* Worked locally before that so this is a lot of work . So, initial push
* Changes in init with better create_regions (Thanks to Phar on discord). Add a rule for victory. Change the regions list to remove menu in the destination.
* Added tests for location rules and changed rule locations to lists instead of sets
* Fixed game var in InscryptionLocation
* Fixed location access by using the same system from The Messenger
* Remove unuse rules in init and add region rules. Add all the act 2 locations and items.
* Add locations rule for the left of the bridge in act 2
* Added test for bridge requirement and added a dash to locationfor clarity
* Added more act 2 rules and removed completion rule
* Created docs for website, added Salmon Card item, marked multiple items as "progression", renamed tomb checks, added more location rules, re-added completion rule
* Renamed tower bath check to "Tentacle", added monocle as requirement for some checks, adjusted setup doc a bit
* Added tentacle to monocle test
* Added forest burrow chest rule
* Switch the two clock location because the id was swapped and screwed with the logic
* Added Ancient Obol rule and adjusted docs
* Added act 3 locations/items/rules/tests
* Added drone & battery to trader rules
* Fixed tutorial docs, added more act 3 rules, renamed holo pelt locations
* Add an option for the optional death card feature
* Added well check and quill item, added rules and tests
* Renamed Gems module and Gems drone
* Added slot data options
* Added rule for act 3 middle pelt
* Added option for randomize ability and uptade the randomize deck option to fit the new setup
* Added randomize ability in slot data
* Added more requirements for mycologists boss since it's pretty much an impossible fight early on
* Finished the french translation of the installation guide
* Changed the french title in the guide
* Added goal option and tests associated to it + fixed goal requirement missing quill
* Added goal option to docs and removed references to the now discarded API mod. Fixed some french translations.
* Added ourobot item + renamed some goal settings
* Fixed locations and items for act 1 goal
* Added skip tutorial option. Cleanup and rename of some options. Added tower requirement for Mycologist Key check. Fixed missing comma in act 2 locations oopsies.
* Added missing rules for Extra Battery, Nano Armor and Goobert's painting
* Added act 1 deathlink behaviour and epitaph pieces randomization options + made pieces progressive + adjusted docs
* Fixed some docs typos
* Added act 3 clock rule. Paintings 2, 3 and Goobert's painting can no longer contain progression items.
* New options system and fixed act 1 goal option breaking
* Added skip epilogue and painting checks balancing options. Renamed randomize abilities to randomize sigils. Fixed generation issue with epitaph pieces randomization. Goobert's painting no longer forces filler. Removed traps option for now. Reworded some option descriptions.
* Attempting type fix for python 3.8
* Attempting type fix for python 3.8 again
* Added starting only option for randomize deck
* Fixed arbitrary rule error
* Import fix attempt
* Migrated to DeathLinkMixin instead of creating a custom DeathLink option, cleaned up imports, renamed Death Link related options to include "death_link" instead of "deathlink", replaced numeral values for option checking into class attributes for readability, slight optimization to tower rule, fixed typo in codes option description.
* Added bug report page to web class, condensed pelt rules to one function, added items/locations count in game docs and adjusted some sections
* Added Inscryption to CODEOWNERS
* Implemented a bunch of suggestions: Better handling of painting option, options as dict for slot data, remove redundant auto_display_name, use of has_all, better goal tests, demote skink card to filler if goal is act 1 and force filler on paintings
* Makes clover plant and squirrel head progression items if paintings are balanced + fixed other issues
* filler items, start inventory from pool, '->"
* Fix bleeding issue
* Copy the list instead
* Fixed bleeding using proper deep copy
* Remove unnecessary for loops in tests
* Add defaults to choice options
---------
Co-authored-by: Benjamin Gregoire <benjamingregoire@outlook.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* open mabe option
swaps east mabe rocks for bushes
* add open mabe to slot data
* use upstream overworld option
Instead of a standalone option, use upstream's "overworld" option, which we don't use yet but it leaves better space for the future
* use ladxr_setting for consistency
* newline
* enable some upstream settings
* flashing just disabled, no setting
* just enable fast text
* noflash and textmode as hidden options
* typo
* drop whitespace changes
* add hard mode to slot data
* textmode adjustments
fast text default (fixing mistake)
remove no text option (its buggy)
* unhide options
* Update worlds/ladx/Options.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* adjustments
* Also indents plando_connections properly
* Adding apostrophe quotes around item, location, entrance/exit and boss names to make errors more readable
* Update plando_en.md
* Fixing test in Lufia II
The `REGION_DEWFORD_TOWN/MAIN -> REGION_ROUTE109/BEACH` and
`REGION_ROUTE109/BEACH -> REGION_DEWFORD_TOWN/MAIN` entrances require
access to the
`REGION_ROUTE104_MR_BRINEYS_HOUSE/MAIN -> REGION_DEWFORD_TOWN/MAIN`
entrance in their access rules, so require indirect conditions for the
parent_region of the entrance: `REGION_ROUTE104_MR_BRINEYS_HOUSE/MAIN`.
