door to Desert Flood Light Room Panel
|
||||
Desert Artificial Light Reflection 3
|
||||
Desert Door to Water Levels Room Panel
|
||||
Desert Flood Reflection 6
|
||||
Quarry Door to Quarry 1 Panel
|
||||
Quarry Door to Quarry 2 Panel
|
||||
Quarry Door to Mill Right
|
||||
Quarry Door to Mill Left
|
||||
Quarry Mill Ground Floor Shortcut Door Panel
|
||||
Quarry Mill Door to Outside Quarry Stairs Panel
|
||||
Desert Light Room Entry Panel
|
||||
Desert Light Room 3
|
||||
Desert Flood Room Entry Panel
|
||||
Desert Flood Room 6
|
||||
Quarry Entry 1 Panel
|
||||
Quarry Entry 2 Panel
|
||||
Quarry Mill Entry Right Panel
|
||||
Quarry Mill Entry Left Panel
|
||||
Quarry Mill Side Exit Panel
|
||||
Quarry Mill Roof Exit Panel
|
||||
Quarry Mill Stair Control
|
||||
Quarry Boathouse Shortcut Door Panel
|
||||
Quarry Boathouse Second Barrier Panel
|
||||
Shadows Door Timer Inside
|
||||
Shadows Door Timer Outside
|
||||
Shadows Environmental Avoid 8
|
||||
Shadows Follow 5
|
||||
Shadows Lower Avoid 3
|
||||
Shadows Lower Avoid 5
|
||||
Shadows Far 8
|
||||
Shadows Near 5
|
||||
Shadows Intro 3
|
||||
Shadows Intro 5
|
||||
Keep Hedge Maze 1
|
||||
Keep Pressure Plates 1
|
||||
Keep Hedge Maze 2
|
||||
@@ -142,71 +142,70 @@ Keep Hedge Maze 4
|
||||
Keep Pressure Plates 2
|
||||
Keep Pressure Plates 3
|
||||
Keep Pressure Plates 4
|
||||
Keep Shortcut to Shadows Panel
|
||||
Keep Tower Shortcut to Keep Panel
|
||||
Monastery Shortcut Door Panel
|
||||
Monastery Door Open Left
|
||||
Monastery Door Open Right
|
||||
Monastery Rhombic Avoid 3
|
||||
Town Cargo Box Panel
|
||||
Town Full Dot Grid Shapers 5
|
||||
Town Tinted Door Panel
|
||||
Town Door to Church Stars Panel
|
||||
Keep Shadows Shortcut Panel
|
||||
Keep Tower Shortcut Panel
|
||||
Monastery Shortcut Panel
|
||||
Monastery Entry Left
|
||||
Monastery Entry Right
|
||||
Monastery Outside 3
|
||||
Town Cargo Box Entry Panel
|
||||
Town Wooden Roof Lower Row 5
|
||||
Town Tinted Glass Door Panel
|
||||
Town Church Entry Panel
|
||||
Town Maze Stair Control
|
||||
Town Windmill Door Panel
|
||||
Town Sound Room Left
|
||||
Town Windmill Entry Panel
|
||||
Town Sound Room Right
|
||||
Town Symmetry Squares 5 + Dots
|
||||
Town Red Rooftop 5
|
||||
Town Church Lattice
|
||||
Town Hexagonal Reflection
|
||||
Town Shapers & Dots & Eraser
|
||||
Windmill Door to Front of Theater Panel
|
||||
Theater Door to Cargo Box Left Panel
|
||||
Theater Door to Cargo Box Right Panel
|
||||
Jungle Shortcut to River Panel
|
||||
Town Tall Hexagonal
|
||||
Town Wooden Rooftop
|
||||
Windmill Theater Entry Panel
|
||||
Theater Exit Left Panel
|
||||
Theater Exit Right Panel
|
||||
Jungle Laser Shortcut Panel
|
||||
Jungle Popup Wall Control
|
||||
River Rhombic Avoid to Monastery Garden
|
||||
Bunker Bunker Entry Panel
|
||||
Bunker Door to Bunker Proper Panel
|
||||
Bunker Drawn Squares through Tinted Glass 3
|
||||
Bunker Drop-Down Door Squares 2
|
||||
River Monastery Shortcut Panel
