### New features
- ***Architect mode***
Usually the cave is randomized by the game, meaning that each attempt will produce a different dungeon. However, with this new feature the player can, between runs, opt into keeping the same cave. If activated, they will then encounter the same floor layouts, same enemy spawns, and same red chest contents as on their previous attempt.
- ***Custom item pool***
Previously, the multiworld item pool consisted entirely of random blue chest items because, well, the permanent checks are blue chests and that's what one would normally get from these. While blue chest items often greatly increase your odds against regular enemies, being able to defeat the Master can be contingent on having an appropriate equipment setup of red chest items (such as Dekar blade) or even enemy drops (such as Hidora rock), most of which cannot normally be obtained from blue chests.
With the custom item pool option, players now have the freedom to place any cave item into the multiworld itempool for their world.
- ***Enemy floor number, enemy sprite, and enemy movement pattern randomization***
Experienced players can deduce a lot of information about the opposition they will be facing, for example: Given the current floor number, one can know in advance which of the enemy types will have a chance to spawn on that floor. And when seeing a particular enemy sprite, one can already know which enemy types one might have to face in battle if one were to come in contact with it, and also how that enemy group will move through the dungeon.
Three new randomization options are added for players who want to spice up their game: one can shuffle which enemy types appear on which floor, one can shuffle which sprite is used by which enemy type, and one can shuffle which movement pattern is used by which sprite.
- ***EXP modifier***
Just a simple multiplier option to allow people to level up faster. (For technical reasons, the maximum amount of EXP that can be awarded for a single enemy is limited to 65535, but even with the maximum allowed modifier of 500% there are only 6 enemy types in the cave that can reach this cap.)
### Balance change
- ***proportionally adjust chest type distribution to accommodate increased blue chest chance***
One of the main problems that became apparent in the current version has to do with the distribution of chest contents. The game considers 6 categories, namely: consumable (mostly non-restorative), consumable (restorative), blue chest item, spell, gear, and weapon. Since only blue chests count as multiworld locations, we want to have a mechanism to customize the blue chest chance.
Given how the chest types are detetermined in game, a naive implementation of an increased blue chest chance causes only the consumable chance to be decreased in return. In practice, this has resulted in some players of worlds with a high blue chest chance struggling (more than usual) to keep their party alive because they were always low on comsumables that restore HP and MP.
The new algorithm tries to avoid this one-sided effect by having an increase in blue chest chance resulting in a decrease of all other types, calculated in such a way that the relative distribution of the other 5 categories stays (approximately) the same.
### Bug fixes
- ***prevent using party member items if character is already in party***
This should have been changed at the same time that 6eb00621e39c930f5746f5f3c69a6bc19cd0e84a was made, but oh well...
- ***fix glitched sprite when opening a chest immediately after receiving an item***
When opening a chest right after receiving a multiworld item (such that there were two item get animations in the exact same iteration of the game main loop), the item from the chest would display an incorrect sprite in the wrong place. Fixed by cleaning up some relevant memory addresses after getting the multiworld item.
- ***fix death link***
There was a condition in `deathlink_kill_player` that looked kinda smart (it checked the time against `last_death_link`), but actually wasn't smart at all because `deathlink_kill_player` is executed as an async task and the main thread will update `last_death_link` after creating the task, meaning that whether or not the incoming death link would actually be passed to the game seems to have been up to a race condition. Fixed by simply removing that check.
### Other
- ***add Lufia II Ancient Cave (and SMW) to the network diagram***
These two games were missing from the SNES sector.
- ***implement get_filler_item_name***
Place a restorative consumable instead of a completely random item. (Now the only known problem with item links in lufia2ac is... that noone has ever tested item links. But this should be an improvement at least. Anyway, now #1172 can come ;)
And btw., if you think that the implementation of random selection in this method looks weird, that's because it is indeed weird. (It tries to recreate the algorithm that the game itself uses when it generates a replacement item for a chest that would contain a spell that the party already knows.)
- ***store all options in a dataclass***
This is basically like using #993 (but without actual support from core). It makes the lufia2ac world code much nicer to maintain because one doesn't have to change 5 different places anymore when adding or renaming an option.
- ***remove master_hp.scale***
I have to admit: `scale` was a mistake. Never have I seen a single option value cause so many user misconceptions. Some people assume it affects enemies other than the Master; some people assume it affects stats other than HP; and many people will just assume it is a magic option that will somehow counterbalance whatever settings combination they are currently trying to shoot themselves in the foot with.
On top of that, the `scale` mechanism probably doesn't provide a good user experience even when used for its intended purpose (since having reached floor XY in general doesn't mean you will have the power to deplete XY% of the Masters usual HP; especially given that, due to the randomness of loot, you are never guaranteed to be able to defeat the vanilla Master even when you have cleared 100% of the floors).
The intended target audience of the `master_hp` option are people who want to fight the Master (and know how to fight it), but also want to lessen (to a degree of their choosing) the harsh dependence on the specific equipment setups that are usually required to win this fight even when having done all 99 floors. They can achieve this by setting the `master_hp` option to a numeric value appropriate for the level of challenge they are seeking. Therefore, nothing of value should be lost by removing the special `scale` value from the `master_hp` option, while at the same time a major source of user confusion will be eliminated.
- ***typing***
This (combined with the switch to the option dataclass) greatly reduces the typing problems in the lufia2ac world. The remaining typing errors mostly fall into 4 categories:
1. Lambdas with defaults (which seem to be incorrectly reported as an error due to a mypy bug)
1. Classmethods that return instances (which could probably be improved using PEP 673 "Self" types, but that would require Python 3.11 as the minimum supported version)
1. Everything that inherits from TextChoice (which is a typing mess in core)
1. Everything related to asar.py (which does not have proper typing and lies outside of this project)
## How was this tested?
https://discord.com/channels/731205301247803413/1080852357442707476 and others
Energy Link:
* Transfer and Storage increased by 10X
* Cost of building increased by roughly 10X
* This is a way to address their effect on performance, as users now need a tenth of them to get the same throughput, it also differentiates them from Accumulators
5 new Traps:
* Teleport Trap
* Grenade Trap
* Cluster Grenade Trap
* Artillery Trap
* Atomic Rocket Trap
When max science is lower than min science, the two are now swapped.
Max Evolution Trap count was changed from 25 -> 10.
New option: Ingredients Offset
* When creating random recipes, use this many more or less ingredients in the new recipe.
* implement function to allow self locking items for items accessibility
* swap some lttp locations to use new functionality
* lambda capture `item_name` and `location`
* don't lambda capture location
* Revert weird visual indent
* make location.always_allow additive
* fix always_allow rule for multiple items
* don't need to lambda capture item_names
* oop
* move player assignment to the beginning
* always_allow should only be for that player so prevent non_local_items
* messenger got merged so have it use this
* Core: fix doc string indentation for allow_self_locking_items
* Core: fix doc string indentation for allow_self_locking_items, number two
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Coin items received or found in the Game Corner are now shuffled, locations require Coin Case
* Prizesanity option (shuffle Game Corner Prizes)
* DexSanity option: location checks for marking Pokémon as caught in your Pokédex. Also an option to set all Pokémon in your Pokédex as seen from the start, to aid in locating them.
