Merge branch 'ArchipelagoMW:main' into ror2

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alwaysintreble 2021-10-08 13:29:25 -05:00 committed by GitHub
commit d10cab824a
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23 changed files with 2056 additions and 1075 deletions

View File

@ -25,7 +25,6 @@ class MultiWorld():
plando_texts: List[Dict[str, str]]
plando_items: List
plando_connections: List
er_seeds: Dict[int, str]
worlds: Dict[int, Any]
is_race: bool = False
@ -66,15 +65,20 @@ class MultiWorld():
self.dynamic_regions = []
self.dynamic_locations = []
self.spoiler = Spoiler(self)
self.fix_trock_doors = self.AttributeProxy(lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_doors = self.AttributeProxy(
lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.NOTCURSED = self.AttributeProxy(lambda player: not self.CURSED[player])
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('tech_tree_layout_prerequisites', {})
set_player_attr('_region_cache', {})
set_player_attr('shuffle', "vanilla")
@ -122,6 +126,17 @@ class MultiWorld():
set_player_attr('completion_condition', lambda state: True)
self.custom_data = {}
self.worlds = {}
self.slot_seeds = {}
def set_seed(self, seed: Optional[int] = None, secure: bool = False, name: Optional[str] = None):
self.seed = get_seed(seed)
if secure:
self.secure()
else:
self.random.seed(self.seed)
self.seed_name = name if name else str(self.seed)
self.slot_seeds = {player: random.Random(self.random.getrandbits(64)) for player in
range(1, self.players + 1)}
def set_options(self, args):
from worlds import AutoWorld
@ -230,7 +245,7 @@ class MultiWorld():
if item.name in subworld.dungeon_local_item_names:
subworld.collect(ret, item)
ret.sweep_for_events()
if use_cache:
self._all_state = ret
return ret
@ -270,7 +285,7 @@ class MultiWorld():
else:
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
def get_entrances(self) -> list:
def get_entrances(self) -> List[Entrance]:
if self._cached_entrances is None:
self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances]
return self._cached_entrances
@ -278,7 +293,7 @@ class MultiWorld():
def clear_entrance_cache(self):
self._cached_entrances = None
def get_locations(self) -> list:
def get_locations(self) -> List[Location]:
if self._cached_locations is None:
self._cached_locations = [location for region in self.regions for location in region.locations]
return self._cached_locations
@ -286,7 +301,7 @@ class MultiWorld():
def clear_location_cache(self):
self._cached_locations = None
def get_unfilled_locations(self, player=None) -> list:
def get_unfilled_locations(self, player=None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and not location.item]
@ -295,19 +310,19 @@ class MultiWorld():
def get_unfilled_dungeon_locations(self):
return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon]
def get_filled_locations(self, player=None) -> list:
def get_filled_locations(self, player=None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and location.item is not None]
return [location for location in self.get_locations() if location.item is not None]
def get_reachable_locations(self, state=None, player=None) -> list:
def get_reachable_locations(self, state=None, player=None) -> List[Location]:
if state is None:
state = self.state
return [location for location in self.get_locations() if
(player is None or location.player == player) and location.can_reach(state)]
def get_placeable_locations(self, state=None, player=None) -> list:
def get_placeable_locations(self, state=None, player=None) -> List[Location]:
if state is None:
state = self.state
return [location for location in self.get_locations() if
@ -335,7 +350,7 @@ class MultiWorld():
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state : Optional[CollectionState]=None):
def can_beat_game(self, starting_state: Optional[CollectionState] = None):
if starting_state:
if self.has_beaten_game(starting_state):
return True
@ -392,7 +407,7 @@ class MultiWorld():
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
state = CollectionState(self)
players = {"minimal" : set(),
players = {"minimal": set(),
"items": set(),
"locations": set()}
for player, access in self.accessibility.items():
@ -400,13 +415,13 @@ class MultiWorld():
beatable_fulfilled = False
def location_conditition(location : Location):
def location_conditition(location: Location):
"""Determine if this location has to be accessible, location is already filtered by location_relevant"""
if location.player in players["minimal"]:
return False
return True
def location_relevant(location : Location):
def location_relevant(location: Location):
"""Determine if this location is relevant to sweep."""
if location.player in players["locations"] or location.event or \
(location.item and location.item.advancement):
@ -499,7 +514,8 @@ class CollectionState(object):
ret.prog_items = self.prog_items.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
range(1, self.world.players + 1)}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in
range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
@ -535,10 +551,10 @@ class CollectionState(object):
def has(self, item, player: int, count: int = 1):
return self.prog_items[item, player] >= count
def has_all(self, items: Set[str], player:int):
def has_all(self, items: Set[str], player: int):
return all(self.prog_items[item, player] for item in items)
def has_any(self, items: Set[str], player:int):
def has_any(self, items: Set[str], player: int):
return any(self.prog_items[item, player] for item in items)
def has_group(self, item_name_group: str, player: int, count: int = 1):
@ -638,10 +654,10 @@ class CollectionState(object):
self.is_not_bunny(cave, player)
)
def can_retrieve_tablet(self, player:int) -> bool:
def can_retrieve_tablet(self, player: int) -> bool:
return self.has('Book of Mudora', player) and (self.has_beam_sword(player) or
(self.world.swordless[player] and
self.has("Hammer", player)))
(self.world.swordless[player] and
self.has("Hammer", player)))
def has_sword(self, player: int) -> bool:
return self.has('Fighter Sword', player) \
@ -650,7 +666,8 @@ class CollectionState(object):
or self.has('Golden Sword', player)
def has_beam_sword(self, player: int) -> bool:
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword',
player)
def has_melee_weapon(self, player: int) -> bool:
return self.has_sword(player) or self.has('Hammer', player)
@ -714,7 +731,7 @@ class CollectionState(object):
rules.append(self.has('Moon Pearl', player))
return all(rules)
def can_bomb_clip(self, region: Region, player: int) -> bool:
def can_bomb_clip(self, region: Region, player: int) -> bool:
return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
@ -742,12 +759,13 @@ class CollectionState(object):
self.blocked_connections[item.player] = set()
self.stale[item.player] = True
@unique
class RegionType(int, Enum):
Generic = 0
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses
Cave = 3 # Also includes Houses
Dungeon = 4
@property
@ -869,6 +887,7 @@ class Dungeon(object):
def __str__(self):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Boss():
def __init__(self, name, enemizer_name, defeat_rule, player: int):
self.name = name
@ -882,6 +901,7 @@ class Boss():
def __repr__(self):
return f"Boss({self.name})"
class Location():
# If given as integer, then this is the shop's inventory index
shop_slot: Optional[int] = None
@ -897,7 +917,7 @@ class Location():
access_rule = staticmethod(lambda state: True)
item_rule = staticmethod(lambda item: True)
def __init__(self, player: int, name: str = '', address:int = None, parent=None):
def __init__(self, player: int, name: str = '', address: int = None, parent=None):
self.name: str = name
self.address: Optional[int] = address
self.parent_region: Region = parent
@ -1021,39 +1041,58 @@ class Spoiler():
def set_entrance(self, entrance, exit, direction, player):
if self.world.players == 1:
self.entrances[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
self.entrances[(entrance, direction, player)] = OrderedDict(
[('entrance', entrance), ('exit', exit), ('direction', direction)])
else:
self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
self.entrances[(entrance, direction, player)] = OrderedDict(
[('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
def parse_data(self):
self.medallions = OrderedDict()
for player in self.world.get_game_players("A Link to the Past"):
self.medallions[f'Misery Mire ({self.world.get_player_name(player)})'] = self.world.required_medallions[player][0]
self.medallions[f'Turtle Rock ({self.world.get_player_name(player)})'] = self.world.required_medallions[player][1]
self.medallions[f'Misery Mire ({self.world.get_player_name(player)})'] = \
self.world.required_medallions[player][0]
self.medallions[f'Turtle Rock ({self.world.get_player_name(player)})'] = \
self.world.required_medallions[player][1]
self.locations = OrderedDict()
listed_locations = set()
lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld and loc.show_in_spoiler]
self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations])
lw_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld and loc.show_in_spoiler]
self.locations['Light World'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
lw_locations])
listed_locations.update(lw_locations)
dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld and loc.show_in_spoiler]
self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
dw_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld and loc.show_in_spoiler]
self.locations['Dark World'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
dw_locations])
listed_locations.update(dw_locations)
cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and loc.show_in_spoiler]
self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
cave_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and loc.show_in_spoiler]
self.locations['Caves'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
cave_locations])
listed_locations.update(cave_locations)
for dungeon in self.world.dungeons.values():
dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and loc.show_in_spoiler]
self.locations[str(dungeon)] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
dungeon_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and loc.show_in_spoiler]
self.locations[str(dungeon)] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
dungeon_locations])
listed_locations.update(dungeon_locations)
other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.show_in_spoiler]
other_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.show_in_spoiler]
if other_locations:
self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations])
self.locations['Other Locations'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
other_locations])
listed_locations.update(other_locations)
self.shops = []
@ -1069,10 +1108,13 @@ class Spoiler():
if item is None:
continue
my_price = item['price'] // price_rate_display.get(item['price_type'], 1)
shopdata['item_{}'.format(index)] = f"{item['item']}{my_price} {price_type_display_name[item['price_type']]}"
shopdata['item_{}'.format(
index)] = f"{item['item']}{my_price} {price_type_display_name[item['price_type']]}"
if item['player'] > 0:
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('', '(Player {}) — '.format(item['player']))
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('',
'(Player {}) — '.format(
item['player']))
if item['max'] == 0:
continue
@ -1080,7 +1122,8 @@ class Spoiler():
if item['replacement'] is None:
continue
shopdata['item_{}'.format(index)] += f", {item['replacement']} - {item['replacement_price']} {price_type_display_name[item['replacement_price_type']]}"
shopdata['item_{}'.format(
index)] += f", {item['replacement']} - {item['replacement_price']} {price_type_display_name[item['replacement_price_type']]}"
self.shops.append(shopdata)
for player in self.world.get_game_players("A Link to the Past"):
@ -1089,7 +1132,8 @@ class Spoiler():
self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name
self.bosses[str(player)]["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name
self.bosses[str(player)]["Hyrule Castle"] = "Agahnim"
self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness", player).boss.name
self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness",
player).boss.name
self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name
self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name
self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name
@ -1097,13 +1141,19 @@ class Spoiler():
self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name
self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name
if self.world.mode[player] != 'inverted':
self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower Basement"] = \
self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses[
'middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses[
'top'].name
else:
self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower Basement"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
self.bosses[str(player)]["Ganon"] = "Ganon"
@ -1176,7 +1226,7 @@ class Spoiler():
outfile.write('Item Functionality: %s\n' % self.world.item_functionality[player])
outfile.write('Entrance Shuffle: %s\n' % self.world.shuffle[player])
if self.world.shuffle[player] != "vanilla":
outfile.write('Entrance Shuffle Seed %s\n' % self.world.er_seeds[player])
outfile.write('Entrance Shuffle Seed %s\n' % self.world.worlds[player].er_seed)
outfile.write('Pyramid hole pre-opened: %s\n' % (
'Yes' if self.world.open_pyramid[player] else 'No'))
outfile.write('Shop inventory shuffle: %s\n' %
@ -1217,22 +1267,30 @@ class Spoiler():
outfile.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
outfile.write('\n'.join(
['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in
grouping.items()]))
if self.shops:
outfile.write('\n\nShops:\n\n')
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(
item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if
item)) for shop in self.shops))
for player in self.world.get_game_players("A Link to the Past"):
if self.world.boss_shuffle[player] != 'none':
bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
outfile.write(f'\n\nBosses{(f" ({self.world.get_player_name(player)})" if self.world.players > 1 else "")}:\n')
outfile.write(' '+'\n '.join([f'{x}: {y}' for x, y in bossmap.items()]))
outfile.write(
f'\n\nBosses{(f" ({self.world.get_player_name(player)})" if self.world.players > 1 else "")}:\n')
outfile.write(' ' + '\n '.join([f'{x}: {y}' for x, y in bossmap.items()]))
outfile.write('\n\nPlaythrough:\n\n')
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join(
[' %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [
f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
if self.unreachables:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
if self.paths:
outfile.write('\n\nPaths:\n\n')
@ -1247,3 +1305,13 @@ class Spoiler():
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
outfile.write('\n'.join(path_listings))
seeddigits = 20
def get_seed(seed=None):
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed

View File

@ -17,7 +17,7 @@ from worlds.generic import PlandoItem, PlandoConnection
from Utils import parse_yaml, version_tuple, __version__, tuplize_version, get_options
from worlds.alttp.EntranceRandomizer import parse_arguments
from Main import main as ERmain
from Main import get_seed, seeddigits
from BaseClasses import seeddigits, get_seed
import Options
from worlds.alttp import Bosses
from worlds.alttp.Text import TextTable

23
Main.py
View File

@ -1,7 +1,6 @@
from itertools import zip_longest
import logging
import os
import random
import time
import zlib
import concurrent.futures
@ -19,15 +18,6 @@ from Utils import output_path, get_options, __version__, version_tuple
from worlds.generic.Rules import locality_rules, exclusion_rules
from worlds import AutoWorld
seeddigits = 20
def get_seed(seed=None):
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed
def main(args, seed=None):
if args.outputpath:
@ -39,13 +29,8 @@ def main(args, seed=None):
# initialize the world
world = MultiWorld(args.multi)
logger = logging.getLogger('')
world.seed = get_seed(seed)
if args.race:
world.secure()
else:
world.random.seed(world.seed)
world.seed_name = str(args.outputname if args.outputname else world.seed)
logger = logging.getLogger()
world.set_seed(secure=args.race, name=str(args.outputname if args.outputname else world.seed))
world.shuffle = args.shuffle.copy()
world.logic = args.logic.copy()
@ -81,7 +66,6 @@ def main(args, seed=None):
world.plando_items = args.plando_items.copy()
world.plando_texts = args.plando_texts.copy()
world.plando_connections = args.plando_connections.copy()
world.er_seeds = getattr(args, "er_seeds", {})
world.required_medallions = args.required_medallions.copy()
world.game = args.game.copy()
world.set_options(args)
@ -90,9 +74,6 @@ def main(args, seed=None):
world.sprite = args.sprite.copy()
world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
world.slot_seeds = {player: random.Random(world.random.getrandbits(64)) for player in
range(1, world.players + 1)}
logger.info('Archipelago Version %s - Seed: %s\n', __version__, world.seed)
logger.info("Found World Types:")

View File

@ -9,7 +9,7 @@ from flask import request, flash, redirect, url_for, session, render_template
from worlds.alttp.EntranceRandomizer import parse_arguments
from Main import main as ERmain
from Main import get_seed, seeddigits
from BaseClasses import seeddigits, get_seed
from Generate import handle_name
import pickle

View File

@ -7,6 +7,7 @@ Run the exe file, and after accepting the license agreement you will be prompted
## Generating a game
### Gather all player YAMLS
All players that wish to play in the generated multiworld must have a YAML file which contains all of the settings that they wish to play with.
A YAML is a file which contains human readable markup. In other words, this is a settings file kind of like an INI file or a TOML file.
Each player can go to the game's player settings page in order to determine the settings how they want them and then download a YAML file containing these settings.
After getting all of the YAML files these can all either be placed together in the `Archipelago\Players` folder or compressed into a ZIP folder to then be uploaded to the [website generator](http://archipelago.gg:48484/generate).
If rolling locally ensure that the folder is clear of any files you do not wish to include in the game such as the included default player settings files.
@ -23,4 +24,4 @@ The easiest and most recommended method is to upload the zip file that you gener
### Hosting a seed locally
For this we'll assume you have already port forwarding `38281` and have generated a seed that is still in the `outputs` folder. Next, you'll want to run `ArchipelagoServer.exe`. A window will open in order to open the multiworld data for the game. You can either use the generated zip folder or extract the .archipelago file and use it. If everything worked correctly the console window should tell you it's now hosting a game with the IP, port, and password that clients will need in order to connect.
Extract the patch and mod files then send those to your friends and you're done!
Extract the patch and mod files then send those to your friends and you're done!

