* tests: fix random failures on Zillion tests
Normally there's a low probably that the game doesn't require a power-up that it usually requires.
This makes sure it always has that requirement for tests.
* better type narrowing
* SoE: rebalancing and cleanup
* ModuleUpdate: make url detection more generic
* SoE: change item rules to depend on target player difficulty
* SoE: Update to pyevermizer 0.41.0
* adds footknight
* adds location difficulty
* SoE: minor optimization in item rule
if .. in is faster with sets
* SoE: drop support of patch format v3
* SoE: fix some typing and warnings
* SoE: cleanup imports
* Option RangeWithSpecialMax
* amendment to typing in web options
* compare string with number
* lots of work on zillion
* fix zillion fill logic
* fix a few more issues in zillion fill logic
* can make zillion patch and use it
* put multi items in zillion rom
* work on ZillionClient
* logging and auth in client
* work on sending and receiving items
* implement item_handling flag
* fix locations ids to NuktiServer package
* use rewrite of zri
* cache logic rule data for performance
* use new id maps
* fix some problems with the big recent merge
* ZillionClient: use new context manager for Memory class
* fix ItemClassification for Zillion items
and some debug statements for asserts,
documentation on running scripts for manual testing
type correction in CommonContext
* fix some issues in client, start on docs, put rescue and item ram addresses in slot data
* use new location name system
fix item locations getting out of sync in progression balancing
* zillion client can read slot name from game
* zillion: new item names
* remove extra unneeded import
* newer options (room gen and starting cards)
* update comment in zillion patch
* zillion non static regions
* change some logging, update some comments
* allow ZillionClient to exit in certain situations
* todo note to fix options doc strings
* don't force auto forfeit
* rework validation of floppy requirement and item counts
and fix race condition in generate_output
* reorganize Zillion component structure
with System class
* documentation updates for Zillion
* attempt inno_setup.iss
* remove todo comment for something done
* update comment
* rework item count zillion options
and some small cleanups
* fix location check count
* data package version 1
* Zillion can pass unit tests without rom
* fix freeze if closing ZillionClient while it's waiting for server login
* specify commit hash for zilliandomizer package
* some changes to options validation
* Zillion doors saved on multiworld server
* add missing function in inno_setup
and name of vanilla continues in options
* rework zillion sync task and context
* Apply documentation suggestions from SoldierofOrder
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* update zillion package
* workaround for asyncio udp bug
There is a bug in Python in Windows
https://github.com/python/cpython/issues/91227
that makes it so if I look for RetroArch before it's ready, it breaks the asyncio udp transport system.
As a workaround, we don't look for RetroArch until the user asks for it with /sms
* a few of the smaller suggestions from review
* logic only looks at my locations
instead of all the multiworld locations
* some adjustments from pull request discussion
and some unit tests
* patch webhost changes from pull request discussion
* zillion logic tests
* better vblr test
* test interaction of character rescue items with logic
* move unit tests to new worlds folder
* comment improvements
* fix minor logic issue
and add memory read timeout
* capitalization in option display names
Opa-Opa is a proper noun
* redirect zz stdout to debug
* fix option validation bug making unbeatable seeds
* remove line that does nothing
* attach logic cache to world
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <doughoskisson@novuslabs.com>
* Softlock fix: 'Swamp Maze Controls' item also locks maze control other side now
* Increase default & max amount of Puzzle Skips (in response to client side changes to how they work)
* Logically require shortbox lasers to start the elevator
* world test base class
* game not instance property
* I would have guessed that this only collected 1.
* game property
* move SoE tests into worlds
* don't force auto world setup
* OoT: ER improvements
Include dungeon rewards in itempool to allow for ER improvement
Better validate_world function by checking for multi-entrance incompatibility more efficiently
Fix some generation failures by ensuring all entrances placed with logic
Introduce bias to some interior entrance placement to improve generation rate
* OoT: fix overworld ER spoiler information
* OoT: rewrite dungeon item placement algorithm
in particular, no longer assumes that exactly the number of vanilla keys is present, which lets it place more or fewer items.
* WebHost: Modernized anchor code
* WebHost: Fixed scrolling to anchors
* WebHost: Fixed scrolling to anchors when fonts are being loaded
* WebHost: Anchor PR changes requested by LegendaryLinux
Overcooked! 2 is a couch co-op arcade game with a very high skill ceiling. It has a small but occult following, and the community craves a reason to keep coming back besides just grinding high scores. as such, this PR represents 3 major milestones in one:
* The launch of OC2 Modding, a modding framework which is the first public mod for the game beyond simple RAM trainers
* The launch of OC2 Randomizer
* The integration of OC2 Randomizer in Archipelago
* Prevent legendaries from being shuffled into restless soul encounter
* Prevent Poke Tower 6F wild mons from being same as restless soul
* fix non-deterministic generation
* fix some blunders i made when implementing this
* move generic functions to core class
* move lttp specific stuff out and split up from_text a bit for more modularity
* slightly optimize from_text call order
* don't make changes on github apparently. reading hard
* Metaclass Magic
* do a check against the base class
* copy paste strikes again
* use option default instead of hardcoded "none". check locations and bosses aren't reused.
* throw dupe location error for lttp
* generic singularity support with a bool
* forgot to enable it for lttp
* better error handling
* PlandoBosses: fix inheritance of singularity
* Tests: PlandoBosses
* fix case insensitive tests
* Tests: cleanup PlandoBosses tests
* f in the chat
* oop
* split location into a different variable
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* pass the list of options as `option_list`
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
- Added bolded note that one must use a new file with each new seed
- Added troubleshooting section for when one didn't use a new file
- Worded compilation step 8 more explicitly
- Added link to compilation options list
- Added link to TextClient for using commands
* allow string defaults in yaml templates
* have default_converter handle strings
* handle all default values in the yaml
* allow for random range options
* yaml dump dicts
* strip the whities
* rip out the converter
* accidentally stripped the dicts
* goodbye readability
* hostRoom.css Changes
Makes the console be a scrollable object, for easier use with commands
* Update hostRoom.css
* Requested Change
Requested Change
* move output file name logic into core
I see the same logic with small variations in each different world implementation.
It seems to me, it would be better in the core to keep it consistent.
* missed a few
* remove review comment
* + smw
* double quote strings
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* revert change to DS3 output file name
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>