- Perhaps most critically, adds the ability for the door shuffle code to catch door shuffle exceptions and try again. Will try up to 10 times. Should mean Door Shuffle does not need to be disallowed in the big async🤞
- Door Shuffle code has been made drastically faster by searching for the first dead end instead of sorting the whole list of entrances by whether they are dead ends.
- Renames Full to Interiors, and adds a new Full door shuffle that shuffles interior-to-interior doors separately from exterior-to-interior doors.
- Adds a new Decoupled door shuffle.
- Warp Tile Shuffle now has 3 separate options, Vanilla, Shuffle, and Mixed. Shuffle shuffles the warp tiles among themselves, Mixed mixes them into the Door Shuffle pool.
- Safari Zone connections are now shuffled on Full, Insanity, and Decoupled.
- On Simple Door Shuffle, the Town Map is updated to show the new dungeon locations. The Town Map has been updated to show the locations of dungeons that previously were not shown unless you opened the map within them, and the Sea Cottage has been removed from it.
- Adds Auto Level Scaling that chooses the level scaling mode based on the Door Shuffle choice.
- Fixes issues with Flash and Fly move interventions (where it ensures an available Pokémon that can learn it is reachable depending on settings).
- Fixes a possible generation crash with type chart randomization.
- Should fix an issue where `stage_fill_hook` was able to remove the wrong item from the item pool resulting in a duplicated item reference existing.
- Adds a stage_post_fill function which searches for Pokémon in order of spheres, setting all but the first advancement Pokémon event found to `useful` so that spoiler playthrough calculation skips them. In a solo game gen test, this cut gen time from 15 seconds to 10 seconds with same seed number. Difference is likely to be much more massive in larger multiworlds.
Was pointed out that using `state.locations.checked` is not the best solution, even if it's for a completion condition and the Ganon event location would always have the Triforce of Power event item. So let's just check for the Triforce of Power instead. Thank you Zunawe for pointing it out and Silvris for providing the proper rule to use.
* If the user tried to run `/bank` with no arguments to see the current
value while disconnected, previously it threw an exception `KeyError:
'EnergyLinkNone'`. Now it informs the user that they must be connected
and in-game, like `/bank deposit` and `/bank withdraw` do.
I'm also open to adding another `if` branch to make `/bank` only check
for `ctx.server` instead of combining it with the other bank commands,
to allow connecting to check the bank before the game save is loaded.
If that's preferred let me know.
* If the user tried to run `/bank` or `/bank deposit` when the EnergyLink
hadn't been used yet, they would get a `TypeError` exception. Trying
`/bank withdraw` would give no output and would crash the lua
connector script. Now it treats a `None` EnergyLink as `0` and works
properly.
Turns out you can't kill Gleeok with bombs or a candle as I happened to find out in a community async. While I'll be fine, a rare combination of settings could put all 4 possible weapons (the three levels of sword and the Magical Rod) to kill Gleeoks behind killing Gleeoks. This fix should prevent that from happening.
Note: Even though there are technically 5 weapons that can kill Gleeok in the pool because at the moment we have an extra copy of the base Sword, I want to future-proof this incase we make changes to the item pool later.
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Despite earlier efforts, there were still rare fill errors when door shuffle and color shuffle were on and early color hallways was off, because sphere 1 was too small. This turns "Starting Room - HI" back into a location, which should give the algorithm more room.
The "forced good item" pool has been reconsidered. The problem with the specific item that caused the recent failure (Welcome Back - Shortcut to Starting Room) is that it only provided one location when color shuffle was on, which is a net of zero considering that the GOOD LUCK check was forced. It will no longer show up as a good item unless color shuffle is off. On an opposite vein, Rhyme Room Doors will now show up even if color shuffle is on, because it gives color hallways access by itself.
A good item will only be forced onto GOOD LUCK now if there is more than one player.
* Trap weights
* Slightly change the way the option works
* Wording one more time
* Non optional to bring in line with Ixrec's implementation
* Be clear that it's not an absolute amount, but a weight
* E x c l a m a t i o n p o i n t
* Update worlds/witness/items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Wait I can just do this now lol
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Core: typing: return type of `fill_slot_data` to `Mapping`
type checker be like:
"Wait a minute! If you give this mutable dict to those sussy sketchbags, they might mutate it and invalidate your more specific typing!"
Note that this doesn't mean the return value needs to be immutable. It just means the caller won't mutate it (which matches current `Main.py` implementation).
I've seen some talk of introducing ownership to the type system.
https://discuss.python.org/t/we-may-need-better-specification-for-existing-and-future-refinement-types-in-the-type-system/43955/5
Then maybe I could say: "Do whatever you want with it, because I'm giving up ownership."
But that doesn't exist in the type system currently.
* in docs too
* docs talk less about type and more about json
* keep `dict` to be safe with .net client and json
This new type of "area hint" will instead give you general information about one of the named geographical areas in your world.
Example:
```
There are 4 progression items in the "Quarry" region.
Of them, 2 are for other players.
Also, one of them is a laser for this world.
```
This also renames some of the locations in the game to better fit into an "area", such as the "River Obelisk" being renamed to the "Mountainside Obelisk".
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Add nmg boss scav kill
* Add boss quick kills
* Fix name of orb
* Remove getting into zig with ice grapple
* Remove connection from quarry to zig
* Add a few missing dependent regions
* Separate the atoll statue and portal pad so that it doesn't assume you can get from one to the other without prayer
## What is this fixing or adding?
Adds Bombless Start option, along with proper bomb logic. This involves updating `can_kill_most_things` to include checking how many bombs can be held. Many places where the ability to kill enemies was assumed, now have logic. This fixes some possible existing logic issues, for example: Mini Moldorm cave checks currently are always in logic despite the fact that on expert enemy health it would require 12 bombs to kill each mini moldorm.
Overhauls options, pulling them out of core and in particular making large changes to how the shop options work.
Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Bondo <38083232+BadmoonzZ@users.noreply.github.com>
Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>