* Tests: test that the game is beatable for WorldTestBases
* update docstring
* don't test the bases with default options for real this time
* invert the property so worlds can use it easier
* setup check should be or
* test class needs to always be constructed
* skip default tests before multiworld setup
* check if the calling method is in the base's __dict__
* shorter property and functional setup skipping
* shorter property and functional setup skipping
* Tests: test that worlds don't create regions or locations after `create_items`
* recache during the location counts just to be extra safe
* adjust typing and use a Tuple instead of a list
* remove unused import
* Tests: test all state and empty state on world test bases
* actually add the test methods to the dict
* only test if the world test base has non default options
* remove temp logging
* ditch the meta class and document methods
* Tests: WorldTestBase comment and docstring cleanup
* skip default tests if setUp or world_setup are modified and use a property
* negation hurts my head
* docstring
* use a better name for the property
---------
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>
* 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>
* 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
* 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.
* fix case sensitivity in server commands
* improve ambiguous match breakout
* worried about accidentally swapping team and slot
* Remove now unused import
* [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
* tests: fix random failures on Zillion tests
Normally there's a low probably that the game doesn't require a power-up that it usually requires.
This makes sure it always has that requirement for tests.
* better type narrowing
* 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>
* world test base class
* game not instance property
* I would have guessed that this only collected 1.
* game property
* move SoE tests into worlds
* don't force auto world setup
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
* 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>
* 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>
* Tests: add test to check for typo'd item name group definitions
Factorio: item *name* group was pointing to IDs instead.
Server: prevent crash when using Event-filled item name group
* Server: prevent crash when /hint'ing for an item name group with events