|
||||
Bunker Entry Panel
|
||||
Bunker Tinted Glass Door Panel
|
||||
Bunker Glass Room 3
|
||||
Bunker UV Room 2
|
||||
Swamp Entry Panel
|
||||
Swamp Platform Shapers 4
|
||||
Swamp Platform Row 4
|
||||
Swamp Platform Shortcut Right Panel
|
||||
Swamp Blue Underwater Negative Shapers 5
|
||||
Swamp Broken Shapers 4
|
||||
Swamp Cyan Underwater Negative Shapers 5
|
||||
Swamp Red Underwater Negative Shapers 4
|
||||
Swamp More Rotated Shapers 4
|
||||
Swamp More Rotated Shapers 4
|
||||
Swamp Near Laser Shortcut Right Panel
|
||||
Swamp Blue Underwater 5
|
||||
Swamp Between Bridges Near Row 4
|
||||
Swamp Cyan Underwater 5
|
||||
Swamp Red Underwater 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Laser Shortcut Right Panel
|
||||
Treehouse First Door Panel
|
||||
Treehouse Second Door Panel
|
||||
Treehouse Beyond Yellow Bridge Door Panel
|
||||
Treehouse Third Door Panel
|
||||
Treehouse Bridge Control
|
||||
Treehouse Left Orange Bridge 15
|
||||
Treehouse Right Orange Bridge 12
|
||||
Treehouse Laser House Door Timer Outside Control
|
||||
Treehouse Laser House Door Timer Inside Control
|
||||
Inside Mountain Moving Background 7
|
||||
Inside Mountain Obscured Vision 5
|
||||
Inside Mountain Physically Obstructed 3
|
||||
Inside Mountain Angled Inside Trash 2
|
||||
Inside Mountain Color Cycle 5
|
||||
Inside Mountain Light Bridge Controller 2
|
||||
Inside Mountain Light Bridge Controller 3
|
||||
Inside Mountain Same Solution 6
|
||||
Inside Mountain Giant Puzzle
|
||||
Inside Mountain Door to Final Room Left
|
||||
Inside Mountain Door to Final Room Right
|
||||
Inside Mountain Bottom Layer Discard
|
||||
Inside Mountain Rock Control
|
||||
Inside Mountain Secret Area Entry Panel
|
||||
Inside Mountain Caves Lone Pillar
|
||||
Inside Mountain Caves Shortcut to Mountain Panel
|
||||
Inside Mountain Caves Shortcut to Swamp Panel
|
||||
Inside Mountain Caves Challenge Entry Panel
|
||||
Challenge Door to Theater Walkway Panel
|
||||
Theater Walkway Theater Shortcut Panel
|
||||
Theater Walkway Desert Shortcut Panel
|
||||
Theater Walkway Town Shortcut Panel
|
||||
Treehouse Laser House Door Timer Inside
|
||||
Mountain Floor 1 Left Row 7
|
||||
Mountain Floor 1 Right Row 5
|
||||
Mountain Floor 1 Back Row 3
|
||||
Mountain Floor 1 Trash Pillar 2
|
||||
Mountain Floor 2 Near Row 5
|
||||
Mountain Floor 2 Light Bridge Controller Near
|
||||
Mountain Floor 2 Light Bridge Controller Far
|
||||
Mountain Floor 2 Far Row 6
|
||||
Mountain Bottom Floor Giant Puzzle
|
||||
Mountain Bottom Floor Final Room Entry Left
|
||||
Mountain Bottom Floor Final Room Entry Right
|
||||
Mountain Bottom Floor Discard
|
||||
Mountain Bottom Floor Rock Control
|
||||
Mountain Bottom Floor Caves Entry Panel
|
||||
Caves Lone Pillar
|
||||
Caves Mountain Shortcut Panel
|
||||
Caves Swamp Shortcut Panel
|
||||
Caves Challenge Entry Panel
|
||||
Challenge Tunnels Entry Panel
|
||||
Tunnels Theater Shortcut Panel
|
||||
