Merge branch 'main' into docs_consolidation

# Conflicts:
#	WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md
#	WebHostLib/static/assets/tutorial/archipelago/plando_en.md
#	WebHostLib/static/assets/tutorial/archipelago/triggers_en.md
#	WebHostLib/static/assets/tutorial/timespinner/setup_en.md
This commit is contained in:
Hussein Farran 2022-01-17 15:37:03 -05:00
commit 9599f54b06
25 changed files with 692 additions and 173 deletions

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@ -191,8 +191,6 @@ def main(args=None, callback=ERmain):
if len(player_settings.values()) > 1:
important[option] = {player: value for player, value in player_settings.items() if
player <= args.yaml_output}
elif len(player_settings.values()) > 0:
important[option] = player_settings[1]
else:
logging.debug(f"No player settings defined for option '{option}'")

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@ -258,7 +258,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
precollected_items = {player: [item.code for item in world_precollected]
for player, world_precollected in world.precollected_items.items()}
precollected_hints = {player: set() for player in range(1, world.players + 1)}
# for now special case Factorio tech_tree_information
sending_visible_players = set()
for slot in world.player_ids:

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@ -543,7 +543,10 @@ async def on_client_joined(ctx: Context, client: Client):
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) "
f"{verb} {ctx.games[client.slot]} has joined. "
f"Client({version_str}), {client.tags}).")
ctx.notify_client(client, "Now that you are connected, "
"you can use !help to list commands to run via the server."
"If your client supports it, "
"you may have additional local commands you can list with /help.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@ -639,7 +642,7 @@ def collect_player(ctx: Context, team: int, slot: int):
ctx.notify_all("%s (Team #%d) has collected" % (ctx.player_names[(team, slot)], team + 1))
for source_player, location_ids in all_locations.items():
register_location_checks(ctx, team, source_player, location_ids)
register_location_checks(ctx, team, source_player, location_ids, count_activity=False)
update_checked_locations(ctx, team, source_player)
@ -651,11 +654,13 @@ def get_remaining(ctx: Context, team: int, slot: int) -> typing.List[int]:
return sorted(items)
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int]):
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
if new_locations:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
for location in new_locations:
item_id, target_player = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot)
@ -1086,7 +1091,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output("Cheating is disabled.")
return False
def get_hints(self, input_text: str, explicit_location: bool = False) -> bool:
def get_hints(self, input_text: str, for_location: bool = False) -> bool:
points_available = get_client_points(self.ctx, self.client)
if not input_text:
hints = {hint.re_check(self.ctx, self.client.team) for hint in
@ -1098,20 +1103,21 @@ class ClientMessageProcessor(CommonCommandProcessor):
return True
else:
world = proxy_worlds[self.ctx.games[self.client.slot]]
item_name, usable, response = get_intended_text(input_text,
world.all_names if not explicit_location else world.location_names)
names = world.location_names if for_location else world.all_item_and_group_names
hint_name, usable, response = get_intended_text(input_text,
names)
if usable:
if item_name in world.hint_blacklist:
self.output(f"Sorry, \"{item_name}\" is marked as non-hintable.")
if hint_name in world.hint_blacklist:
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
hints = []
elif item_name in world.item_name_groups and not explicit_location:
elif not for_location and hint_name in world.item_name_groups: # item group name
hints = []
for item in world.item_name_groups[item_name]:
for item in world.item_name_groups[hint_name]:
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item))
elif item_name in world.item_names and not explicit_location: # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, item_name)
elif not for_location and hint_name in world.item_names: # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
else: # location name
hints = collect_hints_location(self.ctx, self.client.team, self.client.slot, item_name)
hints = collect_hints_location(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]
@ -1173,8 +1179,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
@mark_raw
def _cmd_hint(self, item_or_location: str = "") -> bool:
"""Use !hint {item_name/location_name},
for example !hint Lamp or !hint Link's House to get a spoiler peek for that location or item.
"""Use !hint {item_name},
for example !hint Lamp to get a spoiler peek for that item.
If hint costs are on, this will only give you one new result,
you can rerun the command to get more in that case."""
return self.get_hints(item_or_location)
@ -1509,23 +1515,44 @@ class ServerCommandProcessor(CommonCommandProcessor):
self.output(response)
return False
def _cmd_hint(self, player_name: str, *item_or_location: str) -> bool:
"""Send out a hint for a player's item or location to their team"""
def _cmd_hint(self, player_name: str, *item: str) -> bool:
"""Send out a hint for a player's item to their team"""
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 = " ".join(item_or_location)
item = " ".join(item)
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.all_names)
item, usable, response = get_intended_text(item, world.all_item_and_group_names)
if usable:
if item in world.item_name_groups:
hints = []
for item in world.item_name_groups[item]:
hints.extend(collect_hints(self.ctx, team, slot, item))
elif item in world.item_names: # item name
else: # item name
hints = collect_hints(self.ctx, team, slot, item)
else: # location name
hints = collect_hints_location(self.ctx, team, slot, item)
if hints:
notify_hints(self.ctx, team, hints)
else:
self.output("No hints found.")
return True
else:
self.output(response)
return False
else:
self.output(response)
return False
def _cmd_hint_location(self, player_name: str, *location: str) -> bool:
"""Send out a hint for a player's location to their team"""
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 = " ".join(location)
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.location_names)
if usable:
hints = collect_hints_location(self.ctx, team, slot, item)
if hints:
notify_hints(self.ctx, team, hints)
else:

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@ -210,6 +210,23 @@ class Range(Option, int):
return cls(int(round(random.triangular(cls.range_start, cls.range_end, cls.range_end), 0)))
elif text == "random-middle":
return cls(int(round(random.triangular(cls.range_start, cls.range_end), 0)))
elif text.startswith("random-range-"):
textsplit = text.split("-")
try:
randomrange = [int(textsplit[len(textsplit)-2]), int(textsplit[len(textsplit)-1])]
except ValueError:
raise ValueError(f"Invalid random range {text} for option {cls.__name__}")
randomrange.sort()
if randomrange[0] < cls.range_start or randomrange[1] > cls.range_end:
raise Exception(f"{randomrange[0]}-{randomrange[1]} is outside allowed range {cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"):
return cls(int(round(random.triangular(randomrange[0], randomrange[1], randomrange[0]))))
elif text.startswith("random-range-middle"):
return cls(int(round(random.triangular(randomrange[0], randomrange[1]))))
elif text.startswith("random-range-high"):
return cls(int(round(random.triangular(randomrange[0], randomrange[1], randomrange[1]))))
else:
return cls(int(round(random.randint(randomrange[0], randomrange[1]))))
else:
return cls(random.randint(cls.range_start, cls.range_end))
return cls(int(text))
@ -244,7 +261,22 @@ class OptionNameSet(Option):
return cls.from_text(str(data))
class OptionDict(Option):
class VerifyKeys:
valid_keys = frozenset()
valid_keys_casefold: bool = False
@classmethod
def verify_keys(cls, data):
if cls.valid_keys:
data = set(data)
dataset = set(word.casefold() for word in data) if cls.valid_keys_casefold else set(data)
extra = dataset - cls.valid_keys
if extra:
raise Exception(f"Found unexpected key {', '.join(extra)} in {cls}. "
f"Allowed keys: {cls.valid_keys}.")
class OptionDict(Option, VerifyKeys):
default = {}
supports_weighting = False
value: typing.Dict[str, typing.Any]
@ -255,6 +287,7 @@ class OptionDict(Option):
@classmethod
def from_any(cls, data: typing.Dict[str, typing.Any]) -> OptionDict:
if type(data) == dict:
cls.verify_keys(data)
return cls(data)
else:
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
@ -276,7 +309,7 @@ class ItemDict(OptionDict):
super(ItemDict, self).__init__(value)
class OptionList(Option):
class OptionList(Option, VerifyKeys):
default = []
supports_weighting = False
value: list
@ -292,6 +325,7 @@ class OptionList(Option):
@classmethod
def from_any(cls, data: typing.Any):
if type(data) == list:
cls.verify_keys(data)
return cls(data)
return cls.from_text(str(data))

