KDL3: RC1 Fixes and Enhancement (#3022)

* fix cloudy park 4 rule, zero deathlink message

* remove redundant door_shuffle bool

when generic ER gets in, this whole function gets rewritten. So just clean it a little now.

* properly fix deathlink messages, fix fill error

* update docs
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Silvris 2024-03-28 09:41:32 -05:00 committed by GitHub
parent 77311719fa
commit 80d7ac4164
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6 changed files with 66 additions and 52 deletions

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@ -36,8 +36,10 @@ KDL3_STARS_FLAG = SRAM_1_START + 0x901A
KDL3_GIFTING_FLAG = SRAM_1_START + 0x901C
KDL3_LEVEL_ADDR = SRAM_1_START + 0x9020
KDL3_IS_DEMO = SRAM_1_START + 0x5AD5
KDL3_GAME_STATE = SRAM_1_START + 0x36D0
KDL3_GAME_SAVE = SRAM_1_START + 0x3617
KDL3_CURRENT_WORLD = SRAM_1_START + 0x363F
KDL3_CURRENT_LEVEL = SRAM_1_START + 0x3641
KDL3_GAME_STATE = SRAM_1_START + 0x36D0
KDL3_LIFE_COUNT = SRAM_1_START + 0x39CF
KDL3_KIRBY_HP = SRAM_1_START + 0x39D1
KDL3_BOSS_HP = SRAM_1_START + 0x39D5
@ -46,8 +48,6 @@ KDL3_LIFE_VISUAL = SRAM_1_START + 0x39E3
KDL3_HEART_STARS = SRAM_1_START + 0x53A7
KDL3_WORLD_UNLOCK = SRAM_1_START + 0x53CB
KDL3_LEVEL_UNLOCK = SRAM_1_START + 0x53CD
KDL3_CURRENT_WORLD = SRAM_1_START + 0x53CF
KDL3_CURRENT_LEVEL = SRAM_1_START + 0x53D3
KDL3_BOSS_STATUS = SRAM_1_START + 0x53D5
KDL3_INVINCIBILITY_TIMER = SRAM_1_START + 0x54B1
KDL3_MG5_STATUS = SRAM_1_START + 0x5EE4
@ -74,7 +74,9 @@ deathlink_messages = defaultdict(lambda: " was defeated.", {
0x0202: " was out-numbered by Pon & Con.",
0x0203: " was defeated by Ado's powerful paintings.",
0x0204: " was clobbered by King Dedede.",
0x0205: " lost their battle against Dark Matter."
0x0205: " lost their battle against Dark Matter.",
0x0300: " couldn't overcome the Boss Butch.",
0x0400: " is bad at jumping.",
})
@ -281,6 +283,11 @@ class KDL3SNIClient(SNIClient):
for i in range(5):
level_data = await snes_read(ctx, KDL3_LEVEL_ADDR + (14 * i), 14)
self.levels[i] = unpack("HHHHHHH", level_data)
self.levels[5] = [0x0205, # Hyper Zone
0, # MG-5, can't send from here
0x0300, # Boss Butch
0x0400, # Jumping
0, 0, 0]
if self.consumables is None:
consumables = await snes_read(ctx, KDL3_CONSUMABLE_FLAG, 1)
@ -314,7 +321,7 @@ class KDL3SNIClient(SNIClient):
current_world = struct.unpack("H", await snes_read(ctx, KDL3_CURRENT_WORLD, 2))[0]
current_level = struct.unpack("H", await snes_read(ctx, KDL3_CURRENT_LEVEL, 2))[0]
currently_dead = current_hp[0] == 0x00
message = deathlink_messages[self.levels[current_world][current_level - 1]]
message = deathlink_messages[self.levels[current_world][current_level]]
await ctx.handle_deathlink_state(currently_dead, f"{ctx.player_names[ctx.slot]}{message}")
recv_count = await snes_read(ctx, KDL3_RECV_COUNT, 2)