* Option to randomize the layout of the Rock Tunnel.
* Area 1-to-1 mapping: When one instance of a Wild Pokémon in a given area is randomized, all instances of that Pokémon will be the same. So that if a route had 3 different Pokémon before, it will have 3 after randomization.
* Option to randomize the moves taught by TMs.
* Exact controls for TM/HM compatibility chances.
* Option to randomize Pokémon's pallets or set them based on primary type.
* Added Cinnabar Gym trainers to Trainersanity and randomized the quiz questions and answers. Getting a correct answer will flag the trainer as defeated so that you can obtain the Trainersanity check without defeating the trainer if you answer correctly.
* initial commit of messenger integration
* setup no_logic and needed slot_data
* fix some typos and determinism
* make all of it deterministic
* add documentation
* swapped to non local items so change the fed data
* ~~deathlink~~
* satisfy the docs test
* update doc test to show expected name
* split custom classes into a separate file and fix an errant rule
* make access dependency test give more useful errors
* implement tests
* remove some unneccessary back entrances and make names clearer
* fix some big dumbs
* successful unit tests are good also some slight reorganizing
* add astral tea quest line, and potentially power seals as items
* if TYPE_CHECKING... aahhhhhh
* oop forgot to remove legacy code
* having the seed and leaves as actual items doesn't seem to do anything so remove them. locations still work though
* update setup guide with some changes
* Tower HQ was creating duplicate locations
* allow self locking items
* cleanup
* move self_locking_items function to core
* docstring
* implement choice of notes needed for music box
* test the default value
* don't create any starting inventory items
* make item creation faster
* change default accessibility and power seals options
* improve documentation
* precollected_items is a dict of Items...
* implement shop chest goal
* tests
* always assign total and required seals
* add new goals and set music box as requiring shop chest on shop chest goals instead of just setting it as the completion
* fix dumb test quirk
* implement music box skip as an option
* world rewrite/cleanup
* default to apworld and add game to readme
* revert bleeding commits from other PRs
* more bleeds
* fix some errors in options docstrings
* ???
* make my set rules method not have an awful name
* test cleanup
* add a test for item accessibility
* fix issues with tests
* make the self locking item behavior work correctly
* misc cleanup
* more general cleanup to be a good example
* quick rules rewrite
* more general cleanup and typing
* more speed, more clean
* bump data version
* make sure the locked item belongs to current player
* fix bad name and indent. call MessengerItem directly for events
* add poptracker pack to docs
* doc cleanup and "known issues" section that I probably won't be able to fix any time soon.
* missed some spots
* add another bug i forgot about
* be consistently wrong
* Fully functional DeathLink implementation. But it's always on right now :D
* Death Link options. Last commit: All entity names being sent through slot_data
* Tutorial Gate Close logic fix
* Improved option tooltip wording
* Fixed shuffle_postgame: false not excluding some locations
* Link to latest stable client rather than full releases page
* add ability to choose custom characters in STS
* bump required protocol (client?) version.
* fix slot data fill.
* add downfall mode, as well as characters.
* small change in documentation for character choice as it now uses internal ID's instead of visible titles... because other languages are a thing.
* Minecraft: rewrite to modern AP standards
* Fix gitignore to not try to ignore the entire minecraft world
* minecraft: clean up MC-specific tests
* minecraft: use pkgutil instead of open
* minecraft: ship as apworld
* mc: update region to new api
* Increase upper limit on advancement and egg shard goals
* mc: reduce egg shard count by 5 for structure compasses
* Minecraft: add more tests
Ensures data loading works; tests beatability with various options at their max setting; new tests for 1.19 advancements
* test improvements
* mc: typing and imports cleanup
* parens
* mc: condense filler item code and override get_filler_item_name
- consolidated declaration and population of level location lists
- moved floor_location_game_ids_late declaration for consistency
- moved generate_itempool to create_items, where it belongs
- mention that expanded pool includes take any caves in the option description again
- removed unnecessary StartingPosition check regarding Take Any Caves (leftover from older StartingPosition behavior I believe)
- use proper comparisons to option keys instead of hardcoded ints
Originally, short generations used an artificial cull to create balanced mission distributions. This resulted in campaigns that were somewhat too consistent, and on some standard settings combinations, this resulted in campaigns having The Outlaws as the second mission 100% of the time. It also caused generation to fail a bit too easily if the player excluded too many missions.
This removes the cull and adds an additional early Easy mission slot to all of the reduced sized campaigns.
When playing on No Build settings, this also pushes many of the missions down a difficulty level to ensure greater variety, and pushes additional missions down on Advanced Tactics.
Additional small fixes:
The in-world Excluded Missions validation check is replaced by the core OptionSet check.
Fixed issue with Existing Items not getting their upgrades locked with Units Always Have Upgrades on.
Settings combination:
- EP Shuffle
- disable_non_randomized
- doors: panels or doors: none
An Event Item was being created that is inaccessible. This is fixed now.
(The fix makes sure that player_logic is not trying to create events for the sake of EPs that are disabled)
Note: These two sets should probably be merged anyway, they used to behave differenty but no longer really do. But that will require some extra care on the client side as well.
* Options.py cleanup
* TextChoice cleanup
* make Option.current_option_name a property
* title the TextChoce option names
* satisfy the linter
* a little more options cleanup
* move the typing import
* typing should be PlandoSettings
* fix incorrect conflict merging
* make imports local
* the tests seem to want me to import these twice though i hate it.
* changes from review. Make the various Location verifying Options `LocationSet`
* remove unnecessary fluff
* begrudgingly support get_current_option_name. Leave a comment that worlds shouldn't be touching this
* log a deprecation warning and return the property for `get_current_option_name()`
---------
Co-authored-by: beauxq <beauxq@yahoo.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* - Can Catch every fish doesn't need fishing rods if they are not shuffled
* add has_max_fishing_rod
* add test for master angler + vanilla tools
---------
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
* Make all Keep Pressure Plates logically required for the Laser Panel
* Added more Tutorial checks
* Added the remaining two Shipwreck Boat EPs to the exclude list for normal
* Improved itempool filling system, added warning if usefuls had to be eaten
* Moved creation of said warning string to utils
* Fixed logic bug causing broken seeds on Mountain Floor 2
* Hints system change
* Expert Logic Fix
* Fixed typo
* Better wording
* Added missing games to junk hints
* Made sure Entrance names are unique
* Fixed missing Obelisk Side
* Disable Non Randomized + EP Shuffle fix
* Fixed disable_non_randomized precompleted EPs being 'disabled' instead of 'precompleted'
* Fixed if/elif error
* Tutorial Gate Open local symbol item becomes local_early_item in expert instead
* Bump required client version. There is a beta client that sends 0.3.9.