View File

@ -136,8 +136,7 @@ def view_seed(seed: UUID):
seed = Seed.get(id=seed)
if not seed:
abort(404)
return render_template("viewSeed.html", seed=seed,
rooms=[room for room in seed.rooms if room.owner == session["_id"]])
return render_template("viewSeed.html", seed=seed)
@app.route('/new_room/<suuid:seed>')

View File

@ -65,7 +65,6 @@ def generate_api():
return {"text": "Uncaught Exception:" + str(e)}, 500
@api_endpoints.route('/status/<suuid:seed>')
def wait_seed_api(seed: UUID):
seed_id = seed

View File

@ -16,7 +16,6 @@ def get_rooms():
"last_port": room.last_port,
"timeout": room.timeout,
"tracker": room.tracker,
"players": room.seed.multidata["names"] if room.seed.multidata else [["Singleplayer"]],
})
return jsonify(response)
@ -28,6 +27,6 @@ def get_seeds():
response.append({
"seed_id": seed.id,
"creation_time": seed.creation_time,
"players": seed.multidata["names"] if seed.multidata else [["Singleplayer"]],
"players": [(slot.player_name, slot.game) for slot in seed.slots],
})
return jsonify(response)

View File

@ -1,3 +1,4 @@
import logging
import os
from Utils import __version__
from jinja2 import Template
@ -9,6 +10,9 @@ import Options
target_folder = os.path.join("WebHostLib", "static", "generated")
handled_in_js = {"start_inventory", "local_items", "non_local_items", "start_hints", "start_location_hints",
"exclude_locations"}
def create():
os.makedirs(os.path.join(target_folder, 'configs'), exist_ok=True)
@ -59,7 +63,10 @@ def create():
game_options = {}
for option_name, option in all_options.items():
if option.options:
if option_name in handled_in_js:
pass
elif option.options:
game_options[option_name] = this_option = {
"type": "select",
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
@ -92,6 +99,32 @@ def create():
"max": option.range_end,
}
elif getattr(option, "verify_item_name", False):
game_options[option_name] = {
"type": "items-list",
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
}
elif getattr(option, "verify_location_name", False):
game_options[option_name] = {
"type": "locations-list",
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
}
elif hasattr(option, "valid_keys"):
if option.valid_keys:
game_options[option_name] = {
"type": "custom-list",
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
"options": list(option.valid_keys),
}
else:
logging.debug(f"{option} not exported to Web Settings.")
player_settings["gameOptions"] = game_options
os.makedirs(os.path.join(target_folder, 'player-settings'), exist_ok=True)

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@ -51,10 +51,8 @@ For the above example `nested_option_one` will have `option_one_setting_one` 1 t
so `option_one_setting_one` is guaranteed to occur.
For `nested_option_two`, `option_two_setting_one` will be rolled 14 times and `option_two_setting_two` will be rolled 43
times against each other. This means `option_two_setting_two` will be more likely to occur, but it isn't guaranteed
adding more randomness and "mystery" to your settings.
Every configurable setting supports weights.
times against each other. This means `option_two_setting_two` will be more likely to occur, but it isn't guaranteed,
adding more randomness and "mystery" to your settings. Every configurable setting supports weights.
### Root Options
@ -114,31 +112,40 @@ See the plando guide for more info on plando options. Plando
guide: [Archipelago Plando Guide](/tutorial/archipelago/plando/en)
* `start_inventory` will give any items defined here to you at the beginning of your game. The format for this must be
the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which
will give you the item `Rupees(5)` six times, totalling 30 rupees.
the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which
will give you 30 rupees.
* `start_hints` gives you free server hints for the defined item/s at the beginning of the game allowing you to hint for
the location without using any hint points.
the location without using any hint points.
* `local_items` will force any items you want to be in your world instead of being in another world.
* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be
located in your own.
* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be located
in your own.
* `start_location_hints` allows you to define a location which you can then hint for to find out what item is located in
it to see how important the location is.
* `exclude_locations` lets you define any locations that you don't want to do and during generation will force a "junk"
item which isn't necessary for progression to go in these locations.
### Example YAML
### Random numbers
Options taking a choice of a number can also use a variety of `random` options to choose a number randomly.
* `random` will choose a number allowed for the setting at random
* `random-low` will choose a number allowed for the setting at random, but will be weighted towards lower numbers
* `random-middle` will choose a number allowed for the setting at random, but will be weighted towards the middle of the range
* `random-high` will choose a number allowed for the setting at random, but will be weighted towards higher numbers
* `random-range-#-#` will choose a number at random from between the specified numbers. For example `random-range-40-60`
will choose a number between 40 and 60
* `random-range-low-#-#`, `random-range-middle-#-#`, and `random-range-high-#-#` will choose a number at random from the
specified numbers, but with the specified weights
### Example
```yaml
description: An example using various advanced options
name: Example Player
game: A Link to the Past
requires:
requires:
version: 0.2.0
accessibility: none
progression_balancing: on
@ -146,6 +153,10 @@ A Link to the Past:
smallkey_shuffle:
original_dungeon: 1
any_world: 1
crystals_needed_for_gt:
random-low: 1
crystals_needed_for_ganon:
random-range-high-1-7: 1
start_inventory:
Pegasus Boots: 1
Bombs (3): 2
@ -173,46 +184,34 @@ triggers:
```
#### This is a fully functional yaml file that will do all the following things:
* `description` gives us a general overview so if we pull up this file later we can understand the intent.
* `name` is `Example Player` and this will be used in the server console when sending and receiving items.
* `game` is set to `A Link to the Past` meaning that is what game we will play with this file.
* `requires` is set to require release version 0.2.0 or higher.
* `accesibility` is set to `none` which will set this seed to beatable only meaning some locations and items may be
completely inaccessible but the seed will still be completable.
* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of
having things to do.
* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our
game `A Link to the Past`.
* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this
example we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be
placed anywhere amongst the multiworld.
* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this
example we have:
* `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots
* `Bombs (3)` gives us 2 packs of 3 bombs or 6 total bombs
* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use
with no cost.
completely inaccessible but the seed will still be completable.
* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of having
things to do.
* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our game `A Link to the Past`.
* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this example
we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be placed anywhere
amongst the multiworld.
* `crystals_needed_for_gt` determines the number of crystals required to enter the Ganon's Tower entrance. In this example
a random number will be chosen from the allowed range for this setting (0 through 7) but will be weighted towards a lower number.
* `crystals_needed_for_ganon` determines the number of crystals required to beat Ganon. In this example a number
between 1 and 7 will be chosen at random, weighted towards a high number.
* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this example
we have:
* `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots
* `Bombs (3)` gives us 2 packs of 3 bombs or 6 total bombs
* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use with no cost.
* `local_items` forces the `Bombos`, `Ether`, and `Quake` medallions to all be placed within our own world, meaning we
have to find it ourselves.
have to find it ourselves.
* `non_local_items` forces the `Moon Pearl` to be placed in someone else's world, meaning we won't be able to find it.
* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the
multiworld that can be used for no cost.
* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the multiworld
that can be used for no cost.
* `exclude_locations` forces a not important item to be placed on the `Cave 45` location.
* `triggers` allows us to define a trigger such that if our `smallkey_shuffle` option happens to roll the `any_world`
result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to
the `any_world` result.
result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to the `any_world`
result.