View File

@ -105,6 +105,33 @@
}
]
},
{
"gameTitle": "The Legend of Zelda: Ocarina of Time",
"tutorials": [
{
"name": "Multiworld Setup Tutorial",
"description": "A guide to setting up the Archipelago Ocarina of Time software on your computer.",
"files": [
{
"language": "English",
"filename": "zelda5/setup_en.md",
"link": "zelda5/setup/en",
"authors": [
"Edos"
]
},
{
"language": "Spanish",
"filename": "zelda5/setup_es.md",
"link": "zelda5/setup/es",
"authors": [
"Edos"
]
}
]
}
]
},
{
"gameTitle": "Factorio",
"tutorials": [

View File

@ -0,0 +1,387 @@
# Setup Guide for Ocarina of time Archipelago
## Important
As we are using Z5Client and Bizhawk, this guide is only applicable to Windows.
## Required Software
- [bizhawk+script+Z5Client](https://github.com/ArchipelagoMW/Z5Client/releases) We recommend download Z5Client-setup as it makes some steps automatic.
## Install Emulator and client
Download getBizhawk.ps1 from previous link. Place it on the folder where you want your emulator to be installed, right click on it and select "Run with PowerShell". This will download all the needed dependencies used by the emulator. This can take a while.
It is strongly recommended to associate N64 rom extension (\*.n64) to the Bizhawk we've just installed. To do so, we simple have to search any N64 rom we happened to own, right click and select "Open with...", we unfold the list that appears and select the bottom option "Look for another application", we browse to Bizhawk folder and select EmuHawk.exe
Place the ootMulti.lua file from the previous link inside the "lua" folder from the just installed emulator.
Install the Z5Client using its setup.
## Configuring your YAML file
### What is a YAML file and why do I need one?
Your YAML file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own YAML file. This setup allows
each player to enjoy an experience customized for their taste, and different players in the same multiworld
can all have different options.
### Where do I get a YAML file?
A basic OOT yaml will look like this. (There are lots of cosmetic options that have been removed for the sake of this tutorial, if you want to see a complete list, download (Archipelago)[https://github.com/ArchipelagoMW/Archipelago/releases] and look for the sample file in the "Players" folder))
```yaml
description: Default Ocarina of Time Template # Used to describe your yaml. Useful if you have multiple files
# Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
name: YourName
game:
Ocarina of Time: 1
requires:
version: 0.1.7 # Version of Archipelago required for this yaml to work as expected.
# Shared Options supported by all games:
accessibility:
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
locations: 50 # Guarantees you will be able to access all locations, and therefore all items
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
progression_balancing:
on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
Ocarina of Time:
logic_rules: # Set the logic used for the generator.
glitchless: 50
glitched: 0
no_logic: 0
logic_no_night_tokens_without_suns_song: # Nighttime skulltulas will logically require Sun's Song.
false: 50
true: 0
open_forest: # Set the state of Kokiri Forest and the path to Deku Tree.
open: 50
closed_deku: 0
closed: 0
open_kakariko: # Set the state of the Kakariko Village gate.
open: 50
zelda: 0
closed: 0
open_door_of_time: # Open the Door of Time by default, without the Song of Time.
false: 0
true: 50
zora_fountain: # Set the state of King Zora, blocking the way to Zora's Fountain.
open: 0
adult: 0
closed: 50
gerudo_fortress: # Set the requirements for access to Gerudo Fortress.
normal: 0
fast: 50
open: 0
bridge: # Set the requirements for the Rainbow Bridge.
open: 0
vanilla: 0
stones: 0
medallions: 50
dungeons: 0
tokens: 0
trials: # Set the number of required trials in Ganon's Castle.
# you can add additional values between minimum and maximum
0: 50 # minimum value
6: 0 # maximum value
random: 0
random-low: 0
random-high: 0
starting_age: # Choose which age Link will start as.
child: 50
adult: 0
triforce_hunt: # Gather pieces of the Triforce scattered around the world to complete the game.
false: 50
true: 0
triforce_goal: # Number of Triforce pieces required to complete the game. Total number placed determined by the Item Pool setting.
# you can add additional values between minimum and maximum
1: 0 # minimum value
50: 0 # maximum value
random: 0
random-low: 0
random-high: 0
20: 50
bombchus_in_logic: # Bombchus are properly considered in logic. The first found pack will have 20 chus; Kokiri Shop and Bazaar sell refills; bombchus open Bombchu Bowling.
false: 50
true: 0
bridge_stones: # Set the number of Spiritual Stones required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_medallions: # Set the number of medallions required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_rewards: # Set the number of dungeon rewards required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_tokens: # Set the number of Gold Skulltula Tokens required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_mapcompass: # Control where to shuffle dungeon maps and compasses.
remove: 0
startwith: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_smallkeys: # Control where to shuffle dungeon small keys.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_fortresskeys: # Control where to shuffle the Gerudo Fortress small keys.
vanilla: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_bosskeys: # Control where to shuffle boss keys, except the Ganon's Castle Boss Key.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_ganon_bosskey: # Control where to shuffle the Ganon's Castle Boss Key.
remove: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
on_lacs: 0
enhance_map_compass: # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is.
false: 50
true: 0
lacs_condition: # Set the requirements for the Light Arrow Cutscene in the Temple of Time.
vanilla: 50
stones: 0
medallions: 0
dungeons: 0
tokens: 0
lacs_stones: # Set the number of Spiritual Stones required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_medallions: # Set the number of medallions required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_rewards: # Set the number of dungeon rewards required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_tokens: # Set the number of Gold Skulltula Tokens required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_song_items: # Set where songs can appear.
song: 50
dungeon: 0
any: 0
shopsanity: # Randomizes shop contents. Set to "off" to not shuffle shops; "0" shuffles shops but does not allow multiworld items in shops.
0: 0
1: 0
2: 0
3: 0
4: 0
random_value: 0
off: 50
tokensanity: # Token rewards from Gold Skulltulas are shuffled into the pool.
off: 50
dungeons: 0
overworld: 0
all: 0
shuffle_scrubs: # Shuffle the items sold by Business Scrubs, and set the prices.
off: 50
low: 0
regular: 0
random_prices: 0
shuffle_cows: # Cows give items when Epona's Song is played.
false: 50
true: 0
shuffle_kokiri_sword: # Shuffle Kokiri Sword into the item pool.
false: 50
true: 0
shuffle_ocarinas: # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool.
false: 50
true: 0
shuffle_weird_egg: # Shuffle the Weird Egg from Malon at Hyrule Castle.
false: 50
true: 0
shuffle_gerudo_card: # Shuffle the Gerudo Membership Card into the item pool.
false: 50
true: 0
shuffle_beans: # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees.
false: 50
true: 0
shuffle_medigoron_carpet_salesman: # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman.
false: 50
true: 0
skip_child_zelda: # Game starts with Zelda's Letter, the item at Zelda's Lullaby, and the relevant events already completed.
false: 50
true: 0
no_escape_sequence: # Skips the tower collapse sequence between the Ganondorf and Ganon fights.
false: 0
true: 50
no_guard_stealth: # The crawlspace into Hyrule Castle skips straight to Zelda.
false: 0
true: 50
no_epona_race: # Epona can always be summoned with Epona's Song.
false: 0
true: 50
skip_some_minigame_phases: # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt.
false: 0
true: 50
complete_mask_quest: # All masks are immediately available to borrow from the Happy Mask Shop.
false: 50
true: 0
useful_cutscenes: # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for glitched.
false: 50
true: 0
fast_chests: # All chest animations are fast. If disabled, major items have a slow animation.
false: 0
true: 50
free_scarecrow: # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song.
false: 50
true: 0
fast_bunny_hood: # Bunny Hood lets you move 1.5x faster like in Majora's Mask.
false: 50
true: 0
chicken_count: # Controls the number of Cuccos for Anju to give an item as child.
\# you can add additional values between minimum and maximum
0: 0 # minimum value
7: 50 # maximum value
random: 0
random-low: 0
random-high: 0
hints: # Gossip Stones can give hints about item locations.
none: 0
mask: 0
agony: 0
always: 50
hint_dist: # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc.
balanced: 50
ddr: 0
league: 0
mw2: 0
scrubs: 0
strong: 0
tournament: 0
useless: 0
very_strong: 0
text_shuffle: # Randomizes text in the game for comedic effect.
none: 50
except_hints: 0
complete: 0
damage_multiplier: # Controls the amount of damage Link takes.
half: 0
normal: 50
double: 0
quadruple: 0
ohko: 0
no_collectible_hearts: # Hearts will not drop from enemies or objects.
false: 50
true: 0
starting_tod: # Change the starting time of day.
default: 50
sunrise: 0
morning: 0
noon: 0
afternoon: 0
sunset: 0
evening: 0
midnight: 0
witching_hour: 0
start_with_consumables: # Start the game with full Deku Sticks and Deku Nuts.
false: 50
true: 0
start_with_rupees: # Start with a full wallet. Wallet upgrades will also fill your wallet.
false: 50
true: 0
item_pool_value: # Changes the number of items available in the game.
plentiful: 0
balanced: 50
scarce: 0
minimal: 0
junk_ice_traps: # Adds ice traps to the item pool.
off: 0
normal: 50
on: 0
mayhem: 0
onslaught: 0
ice_trap_appearance: # Changes the appearance of ice traps as freestanding items.
major_only: 50
junk_only: 0
anything: 0
logic_earliest_adult_trade: # Earliest item that can appear in the adult trade sequence.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 50
eyeball_frog: 0
eyedrops: 0
claim_check: 0
logic_latest_adult_trade: # Latest item that can appear in the adult trade sequence.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 0
eyeball_frog: 0
eyedrops: 0
claim_check: 50
```
## Joining a MultiWorld Game
### Obtain your OOT patch file
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that
is done, the host will provide you with either a link to download your data file, or with a zip file containing
everyone's data files. Your data file should have a `.z5ap` extension.
Double click on your `.z5ap` file to start Z5Client and start the ROM patch process. Once the process is finished (this can take a while), the emulator will be started automatically (If we associated the extension to the emulator as recommended)
### Connect to multiserver
Once both the Z5Client and the emulator are started we must connect them. Within the emulator we click on the "Tools" menu and select "Lua console". In the new window click on the folder icon and look for the ootMulti.lua file. Once the file is loaded it will connect automatically to Z5Client.
Note: We strongly advise you don't open any emulator menu while it and Z5client are connected, as the script will halt and disconnects can happen. If you get disconnected just double click on the script again.
To connect the client to the multiserver simply put address:port on the textfield on top and press enter (if the server uses password, type on the bottom textfield /connect <address>:<port> [password], to connect)
Now you are ready to start your adventure in Hyrule.