* Removed print statement, oops
* Fixed itempool manipulation in pre_fill
* Replaced string concats with fstrings
* Improved make_warning_string function signature
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Improved performance on removing multiple items from multiworld itempool
* Comment
* Fixed errors with the code
* Made removal from itempool not fail unit test for multiple references
* Moved all item creation to create_items, got rid of itempool modifying system
* Colored Squares is no longer a good item, that's outdated
* Removed double if
* React to from_pool: false by removing a junk item
* Fixed warning if only Fnc Brain was removed
* Make use of string truthiness instead
* Made reading of plandoed items safer
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Stardew Valley Archipelago implementation
* fix breaking changes
* - Added and Updated Documentation for the game
* Removed fun
* Remove entire idea of step, due to possible inconsistency with the main AP core
* Commented out the desired steps, fix renaming after rebase
* Fixed wording
* tests now passes on 3.8
* run flake8
* remove dependency so apworld work again
* remove dependency for real
* - Fix Formatting in the Game Page
- Removed disabled Option Descriptions for Entrance Randomizer
- Improved Game Page's description of the Arcade Machine buffs
- Trimmed down the text on the Options page for Arcade Machines, so that it is smaller
* - Removed blankspace
* remove player field
* remove None check in options
* document the scripts
* fix pytest warning
* use importlib.resources.files
* fix
* add version requirement to importlib_resources
* remove __init__.py from data folder
* increment data version
* let the __init__.py for 3.9
* use sorted() instead of list()
* replace frozenset from fish_data with tuples
* remove dependency on pytest
* - Add a bit of text to the guide to tell them about how to redeem some received items
* - Added a comment about which mod version to use
* change single quotes for double quotes
* Minimum client version both ways
* Changed version number to be more specific. The mod will handle deciding
---------
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
- Added more progressive locations and associated items.
- Added an option to enable materials/consumables/estus randomization, some players complain about the number of locations and the randomness of those items.
- Added an option to add DLC Items and Locations to the pool, the player must own both the ASHES OF ARIANDEL and the RINGED CITY DLC.
Co-authored-by: Br00ty <83629348+Br00ty@users.noreply.github.com>
Co-authored-by: Friðberg Reynir Traustason <fridberg.traustason@gmail.com>
This adds Wargroove to the list of supported games. Wargroove uses a custom non-linear campaign over the vanilla and double trouble campaigns. A Wargroove client has been added which does a lot of heavy lifting for the Wargroove implementation and must be always on during gameplay. The mod source files can be found here: https://github.com/FlySniper/WargrooveArchipelagoMod
* Make RisingTidesOverrides consistent with normal yaml behaviour.
* Each of the options can be either string directly specifying the option, or dictionary.
* If dictionary, ensure that at least one of the options is greater than zero.
* Made keys optional
* A lot less copy/pasta.
---------
Co-authored-by: Jarno Westhof <jarnowesthof@gmail.com>
* Tests: check that Regions are reachable
try to prevent errors from unconnected/never reachable Regions
* Test region access (#1039)
* Tests: note oot's default unreachable regions
* [SM] Fixed failing testAllStateCanReachEverything (#1087)
* [SM] Fixed failing testAllStateCanReachEverything
- by adding exclusion for Regions used only when corresponding Starting Location is used
- by removing unnecessary VARIA Regions used only for EscapeRando (not supported in AP anyway)
* Update worlds/sm/Regions.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update worlds/sm/Rules.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update worlds/sm/Regions.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update test/general/TestReachability.py
---------
Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: lordlou <87331798+lordlou@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Timespinner: added RisingTides and DadPercent flags
* Implemented logic for DadPercent and RisingTides
* Fixed TODO's
* Logic fixes
* Fixed + removed LogicMixins
* Fixes
* More Fixes
* Added UnchainedKeys flag
* Fixed available items in pool with UnchainedKeys
* Fixed typing callable
* Fixed generation failures
* More refactorings
* Implemented traps
* Fixed more typo
* Fixed copy paste bug
* Fixed teleporter logic
* Fixed traps from pool
* Fixed pyramid gates bug that causes a crash on connecting
* Fixed seed reproduceability
* Fixed logic eye for eye spy
Now consider warp beacons as starter progression items
* Attempt to add tracker icons using table
* Replaced table layout with css grid
* Fixed tracker + added Timespinner was apworld capatible
* Updated archipelago items description
* updated URL
* Cleared up text
* Fixed based on self review of PR
* Fixed unit tests
* Fixed seed reproduceability when the traps yaml option is not provided
* Fixed logic for flooded basement
* Implemented Beserkers review result
I am not sure why, i guess this is just to make adding future games less conflicting?
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Added two new options (thanks to WeffJebster)
* Apply suggestions from code review
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Addition review results
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Before: 1 item activates all 4
After: 7 items activate 7 buttons, creating more divergent routes
Also, I consolidated the 6 filler emotes into a single "Emote Wheel" item to make space in the item pool.
I bumped my data version and min AP version to indicate this change.
The corresponding oc2-modding update is **v1.6.0**
* Tests: add a test that created items and locations exist in the datapackage
* move FF validation to `assert_generate` and remove test exclusion
* test created location addresses are correct
* make the assertion proper and more verbose
* make item count test ~~a bit faster~~ a lot nicer
* 120 blaze it
* name test multiworld setup better and fix another over 120 line in FFR
* LTTP: do the enemizer check in `stage_assert_generate` and break after checking any world for enemizer succeeds
* use multiworld
* catch a missed `used_enemizer` check and add typing
* more typing
## Adding in Explore Mode:
Features include:
* Added in `environments` to be items.
* `Location checks` are now `environment based` instead of being able to get them from anywhere.
* Added in support for the `DLC Survivors of the void` which include `Void Items` and `3 new maps` that come with it. (option added to use DLC)
---------
Co-authored-by: Dogpetkid <dogpetkid@gmail.com>
## New Features:
- EP Shuffle (Individual or Obelisk Sides, with varying difficulty levels)
- Ability to play without Puzzle Randomization (I.e. vanilla + AP layer)
- Pet the Dog to get a Puzzle Skip :) (No, really.)
## Changes:
- Starting inventory behavior improved (Consider starting items like doors and lasers logically even if they aren't part of the mode)
- Audio Log hint system improved (On low hint counts, you will no longer get the same locations hinted every time, i.e. always hints are shuffled)
## Fixes:
- Many fixes to symbol requirements
- Fixes to "shuffle_postgame" (What checks are evaluated as "postgame" in specific modes)
- Logically irrelevant doors are now "useful" instead of "progression"
* Make Bowser unkillable on Egg Hunt
* Increment Data Package version
Changed a location name.