* synonyms to new file, many added
* handle singular rupee
* remove redundant map and compass entries
* automatic pluralization
* add guardian acorn and piece of power
* move phrases to ItemIconGuessing.py
* organize, comment
* fix tab spacing
* fix
* add tunic and noita synonyms
* remove triangle instrument synonym
* reorganize, add some matches
* add tunic lucky up
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/ladx/ItemIconGuessing.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* handle camelCase and single rupee
* add indicate_progression option
Adds alternative system for foreign item icons that simply indicates whether or not the item is a progression item.
* improve splitting
drops some more characters, and also dont bother with rejoined stuff in name_cache because our splitting is better
* the witness stuff
* forbid more
* remove boost and surge
* Update worlds/ladx/ItemIconGuessing.py
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* match by game name
look at the name of the foreign game and only use game-specific entries for that game
* show message for all key drops
* updates from async test
* vi suggestions
* Adding FNAFW suggestions from @lolz1190 (#40)
* Adding FNAFW suggestions from @lolz1190
* missing comma
---------
Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com>
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* Add panel hunt plando option
* Keys are strs
* oops
* better message
* ,
* this doesn ot need to be here
* don't replace pre picked panels
* Update options.py
* rebase error
* rebase error
* oops
* Mypy
* ruff
* another rebase error
* actually this is a stupid change too
* bring over that change™️
* Update entity_hunt.py
* Update entity_hunt.py
* Update entity_hunt.py
Generation on Python 3.12 would print SyntaxWarnings due to invalid '\d'
escape sequences added in #3832.
Use raw strings to avoid `\` being used to escape characters.
* sm64ex: Rework logic for 100 Coins
* sm64ex: 100 Coins Vanilla Option
* sm64ex: Avoiding raw int comparisons for 100 coin option
* sm64ex: Change 100 coin option from toggle to choice
* sm64ex: use snake_case for 100 coin option
* just use "vanilla" for option comparison (exempt-medic feedback)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* sm64ex: remove vanilla 100 coins from item pool to remove overfilling stars
* yeah
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Remove range condition (35 is the min for total stars)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Add the cotm package with working seed playthrough generation.
* Add the proper event flag IDs for the Item codes.
* Oooops. Put the world completion condition in!
* Adjust the game name and abbreviations.
* Implement more settings.
* Account for too many start_inventory_from_pool cards with Halve DSS Cards Placed.
* Working (albeit very sloooooooooooow) ROM patching.
* Screw you, bsdiff! AP Procedure Patch for life!
* Nuke stage_assert_generate as the ROM is no longer needed for that.
* Working item writing and position adjusting.
* Fix the magic item graphics in Locations wherein they can be fixed.
* Enable sub-weapon shuffle
* Get the seed display working.
* Get the enemy item drop randomization working. Phew!
* Enemy drop rando and seed display fixes.
* Functional Countdown + Early Double setting
* Working multiworld (yay!)
* Fix item links and demo shenanigans.
* Add Wii U VC hash and a docs section explaining the rereleases.
