* Update contributing.md
* Update docs/contributing.md
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update contributing.md
Separated the sentence specifically for web stuff as well as slight rephrasing of the first bullet point
* Update docs/contributing.md
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update docs/contributing.md
Changed the order of two words
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update docs/contributing.md
Clarified "this document"
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* begin reworking adding games.md
* make it presentable
* some doc cleanup
* style cleanup
* rework the "more on that later" section of SDV
* remove now unused images
* make the doc links consistent
* typo
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
🤞
* map option objects to a `World.options` dict
* convert RoR2 to options dict system for testing
* add temp behavior for lttp with notes
* copy/paste bad
* convert `set_default_common_options` to a namespace property
* reorganize test call order
* have fill_restrictive use the new options system
* update world api
* update soe tests
* fix world api
* core: auto initialize a dataclass on the World class with the option results
* core: auto initialize a dataclass on the World class with the option results: small tying improvement
* add `as_dict` method to the options dataclass
* fix namespace issues with tests
* have current option updates use `.value` instead of changing the option
* update ror2 to use the new options system again
* revert the junk pool dict since it's cased differently
* fix begin_with_loop typo
* write new and old options to spoiler
* change factorio option behavior back
* fix comparisons
* move common and per_game_common options to new system
* core: automatically create missing options_dataclass from legacy option_definitions
* remove spoiler special casing and add back the Factorio option changing but in new system
* give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly
* reimplement `inspect.get_annotations`
* move option info generation for webhost to new system
* need to include Common and PerGame common since __annotations__ doesn't include super
* use get_type_hints for the options dictionary
* typing.get_type_hints returns the bases too.
* forgot to sweep through generate
* sweep through all the tests
* swap to a metaclass property
* move remaining usages from get_type_hints to metaclass property
* move remaining usages from __annotations__ to metaclass property
* move remaining usages from legacy dictionaries to metaclass property
* remove legacy dictionaries
* cache the metaclass property
* clarify inheritance in world api
* move the messenger to new options system
* add an assert for my dumb
* update the doc
* rename o to options
* missed a spot
* update new messenger options
* comment spacing
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* fix tests
* fix missing import
* make the documentation definition more accurate
* use options system for loc creation
* type cast MessengerWorld
* fix typo and use quotes for cast
* LTTP: set random seed in tests
* ArchipIdle: remove change here as it's default on AutoWorld
* Stardew: Need to set state because `set_default_common_options` used to
* The Messenger: update shop rando and helpers to new system; optimize imports
* Add a kwarg to `as_dict` to do the casing for you
* RoR2: use new kwarg for less code
* RoR2: revert some accidental reverts
* The Messenger: remove an unnecessary variable
* remove TypeVar that isn't used
* CommonOptions not abstract
* Docs: fix mistake in options api.md
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* create options for item link worlds
* revert accidental doc removals
* Item Links: set default options on group
* change Zillion to new options dataclass
* remove unused parameter to function
* use TypeGuard for Literal narrowing
* move dlc quest to new api
* move overcooked 2 to new api
* fixed some missed code in oc2
* - Tried to be compliant with 993 (WIP?)
* - I think it all works now
* - Removed last trace of me touching core
* typo
* It now passes all tests!
* Improve options, fix all issues I hope
* - Fixed init options
* dlcquest: fix bad imports
* missed a file
* - Reduce code duplication
* add as_dict documentation
* - Use .items(), get option name more directly, fix slot data content
* - Remove generic options from the slot data
* improve slot data documentation
* remove `CommonOptions.get_value` (#21)
* better slot data description
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@yahoo.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
* core: typing for MultiWorld.get_regions
* core: utility method for visualizing worlds as PlantUML
* core: utility method for visualizing worlds as PlantUML: update docs
* Meta: Create code owners document for tracking and notifying owners of world changes.
* Removing @dewiniaid as maintainer for Hollow Knight.
2023-07-11 - Finalization Date for Vote
https://discord.com/channels/731205301247803413/1123286507390767267/1128482720218099812
@ThePhar - Vote to Remove (2023-06-27)
@black-sliver - Vote to Remove (2023-06-27)
@KonoTyran - Vote to Remove (2023-06-27)
@Berserker66 - Vote to Remove (2023-07-09)
Passed with majority to remove maintainer status.
* Adding @BadMagic100 and @ThePhar as maintainers for Hollow Knight.
@BadMagic100 to primarily handle client-side maintenance/updates.
@ThePhar to primarily handle Archipelago-side maintenance/updates.
https://discord.com/channels/731205301247803413/1131762415021858907
@ThePhar - Approved @BadMagic100 (2023-07-20) and @ThePhar (2023-07-24) as Maintainers
@LegendaryLinux - Approved @BadMagic100 (2023-07-20) as Maintainer
@Berserker66 - Approved @BadMagic100 (2023-07-26) and @ThePhar (2023-07-26) as Maintainers
@black-sliver - Approved @BadMagic100 (2023-07-26) and @ThePhar (2023-07-26) as Maintainers
@KonoTyran - Approved @BadMagic100 (2023-07-27) and @ThePhar (2023-07-27) as Maintainers
Passed with a majority to set maintainer status for Hollow Knight.
