* Core: Detect and account for apworlds being downloaded with a (1) in their name
* Reword comment
* Always use internal module name
* Requested changes from black-silver
* Landstalker: remove global ref to multiworld
`cached_spheres` holds a reference to the multiworld, which leaks the multiworld if multidata is skipped. Instead of making it a class variable, give a reference to each matching world.
* Switch to using `get_game_worlds`
- removed tutorialization (Craft/Do X to unlock tech)
- start with everything needed for power, electric mining drills, science lab and automation science already unlocked
- updated world gen
- updated mod api use
- updated fluid boxes (CaitSith2)
- new option: free sample quality (needs quality mod)
- removed old gruft, faster gen speed, faster load time
- lists space age as explicitly not supported, so it prevents the game from trying to load both
- fixes Y offset of traps being wrong (way higher than intended)
- client now has a 5 second timeout to communicate with the bound factorio server, so it aborts actions if the server died
- savegames are now stored in write_data_directory -> saves -> Archipelago
- add cargo-landing-pad handling
- starting rocket silo and cargo landing pad respect free sample quality
- supports Factorio 2.0
---------
Co-authored-by: CaitSith2 <d_good@caitsith2.com>
* TUNIC: Add Shop indirect condition
The `Overworld -> Cube Cave Entrance Region` Entrance checks
`can_shop()` which checks for being able to reach the "Shop" Region, so
the Entrance requires an indirect condition of reaching the "Shop"
Region.
* Rename entrance variable to cube_entrance
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
stage_post_fill iterates sets of locations, so the iteration order is
non-deterministic, resulting in different items being converted from
Progression to Useful when generating with the same seed.
This patch makes stage_post_fill deterministic by sorting the duplicate
pokemon locations in each sphere before choosing which of the duplicates
should remain as progression.
ALttP makes common use of entrances with access rules that require
another entrance to be accessible. This results in requiring an indirect
condition to be registered for the other entrance's `.parent_region`,
but this indirect condition is often missing.
There are so many missing indirect conditions, and due to the complexity
of some of the chained rules, it is simply not realistic to add all the
missing indirect conditions.
This patch changes ALttP to use automatic indirect conditions instead of
explicit indirect conditions and removes the places that were
registering indirect conditions.
Without this patch, the missing indirect conditions almost never have an
effect on generating with default options, but enabling certain options,
such as `glitches_required` or `entrance_shuffle` can result in
frequently checking entrances that are missing indirect conditions.
Examples of complex chained rules:
`get_rule_to_add()` in `Rules.set_bunny_rules()` can create
rules on entrances that require access to any of a number of different
other entrances, which should require the parent regions of all of those
other entrances to be registered as indirect conditions.
There are entrance access rules that check
`StateHelpers.can_kill_most_things()` (e.g. `Turtle Rock Second Section
Bomb Wall`), which can check `can_extend_magic()`, which checks for
being able to buy unlimited `Blue Potion`, which checks for being able
to reach a shop that sells unlimited `Blue Potion`. This is usually
`Potion Shop`, but there is a yaml option that shuffles shop
inventories, so the shop that sells unlimited `Blue Potion` can be
randomized, meaning that the region that should be registered as an
indirect condition can also be randomized.
Example of many missing indirect conditions:
With `small_key_shuffle: universal`, every single
`ALttPLogic._lttp_has_key()` checks for being able to reach shops that
sell an unlimited number of universal Small Keys. Meaning that every
entrance access rule that uses `_lttp_has_key()` should register all
shop regions that sell unlimited universal small keys as indirect
conditions.
* Rogue Legacy: Remove item/location id overlap rejection code.
RL has been updated to support id overlaps.
* Update __init__.py
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Core: The Item Links fix to end them all
This puts the bandaid that was holding Item Links together for years back on.
It's a bad solution
But it's what we had previously, and the change away from this is what broke them
So in the interest of 0.5.1 releasing this century, maybe we should just go with this.