* Change all client read/writes to EWRAM instead of Combined WRAM.
* Custom text insertion foundations.
* Working text converter and word wrap detector.
* More refinements to the text wrap system.
* Well and truly working sent/received messages.
* Add DeathLink and Battle Arena goal options.
* Add tracker stuff, unittests, all locations countdown, presets.
* Add to README, CODEOWNERS, and inno_setup
* Add to README, CODEOWNERS, and inno_setup
* Address some suggestions/problems.
* Switch the Items and Locations to using dataclasses.
* Add note about the alternate classes to the Game Page.
* Oooops, typo!
* Touch up the Options descriptions.
* Fix Battle Arena flag being detected incorrectly on connection and name the locked location/item pairs better.
* Implement option groups
* Swap the Lizard-man Locations into their correct Regions.
* Local start inventory, better DeathLink message handling, handle receiving over 255 of an item.
* Update the PopTracker pack links to no longer point to the Releases page.
* Add Skip Dialogues option.
* Update the presets for the accessibility rework.
* Swap the choices in the accessibility preset options.
* Uhhhhhhh...just see the apworld v4 changelog for this one.
* Ooops, typo!
* .
* Bunch of small stuff
* Correctly change "Fake" to "Breakable" in this comment.
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Make can_touch_water one line.
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Make broke_iron_maidens one line.
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Fix majors countdown and make can_open_ceremonial_door one line.
* Make the Trap AP Item less obvious.
* Add Progression + Useful stuff, patcher handling for incompatible versions, and fix some mypy stuff.
* Better option groups.
* Change Early Double to Early Escape Item.
* Update DeathLink description and ditch the Menu region.
* Fix the Start Broken choice for Iron Maiden Behavior
* Remove the forced option change with Arena goal + required All Bosses and Arena.
* Update the Game Page with the removal of the forced option combination change.
* Fix client potential to send packets nonstop.
* More review addressing.
* Fix the new select_drop code.
* Fix the new select_drop code for REAL this time.
* Send another LocationScout if we send Location checks without having the Location info.
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Add more panels that should be panels
* Make it so the caves panel items don't exist in early caves
* Remove unused import
* oops
* Remove Jungle to Monastery Garden from usefulification list
* Add a basic test
* ruff
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* proguseful
* ruff
* variable rename
* variable rename
* Better (?) comment
* Better way to do this? I guess
* sure
* ruff
* Eh, it's not worth it. Here's the much simpler version
* don't need this now
* Improve some classification checks while we're at it
* Only proguseful obelisk keys if eps are individual
This PR is mainly refactoring. Here is what changed:
- Changing item names so that each words are capitalized (`Energy Form` instead of `Energy form`)
- Removing duplication of string literal by using:
- Constants for items and locations,
- Region's name attribute for entrances,
- Clarify some documentations,
- Adding some region to be more representative of the game and to remove listing of locations in the rules (prioritize entrance rules over individual location rules).
This is the other minor modifications that are not refactoring:
- Adding an early bind song option since that can be used to exit starting area.
- Changing Sun God to Lumerean God to be coherent with the other gods.
- Changing Home Water to Home Waters and Open Water to Open Waters to be coherent with the game.
- Removing a rules to have an attack to go in Mithalas Cathedral since you can to get some checks in it without an attack.
- Adding some options to slot data to be used with Poptracker.
- Fixing a little but still potentially logic breaking bug.
* Raft: Place locked items in create_items and fix get_pre_fill_items
`pre_fill` runs after item plando, and item plando could place an item
at a location where Raft was intending to place a locked item, which
would crash generation.
This patch moves the placement of these locked items earlier, into
`create_items`.
Setting items into `multiworld.raft_frequencyItemsPerPlayer` for each
player has been replaced with passing `frequencyItems` to the new
`place_frequencyItems` function.
`setLocationItem` and `setLocationItemFromRegion` have been moved into
the new `place_frequencyItems` function so that they can capture the
`frequencyItems` argument variable.
