Adds better support for the Universal Tracker (see its channel in the future game design section).
This does absolutely nothing regarding standard gen, just adds some checks for an attribute that only exists when UT is being used.
The Colorful did not actually properly split into individual doors when progressive colorful was off. This change refactors the code that handles special cases with progressive items to make things clearer (which is important because I will be introducing another one).
* Tests: assign the World to WorldTestBase and add a player field (because I like typing self.player far more than random 1's all over the place)
* more accurate docstring for world and multiworld
* use self.player within the class
## What is this fixing or adding?
- Roof MASTERY panels are now technically in individual regions with more descriptive names, so they can be displayed better on the tracker.
- Orange Tower Seventh Floor - Mastery has been renamed to simply Mastery.
- The Optimistic is its own region now.
- The misnamed CEILING in Room Room has been fixed.
- The misnamed CHEESE in Challenge Room has been fixed.
- The misnamed SOUND in Outside the Bold has been fixed.
- "The Bearer - Shortcut to The Bold" is now "The Bearer - Entrance".
- HUB ROOM - NEAR, FAR and the Warts Straw and Leaf Feel Areas have now been semantically combined into the "Symmetry Room". They are still logically three separate regions.
- The FACTS chain in Challenge Room has been reindexed, and the full chain panel is now indicated as such.
- The Room Room floors have been reindexed.
- Panels in The Observant are now named by their questions, not answers.
- Added a (1) subscript to several panels in Orange Tower Fourth Floor, Outside The Initiated, and The Seeker.
The validate_config.rb script has also been updated to check that all items and locations have an ID.
This change should not impact generation logic at all. It is just changing item and location names.
The final stage of Progressive Art Gallery opens up the four-way intersection between the Art Gallery, Orange Tower Fifth Floor, The Bearer, and Outside The Initiated. This is a very useful door, and it would be cool to be able to open it without having to get five progressive items. The original reason this was included in the progression was because getting into the back of Art Gallery early would cause sequence breaks. At this point, the way the client handles the Art Gallery has changed enough that it does not matter if the player can go through this door before getting all progressive art galleries.
Two things have been happening.
**Incorrect Events**
Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items.
Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests.
Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes.
From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created.
This also removes some spoiler log clutter where unused events were just in the location list.
**Item classifications**
When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
* Added some resilience to non-ASCII player names or items
* Also the client, not even sure if switching to ascii is useful here
* Split a long line in two
* Super Mario 64: Move Randomizer Update
Co-authored-by: RBman <139954693+RBmans@users.noreply.github.com>
Signed-off-by: Magnemania <magnemight@gmail.com>
* Fixed logic for Vanish Cap Under the Moat
Signed-off-by: Magnemania <magnemight@gmail.com>
* Refactor postgame code to be more readable
* Change all references to options to strings
* oops
* Fix some outdated code related to yaml-disabled EPs
* Small fixes to short/longbox stuff (thanks Medic)
* comment
* fix duplicate
* Removed triplicate lmfao
* Better comment
* added another 'unfun' postgame consideration
* comment
* more option strings
* oops
* Remove an unnecessary comparison
* another string missed
* Another was missed
* This would create a really bad merge error
In pyevermizer, it's called Atlas Medallion, not Amulet, leading to an
empty group and to code not considering them as an alchemy ingredient
when swapping out for a trap or an energy core fragment.
Also adds a test.
Reworking the options to make it work with the new options API.
Also reworked stuff in several spots to use world: NoitaWorld instead of multiworld: MultiWorld
The Colorful currently, in logic, does not expect you to solve the achievement panel until all of the doors are opened. This is not enforced by the client in complex door shuffle. It is also not typical of how achievements in Lingo usually work, and it ended up this way because of the fact that The Colorful is, uniquely, not a countdown panel. This change modifies logic so that solving each panel within The Colorful is required in order to access the achievement, rather than opening all of the doors. This will be accompanied by a change to the client that will turn the achievement panel into a countdown.