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@ -0,0 +1,372 @@
# Guia instalación de Ocarina of time Archipelago
## Nota importante
Al usar el cliente y bizhawk, esta guia solo es aplicable en Windows.
## Software Requerido
- [bizhawk+script+Z5Client](https://github.com/ArchipelagoMW/Z5Client/releases) Recomendamos bajar el setup de Z5client ya que automatizara varios pasos mas adelante
## Instala emulador y cliente
Descarga el fichero getBizhawk.ps1 del enlace anterior. Colocalo en la carpeta donde desees instalar el emulador, haz click derecho en él y selecciona "Ejecutar con PowerShell". Esto descargará todas las dependencias necesarias para el emulador. Puede tardar un rato.
Es recomendable asociar la extensión de las roms de N64 (\*.n64) al bizhawk que hemos instalado anteriormente. Para hacerlo simplemente debemos buscar alguna rom de n64 que tengamos, hacer click derecho, seleccionar "Abrir con...", desplegar la lista y buscar la opción "Buscar otra aplicación", navegar hasta el directorio de bizhawk y seleccionar EmuHawk.exe
Situa el fichero ootMulti.lua del enlace anterior en la carpeta "lua" del emulador recien instalado.
Instala el cliente Z5Client.
## Configura tu fichero YAML
### Que es un fichero YAML y por qué necesito uno?
Tu fichero YAML contiene un numero de opciones que proveen al generador con información sobre como debe generar tu juego.
Cada jugador de un multiworld entregara u propio fichero YAML.
Esto permite que cada jugador disfrute de una experiencia personalizada a su gusto y diferentes jugadores dentro del mismo multiworld
pueden tener diferentes opciones
### Where do I get a YAML file?
Un fichero basico yaml para OOT tendra este aspecto. (Hay muchas opciones cosméticas que se han ignorado para este tutorial, si quieres ver una lista completa, descarga (Archipelago)[https://github.com/ArchipelagoMW/Archipelago/releases] y buscar el fichero de ejemplo en el directorio "Players"))
```yaml
description: Default Ocarina of Time Template # Describe tu fichero yalm
\# Tu nombre en el juego. Los espacio seran reemplazados por _ y hay un limite de 16 caracteres
name: YourName{number}
game:
Ocarina of Time: 1
requires:
version: 0.1.7 # Version de archipelago minima.
\# Opciones compartidas por todos los juegos:
accessibility:
items: 0 # Garantiza que puedes obtener todos los objetos pero no todas las localizaciones
locations: 50 # Garantiza que puedes obtener todas las localizaciones
none: 0 # Solo garantiza que el juego pueda completarse.
progression_balancing:
on: 50 # Un sistema para reducir tiempos de espera en una partida multiworld
off: 0
Ocarina of Time:
logic_rules: # Logica usada por el randomizer.
glitchless: 50
glitched: 0
no_logic: 0
logic_no_night_tokens_without_suns_song: # Las skulltulas nocturnas requeriran la cancion del sol por logica
false: 50
true: 0
open_forest: # Indica el estado del bosque Kokiri y el camino al Arbol Deku.
open: 50
closed_deku: 0
closed: 0
open_kakariko: # Indica el estado de la puerta de Kakariko hacia la montaña de la muerte.
open: 50
zelda: 0
closed: 0
open_door_of_time: # Abre la puerta del tiempo sin la cancion del tiempo.
false: 0
true: 50
zora_fountain: # Indica el estado del rey zora bloqueando el camino a la fuente Zora.
open: 0
adult: 0
closed: 50
gerudo_fortress: # Indica los requerimientos para acceder a la fortaleza Gerudo.
normal: 0
fast: 50
open: 0
bridge: # Indica los requerimientos para el puente arco iris.
open: 0
vanilla: 0
stones: 0
medallions: 50
dungeons: 0
tokens: 0
trials: # Numero de pruebas dentro del castillo de Ganon.
0: 50 # minimum value
6: 0 # maximum value
random: 0
random-low: 0
random-high: 0
starting_age: # Indica la edad con la que empieza link.
child: 50
adult: 0
triforce_hunt: # Reune piezas de trifuerza para completar el juego.
false: 50
true: 0
triforce_goal: # Numero de piezas de trifuerza requeridas. El numero de piezas disponibles es determinado por la opcion "Item pool".
1: 0 # minimum value
50: 0 # maximum value
random: 0
random-low: 0
random-high: 0
20: 50
bombchus_in_logic: # Los bombchus son considerados para la logica. El primer pack encontrado da 20 chus y las tiendas kokiri y el bazaar los venden. Bombchus abren la bolera.
false: 50
true: 0
bridge_stones: # Numero de piedras para abrir el puente arco iris.
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_medallions: # Numero de medallones para abrir el puente arco iris.
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_rewards: # Numero de mazmorras (cualquier combinacion de medallones y piedras) para abrir el puente arco iris.
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_tokens: # Numero de skultullas de oro requeridas para el puente arco iris.
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_mapcompass: # Controla donde pueden aparecer los mapas y las brujulas.
remove: 0
startwith: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_smallkeys: # Controla donde pueden aparecer las llaves pequeñas.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_fortresskeys: # Controla donde pueden aparecer las llaves de la fortaleza Gerudo.
vanilla: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_bosskeys: # Controla donde pueden aparecer las llaves de jefe (excepto la llave del castillo de ganon).
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_ganon_bosskey: # Controla donde puede aparecer la llave del jefe del castillo de Ganon.
remove: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
on_lacs: 0
enhance_map_compass: # El mapa indica si una dungeon es clasica o Master Quest. Las brujulas indican la recompensa de mazmorra.
false: 50
true: 0
lacs_condition: # Marca el requerimiento para la escena de las flechas de luz (LACS) en el templo del tiempo.
vanilla: 50
stones: 0
medallions: 0
dungeons: 0
tokens: 0
lacs_stones: # Marca el numero de piedras espirituales requeridas para LACS
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_medallions: # Marca el numero de medallones requeridas para LACS.
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_rewards: # Marca el numero de recompensas de mazmorra requeridas para LACS.
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_tokens: # Marca el numero de Skulltulas de oro requeridas para LACS.
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_song_items: # Marca donde pueden aparecer las canciones.
song: 50
dungeon: 0
any: 0
shopsanity: # Aleatoriza el contenido de las tiendas. "off" para no mezclar las tiendas; "0" mezcla las tiendas pero no permite objetos unicos en ellas.
0: 0
1: 0
2: 0
3: 0
4: 0
random_value: 0
off: 50
tokensanity: # Indica si las Skulltulas de oro pueden tener objetos que no sean su ficha.
off: 50
dungeons: 0
overworld: 0
all: 0
shuffle_scrubs: # Aleatoriza los objetos de los Scrubs vendedores y marca su precio.
off: 50
low: 0
regular: 0
random_prices: 0
shuffle_cows: # Las vacas dan objetos cuando les tocas las cancion de Epona.
false: 50
true: 0
shuffle_kokiri_sword: # Aleatoriza la posicion de la espada Kokiri.
false: 50
true: 0
shuffle_ocarinas: # Aleatoriza la posicion de las ocarinas.
false: 50
true: 0
shuffle_weird_egg: # Aleatoriza la posicion del huevo extraño.
false: 50
true: 0
shuffle_gerudo_card: # Aleatoriza la posicion de la tarjeta de membresia Gerudo.
false: 50
true: 0
shuffle_beans: # Añade un pack de 10 judias magicas al juego y el vendedor vende un solo objeto por 60 rupias.
false: 50
true: 0
shuffle_medigoron_carpet_salesman: # Aleatoriza el objeto que vende Medigoron y el vendedor de la alfombra voladora del paramo maldito.
false: 50
true: 0
skip_child_zelda: # Empieza el juego con la carta de zelda, el objeto que daria impa al enseñar la nana de zelda. Y zelda se considera ya visitada (puedes ir directamente a ver a Saria al bosque y a Malon al rancho)
false: 50
true: 0
no_escape_sequence: # Elimina la huida de link y zelda despues de ganar a Ganondorf.
false: 0
true: 50
no_guard_stealth: # Elimina la escena de sigilo antes de ver a Zelda.
false: 0
true: 50
no_epona_race: # No necesitas hacer la carrera para invocar a Epona.
false: 0
true: 50
skip_some_minigame_phases: # La carrera de Dampe y el minijuego de arco a caballo dan ambras recompensas a la vez si se cumplen las condiciones.
false: 0
true: 50
complete_mask_quest: # Todas las mascaras estan disponibles.
false: 50
true: 0
useful_cutscenes: # Ciertas escenas se mantienen (como los Poes del templo del bosque, Darunia o Twinrova. Principalmente util para modos con Glitches.
false: 50
true: 0
fast_chests: # Los cofres siempre se cogen rapido. Si se desactiva, los objetos importantes tienen animacion lenta. (IMPORTANTE: TODOS LOS OBJETOS QUE VAYAN A OTROS MUNDOS SE CONSIDERAN IMPORTANTES)
false: 0
true: 50
free_scarecrow: # Sacara la ocraina cerca de un punto con espantapajaros invoca a Pierre sin necesidad de la cancion.
false: 50
true: 0
fast_bunny_hood: # La capucha conejo mejora tu velocidad como en Majora's Mask.
false: 50
true: 0
chicken_count: # Numero de Cuccos que Anju necesita en el corral para que te de el objeto.
0: 0 # minimum value
7: 50 # maximum value
random: 0
random-low: 0
random-high: 0
hints: # Marca el requerimiento para que las piedras chivatas den pistas.
none: 0
mask: 0
agony: 0
always: 50
hint_dist: # Elije la distribucion de pistas
balanced: 50
ddr: 0
league: 0
mw2: 0
scrubs: 0
strong: 0
tournament: 0
useless: 0
very_strong: 0
damage_multiplier: # Controla el daño que recibe Link.
half: 0
normal: 50
double: 0
quadruple: 0
ohko: 0
no_collectible_hearts: # No caen corazones de enemigos u objetos.
false: 50
true: 0
starting_tod: # Cambia el momento del dia al empezar el juego.
default: 50
sunrise: 0
morning: 0
noon: 0
afternoon: 0
sunset: 0
evening: 0
midnight: 0
witching_hour: 0
start_with_consumables: # Empieza el juego con el maximo de palos y nueves Deku que pueda llevar Link.
false: 50
true: 0
start_with_rupees: # Empieza el juego con la cartera llena. Las mejoras de cartera vienen llenas.
false: 50
true: 0
item_pool_value: # Cambia el numero de objetos disponibles en el juego.
plentiful: 0
balanced: 50
scarce: 0
minimal: 0
junk_ice_traps: # Añade trampas de hielo.
off: 0
normal: 50
on: 0
mayhem: 0
onslaught: 0
ice_trap_appearance: # Cambia la apariencia de las trampas de hielo cuando aparecen como objetos fuera de cofres.
major_only: 50
junk_only: 0
anything: 0
logic_earliest_adult_trade: # Objeto mas bajo que puede aparecer en la secuencia de cambios de Link Adulto.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 50
eyeball_frog: 0
eyedrops: 0
claim_check: 0
logic_latest_adult_trade: # Objeto mas tardio que puede aparecer en la secuencia de cambios de Link Adulto.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 0
eyeball_frog: 0
eyedrops: 0
claim_check: 50
```
## Unirse a un juego MultiWorld
### Obten tu parche
Cuando te unes a un juego multiworld, se te pedirá que entregues tu fichero YAML a quien sea que hospede el juego multiworld.
Una vez la generación acabe, el anfitrión te dará un enlace a tu fichero de datos o un zip con los ficheros de todos.
Tu fichero de datos tiene una extensión `.z5ap`.
Haz doble click en tu fichero `.z5ap` para que se arranque el Z5Client y realize el parcheado de la ROM. Una vez acabe el parcheado de la rom (esto puede llevar un tiempo) se abrira automaticamente el emulador (Si se ha asociado la extensión al emulador tal como hemos recomendado)
### Conectar al multiserver
Una vez arrancado tanto el Z5Client como el emulador hay que conectarlo entre ellos, para ello simplemente accede al menú "Tools" y selecciona "Lua console". En la nueva ventana, dale al icono de la carpeta y busca el fichero ootMulti.lua. Al cargar dicho fichero se conectara automaticamente con el cliente.
Nota: Es muy recomendable que no se abra ningún menú del emulador mientras esten emulador y Z5Client conectados, ya que el script de conexión se para en ese caso y pueden provocar desconexiones. Si se pierde la conexion, simplemente haz doble click en el script de nuevo.
Para conectar el cliente con el servidor simplemente pon la direccion_IP:puerto en la caja de texto de arriba y presiona enter (si el servidor tiene contraseña, en la caja de texto de abajo escribir /connect direccion:puerto contraseña, para conectar)
Y ya estas listo, para emprender tu aventura por Hyrule.

