* Make witness apworld mostly pass mypy
* Fix all remaining mypy errors except the core ones
* I'm a goofy stupid poopoo head
* Two more fixes
* ruff after merge
* Mypy for new stuff
* Oops
* Stricter ruff rules (that I already comply with :3)
* Deprecated ruff thing
* wait no i lied
* lol super nevermind
* I can actually be slightly more specific
* lint
* 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* Fix some outdated code related to yaml-disabled EPs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
* New classification changes (Credit: Exempt-Medic)
* Don't need to pass world
* Comments
* Replace it with another magic system because why not at this point :DDDDDD
* oops
* Oops
* Another was missed
* Make events conditions. Disable_Non_Randomized will no longer just 'have all events'
* What the fuck? Has this just always been broken?
* Don't have boolean function with 'not' in the name
* Another useful classification
* slight code refactor
* Funny haha booleans
* This would create a really bad merge error
* I can't believe this actually kind of works
* And here's the punchline. + some bugfixes
* Comment dat code
* Comments galore
* LMAO OOPS
* so nice I did it twice
* debug x2
* Careful
* Add more comments
* That comment is a bit unnecessary now
* Fix overriding region connections
* Correct a comment
* Correct again
* Rename variable
* Idk I guess this is in this branch now
* More tweaking of postgame & comments
* This is commit just exists to fix that grammar error
* I think I can just fucking delete this now???
* Forgot to reset something here
* Delete dead codepath
* Obelisk Keys were getting yote erroneously
* More comments
* Fix duplicate connections
* Oopsington III
* performance improvements & cleanup
* More rules cleanup and performance improvements
* Oh cool I can do this huh
* Okay but this is even more swag tho
* Lazy eval
* remove some implicit checks
* Is this too magical yet
* more guard magic
* Maaaaaaaagiccccccccc
* Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy
* Make it docstring
* Newline bc I like that better
* this is a little spooky lol
* lol
* Wait
* spoO
* Better variable name and comment
* Improved comment again
* better API
* oops I deleted a deepcopy
* lol help
* Help???
* player_regionsns lmao
* Add some comments
* Make doors disabled properly again. I hope this works
* Don't disable lasers
* Omega oops
* Make Floor 2 Exit not exist
* Make a fix that's warps compatible
* I think this was an oversight, I tested a seed and it seems to have the same result
* This is definitely less Violet than before
* Does this feel more violet lol
* Exception if a laser gets disabled, cleanup
* Ruff
* >:(
* consistent utils import
* Make autopostgame more reviewable (hopefully)
* more reviewability
* WitnessRule
* replace another instance of it
* lint
* style
* comment
* found the bug
* Move comment
* Get rid of cache and ugly allow_victory
* comments and lint
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>
* 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
I hope this gets a prize for "Most irrelevant PR in AP history"
Explanation:
When changing the hint system on the client side to be able to auto-wrap, decisions were made about which line breaks were still explicitly important, with most of them being removed.
This hint was somewhat devalued in the process.
-. --- - .... .. -. --. translates to "Nothing", which I thought was the entirety of the joke.
However, the line breaks were actually also important, because:
dash dot, dash dash dash,
dash, dot dot dot dot, dot dot,
dash dot, dash dash dot
is a Haiku! And the hint's creator (oddGarrett I believe) said this was specifically part of the creative vision for this joke hint. They said it's fine, I don't need to change it, but I couldn't let that stand.
So, the explicit line breaks for this joke hint are back.
Changes:
* Hints should feel a lot less same-y now ("Priority hints" are no longer always hints in disguise)
* Keep Hedge Mazes 1-3 and Pressure Plates 1-3 are added as locations in all settings
* Desert Final Room Hexagonal & Desert Final Room Bent 3 are added as locations
* Entries in exclude_locations that are referring to panels are now sent through slot data. This means they can be pre-skipped on the client side.
Fixes:
* Logic error in the Stoneworks that led to more restrictive seeds than necessary
* Logic error for Theater Flowers EP that led to more restrictive seeds than necessary
* Fixed crash in plando when "item" is a dict with weights
* Spoiler log locations were in random order per region, now they are consistent
* 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>
## 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"