* Update AutoWorld.py
* somehow this mixup got into the final grubhunt PR
* catch a case I didn't test before
* Update worlds/hk/__init__.py
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* first pass at adding grub count tests
* add tests to explicitly show counting/not counting of player2s grubs
* forgot a test rename
---------
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* Added rematch information to game page
* Better wording
* Actually correct the language
* Update worlds/pokemon_emerald/docs/en_Pokemon Emerald.md
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Linked to rom_changes_en.md rather than adding to the game page
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
All entrances to Cooks_Guild and Crafting_Guild and all entrances using
special logic for canoes were missing indirect conditions for the
regions that the cooking, crafting and woodcutting skill rules require
access to.
* Add new Poptracker Pack to the KH2 Setup Guide
* Match Order in description
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Make it say PopTracker with a capital T everywhere
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
* Textual fixes and changes
* Remove Victory item and use event instead.
* Revert "Remove Victory item and use event instead."
This reverts commit c2f7d674d392a3acbc1db8614411164ba3b28bff.
* Changed order of options
Also changed 'both options' to 'the website'
* Rephrase the offline-play part
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
* Textual fixes and changes
* Remove Victory item and use event instead.
* Revert "Remove Victory item and use event instead."
This reverts commit c2f7d674d392a3acbc1db8614411164ba3b28bff.
* Revert "Textual fixes and changes"
This reverts commit e9432f92454979fcd5a31f8517586585362a7ab7.
* Remove Victory item and make it an event instead
* Yacht Dice logic fix, no decreasing score when obtain item
take 2
* Logic fix: Revert max_tries and mults, change ordering
* Remove spaces :^)
* Updated weights that are stochastically ordered by dice/roll
In the trimming of the weights, sometimes it having 4 rolls would be better than having 5 rolls.
I did a check that this does not happen for any dice increment or roll increment
* Swap for-loops to increase performance
This method is faster if the first for-loop contains fewer items.
Since the function is called with, typically, `dist2` having less items, let's loop over `dist2` first. This makes the entire program 10% faster.
* Remove options with 0 chance from list
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Pokemon Emerald: Another guarded write on wonder trades
* Pokemon Emerald: Reorder sending wonder trade and erasing data
In case the guarded write fails
* DS3: Point the DS3 client link to my GitHub
It's not clear if/when my PR will land for the upstream fork, or if we'll just start using my fork as the primary source of truth. For now, it's the only one with 3.0.0-compatible releases.
* DS3: Document Proton support
* DS3: Document another way to get a YAML template
* DS3: Don't say that the mod will force offline mode
ModEngine2 is *supposed to* do this, but in practice it does not
* Code review
* Update Linux instructions per user experiences
* Remove outdated information from SM64 setup guide
Recent build changes have made it so that old saves no longer remove logical gates or prevent Toads from granting stars, remove info highlighting these issues.
* Better line break location
* duh
* Fuck it
* Major fixes
* a
* b
* Even more fixes
* New option - NoFreeRoamFinale
* a
* Hat Logic Fix
* Just to be safe
* multiworld.random to world.random
* KeyError fix
* Update .gitignore
* Update __init__.py
* Zoinks Scoob
* ffs
* Ruh Roh Raggy, more r-r-r-random bugs!
* 0.9b - cleanup + expanded logic difficulty
* Update Rules.py
* Update Regions.py
* AttributeError fix
* 0.10b - New Options
* 1.0 Preparations
* Docs
* Docs 2
* Fixes
* Update __init__.py
* Fixes
* variable capture my beloathed
* Fixes
* a
* 10 Seconds logic fix
* 1.1
* 1.2
* a
* New client
* More client changes
* 1.3
* Final touch-ups for 1.3
* 1.3.1
* 1.3.3
* Zero Jumps gen error fix
* more fixes
* Formatting improvements
* typo
* Update __init__.py
* Revert "Update __init__.py"
This reverts commit e178a7c0a6904ace803241cab3021d7b97177e90.