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30
test/Reachability.py Normal file
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@ -0,0 +1,30 @@
import unittest
from argparse import Namespace
from BaseClasses import MultiWorld
from worlds.AutoWorld import AutoWorldRegister, call_all
class TestBase(unittest.TestCase):
_state_cache = {}
gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
def testAllStateCanReachEverything(self):
for game_name, world_type in AutoWorldRegister.world_types.items():
if game_name != "Ori and the Blind Forest": # TODO: fix Ori Logic
with self.subTest("Game", game=game_name):
world = MultiWorld(1)
world.game[1] = game_name
world.player_name = {1: "Tester"}
world.set_seed()
args = Namespace()
for name, option in world_type.options.items():
setattr(args, name, {1: option.from_any(option.default)})
world.set_options(args)
world.set_default_common_options()
for step in self.gen_steps:
call_all(world, step)
state = world.get_all_state(False)
for location in world.get_locations():
with self.subTest("Location should be reached", location=location):
self.assertTrue(location.can_reach(state))

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@ -1,38 +0,0 @@
from test.vanilla.TestVanilla import TestVanilla
class TestDeathMountain(TestVanilla):
def testWestDeathMountain(self):
self.run_location_tests([
["Ether Tablet", False, []],
["Ether Tablet", False, [], ['Progressive Glove', 'Flute']],
["Ether Tablet", False, [], ['Lamp', 'Flute']],
["Ether Tablet", False, [], ['Magic Mirror', 'Hookshot']],
["Ether Tablet", False, [], ['Magic Mirror', 'Hammer']],
["Ether Tablet", False, ['Progressive Sword'], ['Progressive Sword']],
["Ether Tablet", False, [], ['Book of Mudora']],
["Ether Tablet", True, ['Flute', 'Magic Mirror', 'Book of Mudora', 'Progressive Sword', 'Progressive Sword']],
["Ether Tablet", True, ['Progressive Glove', 'Lamp', 'Magic Mirror', 'Book of Mudora', 'Progressive Sword', 'Progressive Sword']],
["Ether Tablet", True, ['Flute', 'Hammer', 'Hookshot', 'Book of Mudora', 'Progressive Sword', 'Progressive Sword']],
["Ether Tablet", True, ['Progressive Glove', 'Lamp', 'Hammer', 'Hookshot', 'Book of Mudora', 'Progressive Sword', 'Progressive Sword']],
["Old Man", False, []],
["Old Man", False, [], ['Progressive Glove', 'Flute']],
["Old Man", False, [], ['Lamp']],
["Old Man", True, ['Flute', 'Lamp']],
["Old Man", True, ['Progressive Glove', 'Lamp']],
["Spectacle Rock Cave", False, []],
["Spectacle Rock Cave", False, [], ['Progressive Glove', 'Flute']],
["Spectacle Rock Cave", False, [], ['Lamp', 'Flute']],
["Spectacle Rock Cave", True, ['Flute']],
["Spectacle Rock Cave", True, ['Progressive Glove', 'Lamp']],
["Spectacle Rock", False, []],
["Spectacle Rock", False, [], ['Progressive Glove', 'Flute']],
["Spectacle Rock", False, [], ['Lamp', 'Flute']],
["Spectacle Rock", False, [], ['Magic Mirror']],
["Spectacle Rock", True, ['Flute', 'Magic Mirror']],
["Spectacle Rock", True, ['Progressive Glove', 'Lamp', 'Magic Mirror']],
])