* Baseline for Bowser Rooms shuffling
* Add boss shuffle
* Remove extra space
* Overworld Palette Shuffle
* Fix Literature Trap typo
* Handle Queuing traps and new Timer Trap
* Fix trap name and actually create them
* Early Climb and Overworld Speed
* Add correct tooltip for Early Climb
* Tooltip text edit
* Address unconnected regions
* Add option to fully exclude Special Zone levels from the seed
* Fix Chocolate Island 4 Dragon Coins logic
* Update worlds/smw/Client.py to use `getattr`
Fixed DW Chest Game always sending checks for the 2 chests. The checks sent were the proper "Chest Game" location for the first time the player would open the second chest but all other times, it would send either the last check that was done or default to sending location 0x00 which is SM "Power Bomb (Crateria surface)".
* ALttP: Fix hint tile hints being potentially useless with item links.
* use the set returned from world.get_player_groups(player)
* Move the group resolving to BaseClasses. Fix silver arrow hints as well.
The issue at hand is fixing impossible seeds generated by a lack of properly checking if the player can come back to its previous region after reaching for a new location, as reported here: https://discord.com/channels/731205301247803413/1050529825212874763/1050529825212874763
The previous attempt at checking for comeback was only done against "Landing Site" and the custom start region which is a partial solution at best. For exemple, generating a single player plando seed with a custom starting location at "red_brinstar_elevator" with a forced red door at "RedTowerElevatorBottomLeft" and 2 Missiles set at "Morphing Ball" and "Energy Tank, Brinstar Ceiling" would generate an impossible seed where the player is expected to go through the green door "LandingSiteRight" with no Supers to go to the only possible next location "Power Bomb (red Brinstar spike room)". This is because the comeback check would pass because it would consider coming back to "Landing Site" enough.
The proposed solution is keeping a record of the last accessed region when collecting items. It would then be used as the source of the comeback check with the destination being the new location. This check had to be moved from can_fill() to can_reach() because the maximum_exploration_state of the AP filler only use can_reach().
Its still not perfect because collect() can be called in batch for many items at a time so the last accessed region will be set as the last collected item and will be used for the next comeback checks.
This was tested a bit with the given exemple above (its now failing generation) and by generating some 8 SM players seed with many door color rando, area rando and boss rando enabled.
* Added cerulean_cave_condition to fill_slot_data
Added `cerulean_cave_condition` to the `fill_slot_data` function, for a poptracker feature being worked on as it was missing
* Added the potential for any traps to be disabled
Adding the ability to disable any kind of trap, for example if you want any status trap except being Poisoned. Will add a contingency to not try and roll a trap if they are all set to disabled.
* Added contingency to if all traps are disabled
Added a contingency to creating items such that it doesn't try to create a trap if all the traps are disabled
* Updated variable name
Edited name of variable to follow PEP 8 variable naming conventions
* oot: repair closed forest + dungeon ER
* oot: finally skip triforce pieces in balancing
* oot: fix mq_dungeons_mode set to mq or count
* oot: force 0.3.7 client
hopefully this makes people update
* oot: temp fix for skip-child-zelda crash
eventually I want to decide on a better fix for this though
* oot: remove skip-child-zelda item inside if tree
* oot: fix classification of some thieves hideout locations in tracker
* oot: fix regional shuffle for hideout keys and ganon boss key
* oot: properly attach hints to dungeon locations
* Fix entrance shuffle flag not being set correctly due to new dungeon shuffle option format
- Since multiprocessing and exceptions apparently don't interact well, any exceptions in `generate_output` are handled more gracefully now. The event is always set as well, so the process will no longer hang on an exception there.
- The triforce object file was renamed in 7.0. I didn't change the filename in the code, so it would crash on non-Windows systems.
- Some hint distributions just crash, so I'm temporarily removing them. It will take a while to port the relevant functionality and I'd rather not hold up the next version release.
* SC2: Fixed nondeterminism resulting from early unit placement
* SC2: Renamed "world" arguments to "multiworld"
* SC2: Fixed All-In Ground including anti-air in defense score, fixed error in beats_protoss_deathball
* SC2: Fixed No Logic using logic on Beat events
* SC2: Fixed /unfinished command failing when All-In available
## What is this fixing or adding?
- Adds the majority of OoTR 7.0 features:
- Pot shuffle, Freestanding item shuffle, Crate shuffle, Beehive shuffle
- Key rings mode
- Dungeon shortcuts to speed up dungeons
- "Regional" shuffle for dungeon items
- New options for shop pricing in shopsanity
- Expanded Ganon's Boss Key shuffle options
- Pre-planted beans
- Improved Chest Appearance Matches Contents mode
- Blue Fire Arrows
- Bonk self-damage
- Finer control over MQ dungeons and spawn position randomization
- Several bugfixes as a result of the update:
- Items recognized by the server and valid starting items are now in a 1-to-1 correspondence. In particular, starting with keys is now supported.
- Entrance randomization success rate improved. Hopefully it is now at 100%.
Co-authored-by: Zach Parks <zach@alliware.com>
- Pokemon guide was missing a point about changing the Lua option in Bizhawk.
- The same point in the OoT guide was missing a step about restarting Bizhawk after changing the Lua option, so updated that as well.
Adds Trainersanity option (Each non-scripted trainer has a location check, adding 317 locations)
Adds Randomize Pokedex option. It is required to obtain items from Oak's Aides.
Adds option to add all normal shop items to all normal shops.
Adds DeathLink option.
Adds traps.
Improves Type Chart randomization.
Items can be received during battle.
Stores start inventory in ROM. Only requests remote start inventory if patch is from v1.
Fixes logic bugs.
Various other improvements.
Changelog:
Features:
- Completely reworked mission progression system
- Control of which mission types can be active per-gameplay-style
- Control of how many missions are active per-gameplay-style
- Mission order shuffle
- Two new Chaos Emerald Hunt goals
- `Chaos Emerald Hunt` involves finding the seven Chaos Emeralds and beating Green Hill
- `FinalHazard Chaos Emerald Hunt` is the same, but with the FinalHazard fight at the end of Green Hill
- New optional Location Checks
- Keysanity (Chao Containers)
- Whistlesanity (Animal Pipes and hidden whistle spots)
- Beetlesanity (Destroying Gold Beetles)
- Option to require clearing all active Cannon's Core Missions for access to the Biolizard fight in `Biolizard` goal
- Hard Logic option
- More Music Options
- Option to use SADX music
- New `Singularity` music shuffle option
- Option to choose the Narrator theme
- New Traps
- Tiny Trap is now permanent within a level
- Gravity Trap
- Exposition Trap
Quality of Life:
- Significant revamp to Stage Select screen information conveyance
- Icons are displayed for:
- Relevant character's upgrades
- Which location checks are active/checked
- Chaos Emeralds found (if relevant)
- Gate and Cannon's Core emblem costs
- The above stage-specific info can also be viewed when paused in-level
- The current mission is also displayed when paused
- Emblem Symbol on Mission Select subscreen now only displays if a high enough rank has been gotten on that mission to send the location check
- Hints including SA2B locations will now specify which Gate that level is located in
- Save file now stores slot name to help prevent false location checks in the case of one player having multiple SA2B slots in the same seed
- Chao Intermediate and Expert race sets are now swapped, per player feedback
- Intermediate now includes Beginner + Challenge + Hero + Dark
- Expert now includes Beginner + Challenge + Hero + Dark + Jewel
- New mod config option for the color of the Message Queue text
Bug Fixes:
- Fixed bug where game stops properly tracking items after 127 have been received.