* init
* Update to new options API
* Missed some
* Snatcher Coins fix
* Missed some more
* some slight touch ups
* rewind
* a
* fix things
* Revert "Merge branch 'main' of https://github.com/CookieCat45/Archipelago-ahit"
This reverts commit a2360fe197e77a723bb70006c5eb5725c7ed3826, reversing
changes made to b8948bc4958855c6e342e18bdb8dc81cfcf09455.
* Update .gitignore
* 1.3.6
* Final touch-ups
* Fix client and leftover old options api
* Delete setup-ahitclient.py
* Update .gitignore
* old python version fix
* proper warnings for invalid act plandos
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* Update worlds/ahit/docs/setup_en.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* 120 char per line
* "settings" to "options"
* Update DeathWishRules.py
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* No more loading the data package
* cleanup + act plando fixes
* almost forgot
* Update Rules.py
* a
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Options stuff
* oop
* no unnecessary type hints
* warn about depot download length in setup guide
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* typo
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Update worlds/ahit/Rules.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* review stuff
* More stuff from review
* comment
* 1.5 Update
* link fix?
* link fix 2
* Update setup_en.md
* Update setup_en.md
* Update setup_en.md
* Evil
* Good fucking lord
* Review stuff again + Logic fixes
* More review stuff
* Even more review stuff - we're almost done
* DW review stuff
* Finish up review stuff
* remove leftover stuff
* a
* assert item
* add A Hat in Time to readme/codeowners files
* Fix range options not being corrected properly
* 120 chars per line in docs
* Update worlds/ahit/Regions.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove some unnecessary option.class.value
* Remove data_version and more option.class.value
* Update worlds/ahit/Items.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove the rest of option.class.value
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* review stuff
* Replace connect_regions with Region.connect
* review stuff
* Remove unnecessary Optional from LocData
* Remove HatType.NONE
* Update worlds/ahit/test/TestActs.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* fix so default tests actually don't run
* Improve performance for death wish rules
* rename test file
* change test imports
* 1000 is probably unnecessary
* a
* change state.count to state.has
* stuff
* starting inventory hats fix
* shouldn't have done this lol
* make ship shape task goal equal to number of tasksanity checks if set to 0
* a
* change act shuffle starting acts + logic updates
* dumb
* option groups + lambda capture cringe + typo
* a
* b
* missing option in groups
* c
* Fix Your Contract Has Expired being placed on first level when it shouldn't
* yche fix
* formatting
* major logic bug fix for death wish
* Update Regions.py
* Add missing indirect connections
* Fix generation error from chapter 2 start with act shuffle off
* a
* Revert "a"
This reverts commit df58bbcd998585760cc6ac9ea54b6fdf142b4fd1.
* Revert "Fix generation error from chapter 2 start with act shuffle off"
This reverts commit 0f4d441824af34bf7a7cff19f5f14161752d8661.
* Fix option typo
* I lied, it's actually two lines
---------
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* duh
* Fuck it
* Major fixes
* a
* b
* Even more fixes
* New option - NoFreeRoamFinale
* a
* Hat Logic Fix
* Just to be safe
* multiworld.random to world.random
* KeyError fix
* Update .gitignore
* Update __init__.py
* Zoinks Scoob
* ffs
* Ruh Roh Raggy, more r-r-r-random bugs!
* 0.9b - cleanup + expanded logic difficulty
* Update Rules.py
* Update Regions.py
* AttributeError fix
* 0.10b - New Options
* 1.0 Preparations
* Docs
* Docs 2
* Fixes
* Update __init__.py
* Fixes
* variable capture my beloathed
* Fixes
* a
* 10 Seconds logic fix
* 1.1
* 1.2
* a
* New client
* More client changes
* 1.3
* Final touch-ups for 1.3
* 1.3.1
* 1.3.3
* Zero Jumps gen error fix
* more fixes
* Formatting improvements
* typo
* Update __init__.py
* Revert "Update __init__.py"
This reverts commit e178a7c0a6904ace803241cab3021d7b97177e90.