23
test/TestUniqueness.py Normal file
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@ -0,0 +1,23 @@
import unittest
from BaseClasses import MultiWorld
from worlds.AutoWorld import AutoWorldRegister
class TestBase(unittest.TestCase):
world: MultiWorld
_state_cache = {}
def testUniqueItems(self):
known_item_ids = set()
for gamename, world_type in AutoWorldRegister.world_types.items():
current = len(known_item_ids)
known_item_ids |= set(world_type.item_id_to_name)
self.assertEqual(len(known_item_ids) - len(world_type.item_id_to_name), current)
def testUniqueLocations(self):
known_location_ids = set()
for gamename, world_type in AutoWorldRegister.world_types.items():
current = len(known_location_ids)
known_location_ids |= set(world_type.location_id_to_name)
self.assertEqual(len(known_location_ids) - len(world_type.location_id_to_name), current)

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@ -48,6 +48,7 @@ def call_all(world: MultiWorld, method_name: str, *args):
for player in world.player_ids:
world_types.add(world.worlds[player].__class__)
call_single(world, method_name, player, *args)
for world_type in world_types:
stage_callable = getattr(world_type, f"stage_{method_name}", None)
if stage_callable:

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@ -257,7 +257,6 @@ def parse_arguments(argv, no_defaults=False):
ret.plando_items = []
ret.plando_texts = {}
ret.plando_connections = []
ret.er_seeds = {}
if ret.timer == "none":
ret.timer = False
@ -280,7 +279,7 @@ def parse_arguments(argv, no_defaults=False):
"triforce_pieces_available",
"triforce_pieces_required", "shop_shuffle",
"required_medallions",
"plando_items", "plando_texts", "plando_connections", "er_seeds",
"plando_items", "plando_texts", "plando_connections",
'dungeon_counters',
'shuffle_prizes', 'sprite_pool', 'dark_room_logic',
'game']:

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@ -1801,12 +1801,16 @@ def apply_rom_settings(rom, beep, color, quickswap, menuspeed, music: bool, spri
rom.write_bytes(0x123FE, [0x72]) # set lightning flash in misery mire (and standard) to brightness 0x72
rom.write_bytes(0x3FA7B, [0x80, 0xac - 0x7b]) # branch from palette writing lightning on death mountain
rom.write_byte(0x10817F, 0x01) # internal rom option
rom.write_byte(0x3FAB6, 0x80) # GT flashing
rom.write_byte(0x3FAC2, 0x80) # GT flashing
else:
rom.write_bytes(0x17E07, [0x00])
rom.write_bytes(0x17EAB, [0x85, 0x00, 0x29, 0x1F, 0x00, 0x18])
rom.write_bytes(0x123FE, [0x32]) # original weather flash value
rom.write_bytes(0x3FA7B, [0xc2, 0x20]) # rep #$20
rom.write_byte(0x10817F, 0x00) # internal rom option
rom.write_byte(0x3FAB6, 0xF0) # GT flashing
rom.write_byte(0x3FAC2, 0xD0) # GT flashing
rom.write_byte(0x18004B, 0x01 if quickswap else 0x00)

View File

@ -60,20 +60,20 @@ class ALTTPWorld(World):
world = self.world
# system for sharing ER layouts
world.er_seeds[player] = str(world.random.randint(0, 2 ** 64))
self.er_seed = str(world.random.randint(0, 2 ** 64))
if "-" in world.shuffle[player]:
shuffle, seed = world.shuffle[player].split("-", 1)
world.shuffle[player] = shuffle
if shuffle == "vanilla":
world.er_seeds[player] = "vanilla"
self.er_seed = "vanilla"
elif seed.startswith("group-") or world.is_race:
world.er_seeds[player] = get_same_seed(world, (
self.er_seed = get_same_seed(world, (
shuffle, seed, world.retro[player], world.mode[player], world.logic[player]))
else: # not a race or group seed, use set seed as is.
world.er_seeds[player] = seed
self.er_seed = seed
elif world.shuffle[player] == "vanilla":
world.er_seeds[player] = "vanilla"
self.er_seed = "vanilla"
for dungeon_item in ["smallkey_shuffle", "bigkey_shuffle", "compass_shuffle", "map_shuffle"]:
option = getattr(world, dungeon_item)[player]
if option == "own_world":
@ -118,7 +118,7 @@ class ALTTPWorld(World):
# seeded entrance shuffle
old_random = world.random
world.random = random.Random(world.er_seeds[player])
world.random = random.Random(self.er_seed)
if world.mode[player] != 'inverted':
link_entrances(world, player)

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@ -23,10 +23,14 @@ def locality_rules(world, player: int):
def exclusion_rules(world, player: int, exclude_locations: typing.Set[str]):
for loc_name in exclude_locations:
location = world.get_location(loc_name, player)
add_item_rule(location, lambda i: not (i.advancement or i.never_exclude))
location.excluded = True
try:
location = world.get_location(loc_name, player)
except KeyError as e: # failed to find the given location. Check if it's a legitimate location
if loc_name not in world.worlds[player].location_name_to_id:
raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
else:
add_item_rule(location, lambda i: not (i.advancement or i.never_exclude))
location.excluded = True
def set_rule(spot, rule: CollectionRule):
spot.access_rule = rule

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@ -106,7 +106,7 @@ def has_propulsion_cannon(state, player):
return state.has("Propulsion Cannon Fragment", player, 2) or \
(has_prawn(state, player) and has_praw_propulsion_arm(state, player))
def has_cyclops_shield(state, player):
return has_cyclops(state, player) and \
state.has("Cyclops Shield Generator", player)
@ -121,12 +121,12 @@ def has_cyclops_shield(state, player):
# Fins are not used when using seaglide
#
def get_max_swim_depth(state, player):
#TODO, Make this a difficulty setting.
# TODO, Make this a difficulty setting.
# Only go up to 200m without any submarines for now.
return 200
# Rules bellow, are what are technically possible
# has_ultra_high_capacity_tank = state.has("Ultra High Capacity Tank", player)
# has_ultra_glide_fins = state.has("Ultra Glide Fins", player)
@ -151,7 +151,7 @@ def get_seamoth_max_depth(state, player):
if has_seamoth(state, player):
if has_seamoth_depth_module_mk3(state, player):
return 900
elif has_seamoth_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
elif has_seamoth_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
return 500
elif has_seamoth_depth_module_mk1(state, player):
return 300
@ -165,7 +165,7 @@ def get_cyclops_max_depth(state, player):
if has_cyclops(state, player):
if has_cyclops_depth_module_mk3(state, player):
return 1700
elif has_cyclops_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
elif has_cyclops_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
return 1300
elif has_cyclops_depth_module_mk1(state, player):
return 900
@ -188,12 +188,12 @@ def get_prawn_max_depth(state, player):
def get_max_depth(state, player):
#TODO, Difficulty option, we can add vehicle depth + swim depth
# TODO, Difficulty option, we can add vehicle depth + swim depth
# But at this point, we have to consider traver distance in caves, not
# just depth
return max(get_max_swim_depth(state, player), \
get_seamoth_max_depth(state, player), \
get_cyclops_max_depth(state, player), \
return max(get_max_swim_depth(state, player),
get_seamoth_max_depth(state, player),
get_cyclops_max_depth(state, player),
get_prawn_max_depth(state, player))
@ -201,9 +201,9 @@ def can_access_location(state, player, loc):
pos_x = loc.get("position").get("x")
pos_y = loc.get("position").get("y")
pos_z = loc.get("position").get("z")
depth = -pos_y # y-up
map_center_dist = math.sqrt(pos_x**2 + pos_z**2)
aurora_dist = math.sqrt((pos_x - 1038.0)**2 + (pos_y - -3.4)**2 + (pos_z - -163.1)**2)
depth = -pos_y # y-up
map_center_dist = math.sqrt(pos_x ** 2 + pos_z ** 2)
aurora_dist = math.sqrt((pos_x - 1038.0) ** 2 + (pos_y - -3.4) ** 2 + (pos_z - -163.1) ** 2)
need_radiation_suit = aurora_dist < 950
need_laser_cutter = loc.get("need_laser_cutter", False)