Tunnels Desert Shortcut Panel
|
||||
Tunnels Town Shortcut Panel
|
||||
@@ -1,73 +1,73 @@
|
||||
Items:
|
||||
Glass Factory Back Wall
|
||||
Quarry Boathouse Boat Staircase
|
||||
Glass Factory Back Wall (Door)
|
||||
Quarry Boathouse Dock (Door)
|
||||
Outside Tutorial Outpost Doors
|
||||
Glass Factory Entry Door
|
||||
Glass Factory Entry (Door)
|
||||
Symmetry Island Doors
|
||||
Orchard Gates
|
||||
Desert Doors
|
||||
Quarry Main Entry
|
||||
Quarry Door to Mill
|
||||
Quarry Mill Entry (Door)
|
||||
Quarry Mill Shortcuts
|
||||
Quarry Boathouse Barriers
|
||||
Shadows Timed Door
|
||||
Shadows Timed Door (Door)
|
||||
Shadows Laser Room Door
|
||||
Shadows Barriers
|
||||
Keep Hedge Maze Doors
|
||||
Keep Pressure Plates Doors
|
||||
Keep Shortcuts
|
||||
Monastery Entry Door
|
||||
Monastery Entry
|
||||
Monastery Shortcuts
|
||||
Town Doors
|
||||
Town Tower Doors
|
||||
Theater Entry Door
|
||||
Theater Exit Door
|
||||
Theater Entry (Door)
|
||||
Theater Exit
|
||||
Jungle & River Shortcuts
|
||||
Jungle Popup Wall
|
||||
Jungle Popup Wall (Door)
|
||||
Bunker Doors
|
||||
Swamp Doors
|
||||
Swamp Near Laser Shortcut
|
||||
Swamp Laser Shortcut (Door)
|
||||
Swamp Water Pumps
|
||||
Treehouse Entry Doors
|
||||
Treehouse Drawbridge
|
||||
Treehouse Timed Door to Laser House
|
||||
Inside Mountain First Layer Exit Door
|
||||
Inside Mountain Second Layer Stairs & Doors
|
||||
Inside Mountain Giant Puzzle Exit Door
|
||||
Inside Mountain Door to Final Room
|
||||
Inside Mountain Bottom Layer Doors to Caves
|
||||
Treehouse Drawbridge (Door)
|
||||
Treehouse Laser House Entry (Door)
|
||||
Mountain Floor 1 Exit (Door)
|
||||
Mountain Floor 2 Stairs & Doors
|
||||
Mountain Bottom Floor Giant Puzzle Exit (Door)
|
||||
Mountain Bottom Floor Final Room Entry (Door)
|
||||
Mountain Bottom Floor Doors to Caves
|
||||
Caves Doors to Challenge
|
||||
Caves Exits to Main Island
|
||||
Challenge Door to Theater Walkway
|
||||
Theater Walkway Doors
|
||||
Challenge Tunnels Entry (Door)
|
||||
Tunnels Doors
|
||||
|
||||
Added Locations:
|
||||
Outside Tutorial Door to Outpost Panel
|
||||
Outside Tutorial Exit Door from Outpost Panel
|
||||
Glass Factory Entry Door Panel
|
||||
Glass Factory Vertical Symmetry 5
|
||||
Symmetry Island Door to Symmetry Island Lower Panel
|
||||
Symmetry Island Door to Symmetry Island Upper Panel
|
||||
Outside Tutorial Outpost Entry Panel
|
||||
Outside Tutorial Outpost Exit Panel
|
||||
Glass Factory Entry Panel
|
||||
Glass Factory Back Wall 5
|
||||
Symmetry Island Lower Panel
|
||||
Symmetry Island Upper Panel
|
||||
Orchard Apple Tree 3
|
||||
Orchard Apple Tree 5
|
||||
Desert Door to Desert Flood Light Room Panel
|
||||
Desert Artificial Light Reflection 3
|
||||
Desert Door to Water Levels Room Panel
|
||||
Desert Flood Reflection 6
|
||||
Quarry Door to Quarry 1 Panel
|
||||
Quarry Door to Quarry 2 Panel
|
||||
Quarry Door to Mill Right
|
||||
Quarry Door to Mill Left
|
||||