- Several logic fixes
- Game now refers to `Knuckles - Shovel Claws` correctly
- Minor AP World code cleanup
* Rogue Legacy: More refactoring and clean up.
* Also marked Blacksmith as Progression as it's used in a rule.
* Remove extra newline.
* Prevent divide by zero type error.
* Scratch last commit, got the math mixed in my head.
* Clarified name of rule regarding percentage of stat upgrades.
* Move early vendors/architect creation into `create_items` logic.
* Rename parameter in `create_region`.
* Rename local var in `create_region`.
* Removed accidental links in Markdown docs.
* Refactor `create_region` signature and caller.
* Remove redundant if-else.
* Revert change to if-else, and moved item_pool to function instead of obj var.
* Rename LegacyLogic to RLLogic.
* Remove LogicMixin for rules.
Added Juice Ranch and Worm Pod to logic
Extra parenthesis removed
* Delete log.txt
Not used
Transitioned all whitespace characters to Linux /n from Windows /r/n
Updated rules for Rescue Blerol 1 and 2 to avoid impossible seed generation. Fixed member requirements for Vault Bomb. Added Juice Ranch: Fridge for consistency with other checks behind combat. Added party_shuffle rules to vault medallions, removed jail key requirement (not needed)
* Docs/Factorio: Flesh out lacking option descriptions.
* Docs/Factorio: Added instructions on peaceful mode.
* Docs/Factorio: Use subheadings for each "other setting".
* Docs/Factorio: Mention that `tech_tree_information: full` grants hints.
* Docs/Factorio: Instructions to use .yaml checker after editing your .yaml manually.
Early Unit: Now respects Excluded Items when selecting a random unit.
Units Always Have Upgrades: Changed removal cascade behavior; now additionally checks to see if an associated item is already locked when attempting to remove, and locks associated items if so. Occasionally caused issues with starter items in the past, frequently caused issues with yaml-defined Locked Items.
* Fix wrapping too early if docstring is within 120 characters and re-indent other lines.
* Remove auto-word wrapping and tweaked all worlds' option docstrings formatting.
Options should wrap around the 120 character mark to prevent template files from being too long horizontally. This also allows manual-indentation to work again.
* Fix missing '#' on empty lines in output from docstring.
* Generated patch includes base patch
* location ID range start match item ID start
* remove unused import
* Change Oak's Aides defaults to be more sync-friendly
* Baseline patching and logic for DKC3
* Client can send, but not yet receive
* Alpha Test Baseline
* Bug Fixes and Starting Lives Option
* Finish BBH, add world hints
* Add music shuffle
* Boomer Costs Text
* Stubbed in Collect behaviour
* Adjust Gyrocopter option
* Add Bonus Coin junk replacement and tracker support
* Delete bad logs
* Undo host.yaml change
* Refactored SNIClient
* Make Swanky Free
* Fix Typo
* Undo SNIClient run_game hack
* Fix Typo
* Remove Bosses from Level Shuffle
* Remove duplicate kivy Data
* Add DKC3 Docs and increment Data version
* Remove dead code
* Fix mislabeled region
* Add Dark Souls 3 to README
* Always force Cog on Rocket Rush Flag
* Fix Single Ski lock and too many DK Coins
* Update Retroarch version number
* Don't send DKC3 through LttP Adjuster
* Comment Location ROM Table
* Change ROM Hash prefix to D3
* Remove redundant constructor
* Add ROM Change Safeguards
* Properly mark WRAM accesses
* Remove outdated region connect
* Fix syntax error
* Fix Game description
* Fix SNES Bank Access
* Add isso_setup for DKC3
* Double Quote strings
* Escape single quotes I guess
* Add two locations to Trade Sequence List
* Remove trace sequence locations from ROM data dict
* Prevent Krematoa Crash, add crash robustness
* Remove print statements
* Don't remove ctx.rom if save file dies
* Consolidate logic for readability
* Add link to tracker on DKC3 Setup doc
* Remove false information from setup guide
* Fix file extension in setup doc
* Bug Fixes
* Add KONGsanity and cheat options
* First Pass Collect behavior
* Fix level unlock data
* Make ! only indicate KONG letters on KONGsanity
* Fix Level Name in locations
* Adjust junk pool logic
* Fix Knautilus Connections
* Fix Wrinkly Softlock
* Fix missed world reference
* OoT: ER improvements
Include dungeon rewards in itempool to allow for ER improvement
Better validate_world function by checking for multi-entrance incompatibility more efficiently
Fix some generation failures by ensuring all entrances placed with logic
Introduce bias to some interior entrance placement to improve generation rate
* OoT: fix overworld ER spoiler information
* OoT: rewrite dungeon item placement algorithm
in particular, no longer assumes that exactly the number of vanilla keys is present, which lets it place more or fewer items.
* OoT: auto-send more locations
Now should autosend cows, DMT/DMC great fairies, medigoron, and bombchu salesman
This should be every check autosending. these ones are super weird for some reason and didn't get fixed with the others
* OoT: add items forced local by settings to AP's local_items
* OoT: fast-fill shop junk items
* OoT: ensure that Kokiri Shop is always reachable immediately in closed forest
hence Deku Shield can be bought to leave the forest
* OoT: randomize internal connect name
Connect name is now a random 16-character string.
This should prevent any issues with connecting to a room with the wrong ROM with probability almost 1.
* OoT: introduce TrackRandomRange for trials hint and mq dungeon maps
* OoT: enable proper itemlinking of songs and dungeon items, with restricted placements according to player settings
* OoT: barren hint oversight fix
* OoT: allow NL + ER to roll properly
* OoT: 3.8 compatibility
set and list builtins don't have proper typing support until 3.9, apparently
* OoT: remove Gerudo Membership Card location from the pool if fortress open and card not randomized
another long-standing bug squished
* OoT: exclude locations in the itemlink song fill if they aren't also priority
* OoT: prevent data bleed when client isn't closed between different game connections
I don't understand why people keep doing this
* OoT: linter appeasement
it was a real error though
* fixing merge conflicts is hard
* oot merge update #2
* OoT: removed accidentally duplicated code
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* added missing completion_condition when TowerCrystals is lower than GanonCrystals
added Rewards and Medallions infos to spoiler
* Update worlds/smz3/__init__.py
Yes, indeed. Thank you!
