forked from mirror/Archipelago
Compare commits
9 Commits
0.6.1
...
adventure-
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215eb7e473 | ||
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f42233699a | ||
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1bec68df4d |
@@ -625,9 +625,6 @@ class CommonContext:
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def consume_network_data_package(self, data_package: dict):
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self.update_data_package(data_package)
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current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
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current_cache.update(data_package["games"])
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Utils.persistent_store("datapackage", "games", current_cache)
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logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
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for game, game_data in data_package["games"].items():
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Utils.store_data_package_for_checksum(game, game_data)
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2
Fill.py
2
Fill.py
@@ -348,10 +348,10 @@ def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, lo
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if (location.item is not None and location.item.advancement and location.address is not None and not
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location.locked and location.item.player not in minimal_players):
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pool.append(location.item)
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state.remove(location.item)
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location.item = None
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if location in state.advancements:
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state.advancements.remove(location)
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state.remove(location.item)
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locations.append(location)
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if pool and locations:
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locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
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22
Generate.py
22
Generate.py
@@ -279,22 +279,30 @@ def get_choice(option, root, value=None) -> Any:
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raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
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class SafeDict(dict):
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def __missing__(self, key):
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return '{' + key + '}'
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class SafeFormatter(string.Formatter):
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def get_value(self, key, args, kwargs):
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if isinstance(key, int):
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if key < len(args):
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return args[key]
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else:
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return "{" + str(key) + "}"
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else:
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return kwargs.get(key, "{" + key + "}")
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def handle_name(name: str, player: int, name_counter: Counter):
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name_counter[name.lower()] += 1
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number = name_counter[name.lower()]
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new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")])
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new_name = string.Formatter().vformat(new_name, (), SafeDict(number=number,
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NUMBER=(number if number > 1 else ''),
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player=player,
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PLAYER=(player if player > 1 else '')))
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new_name = SafeFormatter().vformat(new_name, (), {"number": number,
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"NUMBER": (number if number > 1 else ''),
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"player": player,
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"PLAYER": (player if player > 1 else '')})
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# Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace.
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# Could cause issues for some clients that cannot handle the additional whitespace.
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new_name = new_name.strip()[:16].strip()
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if new_name == "Archipelago":
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raise Exception(f"You cannot name yourself \"{new_name}\"")
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return new_name
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2
Utils.py
2
Utils.py
@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
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return ".".join(str(item) for item in self)
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__version__ = "0.6.1"
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__version__ = "0.6.2"
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version_tuple = tuplize_version(__version__)
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is_linux = sys.platform.startswith("linux")
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@@ -35,6 +35,12 @@ def start_playing():
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@app.route('/games/<string:game>/info/<string:lang>')
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@cache.cached()
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def game_info(game, lang):
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try:
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world = AutoWorldRegister.world_types[game]
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if lang not in world.web.game_info_languages:
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raise KeyError("Sorry, this game's info page is not available in that language yet.")
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except KeyError:
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return abort(404)
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return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
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@@ -52,6 +58,12 @@ def games():
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@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
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@cache.cached()
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def tutorial(game, file, lang):
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try:
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world = AutoWorldRegister.world_types[game]
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if lang not in [tut.link.split("/")[1] for tut in world.web.tutorials]:
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raise KeyError("Sorry, the tutorial is not available in that language yet.")