Quarry Mill Ground Floor Shortcut Door Panel
|
||||
Quarry Mill Door to Outside Quarry Stairs Panel
|
||||
Desert Light Room Entry Panel
|
||||
Desert Light Room 3
|
||||
Desert Flood Room Entry Panel
|
||||
Desert Flood Room 6
|
||||
Quarry Entry 1 Panel
|
||||
Quarry Entry 2 Panel
|
||||
Quarry Mill Entry Right Panel
|
||||
Quarry Mill Entry Left Panel
|
||||
Quarry Mill Side Exit Panel
|
||||
Quarry Mill Roof Exit Panel
|
||||
Quarry Mill Stair Control
|
||||
Quarry Boathouse Shortcut Door Panel
|
||||
Quarry Boathouse Second Barrier Panel
|
||||
Shadows Door Timer Inside
|
||||
Shadows Door Timer Outside
|
||||
Shadows Environmental Avoid 8
|
||||
Shadows Follow 5
|
||||
Shadows Lower Avoid 3
|
||||
Shadows Lower Avoid 5
|
||||
Shadows Far 8
|
||||
Shadows Near 5
|
||||
Shadows Intro 3
|
||||
Shadows Intro 5
|
||||
Keep Hedge Maze 1
|
||||
Keep Pressure Plates 1
|
||||
Keep Hedge Maze 2
|
||||
@@ -76,71 +76,70 @@ Keep Hedge Maze 4
|
||||
Keep Pressure Plates 2
|
||||
Keep Pressure Plates 3
|
||||
Keep Pressure Plates 4
|
||||
Keep Shortcut to Shadows Panel
|
||||
Keep Tower Shortcut to Keep Panel
|
||||
Monastery Shortcut Door Panel
|
||||
Monastery Door Open Left
|
||||
Monastery Door Open Right
|
||||
Monastery Rhombic Avoid 3
|
||||
Town Cargo Box Panel
|
||||
Town Full Dot Grid Shapers 5
|
||||
Town Tinted Door Panel
|
||||
Town Door to Church Stars Panel
|
||||
Keep Shadows Shortcut Panel
|
||||
Keep Tower Shortcut Panel
|
||||
Monastery Shortcut Panel
|
||||
Monastery Entry Left
|
||||
Monastery Entry Right
|
||||
Monastery Outside 3
|
||||
Town Cargo Box Entry Panel
|
||||
Town Wooden Roof Lower Row 5
|
||||
Town Tinted Glass Door Panel
|
||||
Town Church Entry Panel
|
||||
Town Maze Stair Control
|
||||
Town Windmill Door Panel
|
||||
Town Sound Room Left
|
||||
Town Windmill Entry Panel
|
||||
Town Sound Room Right
|
||||
Town Symmetry Squares 5 + Dots
|
||||
Town Red Rooftop 5
|
||||
Town Church Lattice
|
||||
Town Hexagonal Reflection
|
||||
Town Shapers & Dots & Eraser
|
||||
Windmill Door to Front of Theater Panel
|
||||
Theater Door to Cargo Box Left Panel
|
||||
Theater Door to Cargo Box Right Panel
|
||||
Jungle Shortcut to River Panel
|
||||
Town Tall Hexagonal
|
||||
Town Wooden Rooftop
|
||||
Windmill Theater Entry Panel
|
||||
Theater Exit Left Panel
|
||||
Theater Exit Right Panel
|
||||
Jungle Laser Shortcut Panel
|
||||
Jungle Popup Wall Control
|
||||
River Rhombic Avoid to Monastery Garden
|
||||
Bunker Bunker Entry Panel
|
||||
Bunker Door to Bunker Proper Panel
|
||||
Bunker Drawn Squares through Tinted Glass 3
|
||||
Bunker Drop-Down Door Squares 2
|
||||
River Monastery Shortcut Panel
|
||||
Bunker Entry Panel
|
||||
Bunker Tinted Glass Door Panel
|
||||
Bunker Glass Room 3
|
||||
Bunker UV Room 2
|
||||
Swamp Entry Panel
|
||||
Swamp Platform Shapers 4
|
||||
Swamp Platform Row 4
|
||||
Swamp Platform Shortcut Right Panel
|
||||
Swamp Blue Underwater Negative Shapers 5
|
||||
Swamp Broken Shapers 4