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@ -16,9 +16,15 @@ On the website plando will already be enabled. If you will be generating the gam
enabled (opt-in).
* To opt-in go to the archipelago installation (default: `C:\ProgramData\Archipelago`), open the host.yaml with a text
editor and find the `plando_options` key. The available plando modules can be enabled by adding them after this such
as
`plando_options: bosses, items, texts, connections`.
editor and find the `plando_options` key. The available plando modules can be enabled by adding them after this such as
`plando_options: bosses, items, texts, connections`.
* If you are not the one doing the generation or even if you are you can add to the `requires` section of your yaml so that it will throw an error if the options that you need to generate properly are not enabled to ensure you will get the results you desire. Only enter in the plando modules that you are using here but it should look like:
```yaml
requires:
version: current.version.number
plando: bosses, items, texts, connections
```
## Item Plando

View File

@ -20,28 +20,20 @@ General plando guide: [Archipelago Plando Guide](/tutorial/archipelago/plando/en
Link to the Past plando guide: [LttP Plando Guide](/tutorial/zelda3/plando/en)
## Trigger use
Triggers have to be defined in the root of the yaml file meaning it must be outside a game section. The best place to do
this is the bottom of the yaml.
- Triggers comprise the trigger section and then each trigger must have an `option_category`, `option_name`,
and `option_result` from which it will react to and then an `options` section where the definition of what will
happen.
Triggers may be defined in either the root or in the relevant game sections. Generally, The best place to do this is the bottom of the yaml for clear organization.
- Triggers comprise the trigger section and then each trigger must have an `option_category`, `option_name`, and
`option_result` from which it will react to and then an `options` section for the definition of what will happen.
- `option_category` is the defining section from which the option is defined in.
- Example: `A Link to the Past`
- This is the root category the option is located in. If the option you're triggering off of is in root then you
would use `null`, otherwise this is the game for which you want this option trigger to activate.
- This is the root category the option is located in. If the option you're triggering off of is in root then you would use `null`, otherwise this is the game for which you want this option trigger to activate.
- `option_name` is the option setting from which the triggered choice is going to react to.
- Example: `shop_item_slots`
- This can be any option from any category defined in the yaml file in either root or a game section except
for `game`.
- Example: `shop_item_slots`
- This can be any option from any category defined in the yaml file in either root or a game section.
- `option_result` is the result of this option setting from which you would like to react.
- Example: `15`
- Each trigger must be used for exactly one option result. If you would like the same thing to occur with multiple
results you would need multiple triggers for this.
- `options` is where you define what will happen when this is detected. This can be something as simple as ensuring
another option also gets selected or placing an item in a certain location.
- Example:
- Each trigger must be used for exactly one option result. If you would like the same thing to occur with multiple results you would need multiple triggers for this.
- `options` is where you define what will happen when this is detected. This can be something as simple as ensuring another option also gets selected or placing an item in a certain location. It is possible to have multiple things happen in this section.
- Example:
```yaml
A Link to the Past:
start_inventory:
@ -85,5 +77,39 @@ For example:
Timespinner:
Inverted: true
```
In this example if your world happens to roll SpecificKeycards then your game will also start in inverted.
In this example if your world happens to roll `SpecificKeycards` then your game will also start in inverted.
It is also possible to use imaginary names in options to trigger specific settings. You can use these made up names in either your main options or to trigger from another trigger. Currently, this is the only way to trigger on "setting 1 AND setting 2".
For example:
```yaml
triggers:
- option_category: Secret of Evermore
option_name: doggomizer
option_result: pupdunk
options:
Secret of Evermore:
difficulty:
normal: 50
pupdunk_hard: 25
pupdunk_mystery: 25
exp_modifier:
150: 50
200: 50
- option_category: Secret of Evermore
option_name: difficulty
option_result: pupdunk_hard
options:
Secret of Evermore:
fix_wings_glitch: false
difficulty: hard
- option_category: Secret of Evermore
option_name: difficulty
option_result: pupdunk_mystery
options:
Secret of Evermore:
fix_wings_glitch: false
difficulty: mystery
```
In this example (thanks to @Black-Sliver) if the `pupdunk` option is rolled then the difficulty values will be rolled again using the new options `normal`, `pupdunk_hard`, and `pupdunk_mystery`, and the exp modifier will be rerolled using new weights for 150 and 200. This allows for two more triggers that will only be used for the new `pupdunk_hard` and `pupdunk_mystery` options so that they will only be triggered on "pupdunk AND hard/mystery".