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except KeyError:
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return abort(404)
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return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))
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@@ -6,7 +6,7 @@ from typing import Dict, Union
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from docutils.core import publish_parts
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import yaml
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from flask import redirect, render_template, request, Response
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from flask import redirect, render_template, request, Response, abort
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import Options
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from Utils import local_path
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@@ -142,7 +142,10 @@ def weighted_options_old():
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@app.route("/games/<string:game>/weighted-options")
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@cache.cached()
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def weighted_options(game: str):
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return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
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try:
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return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
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except KeyError:
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return abort(404)
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@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
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@@ -197,7 +200,10 @@ def generate_weighted_yaml(game: str):
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@app.route("/games/<string:game>/player-options")
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@cache.cached()
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def player_options(game: str):
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return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
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try:
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return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
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except KeyError:
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return abort(404)
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# YAML generator for player-options
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@@ -42,10 +42,5 @@ window.addEventListener('load', () => {
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scrollTarget?.scrollIntoView();
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}
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});
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}).catch((error) => {
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console.error(error);
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gameInfo.innerHTML =
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`<h2>This page is out of logic!</h2>
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<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
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});
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});
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@@ -49,10 +49,5 @@ window.addEventListener('load', () => {
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scrollTarget?.scrollIntoView();
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}
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});
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}).catch((error) => {
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console.error(error);
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tutorialWrapper.innerHTML =
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`<h2>This page is out of logic!</h2>
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<h3>Click <a href="${window.location.origin}/tutorial">here</a> to return to safety.</h3>`;
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});
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});
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@@ -1,5 +1,8 @@
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# Adding Games
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Like all contributions to Archipelago, New Game implementations should follow the [Contributing](/docs/contributing.md)
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guide.
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Adding a new game to Archipelago has two major parts:
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* Game Modification to communicate with Archipelago server (hereafter referred to as "client")
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@@ -13,30 +16,51 @@ it will not be detailed here.
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The client is an intermediary program between the game and the Archipelago server. This can either be a direct
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modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
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must fulfill a few requirements in order to function as expected. The specific requirements the game client must follow
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to behave as expected are:
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must fulfill a few requirements in order to function as expected. Libraries for most modern languages and the spec for
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various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document.
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### Hard Requirements
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In order for the game client to behave as expected, it must be able to perform these functions:
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* Handle both secure and unsecure websocket connections
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* Detect and react when a location has been "checked" by the player by sending a network packet to the server
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* Receive and parse network packets when the player receives an item from the server, and reward it to the player on
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demand
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* **Any** of your items can be received any number of times, up to and far surpassing those that the game might
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normally expect from features such as starting inventory, item link replacement, or item cheating
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* Players and the admin can cheat items to the player at any time with a server command, and these items may not have
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a player or location attributed to them
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* Reconnect if the connection is unstable and lost while playing
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* Be able to change the port for saved connection info
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* Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this
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privilege can be lost, requiring the room to be moved to a new port
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* Reconnect if the connection is unstable and lost while playing
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* Keep an index for items received in order to resync. The ItemsReceived Packets are a single list with guaranteed
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order.
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* Receive items that were sent to the player while they were not connected to the server
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* The player being able to complete checks while offline and sending them when reconnecting is a good bonus, but not
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strictly required
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privilege can be lost, requiring the room to be moved to a new port
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* Send a status update packet alerting the server that the player has completed their goal
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Libraries for most modern languages and the spec for various packets can be found in the
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[network protocol](/docs/network%20protocol.md) API reference document.
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||||
Regarding items and locations, the game client must be able to handle these tasks:
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||||
#### Location Handling
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Send a network packet to the server when it detects a location has been "checked" by the player in-game.
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||||
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||||
* If actions were taken in game that would usually trigger a location check, and those actions can only ever be taken
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once, but the client was not connected when they happened: The client must send those location checks on connection
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so that they are not permanently lost, e.g. by reading flags in the game state or save file.
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||||
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#### Item Handling
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Receive and parse network packets from the server when the player receives an item.
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||||
* It must reward items to the player on demand, as items can come from other players at any time.
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* It must be able to reward copies of an item, up to and beyond the number the game normally expects. This may happen
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||||
due to features such as starting inventory, item link replacement, admin commands, or item cheating. **Any** of
|
||||
your items can be received **any** number of times.
|
||||
* Admins and players may use server commands to create items without a player or location attributed to them. The
|
||||
client must be able to handle these items.