|
||||
Swamp Cyan Underwater Negative Shapers 5
|
||||
Swamp Red Underwater Negative Shapers 4
|
||||
Swamp More Rotated Shapers 4
|
||||
Swamp More Rotated Shapers 4
|
||||
Swamp Near Laser Shortcut Right Panel
|
||||
Swamp Blue Underwater 5
|
||||
Swamp Between Bridges Near Row 4
|
||||
Swamp Cyan Underwater 5
|
||||
Swamp Red Underwater 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Laser Shortcut Right Panel
|
||||
Treehouse First Door Panel
|
||||
Treehouse Second Door Panel
|
||||
Treehouse Beyond Yellow Bridge Door Panel
|
||||
Treehouse Third Door Panel
|
||||
Treehouse Bridge Control
|
||||
Treehouse Left Orange Bridge 15
|
||||
Treehouse Right Orange Bridge 12
|
||||
Treehouse Laser House Door Timer Outside Control
|
||||
Treehouse Laser House Door Timer Inside Control
|
||||
Inside Mountain Moving Background 7
|
||||
Inside Mountain Obscured Vision 5
|
||||
Inside Mountain Physically Obstructed 3
|
||||
Inside Mountain Angled Inside Trash 2
|
||||
Inside Mountain Color Cycle 5
|
||||
Inside Mountain Light Bridge Controller 2
|
||||
Inside Mountain Light Bridge Controller 3
|
||||
Inside Mountain Same Solution 6
|
||||
Inside Mountain Giant Puzzle
|
||||
Inside Mountain Door to Final Room Left
|
||||
Inside Mountain Door to Final Room Right
|
||||
Inside Mountain Bottom Layer Discard
|
||||
Inside Mountain Rock Control
|
||||
Inside Mountain Secret Area Entry Panel
|
||||
Inside Mountain Caves Lone Pillar
|
||||
Inside Mountain Caves Shortcut to Mountain Panel
|
||||
Inside Mountain Caves Shortcut to Swamp Panel
|
||||
Inside Mountain Caves Challenge Entry Panel
|
||||
Challenge Door to Theater Walkway Panel
|
||||
Theater Walkway Theater Shortcut Panel
|
||||
Theater Walkway Desert Shortcut Panel
|
||||
Theater Walkway Town Shortcut Panel
|
||||
Treehouse Laser House Door Timer Inside
|
||||
Mountain Floor 1 Left Row 7
|
||||
Mountain Floor 1 Right Row 5
|
||||
Mountain Floor 1 Back Row 3
|
||||
Mountain Floor 1 Trash Pillar 2
|
||||
Mountain Floor 2 Near Row 5
|
||||
Mountain Floor 2 Light Bridge Controller Near
|
||||
Mountain Floor 2 Light Bridge Controller Far
|
||||
Mountain Floor 2 Far Row 6
|
||||
Mountain Bottom Floor Giant Puzzle
|
||||
Mountain Bottom Floor Final Room Entry Left
|
||||
Mountain Bottom Floor Final Room Entry Right
|
||||
Mountain Bottom Floor Discard
|
||||
Mountain Bottom Floor Rock Control
|
||||
Mountain Bottom Floor Caves Entry Panel
|
||||
Caves Lone Pillar
|
||||
Caves Mountain Shortcut Panel
|
||||
Caves Swamp Shortcut Panel
|
||||
Caves Challenge Entry Panel
|
||||
Challenge Tunnels Entry Panel
|
||||
Tunnels Theater Shortcut Panel
|
||||
Tunnels Desert Shortcut Panel
|
||||
Tunnels Town Shortcut Panel
|
||||
@@ -5,5 +5,5 @@ Starting Inventory:
|
||||
Caves Exits to Main Island
|
||||
|
||||
Remove Items:
|
||||
Caves Mountain Shortcut
|
||||
Caves Swamp Shortcut
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
||||
Reference in New Issue
Block a user