View File

@ -0,0 +1,41 @@
# Timespinner Randomizer Installationsanweisungen
## Benötigte Software
- [Timespinner (Steam)](https://store.steampowered.com/app/368620/Timespinner/), [Timespinner (Humble)](https://www.humblebundle.com/store/timespinner) oder [Timespinner (GOG)](https://www.gog.com/game/timespinner) (andere Versionen werden nicht unterstützt)
- [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer)
## Wie funktioniert's?
Der Timespinner Randomizer lädt die Timespinner.exe im gleichen Verzeichnis und verändert seine Speicherinformationen um die Randomisierung der Gegenstände zu erlauben
## Installationsanweisungen
1. Die aktuellsten Dateien des Randomizers findest du ganz oben auf dieser Webseite: [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases). Lade dir unter 'Assets' die .zip Datei für dein Betriebssystem herunter
2. Entpacke die .zip Datei im Ordner, in dem das Spiel Timespinner installiert ist
## Den Randomizer starten
- auf Windows: Starte die Datei TsRandomizer.exe
- auf Linux: Starte die Datei TsRandomizer.bin.x86_64
- auf Mac: Starte die Datei TsRandomizer.bin.osx
... im Ordner in dem die Inhalte aus der .zip Datei entpackt wurden
Weitere Informationen zum Randomizer findest du hier: [ReadMe](https://github.com/JarnoWesthof/TsRandomizer)
## An einer Multiworld teilnehmen
1. Starte den Randomizer wie unter [Den Randomizer starten](#Den-Randomizer-starten) beschrieben
2. Wähle "New Game"
3. Wechsle "<< Select Seed >>" zu "<< Archiplago >>" indem du "links" auf deinem Controller oder der Tastatur drückst
4. Wähle "<< Archipelago >>" um ein neues Menu zu öffnen, wo du deine Logininformationen für Archipelago eingeben kannst
* ANMERKUNG: Die Eingabefelder unterstützen das Einfügen von Informationen mittels 'Ctrl + V'
5. Wähle "Connect"
6. Wenn alles funktioniert hat, wechselt das Spiel zurück zur Auswahl des Schwierigkeitsgrads und das Spiel startet, sobald du einen davon ausgewählt hast
## Woher bekomme ich eine Konfigurationsdatei?
Die [Player Settings](https://archipelago.gg/games/Timespinner/player-settings) Seite auf der Website erlaubt dir, persönliche Einstellungen zu definieren und diese in eine Konfigurationsdatei zu exportieren
* Die Timespinner Randomizer Option "StinkyMaw" ist in Archipelago Seeds aktuell immer an
* Die Timespinner Randomizer Optionen "ProgressiveVerticalMovement" & "ProgressiveKeycards" werden in Archipelago Seeds aktuell nicht unterstützt

View File

@ -2,41 +2,29 @@
## Required Software
- One of:
- Timespinner (steam) from: [Timespinner Steam Store Page](https://store.steampowered.com/app/368620/Timespinner/)
- Timespinner (drm free) from: [Timespinner Humble Store Page](https://www.humblebundle.com/store/timespinner)
- Timespinner Randomizer from: [Timespinner Randomizer GitHub](https://github.com/JarnoWesthof/TsRandomizer)
- [Timespinner (Steam)](https://store.steampowered.com/app/368620/Timespinner/), [Timespinner (Humble)](https://www.humblebundle.com/store/timespinner) or [Timespinner (GOG)](https://www.gog.com/game/timespinner) (other versions are not supported)
- [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer)
## General Concept
The Timespinner Randomizer loads Timespinner.exe from the same folder, and alters its state in memory to allow for
randomization of the items.
The Timespinner Randomizer loads Timespinner.exe from the same folder, and alters its state in memory to allow for randomization of the items
## Installation Procedures
Download latest release on [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases) you
can find the .zip files on the releases page, download the zip for your current platform. Then extract the zip to the
folder where your Timespinner game is installed. Then just run TsRandomizer.exe (on windows) or
TsRandomizerItemTracker.bin.x86_64 (on linux) or TsRandomizerItemTracker.bin.osx (on mac) instead of Timespinner.exe to
start the game in randomized mode, for more info see
the [ReadMe for TsRandomizer](https://github.com/JarnoWesthof/TsRandomizer)
Download latest release on [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases) you can find the .zip files on the releases page. Download the zip for your current platform. Then extract the zip to the folder where your Timespinner game is installed. Then just run TsRandomizer.exe (on Windows) or TsRandomizer.bin.x86_64 (on Linux) or TsRandomizer.bin.osx (on Mac) instead of Timespinner.exe to start the game in randomized mode. For more info see the [ReadMe](https://github.com/JarnoWesthof/TsRandomizer)
## Joining a MultiWorld Game
1. Run TsRandomizer.exe
2. Select "New Game"
3. Switch "<< Select Seed >>" to "<< Archiplago >>" by pressing left on the controller or keyboard
4. Select "<< Archiplago >>" to open a new menu where you can enter your Archipelago login credentails
* NOTE: the input fields support Ctrl + V pasting of values
3. Switch "<< Select Seed >>" to "<< Archipelago >>" by pressing left on your controller or keyboard
4. Select "<< Archipelago >>" to open a new menu where you can enter your Archipelago login credentials
* NOTE: the input fields support Ctrl + V pasting of values
5. Select "Connect"
6. If all went well you will be taken back the difficulty selection menu and the game will start as soon as you select a
difficulty
6. If all went well you will be taken back to the difficulty selection menu and the game will start as soon as you select a difficulty
## Where do I get a config file?
The [Timespinner Player Settings Page](https://archipelago.gg/games/Timespinner/player-settings) on the website allows
you to configure your personal settings and export a config file from them.
The [Player Settings](https://archipelago.gg/games/Timespinner/player-settings) page on the website allows you to configure your personal settings and export them into a config file
* The Timespinner Randomizer option "StinkyMaw" is currently always enabled for Archipelago generated seeds
* The Timespinner Randomizer options "ProgressiveVerticalMovement" & "ProgressiveKeycards" are currently not supported
on Archipelago generated seeds
* The Timespinner Randomizer options "ProgressiveVerticalMovement" & "ProgressiveKeycards" are currently not supported on Archipelago generated seeds

View File

@ -54,7 +54,8 @@
"filename": "archipelago/advanced_settings_en.md",
"link": "archipelago/advanced_settings/en",
"authors": [
"alwaysintreble"
"alwaysintreble",
"Alchav"
]
}
]
@ -291,6 +292,16 @@
"authors": [
"Jarno"
]
},
{
"language": "German",
"filename": "timespinner/setup_de.md",
"link": "timespinner/setup/de",
"authors": [
"Grrmo",
"Fynxes",
"Blaze0168"
]
}
]
}