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||||
* It must keep an index for items received in order to resync. The ItemsReceived Packets are a single list with a
|
||||
guaranteed order.
|
||||
* It must be able to receive items that were sent to the player while they were not connected to the server.
|
||||
|
||||
### Encouraged Features
|
||||
|
||||
These are "nice to have" features for a client, but they are not strictly required. It is encouraged to add them
|
||||
if possible.
|
||||
|
||||
* If your client appears in the Archipelago Launcher, you may define an icon for it that differentiates it from
|
||||
other clients. The icon size is 38x38 pixels, but it will accept larger images with downscaling.
|
||||
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||||
## World
|
||||
|
||||
@@ -44,35 +68,90 @@ The world is your game integration for the Archipelago generator, webhost, and m
|
||||
information necessary for creating the items and locations to be randomized, the logic for item placement, the
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||||
datapackage information so other game clients can recognize your game data, and documentation. Your world must be
|
||||
written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago
|
||||
repository and creating a new world package in `/worlds/`. A bare minimum world implementation must satisfy the
|
||||
following requirements:
|
||||
repository and creating a new world package in `/worlds/`.
|
||||
|
||||
* A folder within `/worlds/` that contains an `__init__.py`
|
||||
* A `World` subclass where you create your world and define all of its rules
|
||||
* A unique game name
|
||||
* For webhost documentation and behaviors, a `WebWorld` subclass that must be instantiated in the `World` class
|
||||
definition
|
||||
* The game_info doc must follow the format `{language_code}_{game_name}.md`
|
||||
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call
|
||||
during generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
|
||||
regarding the API can be found in the [world api doc](/docs/world%20api.md). Before publishing, make sure to also
|
||||
check out [world maintainer.md](/docs/world%20maintainer.md).
|
||||
|
||||
### Hard Requirements
|
||||
|
||||
A bare minimum world implementation must satisfy the following requirements:
|
||||
|
||||
* It has a folder with the name of your game (or an abbreviation) under `/worlds/`
|
||||
* The `/worlds/{game}` folder contains an `__init__.py`
|
||||
* Any subfolders within `/worlds/{game}` that contain `*.py` files also contain an `__init__.py` for frozen build
|
||||
packaging
|
||||
* The game folder has at least one game_info doc named with follow the format `{language_code}_{game_name}.md`
|
||||
* The game folder has at least one setup doc
|
||||
* There must be a `World` subclass in your game folder (typically in `/worlds/{game}/__init__.py`) where you create
|
||||
your world and define all of its rules and features
|
||||
|
||||
Within the `World` subclass you should also have:
|
||||
|
||||
* A [unique game name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L260)
|
||||
* An [instance](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295) of a `WebWorld`
|
||||
subclass for webhost documentation and behaviors
|
||||
* In your `WebWorld`, if you wrote a game_info doc in more than one language, override the list of
|
||||
[game info languages](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L210) with the
|
||||
ones you include.
|
||||
* In your `WebWorld`, override the list of
|
||||
[tutorials](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L213) with each tutorial
|
||||
or setup doc you included in the game folder.
|
||||
* A mapping for items and locations defining their names and ids for clients to be able to identify them. These are
|
||||
`item_name_to_id` and `location_name_to_id`, respectively.
|
||||
* Create an item when `create_item` is called both by your code and externally
|
||||
* An `options_dataclass` defining the options players have available to them
|
||||
* A `Region` for your player with the name "Menu" to start from
|
||||
* Create a non-zero number of locations and add them to your regions
|
||||
* Create a non-zero number of items **equal** to the number of locations and add them to the multiworld itempool
|
||||
* All items submitted to the multiworld itempool must not be manually placed by the World. If you need to place specific
|
||||
items, there are multiple ways to do so, but they should not be added to the multiworld itempool.
|
||||
`item_name_to_id` and `location_name_to_id`, respectively.