* init
* Update to new options API
* Missed some
* Snatcher Coins fix
* Missed some more
* some slight touch ups
* rewind
* a
* fix things
* Revert "Merge branch 'main' of https://github.com/CookieCat45/Archipelago-ahit"
This reverts commit a2360fe197e77a723bb70006c5eb5725c7ed3826, reversing
changes made to b8948bc4958855c6e342e18bdb8dc81cfcf09455.
* Update .gitignore
* 1.3.6
* Final touch-ups
* Fix client and leftover old options api
* Delete setup-ahitclient.py
* Update .gitignore
* old python version fix
* proper warnings for invalid act plandos
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* Update worlds/ahit/docs/setup_en.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* 120 char per line
* "settings" to "options"
* Update DeathWishRules.py
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* No more loading the data package
* cleanup + act plando fixes
* almost forgot
* Update Rules.py
* a
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Options stuff
* oop
* no unnecessary type hints
* warn about depot download length in setup guide
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* typo
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Update worlds/ahit/Rules.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* review stuff
* More stuff from review
* comment
* 1.5 Update
* link fix?
* link fix 2
* Update setup_en.md
* Update setup_en.md
* Update setup_en.md
* Evil
* Good fucking lord
* Review stuff again + Logic fixes
* More review stuff
* Even more review stuff - we're almost done
* DW review stuff
* Finish up review stuff
* remove leftover stuff
* a
* assert item
* add A Hat in Time to readme/codeowners files
* Fix range options not being corrected properly
* 120 chars per line in docs
* Update worlds/ahit/Regions.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove some unnecessary option.class.value
* Remove data_version and more option.class.value
* Update worlds/ahit/Items.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove the rest of option.class.value
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* review stuff
* Replace connect_regions with Region.connect
* review stuff
* Remove unnecessary Optional from LocData
* Remove HatType.NONE
* Update worlds/ahit/test/TestActs.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* fix so default tests actually don't run
* Improve performance for death wish rules
* rename test file
* change test imports
* 1000 is probably unnecessary
* a
* change state.count to state.has
* stuff
* starting inventory hats fix
* shouldn't have done this lol
* make ship shape task goal equal to number of tasksanity checks if set to 0
* a
* change act shuffle starting acts + logic updates
* dumb
* option groups + lambda capture cringe + typo
* a
* b
* missing option in groups
* c
* Fix Your Contract Has Expired being placed on first level when it shouldn't
* yche fix
* formatting
* major logic bug fix for death wish
* Update Regions.py
* Add missing indirect connections
* Fix generation error from chapter 2 start with act shuffle off
* a
* Revert "a"
This reverts commit df58bbcd998585760cc6ac9ea54b6fdf142b4fd1.
* Revert "Fix generation error from chapter 2 start with act shuffle off"
This reverts commit 0f4d441824af34bf7a7cff19f5f14161752d8661.
* fix async lag
* Update Client.py
* shop item names need this now
* fix indentation
---------
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* here you go kaito kid
* here you go kaito kid
* move reward logic in its own method
---------
Co-authored-by: Jouramie <jouramie@hotmail.com>
Co-authored-by: Jérémie Bolduc <16137441+Jouramie@users.noreply.github.com>
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
* Textual fixes and changes
* Remove Victory item and use event instead.
* Revert "Remove Victory item and use event instead."
This reverts commit c2f7d674d392a3acbc1db8614411164ba3b28bff.
* Revert "Textual fixes and changes"
This reverts commit e9432f92454979fcd5a31f8517586585362a7ab7.
* Remove Victory item and make it an event instead
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* set filler item
also rename "Master Stalfos' Message" to "Nothing" as it shows up in game, and "Gel" to "Zol Attack"
* fix for extra gold leaves
* fix for start_inventory
* working?