View File

@ -85,24 +85,30 @@ const createDefaultSettings = (settingData) => {
newSettings[game][gameSetting]['random-low'] = 0;
newSettings[game][gameSetting]['random-high'] = 0;
break;
case 'items-list':
case 'locations-list':
case 'custom-list':
newSettings[game][gameSetting] = [];
break;
default:
console.error(`Unknown setting type for ${game} setting ${gameSetting}: ${setting.type}`);
}
}
newSettings[game].start_inventory = [];
newSettings[game].start_inventory = {};
newSettings[game].exclude_locations = [];
newSettings[game].local_items = [];
newSettings[game].non_local_items = [];
newSettings[game].start_hints = [];
newSettings[game].start_location_hints = [];
}
localStorage.setItem('weighted-settings', JSON.stringify(newSettings));
}
};
// TODO: Include item configs: start_inventory, local_items, non_local_items, start_hints
// TODO: Include location configs: exclude_locations
const buildUI = (settingData) => {
// Build the game-choice div
buildGameChoice(settingData.games);
@ -133,12 +139,17 @@ const buildUI = (settingData) => {
const itemsDiv = buildItemsDiv(game, settingData.games[game].gameItems);
gameDiv.appendChild(itemsDiv);
const hintsDiv = buildHintsDiv(game, settingData.games[game].gameItems, settingData.games[game].gameLocations);
gameDiv.appendChild(hintsDiv);
gamesWrapper.appendChild(gameDiv);
collapseButton.addEventListener('click', () => {
collapseButton.classList.add('invisible');
weightedSettingsDiv.classList.add('invisible');
itemsDiv.classList.add('invisible');
hintsDiv.classList.add('invisible');
expandButton.classList.remove('invisible');
});
@ -146,6 +157,7 @@ const buildUI = (settingData) => {
collapseButton.classList.remove('invisible');
weightedSettingsDiv.classList.remove('invisible');
itemsDiv.classList.remove('invisible');
hintsDiv.classList.remove('invisible');
expandButton.classList.add('invisible');
});
});
@ -462,6 +474,18 @@ const buildWeightedSettingsDiv = (game, settings) => {
settingWrapper.appendChild(rangeTable);
break;
case 'items-list':
// TODO
break;
case 'locations-list':
// TODO
break;
case 'custom-list':
// TODO
break;
default:
console.error(`Unknown setting type for ${game} setting ${setting}: ${settings[setting].type}`);
return;
@ -474,6 +498,9 @@ const buildWeightedSettingsDiv = (game, settings) => {
};
const buildItemsDiv = (game, items) => {
// Sort alphabetical, in pace
items.sort();
const currentSettings = JSON.parse(localStorage.getItem('weighted-settings'));
const itemsDiv = document.createElement('div');
itemsDiv.classList.add('items-div');
@ -537,19 +564,21 @@ const buildItemsDiv = (game, items) => {
nonLocalItems.addEventListener('drop', itemDropHandler);
// Populate the divs
items.sort().forEach((item) => {
const itemDiv = buildItemDiv(game, item);
if (currentSettings[game].start_inventory.includes(item)){
items.forEach((item) => {
if (Object.keys(currentSettings[game].start_inventory).includes(item)){
const itemDiv = buildItemQtyDiv(game, item);
itemDiv.setAttribute('data-setting', 'start_inventory');
startInventory.appendChild(itemDiv);
} else if (currentSettings[game].local_items.includes(item)) {
const itemDiv = buildItemDiv(game, item);
itemDiv.setAttribute('data-setting', 'local_items');
localItems.appendChild(itemDiv);
} else if (currentSettings[game].non_local_items.includes(item)) {
const itemDiv = buildItemDiv(game, item);
itemDiv.setAttribute('data-setting', 'non_local_items');
nonLocalItems.appendChild(itemDiv);
} else {
const itemDiv = buildItemDiv(game, item);
availableItems.appendChild(itemDiv);
}
});
@ -580,6 +609,39 @@ const buildItemDiv = (game, item) => {
return itemDiv;
};
const buildItemQtyDiv = (game, item) => {
const currentSettings = JSON.parse(localStorage.getItem('weighted-settings'));
const itemQtyDiv = document.createElement('div');
itemQtyDiv.classList.add('item-qty-div');
itemQtyDiv.setAttribute('id', `${game}-${item}`);
itemQtyDiv.setAttribute('data-game', game);
itemQtyDiv.setAttribute('data-item', item);
itemQtyDiv.setAttribute('draggable', 'true');
itemQtyDiv.innerText = item;
const inputWrapper = document.createElement('div');
inputWrapper.classList.add('item-qty-input-wrapper')
const itemQty = document.createElement('input');
itemQty.setAttribute('value', currentSettings[game].start_inventory.hasOwnProperty(item) ?
currentSettings[game].start_inventory[item] : '1');
itemQty.setAttribute('data-game', game);
itemQty.setAttribute('data-setting', 'start_inventory');
itemQty.setAttribute('data-option', item);
itemQty.setAttribute('maxlength', '3');
itemQty.addEventListener('keyup', (evt) => {
evt.target.value = isNaN(parseInt(evt.target.value)) ? 0 : parseInt(evt.target.value);
updateItemSetting(evt);
});
inputWrapper.appendChild(itemQty);
itemQtyDiv.appendChild(inputWrapper);
itemQtyDiv.addEventListener('dragstart', (evt) => {
evt.dataTransfer.setData('text/plain', itemQtyDiv.getAttribute('id'));
});
return itemQtyDiv;
};
const itemDragoverHandler = (evt) => {
evt.preventDefault();
};
@ -592,22 +654,33 @@ const itemDropHandler = (evt) => {
const currentSettings = JSON.parse(localStorage.getItem('weighted-settings'));
const game = sourceDiv.getAttribute('data-game');
const item = sourceDiv.getAttribute('data-item');
const itemDiv = buildItemDiv(game, item);
const oldSetting = sourceDiv.hasAttribute('data-setting') ? sourceDiv.getAttribute('data-setting') : null;
const newSetting = evt.target.hasAttribute('data-setting') ? evt.target.getAttribute('data-setting') : null;
const itemDiv = newSetting === 'start_inventory' ? buildItemQtyDiv(game, item) : buildItemDiv(game, item);
if (oldSetting) {
if (currentSettings[game][oldSetting].includes(item)) {
currentSettings[game][oldSetting].splice(currentSettings[game][oldSetting].indexOf(item), 1);
if (oldSetting === 'start_inventory') {
if (currentSettings[game][oldSetting].hasOwnProperty(item)) {
delete currentSettings[game][oldSetting][item];
}
} else {
if (currentSettings[game][oldSetting].includes(item)) {
currentSettings[game][oldSetting].splice(currentSettings[game][oldSetting].indexOf(item), 1);
}
}
}
if (newSetting) {
itemDiv.setAttribute('data-setting', newSetting);
document.getElementById(`${game}-${newSetting}`).appendChild(itemDiv);
if (!currentSettings[game][newSetting].includes(item)){
currentSettings[game][newSetting].push(item);
if (newSetting === 'start_inventory') {
currentSettings[game][newSetting][item] = 1;
} else {
if (!currentSettings[game][newSetting].includes(item)){
currentSettings[game][newSetting].push(item);
}
}
} else {
// No setting was assigned, this item has been removed from the settings
@ -621,6 +694,157 @@ const itemDropHandler = (evt) => {
localStorage.setItem('weighted-settings', JSON.stringify(currentSettings));
};
const buildHintsDiv = (game, items, locations) => {
const currentSettings = JSON.parse(localStorage.getItem('weighted-settings'));
// Sort alphabetical, in place
items.sort();
locations.sort();
const hintsDiv = document.createElement('div');
hintsDiv.classList.add('hints-div');
const hintsHeader = document.createElement('h3');
hintsHeader.innerText = 'Item & Location Hints';
hintsDiv.appendChild(hintsHeader);
const hintsDescription = document.createElement('p');
hintsDescription.classList.add('setting-description');
hintsDescription.innerText = 'Choose any items or locations to begin the game with the knowledge of where those ' +
' items are, or what those locations contain. Excluded locations will not contain progression items.';
hintsDiv.appendChild(hintsDescription);
const itemHintsContainer = document.createElement('div');
itemHintsContainer.classList.add('hints-container');
const itemHintsWrapper = document.createElement('div');
itemHintsWrapper.classList.add('hints-wrapper');
itemHintsWrapper.innerText = 'Starting Item Hints';
const itemHintsDiv = document.createElement('div');
itemHintsDiv.classList.add('item-container');
items.forEach((item) => {
const itemDiv = document.createElement('div');
itemDiv.classList.add('hint-div');
const itemLabel = document.createElement('label');
itemLabel.setAttribute('for', `${game}-start_hints-${item}`);
const itemCheckbox = document.createElement('input');
itemCheckbox.setAttribute('type', 'checkbox');
itemCheckbox.setAttribute('id', `${game}-start_hints-${item}`);
itemCheckbox.setAttribute('data-game', game);
itemCheckbox.setAttribute('data-setting', 'start_hints');
itemCheckbox.setAttribute('data-option', item);
if (currentSettings[game].start_hints.includes(item)) {