Bizhawk's "hard reset" option fills RAM with 0x55s. This causes game completion to be erroneously flagged, and likely many erroneous location checks with it. This fix checks for 0x55 and will not proceed to process anything if present.
* SoE: fix typing for tests
* SoE: explicitly export pyevermizer
To support loading the module from source (rather than module) we import
pyevermizer from `__init__.py` in other files. This has been an implicit export
and `mypy --strict` disables implicit exports, so we export it explicitly now.
* SoE: fix style in patch.py
* SoE: remove unused imports
* SoE: fix format mistakes
* SoE: cleaner typing in SoEOptions.flags
as suggested by beauxq
* Tests: add a test for worlds to only modify the itempool in `create_items`
* extend test multiworld setup instead of a new function
* cleanup the test a bit
* put more strict wording in `create_items` docstring
* list of shame
* Don't call `set_rules` before testing
* remove ChecksFinder from the list of shame
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Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Update en_Tunic.md
* Change emphasis a bit
* Move the "haven't played before" section up
* settings -> options
* Update worlds/tunic/docs/en_Tunic.md
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update setup as well with settings -> options and some recent changes to the in-game settings
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Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* SoE: new file naming
also fixes test base deprecation
* SoE: use options_dataclass
* SoE: moar typing
* SoE: no more multiworld.random
* SoE: replace LogicMixin by SoEPlayerLogic object
* SoE: add test that rocket parts always exist
* SoE: Even moar typing
* SoE: can haz apworld now
* SoE: pep up test naming
* SoE: use self.options for trap chances
* SoE: remove unused import with outdated comment
* SoE: move flag and trap extraction to dataclass
as suggested by beauxq
* SoE: test trap option parsing and item generation
Office elevator logic was written as
can reach Underground Tunnels OR can reach Office AND have Key for Office Elevator
Meaning that key for office elevator was not required if Underground Tunnels could be reached when it should be.
Changed to
(can reach Underground Tunnels OR can reach Office) AND have Key for Office Elevator
- Adds all the songs from the Touhou Mugakudan -Ⅲ- update.
- Increases the upper limit of additional songs to 508 due to there being 512 songs now.
- Finally fixes umpopoff. As it was the only song that had less than 3 difficulties but also didn't have proper difficulty values
Makes the client make sure the player has the correct amount of stat increase instead of letting the goa mod (apcompanion) do it
abilities: checks the slot where abilities could dupe unless that slot is being used for an actual abiliity given to the player
Fixes rule logic for location 'puzzle solved three floor elevator'. Missing a parenthesis caused only the key requirement to be checked for the blue maze region.
* Noita: Add note about allowable slot names
* Update character list
* Update init to raise an exception if a yaml has bad characters
* Slightly adjust exception message
It was brought up that if you attempt to non_local any of the starting weapons, there is still a chance for it to get chosen as your starting weapon if you are on a StartingPosition value lower than very_dangerous. This fix will attempt to build the starting weapons list accounting for non_local items, but if all possible weapons have been set to non_local, force one of them to be your starting weapon anyway since the player is still expecting a starting weapon in their world if they have chosen one of the lower StartingPosition values.
* Pokemon Emerald: Change "settings" to "options" in docs
* Pokemon Emerald: Fix two more usages of "setting" instead of "option"
* Pokemon Emerald: Minor rephrase in docs
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
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Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
There was a bug in non-expanded item pool where due to the base patch changes to accommodate more items in dungeons, some items were transformed into glitch items that removed bombs (this also happened in expanded item pool, but the item placement would overwrite the results of this bug so it didn't appear as frequently). Being a Zelda game, losing bombs is bad. This PR fixes the base patch process to avoid this bug, by properly carrying the value of a variable through a procedure.
Only attempt to place badges in badge locations if they are empty. Return unplaced badges to the item pool if fewer than 8 locations are being filled.
This should fix errors that occur when items are placed into badge locations via plando, or whatever other worlds may do.