View File

@ -1,4 +1,5 @@
import logging
import typing
logger = logging.getLogger("Subnautica")
@ -26,6 +27,8 @@ class SubnauticaWorld(World):
location_name_to_id = locations_lookup_name_to_id
options = options
data_version = 2
def generate_basic(self):
# Link regions
self.world.get_entrance('Lifepod 5', self.player).connect(self.world.get_region('Planet 4546B', self.player))
@ -34,19 +37,23 @@ class SubnauticaWorld(World):
pool = []
neptune_launch_platform = None
extras = 0
valuable = self.world.item_pool[self.player] == "valuable"
for item in item_table:
for i in range(item["count"]):
subnautica_item = self.create_item(item["name"])
if item["name"] == "Neptune Launch Platform":
neptune_launch_platform = subnautica_item
elif not item["progression"] and self.world.item_pool[self.player] == "valuable":
elif valuable and not item["progression"]:
self.world.push_precollected(subnautica_item)
extras += 1
else:
pool.append(subnautica_item)
for item_name in self.world.random.choices(sorted(advancement_item_names - {"Neptune Launch Platform"}),
k=extras):
pool.append(self.create_item(item_name))
item = self.create_item(item_name)
item.advancement = False # as it's an extra, just fast-fill it somewhere
pool.append(item)
self.world.itempool += pool
@ -70,6 +77,9 @@ class SubnauticaWorld(World):
item = lookup_name_to_item[name]
return SubnauticaItem(name, item["progression"], item["id"], player=self.player)
def get_required_client_version(self) -> typing.Tuple[int, int, int]:
return max((0, 1, 9), super(SubnauticaWorld, self).get_required_client_version())
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, None, name, player)

View File

@ -1,60 +1,60 @@
[
{ "id": 35000, "count": 1, "progression": true, "tech_type": "Compass", "name": "Subnautica Compass" },
{ "id": 35000, "count": 1, "progression": false, "tech_type": "Compass", "name": "Compass" },
{ "id": 35001, "count": 1, "progression": true, "tech_type": "PlasteelTank", "name": "Lightweight High Capacity Tank" },
{ "id": 35002, "count": 1, "progression": true, "tech_type": "BaseUpgradeConsole", "name": "Vehicle Upgrade Console" },
{ "id": 35003, "count": 1, "progression": true, "tech_type": "UltraGlideFins", "name": "Ultra Glide Fins" },
{ "id": 35004, "count": 1, "progression": true, "tech_type": "CyclopsSonarModule", "name": "Cyclops Sonar Upgrade" },
{ "id": 35005, "count": 1, "progression": true, "tech_type": "ReinforcedDiveSuit", "name": "Reinforced Dive Suit" },
{ "id": 35006, "count": 1, "progression": true, "tech_type": "CyclopsThermalReactorModule", "name": "Cyclops Thermal Reactor Module" },
{ "id": 35007, "count": 1, "progression": true, "tech_type": "Stillsuit", "name": "Stillsuit" },
{ "id": 35004, "count": 1, "progression": false, "tech_type": "CyclopsSonarModule", "name": "Cyclops Sonar Upgrade" },
{ "id": 35005, "count": 1, "progression": false, "tech_type": "ReinforcedDiveSuit", "name": "Reinforced Dive Suit" },
{ "id": 35006, "count": 1, "progression": false, "tech_type": "CyclopsThermalReactorModule", "name": "Cyclops Thermal Reactor Module" },
{ "id": 35007, "count": 1, "progression": false, "tech_type": "Stillsuit", "name": "Stillsuit" },
{ "id": 35008, "count": 2, "progression": false, "tech_type": "BaseWaterParkFragment", "name": "Alien Containment Fragment" },
{ "id": 35009, "count": 1, "progression": true, "tech_type": "CyclopsDecoy", "name": "Creature Decoy" },
{ "id": 35010, "count": 1, "progression": true, "tech_type": "CyclopsFireSuppressionModule", "name": "Cyclops Fire Suppression System" },
{ "id": 35011, "count": 1, "progression": true, "tech_type": "SwimChargeFins", "name": "Swim Charge Fins" },
{ "id": 35012, "count": 1, "progression": true, "tech_type": "RepulsionCannon", "name": "Repulsion Cannon" },
{ "id": 35013, "count": 1, "progression": true, "tech_type": "CyclopsDecoyModule", "name": "Cyclops Decoy Tube Upgrade" },
{ "id": 35009, "count": 1, "progression": false, "tech_type": "CyclopsDecoy", "name": "Creature Decoy" },
{ "id": 35010, "count": 1, "progression": false, "tech_type": "CyclopsFireSuppressionModule", "name": "Cyclops Fire Suppression System" },
{ "id": 35011, "count": 1, "progression": false, "tech_type": "SwimChargeFins", "name": "Swim Charge Fins" },
{ "id": 35012, "count": 1, "progression": false, "tech_type": "RepulsionCannon", "name": "Repulsion Cannon" },
{ "id": 35013, "count": 1, "progression": false, "tech_type": "CyclopsDecoyModule", "name": "Cyclops Decoy Tube Upgrade" },
{ "id": 35014, "count": 1, "progression": true, "tech_type": "CyclopsShieldModule", "name": "Cyclops Shield Generator" },
{ "id": 35015, "count": 1, "progression": true, "tech_type": "CyclopsHullModule1", "name": "Cyclops Depth Module MK1" },
{ "id": 35016, "count": 1, "progression": true, "tech_type": "CyclopsSeamothRepairModule", "name": "Cyclops Docking Bay Repair Module" },
{ "id": 35017, "count": 2, "progression": true, "tech_type": "BatteryChargerFragment", "name": "Battery Charger fragment" },
{ "id": 35018, "count": 2, "progression": true, "tech_type": "BeaconFragment", "name": "Beacon Fragment" },
{ "id": 35019, "count": 2, "progression": true, "tech_type": "BaseBioReactorFragment", "name": "Bioreactor Fragment" },
{ "id": 35016, "count": 1, "progression": false, "tech_type": "CyclopsSeamothRepairModule", "name": "Cyclops Docking Bay Repair Module" },
{ "id": 35017, "count": 2, "progression": false, "tech_type": "BatteryChargerFragment", "name": "Battery Charger fragment" },
{ "id": 35018, "count": 2, "progression": false, "tech_type": "BeaconFragment", "name": "Beacon Fragment" },
{ "id": 35019, "count": 2, "progression": false, "tech_type": "BaseBioReactorFragment", "name": "Bioreactor Fragment" },
{ "id": 35020, "count": 3, "progression": true, "tech_type": "CyclopsBridgeFragment", "name": "Cyclops Bridge Fragment" },
{ "id": 35021, "count": 3, "progression": true, "tech_type": "CyclopsEngineFragment", "name": "Cyclops Engine Fragment" },
{ "id": 35022, "count": 3, "progression": true, "tech_type": "CyclopsHullFragment", "name": "Cyclops Hull Fragment" },
{ "id": 35023, "count": 2, "progression": true, "tech_type": "GravSphereFragment", "name": "Grav Trap Fragment" },
{ "id": 35023, "count": 2, "progression": false, "tech_type": "GravSphereFragment", "name": "Grav Trap Fragment" },
{ "id": 35024, "count": 3, "progression": true, "tech_type": "LaserCutterFragment", "name": "Laser Cutter Fragment" },
{ "id": 35025, "count": 1, "progression": false, "tech_type": "TechlightFragment", "name": "Light Stick Fragment" },
{ "id": 35026, "count": 3, "progression": true, "tech_type": "ConstructorFragment", "name": "Mobile Vehicle Bay Fragment" },
{ "id": 35027, "count": 3, "progression": true, "tech_type": "WorkbenchFragment", "name": "Modification Station Fragment" },
{ "id": 35028, "count": 2, "progression": true, "tech_type": "MoonpoolFragment", "name": "Moonpool Fragment" },
{ "id": 35029, "count": 3, "progression": true, "tech_type": "BaseNuclearReactorFragment", "name": "Nuclear Reactor Fragment" },
{ "id": 35030, "count": 2, "progression": true, "tech_type": "PowerCellChargerFragment", "name": "Power Cell Charger Fragment" },
{ "id": 35031, "count": 1, "progression": true, "tech_type": "PowerTransmitterFragment", "name": "Power Transmitter Fragment" },
{ "id": 35029, "count": 3, "progression": false, "tech_type": "BaseNuclearReactorFragment", "name": "Nuclear Reactor Fragment" },
{ "id": 35030, "count": 2, "progression": false, "tech_type": "PowerCellChargerFragment", "name": "Power Cell Charger Fragment" },
{ "id": 35031, "count": 1, "progression": false, "tech_type": "PowerTransmitterFragment", "name": "Power Transmitter Fragment" },
{ "id": 35032, "count": 4, "progression": true, "tech_type": "ExosuitFragment", "name": "Prawn Suit Fragment" },
{ "id": 35033, "count": 2, "progression": true, "tech_type": "ExosuitDrillArmFragment", "name": "Prawn Suit Drill Arm Fragment" },
{ "id": 35034, "count": 2, "progression": true, "tech_type": "ExosuitGrapplingArmFragment", "name": "Prawn Suit Grappling Arm Fragment" },
{ "id": 35035, "count": 2, "progression": true, "tech_type": "ExosuitPropulsionArmFragment", "name": "Prawn Suit Propulsion Cannon Fragment" },
{ "id": 35036, "count": 2, "progression": true, "tech_type": "ExosuitTorpedoArmFragment", "name": "Prawn Suit Torpedo Arm Fragment" },
{ "id": 35037, "count": 3, "progression": true, "tech_type": "BaseMapRoomFragment", "name": "Scanner Room Fragment" },
{ "id": 35033, "count": 2, "progression": false, "tech_type": "ExosuitDrillArmFragment", "name": "Prawn Suit Drill Arm Fragment" },
{ "id": 35034, "count": 2, "progression": false, "tech_type": "ExosuitGrapplingArmFragment", "name": "Prawn Suit Grappling Arm Fragment" },
{ "id": 35035, "count": 2, "progression": false, "tech_type": "ExosuitPropulsionArmFragment", "name": "Prawn Suit Propulsion Cannon Fragment" },
{ "id": 35036, "count": 2, "progression": false, "tech_type": "ExosuitTorpedoArmFragment", "name": "Prawn Suit Torpedo Arm Fragment" },
{ "id": 35037, "count": 3, "progression": false, "tech_type": "BaseMapRoomFragment", "name": "Scanner Room Fragment" },
{ "id": 35038, "count": 5, "progression": true, "tech_type": "SeamothFragment", "name": "Seamoth Fragment" },
{ "id": 35039, "count": 2, "progression": true, "tech_type": "StasisRifleFragment", "name": "Stasis Rifle Fragment" },
{ "id": 35040, "count": 2, "progression": true, "tech_type": "ThermalPlantFragment", "name": "Thermal Plant Fragment" },
{ "id": 35039, "count": 2, "progression": false, "tech_type": "StasisRifleFragment", "name": "Stasis Rifle Fragment" },
{ "id": 35040, "count": 2, "progression": false, "tech_type": "ThermalPlantFragment", "name": "Thermal Plant Fragment" },
{ "id": 35041, "count": 4, "progression": true, "tech_type": "SeaglideFragment", "name": "Seaglide Fragment" },
{ "id": 35042, "count": 1, "progression": true, "tech_type": "RadiationSuit", "name": "Radiation Suit" },
{ "id": 35043, "count": 2, "progression": true, "tech_type": "PropulsionCannonFragment", "name": "Propulsion Cannon Fragment" },
{ "id": 35044, "count": 1, "progression": true, "tech_type": "RocketBase", "name": "Neptune Launch Platform" },
{ "id": 35045, "count": 1, "progression": true, "tech_type": "PrecursorIonPowerCell", "name": "Ion Power Cell" },
{ "id": 35046, "count": 2, "progression": true, "tech_type": "FarmingTrayFragment", "name": "Exterior Growbed Fragment" },
{ "id": 35046, "count": 2, "progression": false, "tech_type": "FarmingTrayFragment", "name": "Exterior Growbed Fragment" },
{ "id": 35047, "count": 1, "progression": false, "tech_type": "PictureFrameFragment", "name": "Picture Frame" },
{ "id": 35048, "count": 2, "progression": false, "tech_type": "BenchFragment", "name": "Bench Fragment" },
{ "id": 35049, "count": 1, "progression": true, "tech_type": "PlanterPotFragment", "name": "Basic Plant Pot" },
{ "id": 35050, "count": 1, "progression": true, "tech_type": "PlanterBoxFragment", "name": "Interior Growbed" },
{ "id": 35051, "count": 1, "progression": true, "tech_type": "PlanterShelfFragment", "name": "Plant Shelf" },
{ "id": 35049, "count": 1, "progression": false, "tech_type": "PlanterPotFragment", "name": "Basic Plant Pot" },
{ "id": 35050, "count": 1, "progression": false, "tech_type": "PlanterBoxFragment", "name": "Interior Growbed" },
{ "id": 35051, "count": 1, "progression": false, "tech_type": "PlanterShelfFragment", "name": "Plant Shelf" },
{ "id": 35052, "count": 2, "progression": false, "tech_type": "BaseObservatoryFragment", "name": "Observatory Fragment" },
{ "id": 35053, "count": 2, "progression": true, "tech_type": "BaseRoomFragment", "name": "Multipurpose Room Fragment" },
{ "id": 35053, "count": 2, "progression": false, "tech_type": "BaseRoomFragment", "name": "Multipurpose Room Fragment" },
{ "id": 35054, "count": 2, "progression": false, "tech_type": "BaseBulkheadFragment", "name": "Bulkhead Fragment" },
{ "id": 35055, "count": 1, "progression": true, "tech_type": "Spotlight", "name": "Spotlight" },
{ "id": 35055, "count": 1, "progression": false, "tech_type": "Spotlight", "name": "Spotlight" },
{ "id": 35056, "count": 2, "progression": false, "tech_type": "StarshipDesk", "name": "Desk" },
{ "id": 35057, "count": 1, "progression": false, "tech_type": "StarshipChair", "name": "Swivel Chair" },
{ "id": 35058, "count": 1, "progression": false, "tech_type": "StarshipChair2", "name": "Office Chair" },
@ -70,8 +70,8 @@
{ "id": 35068, "count": 1, "progression": false, "tech_type": "VendingMachine", "name": "Vending Machine" },
{ "id": 35069, "count": 1, "progression": false, "tech_type": "SingleWallShelf", "name": "Single Wall Shelf" },
{ "id": 35070, "count": 1, "progression": false, "tech_type": "WallShelves", "name": "Wall Shelves" },
{ "id": 35071, "count": 1, "progression": true, "tech_type": "PlanterPot2", "name": "Round Plant Pot" },
{ "id": 35072, "count": 1, "progression": true, "tech_type": "PlanterPot3", "name": "Chic Plant Pot" },
{ "id": 35071, "count": 1, "progression": false, "tech_type": "PlanterPot2", "name": "Round Plant Pot" },
{ "id": 35072, "count": 1, "progression": false, "tech_type": "PlanterPot3", "name": "Chic Plant Pot" },
{ "id": 35073, "count": 1, "progression": false, "tech_type": "LabTrashcan", "name": "Nuclear Waste Disposal" },
{ "id": 35074, "count": 1, "progression": false, "tech_type": "BasePlanter", "name": "Wall Planter" },
{ "id": 35075, "count": 1, "progression": true, "tech_type": "PrecursorIonBattery", "name": "Ion Battery" },
@ -79,5 +79,5 @@
{ "id": 35077, "count": 1, "progression": true, "tech_type": "RocketStage1", "name": "Neptune Boosters" },
{ "id": 35078, "count": 1, "progression": true, "tech_type": "RocketStage2", "name": "Neptune Fuel Reserve" },
{ "id": 35079, "count": 1, "progression": true, "tech_type": "RocketStage3", "name": "Neptune Cockpit" },
{ "id": 35080, "count": 1, "progression": true, "tech_type": "BaseFiltrationMachine", "name": "Water Filtration Machine" }
{ "id": 35080, "count": 1, "progression": false, "tech_type": "BaseFiltrationMachine", "name": "Water Filtration Machine" }
]