* missed one
* fix old start inventory usage
* missed global random usage
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Quiz updates
* Enable Partial Trainersanity
* Losable Key Items Still Count
* New options api
* Type Chart Seed
* Continue switching to new options API
* Level Scaling and Quiz fixes
* Level Scaling and Quiz fixes
* Clarify that palettes are only for Super Gameboy
* Type chart seed groups use one random players' options
* remove goal option again
* Text updates
* Trainersanity Trainers ignore Blind Trainers setting
* Re-order simple connecting interiors so that directions are preserved when possible
* Dexsanity exact number
* Year update
* Dexsanity Doc update
* revert accidental file deletion
* Fixes
* Add world parameter to logic calls
* restore correct seeded random object
* missing world.options changes
* Trainersanity table bug fix
* delete entrances as well as exits when restarting door shuffle
* Do not collect route 25 item for level scaling if trainer is trainersanity
* world.options in level_scaling.py
* Update worlds/pokemon_rb/level_scaling.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/pokemon_rb/encounters.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/pokemon_rb/encounters.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world -> multiworld
* Fix Cerulean Cave Hidden Item Center Rocks region
* Fix Cerulean Cave Hidden Item Center Rocks region for real
* Remove "self-locking" rules
* Update worlds/pokemon_rb/regions.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Fossil events
* Update worlds/pokemon_rb/level_scaling.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: alchav <alchav@jalchavware.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* - Created a test for the "Mapping Cave Systems" book
* - Added missing rule to marlon's bedroom
* - Can kill any monster, not just green slime
* - Added a compound source structure, but I ended up deciding to not use it here. Still keeping it as it will probably be useful eventually
* - Use the compound source of the monster compoundium (ironic, I know)
* - Add required elevators
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* add a more clear error message for a missing exit
* remove portal region from the available pool
* ensure plando portals are in the correct spot in the list and it gets cleared correctly
`CollectionState.update_reachable_regions()` un-stales the state for all
players, but when checking `OOTRegion.can_reach()`, it would only update
OOT's age region accessibility when the state was stale, so if the state
was always un-staled by `update_reachable_regions()` immediately before
`OOTRegion.can_reach()`, OOT's age region accessibility would never
update.
This patch fixes the issue by replacing use of CollectionState.stale
with a separate stale state dictionary specific to OOT that is only
un-staled by `_oot_update_age_reachable_regions()`.
OOT's collect() and remove() implementations have been updated to stale
the new OOT-specific state.
Entrances to SciLab_Cyberworld and Yoka_Cyberworld had logic for being
able to reach SciLab_Overworld, but did not register this indirect
condition.
Entrances to Beach_Cyberworld had logic for being able to reach
Yoka_Overworld, but did not register this indirect condition.
Entrances to Undernet and Secret_Area had logic for having a high enough
explore score, but explore score is calculated based on the
accessibility of a number of regions and no indirect conditions were
being registered for these regions.
The Bowser in the Fire Sea randomized entrance has an access rule that
requires being able to reach "DDD: Board Bowser's Sub", but being able
to reach a location also requires being able to reach the region that
location is in, so an indirect condition is required.
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* The Witness: Fix hints always displaying the Witness player
Got a bit too trigger happy with changing instances of `world.multiworld.player_name` to `world.player_name` - Some of these were actually *supposed* to be other players.