itemCheckbox.setAttribute('checked', 'true');
}
itemCheckbox.addEventListener('change', hintChangeHandler);
itemLabel.appendChild(itemCheckbox);
const itemName = document.createElement('span');
itemName.innerText = item;
itemLabel.appendChild(itemName);
itemDiv.appendChild(itemLabel);
itemHintsDiv.appendChild(itemDiv);
});
itemHintsWrapper.appendChild(itemHintsDiv);
itemHintsContainer.appendChild(itemHintsWrapper);
const locationHintsWrapper = document.createElement('div');
locationHintsWrapper.classList.add('hints-wrapper');
locationHintsWrapper.innerText = 'Starting Location Hints';
const locationHintsDiv = document.createElement('div');
locationHintsDiv.classList.add('item-container');
locations.forEach((location) => {
const locationDiv = document.createElement('div');
locationDiv.classList.add('hint-div');
const locationLabel = document.createElement('label');
locationLabel.setAttribute('for', `${game}-start_location_hints-${location}`);
const locationCheckbox = document.createElement('input');
locationCheckbox.setAttribute('type', 'checkbox');
locationCheckbox.setAttribute('id', `${game}-start_location_hints-${location}`);
locationCheckbox.setAttribute('data-game', game);
locationCheckbox.setAttribute('data-setting', 'start_location_hints');
locationCheckbox.setAttribute('data-option', location);
if (currentSettings[game].start_location_hints.includes(location)) {
locationCheckbox.setAttribute('checked', '1');
}
locationCheckbox.addEventListener('change', hintChangeHandler);
locationLabel.appendChild(locationCheckbox);
const locationName = document.createElement('span');
locationName.innerText = location;
locationLabel.appendChild(locationName);
locationDiv.appendChild(locationLabel);
locationHintsDiv.appendChild(locationDiv);
});
locationHintsWrapper.appendChild(locationHintsDiv);
itemHintsContainer.appendChild(locationHintsWrapper);
const excludeLocationsWrapper = document.createElement('div');
excludeLocationsWrapper.classList.add('hints-wrapper');
excludeLocationsWrapper.innerText = 'Exclude Locations';
const excludeLocationsDiv = document.createElement('div');
excludeLocationsDiv.classList.add('item-container');
locations.forEach((location) => {
const locationDiv = document.createElement('div');
locationDiv.classList.add('hint-div');
const locationLabel = document.createElement('label');
locationLabel.setAttribute('for', `${game}-exclude_locations-${location}`);
const locationCheckbox = document.createElement('input');
locationCheckbox.setAttribute('type', 'checkbox');
locationCheckbox.setAttribute('id', `${game}-exclude_locations-${location}`);
locationCheckbox.setAttribute('data-game', game);
locationCheckbox.setAttribute('data-setting', 'exclude_locations');
locationCheckbox.setAttribute('data-option', location);
if (currentSettings[game].exclude_locations.includes(location)) {
locationCheckbox.setAttribute('checked', '1');
}
locationCheckbox.addEventListener('change', hintChangeHandler);
locationLabel.appendChild(locationCheckbox);
const locationName = document.createElement('span');
locationName.innerText = location;
locationLabel.appendChild(locationName);
locationDiv.appendChild(locationLabel);
excludeLocationsDiv.appendChild(locationDiv);
});
excludeLocationsWrapper.appendChild(excludeLocationsDiv);
itemHintsContainer.appendChild(excludeLocationsWrapper);
hintsDiv.appendChild(itemHintsContainer);
return hintsDiv;
};
const hintChangeHandler = (evt) => {
const currentSettings = JSON.parse(localStorage.getItem('weighted-settings'));
const game = evt.target.getAttribute('data-game');
const setting = evt.target.getAttribute('data-setting');
const option = evt.target.getAttribute('data-option');
if (evt.target.checked) {
if (!currentSettings[game][setting].includes(option)) {
currentSettings[game][setting].push(option);
}
} else {
if (currentSettings[game][setting].includes(option)) {
currentSettings[game][setting].splice(currentSettings[game][setting].indexOf(option), 1);
}
}
localStorage.setItem('weighted-settings', JSON.stringify(currentSettings));
};
const updateVisibleGames = () => {
const settings = JSON.parse(localStorage.getItem('weighted-settings'));
Object.keys(settings.game).forEach((game) => {
@ -664,25 +888,44 @@ const updateBaseSetting = (event) => {
localStorage.setItem('weighted-settings', JSON.stringify(settings));
};
const updateGameSetting = (event) => {
const updateGameSetting = (evt) => {
const options = JSON.parse(localStorage.getItem('weighted-settings'));
const game = event.target.getAttribute('data-game');
const setting = event.target.getAttribute('data-setting');
const option = event.target.getAttribute('data-option');
const type = event.target.getAttribute('data-type');
document.getElementById(`${game}-${setting}-${option}`).innerText = event.target.value;
options[game][setting][option] = isNaN(event.target.value) ?
event.target.value : parseInt(event.target.value, 10);
const game = evt.target.getAttribute('data-game');
const setting = evt.target.getAttribute('data-setting');
const option = evt.target.getAttribute('data-option');
document.getElementById(`${game}-${setting}-${option}`).innerText = evt.target.value;
options[game][setting][option] = isNaN(evt.target.value) ?
evt.target.value : parseInt(evt.target.value, 10);
localStorage.setItem('weighted-settings', JSON.stringify(options));
};
const exportSettings = () => {
const updateItemSetting = (evt) => {
const options = JSON.parse(localStorage.getItem('weighted-settings'));
const game = evt.target.getAttribute('data-game');
const setting = evt.target.getAttribute('data-setting');
const option = evt.target.getAttribute('data-option');
if (setting === 'start_inventory') {
options[game][setting][option] = evt.target.value.trim() ? parseInt(evt.target.value) : 0;
} else {
options[game][setting][option] = isNaN(evt.target.value) ?
evt.target.value : parseInt(evt.target.value, 10);
}
localStorage.setItem('weighted-settings', JSON.stringify(options));
};
const validateSettings = () => {
const settings = JSON.parse(localStorage.getItem('weighted-settings'));
const userMessage = document.getElementById('user-message');
let errorMessage = null;
// User must choose a name for their file
if (!settings.name || settings.name.trim().length === 0 || settings.name.toLowerCase().trim() === 'player') {
const userMessage = document.getElementById('user-message');
userMessage.innerText = 'You forgot to set your player name at the top of the page!';
userMessage.classList.add('visible');
window.scrollTo(0, 0);
userMessage.scrollIntoView({
behavior: 'smooth',
block: 'start',
});
return;
}
@ -702,9 +945,41 @@ const exportSettings = () => {
delete settings[game][setting][option];
}
});
if (
Object.keys(settings[game][setting]).length === 0 &&
!Array.isArray(settings[game][setting]) &&
setting !== 'start_inventory'
) {
errorMessage = `${game} // ${setting} has no values above zero!`;
}
});
});
if (Object.keys(settings.game).length === 0) {
errorMessage = 'You have not chosen a game to play!';
}
// If an error occurred, alert the user and do not export the file
if (errorMessage) {
userMessage.innerText = errorMessage;
userMessage.classList.add('visible');
userMessage.scrollIntoView({
behavior: 'smooth',
block: 'start',
});
return;
}
// If no error occurred, hide the user message if it is visible
userMessage.classList.remove('visible');
return settings;
};
const exportSettings = () => {
const settings = validateSettings();
if (!settings) { return; }
const yamlText = jsyaml.safeDump(settings, { noCompatMode: true }).replaceAll(/'(\d+)':/g, (x, y) => `${y}:`);
download(`${document.getElementById('player-name').value}.yaml`, yamlText);
};
@ -721,9 +996,12 @@ const download = (filename, text) => {
};
const generateGame = (raceMode = false) => {
const settings = validateSettings();
if (!settings) { return; }
axios.post('/api/generate', {
weights: { player: localStorage.getItem('weighted-settings') },
presetData: { player: localStorage.getItem('weighted-settings') },
weights: { player: JSON.stringify(settings) },
presetData: { player: JSON.stringify(settings) },
playerCount: 1,
race: raceMode ? '1' : '0',
}).then((response) => {
@ -735,7 +1013,10 @@ const generateGame = (raceMode = false) => {
userMessage.innerText += ' ' + error.response.data.text;
}
userMessage.classList.add('visible');
window.scrollTo(0, 0);
userMessage.scrollIntoView({
behavior: 'smooth',
block: 'start',
});
console.error(error);
});
};