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
Currently there can be locations that are marked as excluded,
but don't have rules to enforce it, while fill has special handling
for excluded locations already.
This change removes special rules, and adds a generic rule instead.
* [Pokemon] Logic fixes
* [Pokemon] Fix seed name length
* [Pokemon] Location name changes
* [Pokemon] Hidden Item Nurse Bed logic fix
* Badges Needed description update
* Ensure player name does not exceed 16 bytes
* Player name check fix
* Remove unique items in start_inventory from item pool
* Vending Machine Drinks will not be created as filler
* Skip trainer text
* Badges needed for viridian gym text
* Add slot data for trackers
* free fly map in slot data and old_man = vanilla allows more free fly maps
* Re-add mistakenly removed slot data item
* Add tracker link to setup doc
* Doc fix
* Fix base patch
* Change pre_fill to generate_basic so items are pre-filled before item links
* Rename some hidden locations
* missing file from commit and revert one errant location name change
* SM: fix using item links together with remote items
* SM: write 0 index for excess player ids
* some style and minor fixes (strotlog/Archipelago#1)
* more typing in SM patching
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* rename references to `Multiworld` in core to `multiworld` instead of `world`
* fix smz3
* fix oot
* fix low hanging fruit
* revert mysteriously broken spacing in world api.md
* fix more randomly broken spacing
* hate
* that better be all of it
* begrudgingly move over smw
* ._.
* missed some worlds
* this is getting tedious now
* Missed some self.world definitions
Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Zach Parks <zach@alliware.com>
* Minor cleanup and renaming of some files/functions.
* Rename `LegacyWorld` and `LegacyWeb` to RLWorld and RLWeb.
* Undo accidental change to comment.
* Undo accidental change to comment.
* Restructure Items.py format and combine all tables into one.
* Restructure Locations.py format and combine all tables into one.
* Split boss event items into separate boss entries.
* Remove definitions folder.
* Reformatted __init__.py for Rogue Legacy.
* Allow fairy chests to be disabled.
* Add working prefill logic for early vendors.
* Re-introduce Early Architect setting.
* Revamped rules and regions and can now generate games.
* Fix normal vendors breaking everything.
* Fix early vendor logic and add fairy chest logic to require Dragons or Enchantress + runes.
* Fix issue with duplicate items being created.
* Move event placement into __init__.py and fix duplicate Vendors.
* Tweak weights and spacing.
* Update documentation and include bug report link.
* Fix relative link for template file.
* Increase amount of chest locations in `location_table`.
* Correct a refactor rename gone wrong.
* Remove unused reference in imports.
* Tweak mistake in boss name in place_events.
* English is hard.
* Tweak some lines in __init__.py to use `.settings()` method.
* Add unique id tests for Rogue Legacy.
IDs are mixed around, so let's try to avoid accidentally using the same identifier twice.
* Fix typo in doc.
* Simplify `fill_slot_data`.
* Change prefix on `_place_events` to maintain convention.
* Remove items that are **not** progression from rules.
* [Minecraft] Two by two logical requirement fix
* Two by two update
* Two by Two logical fix [Description in order]
* Two by Two fix [Bucket only= False]
Along with the others isolated items checks
* Add separate pool option for entrance shuffle and swap MIPS costs if MIPS1Cost is greater
* Changes based on N00by's suggestions
* split into secret_entrance_ids and course_entrance_ids
* Factorio: Added ability to chat from within the game.
This also allows using commands such as !hint from within the game.
* Factorio: Only prepend player names to chat in multiplayer.
* Factorio: Mirror chat sent from the FactorioClient UI to the Factorio server.
* Factorio: Remove local coordinates from outgoing chat.
* Factorio: Added setting to disable bridging chat out.
Added client command to toggle this setting at run-time.
* Factorio: Added in-game command to toggle chat bridging setting at run-time.
* .
* Factorio: Document toggle for chat bridging feature.
* (Removed superfluous type annotations.)
* (Removed hard to read regex.)
* Docs/Factorio: Fix display of multiline code snippets.
* Option RangeWithSpecialMax
* amendment to typing in web options
* compare string with number
* lots of work on zillion
* fix zillion fill logic
* fix a few more issues in zillion fill logic
* can make zillion patch and use it
* put multi items in zillion rom
* work on ZillionClient
* logging and auth in client
* work on sending and receiving items
* implement item_handling flag
* fix locations ids to NuktiServer package
* use rewrite of zri
* cache logic rule data for performance
* use new id maps
* fix some problems with the big recent merge
* ZillionClient: use new context manager for Memory class
* fix ItemClassification for Zillion items
and some debug statements for asserts,
documentation on running scripts for manual testing
type correction in CommonContext
* fix some issues in client, start on docs, put rescue and item ram addresses in slot data
* use new location name system
fix item locations getting out of sync in progression balancing
* zillion client can read slot name from game
* zillion: new item names
* remove extra unneeded import
* newer options (room gen and starting cards)
* update comment in zillion patch
* zillion non static regions
* change some logging, update some comments
* allow ZillionClient to exit in certain situations
* todo note to fix options doc strings
* don't force auto forfeit
* rework validation of floppy requirement and item counts
and fix race condition in generate_output
* reorganize Zillion component structure
with System class
* documentation updates for Zillion
* attempt inno_setup.iss
* remove todo comment for something done
* update comment
* rework item count zillion options
and some small cleanups
* fix location check count
* data package version 1
* Zillion can pass unit tests without rom
* fix freeze if closing ZillionClient while it's waiting for server login
* specify commit hash for zilliandomizer package
* some changes to options validation
* Zillion doors saved on multiworld server
* add missing function in inno_setup
and name of vanilla continues in options
* rework zillion sync task and context
* Apply documentation suggestions from SoldierofOrder
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* update zillion package
* workaround for asyncio udp bug
There is a bug in Python in Windows
https://github.com/python/cpython/issues/91227
that makes it so if I look for RetroArch before it's ready, it breaks the asyncio udp transport system.