Alternate title: The Witness doesn't have a Silph Scope
* that one i guess
* add deck support to the messenger mod setup
* Add tkinter cleanup because it's janky
* prompt about launching the game instead of just doing it
* add "better" file validation to courier checking
* make it a bit more palatable
* make it a bit more palatable
* add the executable's md5 to ensure the correct file is selected
* handle a bad md5 and show a message
* make the utils wrapper snake_case and add a docstring
* use stored archive instead of head
* don't give other people the convenience method ig
* fix and add test
* add test to make sure we check xp can be earned
* fix python 3.8 test my god I hope it gets removed soon
* fixing some review comments
* curse you monstersanity
* move month rule to has_level vanilla, so next level is in logic once the previous item is received
* use progressive masteries to skills in test alsanity
* rename reset_collection_state
* add more tests around skill and masteries rules
* progressive level issue
---------
Co-authored-by: agilbert1412 <alexgilbert@yahoo.com>
* adds handling for the `--` cli arg by having launcher capture, ignore, and pass through all of the values after it, while only processing (and validating) the values before it
updates text client and its components to allow for args to be passed through, captured in run_as_textclient, and used in parse_args if present
* Update worlds/LauncherComponents.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* explicitly using default args for parse_args when launched directly
* revert manual arg parsing by request
* Update CommonClient.py
* Update LauncherComponents.py
* :)
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Draft of SC2 EN documentation update: added hotkey, known issues; enhanced goal and prog balancing description. Added place holder for changes to apply in the French documentation.
* Enforced StarCraft over Starcraft, added information on locations in the FR documentation
* Removed a mention to a no longer available third link in the required software (since download_data deprecated the need to do it by hand)
* First version of FR campaign restriction for sc2; rewriting (FR/EN) of randomizer goal description
* Finished description for sc2 AP goal , minor formating
* Added, both en/fr, indications that logic is locations wise and not mission wise (i.e. you might need to dip)
* Enforced the 120 carac limit to last commit
* Removed mention of needing to use the weighted option page to exlcude unit/upgrades since it is not longer the case in AP v0.5.0
* Added mention of /received being different in SC2 client (both language). Added Known issues in the FR version.
* Simplified the text a bit and corrected some errors
* Enforced, again, Star-C-raft; setting -> option; applied sugg for readability enhancement
* Clean these functions up, get the hell out of here 5 parameter function
* Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter
* Clean up some range functions
* Update to use world instead of player like Vi recommended
* Fix merge conflict
* Create new options
* Slightly revise ls rule
* Update options.py
* Update options.py
* Add tedious option for ls
* Update laurels zips description
* Create new options
* Slightly revise ls rule
* Update options.py
* Update options.py
* Add tedious option for ls
* Update laurels zips description
* Creating structures to redo ladder storage rules
* Put together overworld ladder groups, remove tedious
* Write up the rules for the regular rules
* Update slot data and UT stuff
* Put new ice grapple stuff in er rules
* Ice grapple hard to get to fountain cross room
* More ladder data
* Wrote majority of overworld ladder rules
* Finish the ladder storage rules
* Update notes
* Add note
* Add well rail to the rules
* More rules
* Comment out logically irrelevant entrances
* Update with laurels_zip helper
* Add parameter to has_ice_grapple_logic for difficulty
* Add new parameter to has_ice_grapple_logic
* Move ice grapple chest to lower forest in ER/ladders
* Fix rule
* Finishing out hooking the new rules into the code
* Fix bugs
* Add more hard ice grapples
* Fix more bugs
* Shops my beloved
* Change victory condition back
* Remove debug stuff
* Update plando connections description
* Fix extremely rare bug
* Add well front -> back hard ladder storages
* Note in ls rules about knocking yourself down with bombs being out of logic
* Add atoll fuse with wand + hard ls
* Add some nonsense that boils down to activating the fuse in overworld
* Further update LS description
* Fix missing logic on bridge switch chest in upper zig
* Revise upper zig rule change to account for ER
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Add the shop sword logic stuff in
* Remove todo that was already done
* Fill out a to-do with some cursed nonsense
* Fix event in wrong region