View File

@ -41,7 +41,7 @@
{ "id": 33010, "position": { "x": -1396.3, "y": -330.8, "z": 730.0},
"need_laser_cutter": false, "can_slip_through": false,
"name": "Dunes Wreck - PDA" },
"name": "Dunes North Wreck - PDA" },
{ "id": 33011, "position": { "x": -1409.8, "y": -332.4, "z": 706.9},
"need_laser_cutter": true, "can_slip_through": false,
@ -380,7 +380,7 @@
"name": "Aurora Drive Room - Upgrade Console" },
{ "id": 33095, "position": { "x": 991.6, "y": 3.2, "z": -31.0},
"need_laser_cutter": false, "can_slip_through": false, "need_propulsion_cannon": true,
"need_laser_cutter": true, "can_slip_through": false, "need_propulsion_cannon": true,
"name": "Aurora Prawn Suit Bay - Upgrade Console" },
{ "id": 33096, "position": { "x": 952.1, "y": 41.2, "z": 113.9},
@ -497,7 +497,7 @@
{ "id": 33124, "position": { "x": -30.4, "y": -1220.3, "z": 111.8},
"need_laser_cutter": false, "can_slip_through": false,
"name": "Alien Thermal Plant - Yelow Alien Data Terminal" },
"name": "Alien Thermal Plant - Yellow Alien Data Terminal" },
{ "id": 33125, "position": { "x": 245.8, "y": -1430.6, "z": -311.5},
"need_laser_cutter": false, "can_slip_through": false,