As a workaround, we don't look for RetroArch until the user asks for it with /sms
* a few of the smaller suggestions from review
* logic only looks at my locations
instead of all the multiworld locations
* some adjustments from pull request discussion
and some unit tests
* patch webhost changes from pull request discussion
* zillion logic tests
* better vblr test
* test interaction of character rescue items with logic
* move unit tests to new worlds folder
* comment improvements
* fix minor logic issue
and add memory read timeout
* capitalization in option display names
Opa-Opa is a proper noun
* client toggle side panel with /map
* displays map
* fix map transparency
* fix broken launcher
* better way to specify grid container
* start kivy typing
* have a map that updates with item checks
but it breaks other parts of the UI
* fix layout bug
* aspect ratio of image
and some type checking details
* Fix loading of map for compiled builds
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <doughoskisson@novuslabs.com>
Co-authored-by: CaitSith2 <d_good@caitsith2.com>
* Early Items option
* Early Items description update
* Change Early Items to dict
* Rewrite early items as extra fill steps
* Move if statement up
* Document early_items
* Move early_items handling before fill_hook
* Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Subnautica pre-fill moved to early_items
* Subnautica early items fix
* Remove unit test bug workaround
* beauxq's pr
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Switched mission item group to a list comprehension to fix missile shuffle errors
* Logic for reducing mission and item counts
* SC2: Piercing the Shroud/Maw of the Void requirements now DRY
* SC2: Logic for All-In, may need further refinement
* SC2: Additional mission orders and starting locations
* SC2: New Mission Order options for shorter campaigns and smaller item pools
* Using location table for hardcoded starter unit
* SC2: Options to curate random item pool and control early unit placement
* SC2: Proper All-In logic
* SC2: Grid, Mini Grid and Blitz mission orders
* SC2: Required Tactics and Unit Upgrade options, better connected item handling
* SC2: Client compatibility with Grid settings
* SC2: Mission rando now uses world random
* SC2: Alternate final missions, new logic, fixes
* SC2: Handling alternate final missions, identifying final mission on client
* SC2: Minor changes to handle edge-case generation failures
* SC2: Removed invalid type hints for Python 3.8
* Revert "SC2: Removed invalid type hints for Python 3.8"
This reverts commit 7851b9f7a39396c8ee1d85d4e4e46e61e8dc80f6.
* SC2: Removed invalid type hints for Python 3.8
* SC2: Removed invalid type hints for Python 3.8
* SC2: Removed invalid type hints for Python 3.8
* SC2: Removed invalid type hints for Python 3.8
* SC2: Changed location loop to enumerate
* SC2: Passing category names through slot data
* SC2: Cleaned up unnecessary _create_items method
* SC2: Removed vestigial extra_locations field from MissionInfo
* SC2: Client backwards compatibility
* SC2: Fixed item generation issue where item is present in both locked and unlocked inventories
* SC2: Removed Missile Turret from defense rating on maps without air
* SC2: No logic locations point to same access rule
Co-authored-by: michaelasantiago <michael.alec.santiago@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* First Pass removal of game-specific code
* SMW, DKC3, and SM hooked into AutoClient
* All SNES autoclients functional
* Fix ALttP Deathlink
* Don't default to being ALttP, and properly error check ctx.game
* Adjust variable naming
* In response to:
> we should probably document usage somewhere. I'm open to suggestions of where this should be documented.
I think the most valuable documentation for APIs is docstrings and full typing.
about websockets change in imports - from websockets documentation:
> For convenience, many public APIs can be imported from the websockets package. However, this feature is incompatible with static code analysis. It breaks autocompletion in an IDE or type checking with mypy. If you’re using such tools, use the real import paths.
* todo note for python 3.11
typing.NotRequired
* missed staging in previous commit
* added missing death Game States for DeathLink
Co-authored-by: beauxq <beauxq@users.noreply.github.com>
Co-authored-by: lordlou <87331798+lordlou@users.noreply.github.com>
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* removed now unecessary sorting of Morph balls at end of item pool
Its messing with priority locations feature.
* SoE: rebalancing and cleanup
* ModuleUpdate: make url detection more generic
* SoE: change item rules to depend on target player difficulty
* SoE: Update to pyevermizer 0.41.0
* adds footknight
* adds location difficulty
* SoE: minor optimization in item rule
if .. in is faster with sets
* SoE: drop support of patch format v3
* SoE: fix some typing and warnings
* SoE: cleanup imports
* Option RangeWithSpecialMax
* amendment to typing in web options
* compare string with number
* lots of work on zillion
* fix zillion fill logic
* fix a few more issues in zillion fill logic
* can make zillion patch and use it
* put multi items in zillion rom
* work on ZillionClient
* logging and auth in client
* work on sending and receiving items
* implement item_handling flag
* fix locations ids to NuktiServer package
* use rewrite of zri
* cache logic rule data for performance
* use new id maps
* fix some problems with the big recent merge
* ZillionClient: use new context manager for Memory class
* fix ItemClassification for Zillion items
and some debug statements for asserts,
documentation on running scripts for manual testing
type correction in CommonContext
* fix some issues in client, start on docs, put rescue and item ram addresses in slot data
* use new location name system
fix item locations getting out of sync in progression balancing
* zillion client can read slot name from game
* zillion: new item names
* remove extra unneeded import
* newer options (room gen and starting cards)
* update comment in zillion patch
* zillion non static regions
* change some logging, update some comments
* allow ZillionClient to exit in certain situations
* todo note to fix options doc strings
* don't force auto forfeit
* rework validation of floppy requirement and item counts
and fix race condition in generate_output
* reorganize Zillion component structure
with System class
* documentation updates for Zillion
* attempt inno_setup.iss
* remove todo comment for something done
* update comment
* rework item count zillion options
and some small cleanups
* fix location check count
* data package version 1
* Zillion can pass unit tests without rom
* fix freeze if closing ZillionClient while it's waiting for server login
* specify commit hash for zilliandomizer package
* some changes to options validation
* Zillion doors saved on multiworld server
* add missing function in inno_setup
and name of vanilla continues in options
* rework zillion sync task and context
* Apply documentation suggestions from SoldierofOrder
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* update zillion package
* workaround for asyncio udp bug
There is a bug in Python in Windows
https://github.com/python/cpython/issues/91227
that makes it so if I look for RetroArch before it's ready, it breaks the asyncio udp transport system.
As a workaround, we don't look for RetroArch until the user asks for it with /sms
* a few of the smaller suggestions from review
* logic only looks at my locations
instead of all the multiworld locations
* some adjustments from pull request discussion
and some unit tests
* patch webhost changes from pull request discussion
* zillion logic tests
* better vblr test
* test interaction of character rescue items with logic
* move unit tests to new worlds folder
* comment improvements
* fix minor logic issue
and add memory read timeout
* capitalization in option display names
Opa-Opa is a proper noun
* redirect zz stdout to debug
* fix option validation bug making unbeatable seeds
* remove line that does nothing
* attach logic cache to world
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <doughoskisson@novuslabs.com>
* Softlock fix: 'Swamp Maze Controls' item also locks maze control other side now
* Increase default & max amount of Puzzle Skips (in response to client side changes to how they work)
* Logically require shortbox lasers to start the elevator
* OoT: ER improvements
Include dungeon rewards in itempool to allow for ER improvement
Better validate_world function by checking for multi-entrance incompatibility more efficiently
Fix some generation failures by ensuring all entrances placed with logic
Introduce bias to some interior entrance placement to improve generation rate
* OoT: fix overworld ER spoiler information
* OoT: rewrite dungeon item placement algorithm
in particular, no longer assumes that exactly the number of vanilla keys is present, which lets it place more or fewer items.