* Fix missing cathedral -> elevator connection
* Fix missing cathedral -> elevator connection
* Add ER exception to cathedral -> elevator
* Fix secret gathering place issue
* Fix incorrect ls rule
* Move 3 locations to Quarry Back since they're easily accessible from the back
* Also update non-er region
* Remove redundant parentheses
* Add new test for a weird edge case in ER
* Slight option description updates
* Use has_ladder in spots where it wasn't used for some reason, add a comment
* Fix unit test for ER
* Update per exempt's suggestion
* Add back LogicRules as an invisible option, to not break old yamls
* Remove unused elevation from portal class
* Update ladder storage without items description
* Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out
* Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out
* Update portal list to match main
* god I love github merging things
* Remove note
* Add ice grapple hard path from upper overworld to temple rafters entrance
* Actually that should be medium
* Remove outdated note
* Add ice grapple hard for swamp mid to the ledge
* Add missing laurels zip in swamp
* Some fixes to the ladder storage data while reviewing it
* Add unit test for weird edge case
* Backport outlet region system to fix ls bug
* Fix incorrect ls, add todo
* Add missing swamp ladder storage connections
* Add swamp zip to er data
* Add swamp zip to er rules
* Add hard ice grapple for forest grave path main to upper
* Add ice grapple logic for all bomb walls except the east quarry one
* Add ice grapple logic for frog stairs eye to mouth without the ladder
* Add hard ice grapple for overworld to the stairs to west garden
* Add the ice grapple boss quick kills to medium ice grappling
* Add the reverse connection for the ice grapple kill on Garden Knight
* Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
* Pokemon Emerald: Use some new state functions, improve rule reuse
* Pokemon Emerald: Remove a couple more extra lambdas
* Pokemon Emerald: Swap some rules to use exclusive groups/lists
* Pokemon Emerald: Linting
We're not gonna keep both me and the linter happy here, but this at least gets things more consistent
* Pokemon Emerald: Update _exclusive to _unique
* Core: have webhost slot name links go through the launcher so that components can use them
* fix query handling, remove debug prints, and change mousover text for new behavior
* remove a missed debug and unused function
* filter room id to suuid since that's what everything else uses
* pass args to common client correctly
* add GUI to select which client to open
* remove args parsing and "require" components to parse it themselves
* support for messenger since it was basically already done
* use "proper" args argparsing and clean up uri handling
* use a timer and auto launch text client if no component is found
* change the timer to be a bit more appealing. also found a bug lmao
* don't hold 5 hostage and capitalize URI ig
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
In `_get_next_random_batch()`, the `remaining_entities` and
`remaining_entity_weights` lists were being constructed by iterating
sets.
This patch changes the function to iterate a sorted copy of each set
instead.
* Variety Rando (But WitnessLogicVariety.txt is wrong
* Actually variety the variety file (Ty Exempt-Medic <3)
* This will be preopened
* Tooltip explaining the different difficulties
* Remove ?, those were correct
* Less efficient but easier to follow
* Parentheses
* Fix some reqs
* Not Arrows in Variety
* Oops
* Happy medic, I made a wacky solution
* there we go
* Lint oops
* There
* that copy is unnecessary
* Turns out that copy is necessary still
* yes
* lol
* Rename to Umbra Variety
* missed one
* Erase the Eraser
* Fix remaining instances of 'variety' and don't have a symbol item on the gate in variety
* reorder difficulties
* inbetween
* ruff
* Fix Variety Invis requirements
* Fix wooden beams variety
* Fix PP2 variety
* Mirror changes from 'Variety Mode Puzzle Change 3.2.3'
* These also have Symmetry
* merge error prevention
* Update worlds/witness/data/static_items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* no elif after return
* add variety to the symbol requirement bleed test
* Add variety to one of the 'other settings' unit tests
* Add Variety minimal symbols unittest
* oops
* I did the dumb again
* .
* Incorporate changes from other PR into WitnesLogicVariety.txt
* Update worlds/witness/data/WitnessLogicVariety.txt
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/witness/data/WitnessLogicVariety.txt
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update the reqs as well haha
* Another difference, thanks Medic :§
* Wait no, this one was right
* lol
* apply changes to WitnessLogicVariety.txt
* Add most recent Variety changes
* oof
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>