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@ -28,16 +28,30 @@ first_stage_blacklist = {
0x77001C, # 5-4 needs Burning
}
first_world_limit = {
# We need to limit the number of very restrictive stages in level 1 on solo gens
*first_stage_blacklist, # all three of the blacklist stages need 2+ items for both checks
0x770007,
0x770008,
0x770013,
0x77001E,
def generate_valid_level(level, stage, possible_stages, slot_random):
new_stage = slot_random.choice(possible_stages)
if level == 1 and stage == 0 and new_stage in first_stage_blacklist:
return generate_valid_level(level, stage, possible_stages, slot_random)
else:
return new_stage
}
def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing.Dict[int, Region]):
def generate_valid_level(world: "KDL3World", level, stage, possible_stages, placed_stages):
new_stage = world.random.choice(possible_stages)
if level == 1:
if stage == 0 and new_stage in first_stage_blacklist:
return generate_valid_level(world, level, stage, possible_stages, placed_stages)
elif not (world.multiworld.players > 1 or world.options.consumables or world.options.starsanity) and \
new_stage in first_world_limit and \
sum(p_stage in first_world_limit for p_stage in placed_stages) >= 2:
return generate_valid_level(world, level, stage, possible_stages, placed_stages)
return new_stage
def generate_rooms(world: "KDL3World", level_regions: typing.Dict[int, Region]):
level_names = {LocationName.level_names[level]: level for level in LocationName.level_names}
room_data = orjson.loads(get_data(__name__, os.path.join("data", "Rooms.json")))
rooms: typing.Dict[str, KDL3Room] = dict()
@ -49,8 +63,8 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
room.add_locations({location: world.location_name_to_id[location] if location in world.location_name_to_id else
None for location in room_entry["locations"]
if (not any(x in location for x in ["1-Up", "Maxim"]) or
world.options.consumables.value) and ("Star" not in location
or world.options.starsanity.value)},
world.options.consumables.value) and ("Star" not in location
or world.options.starsanity.value)},
KDL3Location)
rooms[room.name] = room
for location in room.locations:
@ -62,33 +76,25 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
world.multiworld.regions.extend(world.rooms)
first_rooms: typing.Dict[int, KDL3Room] = dict()
if door_shuffle:
# first, we need to generate the notable edge cases
# 5-6 is the first, being the most restrictive
# half of its rooms are required to be vanilla, but can be in different orders
# the room before it *must* contain the copy ability required to unlock the room's goal
raise NotImplementedError()
else:
for name, room in rooms.items():
if room.room == 0:
if room.stage == 7:
first_rooms[0x770200 + room.level - 1] = room
else:
first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage] = room
exits = dict()
for def_exit in room.default_exits:
target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
access_rule = tuple(def_exit["access_rule"])
exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
room.add_exits(
exits.keys(),
exits
)
if world.options.open_world:
if any("Complete" in location.name for location in room.locations):
room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
KDL3Location)
for name, room in rooms.items():
if room.room == 0:
if room.stage == 7:
first_rooms[0x770200 + room.level - 1] = room
else:
first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage] = room
exits = dict()
for def_exit in room.default_exits:
target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
access_rule = tuple(def_exit["access_rule"])
exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
room.add_exits(
exits.keys(),
exits
)
if world.options.open_world:
if any("Complete" in location.name for location in room.locations):
room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
KDL3Location)
for level in world.player_levels:
for stage in range(6):
@ -102,7 +108,7 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
if world.options.open_world or stage == 0:
level_regions[level].add_exits([first_rooms[proper_stage].name])
else:
world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][stage-1]],
world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][stage - 1]],
world.player).parent_region.add_exits([first_rooms[proper_stage].name])
level_regions[level].add_exits([first_rooms[0x770200 + level - 1].name])
@ -141,8 +147,7 @@ def generate_valid_levels(world: "KDL3World", enforce_world: bool, enforce_patte
or (enforce_pattern and ((candidate - 1) & 0x00FFFF) % 6 == stage)
or (enforce_pattern == enforce_world)
]
new_stage = generate_valid_level(level, stage, stage_candidates,
world.random)
new_stage = generate_valid_level(world, level, stage, stage_candidates, levels[level])
possible_stages.remove(new_stage)
levels[level][stage] = new_stage
except Exception:
@ -218,7 +223,7 @@ def create_levels(world: "KDL3World") -> None:
level_shuffle == 1,
level_shuffle == 2)
generate_rooms(world, False, levels)
generate_rooms(world, levels)
level6.add_locations({LocationName.goals[world.options.goal]: None}, KDL3Location)

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@ -264,7 +264,7 @@ def set_rules(world: "KDL3World") -> None:
for r in [range(1, 31), range(44, 51)]:
for i in r:
set_rule(world.multiworld.get_location(f"Cloudy Park 4 - Star {i}", world.player),
lambda state: can_reach_clean(state, world.player))
lambda state: can_reach_coo(state, world.player))
for i in [18, *list(range(20, 25))]:
set_rule(world.multiworld.get_location(f"Cloudy Park 6 - Star {i}", world.player),
lambda state: can_reach_ice(state, world.player))

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@ -1,8 +1,8 @@
# Kirby's Dream Land 3
## Where is the settings page?
## Where is the options page?
The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
The [player options page for this game](../player-options) contains all the options you need to configure and export a
config file.
## What does randomization do to this game?
@ -15,6 +15,7 @@ as Heart Stars, 1-Ups, and Invincibility Candy will be shuffled into the pool fo
- Purifying a boss after acquiring a certain number of Heart Stars
(indicated by their portrait flashing in the level select)
- If enabled, 1-Ups and Maxim Tomatoes
- If enabled, every single Star Piece within a stage
## When the player receives an item, what happens?
A sound effect will play, and Kirby will immediately receive the effects of that item, such as being able to receive Copy Abilities from enemies that

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@ -43,8 +43,8 @@ guide: [Basic Multiworld Setup Guide](/tutorial/Archipelago/setup/en)
### Where do I get a config file?
The [Player Settings](/games/Kirby's%20Dream%20Land%203/player-settings) page on the website allows you to configure
your personal settings and export a config file from them.
The [Player Options](/games/Kirby's%20Dream%20Land%203/player-options) page on the website allows you to configure
your personal options and export a config file from them.
### Verifying your config file
@ -53,7 +53,7 @@ If you would like to validate your config file to make sure it works, you may do
## Generating a Single-Player Game
1. Navigate to the [Player Settings](/games/Kirby's%20Dream%20Land%203/player-settings) page, configure your options,
1. Navigate to the [Player Options](/games/Kirby's%20Dream%20Land%203/player-options) page, configure your options,
and click the "Generate Game" button.
2. You will be presented with a "Seed Info" page.
3. Click the "Create New Room" link.

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@ -33,7 +33,8 @@ class TestLocations(KDL3TestBase):
self.run_location_test(LocationName.iceberg_kogoesou, ["Burning"])
self.run_location_test(LocationName.iceberg_samus, ["Ice"])
self.run_location_test(LocationName.iceberg_name, ["Burning", "Coo", "ChuChu"])
self.run_location_test(LocationName.iceberg_angel, ["Cutter", "Burning", "Spark", "Parasol", "Needle", "Clean", "Stone", "Ice"])
self.run_location_test(LocationName.iceberg_angel, ["Cutter", "Burning", "Spark", "Parasol", "Needle", "Clean",
"Stone", "Ice"])
def run_location_test(self, location: str, itempool: typing.List[str]):
items = itempool.copy()