|
||||
* An implementation of `create_item` that can create an item when called by either your code or by another process
|
||||
within Archipelago
|
||||
* At least one `Region` for your player to start from (i.e. the Origin Region)
|
||||
* The default name of this region is "Menu" but you may configure a different name with
|
||||
[origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)
|
||||
* A non-zero number of locations, added to your regions
|
||||
* A non-zero number of items **equal** to the number of locations, added to the multiworld itempool
|
||||
* In rare cases, there may be 0-location-0-item games, but this is extremely atypical.
|
||||
|
||||
Notable caveats:
|
||||
* The "Menu" region will always be considered the "start" for the player
|
||||
* The "Menu" region is *always* considered accessible; i.e. the player is expected to always be able to return to the
|
||||
### Encouraged Features
|
||||
|
||||
These are "nice to have" features for a world, but they are not strictly required. It is encouraged to add them
|
||||
if possible.
|
||||
|
||||
* An implementation of
|
||||
[get_filler_item_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L473)
|
||||
* By default, this function chooses any item name from `item_name_to_id`, so you want to limit it to only the true
|
||||
filler items.
|
||||
* An `options_dataclass` defining the options players have available to them
|
||||
* This should be accompanied by a type hint for `options` with the same class name
|
||||
* A [bug report page](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L220)
|
||||
* A list of [option groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L226)
|
||||
for better organization on the webhost
|
||||
* A dictionary of [options presets](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L223)
|
||||
for player convenience
|
||||
* A dictionary of [item name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L273)
|
||||
for player convenience
|
||||
* A dictionary of
|
||||
[location name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L276)
|
||||
for player convenience
|
||||
* Other games may also benefit from your name group dictionaries for hints, features, etc.
|
||||
|
||||
### Discouraged or Prohibited Behavior
|
||||
|
||||
These are behaviors or implementations that are known to cause various issues. Some of these points have notable
|
||||
workarounds or preferred methods which should be used instead:
|
||||
|
||||
* All items submitted to the multiworld itempool must not be manually placed by the World.
|
||||
* If you need to place specific items, there are multiple ways to do so, but they should not be added to the
|
||||
multiworld itempool.
|
||||
* It is not allowed to use `eval` for most reasons, chiefly due to security concerns.
|
||||
* It is discouraged to use `yaml.load` directly due to security concerns.
|
||||
* When possible, use `Utils.yaml_load` instead, as this defaults to the safe loader.
|
||||
* When submitting regions or items to the multiworld (`multiworld.regions` and `multiworld.itempool` respectively),
|
||||
Do **not** use `=` as this will overwrite all elements for all games in the seed.
|
||||
* Instead, use `append`, `extend`, or `+=`.
|
||||
|
||||
### Notable Caveats
|
||||
|
||||
* The Origin Region will always be considered the "start" for the player
|
||||
* The Origin Region is *always* considered accessible; i.e. the player is expected to always be able to return to the
|
||||
start of the game from anywhere
|
||||
* When submitting regions or items to the multiworld (multiworld.regions and multiworld.itempool respectively), use
|
||||
`append`, `extend`, or `+=`. **Do not use `=`**
|
||||
* Regions are simply containers for locations that share similar access rules. They do not have to map to
|
||||
concrete, physical areas within your game and can be more abstract like tech trees or a questline.
|
||||
|
||||
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call during
|
||||
generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
|
||||
regarding the API can be found in the [world api doc](/docs/world%20api.md).
|
||||
Before publishing, make sure to also check out [world maintainer.md](/docs/world%20maintainer.md).
