Commit Graph

129 Commits

Author SHA1 Message Date
espeon65536 5d6592f296 Merge branch 'main' of https://github.com/espeon65536/Archipelago into main 2021-06-09 11:00:33 -05:00
espeon65536 b3b56fcafd removed unnecessary import 2021-06-08 19:32:27 -05:00
espeon65536 671fd50cfb Moved the add_rule for mirrorless swamp to speed it up on invalid entrance shuffle type 2021-06-08 19:19:11 -05:00
espeon65536 eaf19643a9 Cleaned up code for assigning dungeon reentry rules 2021-06-08 19:18:28 -05:00
espeon65536 a582a3781b Moved the addition of HMG-specific connections to fix crossed ER 2021-06-08 18:32:22 -05:00
espeon65536 e0d90e0b21 Properly accounting for agatower not freely opening for dungeon reentry 2021-06-08 18:17:21 -05:00
espeon65536 a73189338c Fixed full ER HMG not ignoring pearl requirements on entrances 2021-06-08 18:15:47 -05:00
espeon65536 2001ca6566 Fixed the check on dungeon reentry not working properly 2021-06-08 01:22:16 -05:00
espeon65536 b9a783d7d7 Fixed open connections breaking non-HMG seed generation 2021-06-08 00:50:28 -05:00
espeon65536 eb9ee9f41e Hybrid Major Glitches connections and logic 2021-06-07 20:19:03 -05:00
Fabian Dill 72e5acfb86 Factorio recipe time: adjust triangular mode 2021-06-07 11:32:39 +02:00
espeon65536 16c6e17a49 Initial handling of hybrid glitch logic outside of UnderworldGlitchRules 2021-06-07 01:19:27 -05:00
espeon65536 ac31671914 initial hybridmg logic file commit 2021-06-07 00:38:30 -05:00
Fabian Dill 46bb2d1367 Factorio: add chaos recipe time and use random.triangular distribution 2021-06-06 21:38:53 +02:00
Fabian Dill 403ddd603f Factorio: implement random recipe times 2021-06-06 21:11:58 +02:00
Fabian Dill 7907838c24 Factorio: Revamp Tech Tree Layouts 2021-06-06 20:26:40 +02:00
espeon65536 48c3d1fa4a Added campfire for Sticky Situation, by popular demand 2021-06-06 15:10:45 +00:00
espeon65536 286254c5cd require end crystals for Free the End, since it's possible to kill the dragon with beds and not receive the advancement 2021-06-06 15:10:45 +00:00
espeon65536 82cd51f5f4 structure plando for Minecraft 2021-06-06 15:10:45 +00:00
espeon65536 a55bcae3ec Minecraft logic improvements
- Very Very Frightening now properly accounts for getting a villager into the overworld by curing a zombie villager
- Hot Tourist Destinations no longer requires striders, since no one was using them anyway
- Saddles are now also obtainable from raids by killing a ravager (100% drop rate)
2021-06-06 15:10:45 +00:00
Fabian Dill c71387ad00 Factorio: fix single-player static node placement 2021-06-06 16:08:17 +02:00
Fabian Dill c095c28618 Split requirements into world types, automatically discover and resolve them. 2021-06-06 15:30:20 +02:00
Fabian Dill aa6f65ee1f Prevent logical lockout from Pedestal/Pyramid Fairy in ice rod hunt 2021-05-27 12:14:20 +02:00
Fabian Dill c36ac5baba consider the ability to craft a rocket-silo for factorio completion 2021-05-22 21:13:53 +02:00
Fabian Dill d8e33fe596 Factorio: Differentiate advancement items. 2021-05-22 10:46:27 +02:00
Fabian Dill 80b7e2e188 Factorio: Build logic for rocket launch, allow beatable only to work correctly
Convert Science requirements to Event of "automate <pack>"
2021-05-22 10:06:21 +02:00
Fabian Dill 22aa4cbb9f Factorio: Fix Rocket Launch event getting encoded into mod 2021-05-22 07:54:12 +02:00
Fabian Dill 71bb5b850e set correct player ID for Factorio Victory 2021-05-22 07:06:09 +02:00
Fabian Dill e1b4975a11 Add Crafting Machine awareness to Factorio logic
(should have no effect on vanilla, mostly for modded gameplay)
2021-05-19 06:52:53 +02:00
Fabian Dill f8a5e8bfc7 add Factorio Victory Event 2021-05-19 05:33:44 +02:00
espeon65536 685de847c4
Minecraft updates (#13)
* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

* Minecraft logic updates
Wither kill now considers nether fortresses as a valid source of soul sand
A Furious Cocktail now requires beacons for resistance and village access for carrots
Uneasy Alliance now requires fishing rod to pull the ghast through the portal
On a Rail now requires iron pickaxe to make powered rails
Overkill now may require strength II without stone axe, which needs nether access

* embed all apmc info into slot_data

* updated MC tests for logic changes

* put apmc into zipfile

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-16 00:49:58 +02:00
Fabian Dill 3e1941a561 allow Factorio Client to recognize if it's trying to connect to the wrong multiworld. 2021-05-16 00:21:00 +02:00
Fabian Dill b82d6cec31 regain basic WebHost functionality 2021-05-13 21:57:11 +02:00
Fabian Dill daa959e353 remove suppress rom argument 2021-05-13 01:40:36 +02:00
Fabian Dill a231850911 Make hint costs relative 2021-05-11 23:08:50 +02:00
Fabian Dill 1b2283b173 Factorio: correctly cache control_template to allow multiple Factorio worlds 2021-05-11 13:28:58 +02:00
Fabian Dill 729088fd85 Fix generation failure if aga tower door was placed on HC ledge in inverted dungeonsfull 2021-05-11 01:26:59 +02:00
Fabian Dill e50db61030 constrict Factorio logic to require all paths to a product, not any.
Should narrow this down in a careful manner later.
2021-05-10 02:33:54 +02:00
Fabian Dill 909172cbad Factorio, Minecraft & Hollow Knight: add startinventory support 2021-05-09 21:22:21 +02:00
Fabian Dill c55983af5f Factorio: add starting_items 2021-05-09 17:46:26 +02:00
Fabian Dill 9c3d12dc55 Factorio: Embed slot name into mod 2021-05-09 17:26:53 +02:00
espeon65536 2f7e532f4f
Minecraft Randomizer
Squash merge, original Commits:

* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-08 13:38:57 +02:00
Fabian Dill 5c9aa09c80 LttP: implement dungeonscrossed ER 2021-05-08 12:04:03 +02:00
Fabian Dill e5bbcb8d27 merge of 6bf02455e6 2021-05-08 01:49:30 +02:00
Fabian Dill cf488e5a5d convert parse_zspr to staticmethod 2021-05-08 01:44:37 +02:00
Fabian Dill 36ef9e8a72 LttP: Read author game display name from zspr 2021-05-07 22:34:02 +02:00
Fabian Dill e7d254aed7 Factorio: make automation science pack rocket recipe consistent with the others 2021-05-07 22:09:04 +02:00
Fabian Dill 298f2f652a Factorio: add rocket recipe scaling by max science 2021-05-07 21:58:46 +02:00
Fabian Dill 5cb2689609 LttP: speed up ER shuffling caves 2021-05-07 21:01:13 +02:00
Fabian Dill 9ab5ec426d remove leftover from when recipes were events 2021-05-06 12:53:57 +02:00