* Region.create_exit and Region.connect helpers
* reduce code duplication and better naming in Region.connect
* thank you tests
* reorder class definition
* define entrance_type on Region
* document helpers
* drop __class_getitem__ for now
* review changes
* Add settings API ("auto settings") for host.yaml
* settings: no BOM when saving
* settings: fix saving / groups resetting themselves
* settings: fix AutoWorldRegister import
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Lufia2: settings: clean up imports
* settings: more consistent class naming
* Docs: update world api for settings api refactor
* settings: fix access from World instance
* settings: update migration timeline
* Docs: Apply suggestions from code review
Co-authored-by: Zach Parks <zach@alliware.com>
* Settings: correctly resolve .exe in UserPath and LocalPath
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
* Fix links to TASVideos.org using HTTP
* Revise all docs mentioning Lua in EmuHawk which are in English
resolvesTASEmulators/BizHawk#3650
* Correct capitalisation of "BizHawk"
in strings and camelCase identifiers
* Use the term "EmuHawk" when referring to the app, in English docs
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Docs: Mention Git in the "Optional" section of "Running from Source"
GIt is required to install the Zilliandomizer package.
Also, this is probably just nice to have.
* Remove mention of Zillion so the text doesn't need updating.
* Update docs/running from source.md
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update docs/running from source.md
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Mention PyCharm's git integration
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Docs: add info about mainting worlds
* Docs: fix typos in world maintainer
* Docs: commit suggestions into world maintainers
Thanks Joethepic and Silvris
* Docs: fix more typos in world maintainer
* Docs: more typos
* Docs: world maintainers link to core maintainers
* Docs: world maintainers voting on discord
* Docs: add 'world maintainer' link to 'adding games'
* Docs: unmaintained worlds in 'disabled'
* Docs: world maintainer update from review
Thanks LegendaryLinux
* Doc: rephrase world maintainer voting
* Update world api doc
Changed the description of excluded and priority locations to match how they appear in other places such as the options api doc
* Update world api.md
* notify clients of their amount of hint points on initial connection and when hinting
* send in connect packet instead of sending a RoomUpdate on connect
* send hint_points update in `on_new_hint`
* add to connected packet docs
* hint_points isn't a new variable on RoomUpdate now
* note roomupdate can contain connected members
* add the hint point stuff to commonclient
* only show hint points when relevant and default to 0
* Revert "note roomupdate can contain connected members"
* remove hint_points from roomupdate args list and condense explanation of possible packet args
* updates from phar's review
* Small tweak to wording in RoomUpdate
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Phar <zach@alliware.com>
### 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
* write up an option api doc
* address reviews
* some clarification
* add note about using schema
* Add ItemSet and formatting
* bulletpoint option defining
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* split random description to new sentence
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* use inclusive and parallel language for example
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* changes from review
* commas
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* capitalize Toggle
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* the sliver conventions
---------
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* Docs: document world docs and tests
* regions and items shouldn't be created after `create_items`
* Changes from review
* Restructure game info section
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* w
* urls can have extension probably
* reorder the methods by call order
* fix grammar mistake in ordered method list
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Protocol: Improve machine-readability of prints
* Factorio: Make use of new PrintJSON fields for echo detection.
* Protocol: Add message field to chat prints.
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.
* 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>
* 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
* CI/Doc: use pytest-subtests
* CI: clean up pip installs a bit
* make lint and unittests install the same stuff
* make sure to install wheel, which is a recommended (not required) dependency for everything pip
* Docs: Update client supported libraries in api doc
* left align table column
* Update table of languages to include Haxe lib and remarks
* Reformat table
* Changed verbiage on SNI remark
* [Core] Added Countdown type to print json to distinct the count down message from other types
* Added backward compatibility check
* Fixed review comments
* Updated header category
* Apply suggestions from code review
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
* Completely phased out Print in favor of PrintJson
* Updated docs to warn about phasing out of Print
* Removed faulty import
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
* Doc: move "Running from source" from wiki to docs/
* Doc: update links and reformat running from source
* Doc: implement suggestions in "Running from source"
thanks @alwaysintreble
* Doc: update link to "Running from source"
also link docs/ folder
* Doc: Running from source: Apply suggestions from code review
Co-authored-by: KonoTyran <Kono.Tyran@gmail.com>
Co-authored-by: KonoTyran <Kono.Tyran@gmail.com>
* Add SA2B and SC2 to network diagram
* Remove jpg version of image.
* Fix png of image... Github web editor borked it
* Update network diagram.svg
* We're back to light mode, friends.
Use SVG and JPG that are valid and let you zoom in properly.
* Add stone theme
* Fix h2 color, change rogue-legacy to stone theme (approved by Phar)
* Add stone theme preview to world api.md
* Different stone theme preview to match other images
* Add bug report link to WebWorld
* change bug_report_page to an optional
reword bug report link text.
* update Minecraft bug report page to a template.
* change wording of link.
* add `bug_report_page` documentation to api.md
`AutoWorld.World`s can set required_server_version and required_client_version properties. Drop `get_required_client_version()`.
`MultiServer` will set an absolute minimum client version based on its capability (protocol level).
`IgnoreVersion` tag is replaced by using `Tracker` or `TextOnly` with empty or null `game`.
Ignoring game will also ignore game's required_client_version (and fall back to server capability).
* documentation: add links to other guides in adding games.md
* documentation: add webworld to api.md
* documentation: point people to docs folder and discord for help with adding games
* tutorial: go a bit more in depth on downloading a template yaml
* Make Ijwu happy
* point to baseclasses.py in api.md and reformat links a bit
* Tracker tag will receive all items via server (including local)
* TextOnly tag will receive no items
* TextClient sends TextOnly tag
* precollected items / start_inventory does not get an "Order received" number anymore
* local items do always get an "Order received" number now
* multisave changed, includes version number now, upgrade works for games (not trackers)
Allows clients to only download relevant parts of the datapackage, or to keep ID lookups per-game, and for Bounce to tell if there will be a receiving end.