|
||||
|
||||
@@ -756,8 +756,8 @@ Tags are represented as a list of strings, the common client tags follow:
|
||||
### DeathLink
|
||||
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
|
||||
|
||||
| Name | Type | Notes |
|
||||
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| time | float | Unix Time Stamp of time of death. |
|
||||
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
|
||||
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
|
||||
| Name | Type | Notes |
|
||||
|--------|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| time | float | Unix Time Stamp of time of death. |
|
||||
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, if the string is non-empty, it should contain the player name, ex. "Berserker was run over by a train." |
|
||||
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
|
||||
|
||||
@@ -238,14 +238,12 @@ class AdventureWorld(World):
|
||||
|
||||
def create_regions(self) -> None:
|
||||
create_regions(self.options, self.multiworld, self.player, self.dragon_rooms)
|
||||
|
||||
set_rules = set_rules
|
||||
|
||||
def generate_basic(self) -> None:
|
||||
self.multiworld.get_location("Chalice Home", self.player).place_locked_item(
|
||||
self.create_event("Victory", ItemClassification.progression))
|
||||
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
|
||||
|
||||
set_rules = set_rules
|
||||
|
||||
def pre_fill(self):
|
||||
# Place empty items in filler locations here, to limit
|
||||
# the number of exported empty items and the density of stuff in overworld.
|
||||
|
||||
@@ -121,6 +121,7 @@ class ALTTPWeb(WebWorld):
|
||||
)
|
||||
|
||||
tutorials = [setup_en, setup_de, setup_es, setup_fr, msu, msu_es, msu_fr, plando, oof_sound]
|
||||
game_info_languages = ["en", "fr"]
|
||||
|
||||
|
||||
class ALTTPWorld(World):
|
||||
|
||||
@@ -41,6 +41,7 @@ class AquariaWeb(WebWorld):
|
||||
)
|
||||
|
||||
tutorials = [setup, setup_fr]
|
||||
game_info_languages = ["en", "fr"]
|
||||
|
||||
|
||||
class AquariaWorld(World):
|
||||
|
||||
@@ -31,6 +31,7 @@ class CliqueWebWorld(WebWorld):
|
||||
)
|
||||
|
||||
tutorials = [setup_en, setup_de]
|
||||
game_info_languages = ["en", "de"]
|
||||
|
||||
|
||||
class CliqueWorld(World):
|
||||
|
||||
@@ -34,6 +34,7 @@ class DLCqwebworld(WebWorld):
|
||||
["Deoxis"]
|
||||
)
|
||||
tutorials = [setup_en, setup_fr]
|
||||
game_info_languages = ["en", "fr"]
|
||||
|
||||
|
||||
class DLCqworld(World):
|
||||
|
||||
@@ -43,6 +43,7 @@ class FFMQWebWorld(WebWorld):
|
||||
)
|
||||
|
||||
tutorials = [setup_en, setup_fr]
|
||||
game_info_languages = ["en", "fr"]
|
||||
|
||||
|
||||
class FFMQWorld(World):
|
||||
|
||||
@@ -130,6 +130,7 @@ class OOTWeb(WebWorld):
|
||||
|
||||
tutorials = [setup, setup_fr, setup_de]
|
||||
option_groups = oot_option_groups
|
||||
game_info_languages = ["en", "de"]
|
||||
|
||||
|
||||
class OOTWorld(World):
|
||||
|
||||
@@ -41,6 +41,7 @@ class Starcraft2WebWorld(WebWorld):
|
||||
)
|
||||
|
||||
tutorials = [setup_en, setup_fr]
|
||||
game_info_languages = ["en", "fr"]
|
||||
|
||||
|
||||
class SC2World(World):
|
||||
|
||||
@@ -330,7 +330,11 @@ def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal
|
||||
else:
|
||||
if not portal2:
|
||||
raise Exception(f"Could not find entrance named {p_exit} for "
|
||||
f"plando connections in {player_name}'s YAML.")
|
||||
f"plando connections in {player_name}'s YAML.\n"
|
||||
f"If you are using Universal Tracker, the most likely reason for this error "
|
||||
f"is that the host generated with a newer version of the APWorld.\n"
|
||||
f"Please check the TUNIC Randomizer Github and place the newest APWorld in your "
|
||||
f"custom_worlds folder, and remove the one in lib/worlds if there is one there.")
|
||||
dead_ends.remove(portal2)
|
||||
|
||||
# update the traversal chart to say you can get from portal1's region to portal2's and vice versa
|
||||
|
||||
Reference in New Issue
Block a user