The `get_pre_fill_items` function could return a list of all previously
placed items across the entire multiworld which was not correct. It
should have returned the items in
`multiworld.raft_frequencyItemsPerPlayer[self.player]`. Now that these
items are placed in `create_items` instead of `pre_fill`,
`get_pre_fill_items` is no longer necessary and has been removed.
* self.multiworld.get_location -> self.get_location
Changed the occurences in the modified code.
* Saving Princess: initial commit
* settings -> options
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* settings -> options
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* replace RegionData class with List[str]
RegionData was only wrapping a List[str], so we can directly use List[str]
* world: MultiWorld -> multiworld: MultiWorld
* use world's random instead of multiworld's
* use state's has_any and has_all where applicable
* remove unused StartInventory import
* reorder PerGameCommonOptions
* fix relative AutoWorld import
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* clean up double spaces
* local commands -> Local Commands
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* remove redundant which items section
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* game info rework
* clean up item count redundancy
* add game to readme and codeowners
* fix get_region_entrance return type
* world.multiworld.get -> world.get
* add more events
added events for the boss kills that open the gate, as well as for system power being restored
these only apply if expanded pool is not selected
* add client/autoupdater to launcher
* reorder commands in game info
* update docs with automated installation info
* add quick links to doc
* Update setup_en.md
* remove standalone saving princess client
* doc fixes
* code improvements and redundant default removal
as suggested by @Exempt-Medic
this includes the removal of events from the item/location name to id, as well as checking for the player name being ASCII
* add option to change launch coammnd
the LaunchCommand option is filled to either the executable or wine with the necessary arguments based on Utils.is_windows
* simplify valid install check
* mod installer improvements
now deletes possible existing files before installing the mod
* add option groups and presets
* add required client version
* update docs about cheat items pop-ups
items sent directly by the server (such as with starting inventory) now have pop-ups just like any other item
* add Steam Input issue to faq
* Saving Princess: BRAINOS requires all weapons
* Saving Princess: Download dll and patch together
Previously, gm-apclientpp.dll was downloaded from its own repo
With this update, the dll is instead extracted from the same zip as the game's patch
* Saving Princess: Add URI launch support
* Saving Princess: goal also requires all weapons
given it's past brainos
* Saving Princess: update docs
automatic connection support was added, docs now reflect this
* Saving Princess: extend([item]) -> append(item)
* Saving Princess: automatic connection validation
also parses the slot, password and host:port into parameters for the game
* Saving Princess: change subprocess .run to .Popen
This keeps the game from freezing the launcher while it is running
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Fully updates requirements.py to live LADXR (#19)
* Updates dungeon2.py to LADXR-Live (#20)
No logic changes or bugfix are in this file. It is only code cleanup.
* Update dungeon1.py (#21)
- The Three of a Kind with Bomb is moved from Normal to Hard Logic
The rest is code cleanup.
lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference
* Fully updates dungeon3.py to LADXR-live (#22)
Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot
Everything else is cleanup.
* Fully update dungeon4.py to LADXR-live logic (#23)
Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam
The rest is code cleanup
* Updates dungeon5.py mostly to LADXR-Live Logic (#24)
Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)
The rest is cleanup.
The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69
* Fully update dungeon6.py logic (#25)
Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases
Everything else is cleanup
* Fully update dungeon7.py to LADXR-live logic (#26)
Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only
Everything else is code cleanup
* Fully updates dungeon8.py to LADXR-live (#27)
Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way
The rest is code cleanup
* Fully update dungeonColor.py to LADXR-live (#28)
Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs
Everything else is code cleanup
* Updating overworld.py (#29)
* Updating overworld.py
This tries to update all logic of the Overworld.
Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps
I stopped counting and need to go over this again.
Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.