Overcooked! 2 is a couch co-op arcade game with a very high skill ceiling. It has a small but occult following, and the community craves a reason to keep coming back besides just grinding high scores. as such, this PR represents 3 major milestones in one:
* The launch of OC2 Modding, a modding framework which is the first public mod for the game beyond simple RAM trainers
* The launch of OC2 Randomizer
* The integration of OC2 Randomizer in Archipelago
* Prevent legendaries from being shuffled into restless soul encounter
* Prevent Poke Tower 6F wild mons from being same as restless soul
* fix non-deterministic generation
* fix some blunders i made when implementing this
* move generic functions to core class
* move lttp specific stuff out and split up from_text a bit for more modularity
* slightly optimize from_text call order
* don't make changes on github apparently. reading hard
* Metaclass Magic
* do a check against the base class
* copy paste strikes again
* use option default instead of hardcoded "none". check locations and bosses aren't reused.
* throw dupe location error for lttp
* generic singularity support with a bool
* forgot to enable it for lttp
* better error handling
* PlandoBosses: fix inheritance of singularity
* Tests: PlandoBosses
* fix case insensitive tests
* Tests: cleanup PlandoBosses tests
* f in the chat
* oop
* split location into a different variable
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* pass the list of options as `option_list`
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
- Added bolded note that one must use a new file with each new seed
- Added troubleshooting section for when one didn't use a new file
- Worded compilation step 8 more explicitly
- Added link to compilation options list
- Added link to TextClient for using commands
* move output file name logic into core
I see the same logic with small variations in each different world implementation.
It seems to me, it would be better in the core to keep it consistent.
* missed a few
* remove review comment
* + smw
* double quote strings
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* revert change to DS3 output file name
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
- Added sections for console commands and known issues.
- Updated "Resuming" section to reflect current functionality.
- Removed implication that one might have to create the QMods folder. (If it's missing, then you've already messed up step 1.)
- Renamed "Connect Menu" to "connect form" to be less confusing. Generally fixed word capitalization to conform to standard English. Minor wording changes.
* some typing and docs in various parts of the interface
* fix whitespace in docstring
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* suggested changes from discussion
* remove redundant import
* adjust type for json messages
* for options module detection:
module.lower().endswith("options")
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Doc: logic mixin, drop underscore, clarify
conventionally, we added a leading underscore to logic mixins' function
names. This is noisy in the warning section of IDEs. Leading underscores
should only be used for private/protected functions.
In addition, the use of self.world and/or requirement to (no) pass in stuff
was not made clear earlier.
* SoE: fix _ warnings for logic mixin
* autoworld: don't load files/folders starting with '.'
The imports fail if the folder has a '.' in the name, with a somewhat obscure error, and adding a '.' in front of it is what a linux user might expect to use when disabling a world temporarily.
* autoworld: use tuple to filter .* and _*
Fixes to postgame detection for "shuffle_postgame"
Renamed many locations to be symbol-independent ("Outside Tutorial Dots Introduction" becomes "Outside Tutorial Shed Row"). This is to set up future alternate modes, like Sigma Expert, which use completely different symbols.
Renamed most door items to be shorter, more consistent, and less... stupid. ("Bunker Bunker Entry Door" -> "Bunker Entry")
Removed "shuffle_uncommon"
Many logic fixes
* add freetext and freetextchoice options
* fix textchoice. create plando_bosses bool so worlds can check if boss plando is enabled
* remove strange unneccessary \ escapes
* lttp: rip boss plando out of core
* fix broken text methods so they read the data correctly
* revert `None` key in boss_shuffle_options. fix failing tests
* lttp: rewrite boss plando
* lttp: rewrite boss shuffle
* add generic verification step and allow options to set a plando module
* add default typing to plando_options set
* use PlandoSettings intflag for lttp boss plando
* fix plandosettings boss flag check
* minor lttp init cleanup
* make suggested changes. account for "random" existing within plando boss options
* override eq operator
* Please document me!
* Forgot to mention it supports plando
* remove auto_display_name
* Throw warning alerting user to which shuffle is being used if plando is off. Set the remaining boss shuffle in init and boss placement cleanup
* move the convoluted string matching to `from_text`
* remove unneccessary text lowering and actually turn off plando option when it's disabled
* typing
* strong typing for verify method and reorder
* typing is your friend
* log warning correctly
* 3.8 support :(
* also list apparently
* rip out old boss shuffle spoiler code
* verification step for plando bosses and locations
* update plando guide to reference new supported behavior
* empty string is not `None`. remove unneccessary error throw
* Fix bad ordering
* validate boss_shuffle only contains a normal boss option at the end
* get random choice from a list dummy
* >:(
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* minor textchoice cleanup
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
SC2 client now relies almost entirely on the map file and server for the locations and just facilitates them, should make it significantly more resilient to objectives being added or removed
* SC2: fix client crash on printjson messages with more [ than ]
* SC2: move text to queue, that actually clears memory
* SC2: Announce which mission is being loaded
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* OoT: fix shop patching crash due to Item changes
* OoT: more informative failure in triforce piece replacement
* OoT: in triforce hunt, remove ganon BK from pool and lock the door
* OoT: no longer store trap information on the item
* LttPAdjuster: ignore invalid sprite files
* LttPAdjuster: ignore .gitignore in sprites
* LttPAdjuster: log and show message for invalid sprites
* Alttp: set sprite.valid to False for bad zspr and apsprite ...
... when throwing exceptions
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
- fix receiving items in an old save (issue #855) by moving receive queue's read pointer to a per-saveslot value
- clear SRAM over $70:2000, and invalidate save data, when booting a new seed number for the first time
- copy important ROM data to SRAM so future clients don't have to read ROM
People seem to be on the mission long enough to get attacked by Mutalisks, so Victory should require anti air.
Optional Objectives are doable quite comfortably before Mutalisks show up, allowing the anti-air to be on them for later in the mission.
* Fixed disable_non_randomized and other bugs
* Slight performance & code sensibility increase
* Added River Shortcut to Garden as a disabled check in disable_non_randomized
* Changed no progression items exception to a warning
* Added a list of disabled panels to slot_data for disable_non_randomized, so the client can automatically disable the right panels in the future
* Made no progression exception conditional on playercount
* build locations dict dynamically from the TotalLocations option. Minor styling cleanup
* Minor items styling cleanup. remove unused event items
* minor options cleanup. clarify preset toggle slightly better
* make items.py more readable. add chaos weights dict to use as reference point for generation
* small rules styling and consistency cleanup
* create less regions and other init cleanup
* move region creation to less function calls and move revivals calculation
* typing
* use enum instead of hardcoded ints. fix bug i introduced
* better typing
* Core: allow loading worlds from zip modules
RoR2: make it zipimport compatible (remove relative imports beyond local top-level)
* WebHost: add support for .apworld