View File

@ -102,26 +102,90 @@ html{
#weighted-settings .items-wrapper .item-set-wrapper{
width: 24%;
font-weight: bold;
}
#weighted-settings .items-wrapper .item-container{
#weighted-settings .item-container{
border: 1px solid #ffffff;
border-radius: 2px;
width: 100%;
height: 300px;
overflow-y: auto;
overflow-x: hidden;
margin-top: 0.125rem;
font-weight: normal;
}
#weighted-settings .items-wrapper .item-container .item-div{
padding: 0.15rem;
#weighted-settings .item-container .item-div{
padding: 0.125rem 0.5rem;
cursor: pointer;
}
#weighted-settings .items-wrapper .item-container .item-div:hover{
#weighted-settings .item-container .item-div:hover{
background-color: rgba(0, 0, 0, 0.1);
}
#weighted-settings .item-container .item-qty-div{
display: flex;
flex-direction: row;
justify-content: space-between;
padding: 0.125rem 0.5rem;
cursor: pointer;
}
#weighted-settings .item-container .item-qty-div .item-qty-input-wrapper{
display: flex;
flex-direction: column;
justify-content: space-around;
}
#weighted-settings .item-container .item-qty-div input{
min-width: unset;
width: 1.5rem;
text-align: center;
}
#weighted-settings .item-container .item-qty-div:hover{
background-color: rgba(0, 0, 0, 0.1);
}
#weighted-settings .hints-div{
margin-top: 2rem;
}
#weighted-settings .hints-div h3{
margin-bottom: 0.5rem;
}
#weighted-settings .hints-div .hints-container{
display: flex;
flex-direction: row;
justify-content: space-between;
font-weight: bold;
}
#weighted-settings .hints-div .hints-wrapper{
width: 32.5%;
}
#weighted-settings .hints-div .hints-wrapper .hint-div{
display: flex;
flex-direction: row;
cursor: pointer;
user-select: none;
-moz-user-select: none;
}
#weighted-settings .hints-div .hints-wrapper .hint-div:hover{
background-color: rgba(0, 0, 0, 0.1);
}
#weighted-settings .hints-div .hints-wrapper .hint-div label{
flex-grow: 1;
padding: 0.125rem 0.5rem;
cursor: pointer;
}
#weighted-settings #weighted-settings-button-row{
display: flex;
flex-direction: row;

View File

@ -43,7 +43,6 @@
<td><img src="{{ icons['Fishing Rod'] }}" class="{{ 'acquired' if 'Fishing Rod' in acquired_items }}" title="Fishing Rod" /></td>
<td><img src="{{ icons['Campfire'] }}" class="{{ 'acquired' if 'Campfire' in acquired_items }}" title="Campfire" /></td>
<td><img src="{{ icons['Spyglass'] }}" class="{{ 'acquired' if 'Spyglass' in acquired_items }}" title="Spyglass" /></td>
<td><img src="{{ icons['Dragon Head'] }}" class="{{ 'acquired' if game_finished }}" title="Ender Dragon" /></td>
</tr>
</table>
<table id="location-table">

View File

@ -18,10 +18,13 @@
or download a settings file you can use to participate in a MultiWorld.</p>
<p>
A list of all games you have generated can be found <a href="/user-content">here</a>.
A more advanced settings configuration for all games can be found on the
<a href="/weighted-settings">Weighted Settings</a> page.
<br />
Advanced users can download a template file for this game
<a href="/static/generated/configs/{{ game }}.yaml">here</a>.
A list of all games you have generated can be found on the <a href="/user-content">User Content Page</a>.
<br />
You may also download the
<a href="/static/generated/configs/{{ game }}.yaml">template file for this game</a>.
</p>
<p><label for="player-name">Please enter your player name. This will appear in-game as you send and receive