* remove featherless fisher under bridge from hard
it was moved to hell upstream and its already present in our code
---------
Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>
* fixes
* add test messages
* Adds Pegasus Boots to the test (#31)
* Fix d6 boss_key logic (#30)
* restore hardmode logic
* higher logic fixes
* add bush requirement to the raft
in case the player needs to farm rupees to play again
---------
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* add groups and a preset
* formatting
* typing
* alias groups for progressive items
* add bush breakers item group
* fix typo
* some manual location groups
* drop dummy dungeon items from groups
* text shuffle exclusions
Exclude owl statues, library books, goal sign, signpost maze, and various rupee prices from text shuffle
* clearer variable name
* KH2: Add missing indirect conditions for Final region access
Entrances to the Final region require being able to reach any one of a
number of locations, but for a location to be reachable, its parent
region must also be reachable, so indirect conditions must be added for
these regions.
* Use World.get_location
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Use World.get_location, for real this time
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* LADX: Magnifying Glass fixes
Removed the duplicate item (Magnifying Lens), and made the real one a filler item.
* Update worlds/ladx/Items.py
Co-authored-by: threeandthreee <alex@3and3.dev>
---------
Co-authored-by: threeandthreee <alex@3and3.dev>
* Improved sm64ex advanced setup docs
This edit clarifies some things that are not obvious in the version that is currently live on the site.
This should prevent others from needing to go spelunking in Discord chat history to figure out how to do advanced builds.
* Update worlds/sm64ex/docs/setup_en.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* copyediting
---------
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* create a first draft of the feature
* use feature in items and locations
* add content to more places
* use feature in logic
* replace option check by feature
* remove unused code
* remove weird white space
* some import nitpicking
* flip negative if
* Add kivy overrides to allow AsyncImage source paths of the format ap:worlds.module/subpath/to/data.png that use pkgutil to load files from within an apworld
* Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* change original-load variable name for clarity per review
* add comment to record pkgutil format
* remove dependency on PIL
* i hate typing
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* now doesnt require ROM for generation
* removed stage_assert_generate
* fixed conflict with main and small cleanup
* Core: fix settings API for removal of Python 3.8, 3.9
This is fixing 2 problems:
- The `World` class has the annotation:
`settings: ClassVar[Optional["Group"]]`
so `MyWorld.settings` should not raise an exception like it does for some worlds.
With the `Optional` there, it looks like it should return `None` for the worlds that don't use it. So that's what I changed it to.
- `Group.update` had some code that required `typing.Union` instead of the Python 3.10 `|` for unions.
added unit test for this fix
added change in Zillion that I used to discover this problem and used it to test the test
* fix copy-pasted stuff
* tuple instead of set
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
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Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Split elevators come to you
* .
* unit test
* mypy stuff
* Fine. I'll fix the fcking commented out code. Happy?
* ruff
* """""Backwards compatibility"""""
* ruff
* make it look better
* #
* fix presets
* fix a unit test
* Make that explicit in the code
* Improve description
* Pokemon Emerald: Rework location tags to categories
* Pokemon Emerald: Rework item tags, automatically create item/location groups
* Pokemon Emerald: Move item and location groups to data.py, add some regional location groups
* Map Regions
* Pokemon Emerald: Fix up location groups
* Pokemon Emerald: Move groups to their own file
* Pokemon Emerald: Add meta groups for location groups
* Pokemon Emerald: Fix has_group using updated item group name
* Pokemon Emerald: Add sanity check for maps in location groups
* Pokemon Emerald: Remove missed use of location.tags
* Pokemon Emerald: Reclassify white and black flutes
* Pokemon Emerald: Update changelog
* Pokemon Emerald: Adjust changelog
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Co-authored-by: Tsukino <16899482+Tsukino-uwu@users.noreply.github.com>
* Add Start Inventory From Pool
Just as the title implies
* Update Options.py
Fix dataclass since I had just pulled changes from prior options.py without seeing if anythin had changed
* Update Options.py
One more time with feeling
* Update worlds/smz3/Options.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* sm64ex: add option groups
* sm64ex: rename sanity options group to item options
* sm64ex: rename sanity options group to logic options
* sm64ex: seperate star costs from goal options and add entrance rando to logic options
* sm64ex: seperate ability options from logic options group
* Update mac_en.md
Updated the minimum version recommended to a version actually supported by AP.
* 3.13 is not in fact, supported.
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
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Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>