View File

@ -31,12 +31,16 @@
<tr>
<td>Rooms:&nbsp;</td>
<td>
{% call macros.list_rooms(rooms) %}
{% call macros.list_rooms(seed.rooms | selectattr("owner", "eq", session["_id"])) %}
<li>
<a href="{{ url_for("new_room", seed=seed.id) }}">Create New Room</a>
</li>
{% endcall %}
{% if seed.rooms %}<span>
There are a total of {{ seed.rooms | length }} Rooms, only those created by you are linked above.
</span>{% endif %}
</td>
</tr>
</tbody>
</table>

View File

@ -14,10 +14,15 @@
<div id="weighted-settings" data-game="{{ game }}">
<div id="user-message"></div>
<h1>Weighted Settings</h1>
<p>Weighted Settings allows you to choose how likely a particular option is to be used in game generation.
The higher an option is weighted, the more likely the option will be chosen. Think of them like
entries in a raffle.</p>
<p>Choose the games and options you would like to play with! You may generate a single-player game from
this page, or download a settings file you can use to participate in a MultiWorld.</p>
<p>A list of all games you have generated can be found <a href="/user-content">here</a>.</p>
<p>A list of all games you have generated can be found on the <a href="/user-content">User Content</a>
page.</p>
<p><label for="player-name">Please enter your player name. This will appear in-game as you send and receive
items if you are playing in a MultiWorld.</label><br />

View File

@ -421,7 +421,7 @@ def __renderMinecraftTracker(multisave: Dict[str, Any], room: Room, locations: D
"Bucket": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Bucket_JE2_BE2.png",
"Bow": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ab/Bow_%28Pull_2%29_JE1_BE1.png",
"Shield": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c6/Shield_JE2_BE1.png",
"Red Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/dc/Red_Bed_JE4_BE3.png",
"Red Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/6/6a/Red_Bed_%28N%29.png",
"Netherite Scrap": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/33/Netherite_Scrap_JE2_BE1.png",
"Flint and Steel": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/94/Flint_and_Steel_JE4_BE2.png",
"Enchanting Table": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Enchanting_Table.gif",
@ -429,7 +429,6 @@ def __renderMinecraftTracker(multisave: Dict[str, Any], room: Room, locations: D
"Campfire": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Campfire_JE2_BE2.gif",
"Water Bottle": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/75/Water_Bottle_JE2_BE2.png",
"Spyglass": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c1/Spyglass_JE2_BE1.png",
"Dragon Head": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b6/Dragon_Head.png",
}
minecraft_location_ids = {

View File

@ -1,5 +1,5 @@
from __future__ import annotations
from typing import Dict, Set, Tuple, List, Optional, TextIO
from typing import Dict, Set, Tuple, List, Optional, TextIO, Any
from BaseClasses import MultiWorld, Item, CollectionState, Location
from Options import Option
@ -8,7 +8,7 @@ from Options import Option
class AutoWorldRegister(type):
world_types: Dict[str, World] = {}
def __new__(cls, name, bases, dct):
def __new__(cls, name: str, bases, dct: Dict[str, Any]):
# filter out any events
dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id}
dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id}
@ -19,7 +19,7 @@ class AutoWorldRegister(type):
# build rest
dct["item_names"] = frozenset(dct["item_name_to_id"])
dct["location_names"] = frozenset(dct["location_name_to_id"])
dct["all_names"] = dct["item_names"] | dct["location_names"] | set(dct.get("item_name_groups", {}))
dct["all_item_and_group_names"] = frozenset(dct["item_names"] | set(dct.get("item_name_groups", {})))
# construct class
new_class = super().__new__(cls, name, bases, dct)
@ -71,7 +71,7 @@ class World(metaclass=AutoWorldRegister):
options: Dict[str, type(Option)] = {} # link your Options mapping
game: str # name the game
topology_present: bool = False # indicate if world type has any meaningful layout/pathing
all_names: Set[str] = frozenset() # gets automatically populated with all item, item group and location names
all_item_and_group_names: Set[str] = frozenset() # gets automatically populated with all item and item group names
# map names to their IDs
item_name_to_id: Dict[str, int] = {}
@ -115,7 +115,8 @@ class World(metaclass=AutoWorldRegister):
item_names: Set[str] # set of all potential item names
location_names: Set[str] # set of all potential location names
# If there is visibility in what is being sent, this is where it will be known.
# If the game displays all contained items to the user, this flag pre-fills the hint system with this information
# For example the "full" tech tree information option in Factorio
sending_visible: bool = False
def __init__(self, world: MultiWorld, player: int):

View File

@ -1,5 +1,6 @@
import typing
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionList, DeathLink
from Options import Option, DefaultOnToggle, Toggle, Range, OptionList, DeathLink
from .LogicTricks import normalized_name_tricks
from .ColorSFXOptions import *
@ -824,6 +825,8 @@ class LogicTricks(OptionList):
Format as a comma-separated list of "nice" names: ["Fewer Tunic Requirements", "Hidden Grottos without Stone of Agony"].
A full list of supported tricks can be found at https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LogicTricks.py"""
displayname = "Logic Tricks"
valid_keys = frozenset(normalized_name_tricks)
valid_keys_casefold = True
# All options assembled into a single dict

View File

@ -143,7 +143,7 @@ def set_rules(ootworld):
if ootworld.skip_child_zelda:
# If skip child zelda is on, the item at Song from Impa must be giveable by the save context.
location = world.get_location('Song from Impa', player)
add_item_rule(location, lambda item: item in SaveContext.giveable_items)
add_item_rule(location, lambda item: item.name in SaveContext.giveable_items)
for name in ootworld.always_hints:
add_rule(world.get_location(name, player), guarantee_hint)

View File

@ -58,7 +58,7 @@ def create_regions(world: MultiWorld, player: int, locations: Tuple[LocationData
names: Dict[str, int] = {}
connect(world, player, names, 'Lake desolation', 'Lower lake desolation', lambda state: state._timespinner_has_timestop(world, player or state.has('Talaria Attachment', player)))
connect(world, player, names, 'Lake desolation', 'Lower lake desolation', lambda state: state._timespinner_has_timestop(world, player) or state.has('Talaria Attachment', player))
connect(world, player, names, 'Lake desolation', 'Upper lake desolation', lambda state: state._timespinner_has_fire(world, player) and state.can_reach('Upper Lake Serene', 'Region', player))
connect(world, player, names, 'Lake desolation', 'Skeleton Shaft', lambda state: state._timespinner_has_doublejump(world, player))
connect(world, player, names, 'Lake desolation', 'Space time continuum', lambda state: state.has('Twin Pyramid Key', player))