* SC2Client: Added feedback for users who have map files, but no version #.
* SC2Client: Fixed a missing space.
* SC2Client: /download_data now always forces a download.
* ALttP: Fix hint tile hints being potentially useless with item links.
* use the set returned from world.get_player_groups(player)
* Move the group resolving to BaseClasses. Fix silver arrow hints as well.
The issue at hand is fixing impossible seeds generated by a lack of properly checking if the player can come back to its previous region after reaching for a new location, as reported here: https://discord.com/channels/731205301247803413/1050529825212874763/1050529825212874763
The previous attempt at checking for comeback was only done against "Landing Site" and the custom start region which is a partial solution at best. For exemple, generating a single player plando seed with a custom starting location at "red_brinstar_elevator" with a forced red door at "RedTowerElevatorBottomLeft" and 2 Missiles set at "Morphing Ball" and "Energy Tank, Brinstar Ceiling" would generate an impossible seed where the player is expected to go through the green door "LandingSiteRight" with no Supers to go to the only possible next location "Power Bomb (red Brinstar spike room)". This is because the comeback check would pass because it would consider coming back to "Landing Site" enough.
The proposed solution is keeping a record of the last accessed region when collecting items. It would then be used as the source of the comeback check with the destination being the new location. This check had to be moved from can_fill() to can_reach() because the maximum_exploration_state of the AP filler only use can_reach().
Its still not perfect because collect() can be called in batch for many items at a time so the last accessed region will be set as the last collected item and will be used for the next comeback checks.
This was tested a bit with the given exemple above (its now failing generation) and by generating some 8 SM players seed with many door color rando, area rando and boss rando enabled.
* Added cerulean_cave_condition to fill_slot_data
Added `cerulean_cave_condition` to the `fill_slot_data` function, for a poptracker feature being worked on as it was missing
* Added the potential for any traps to be disabled
Adding the ability to disable any kind of trap, for example if you want any status trap except being Poisoned. Will add a contingency to not try and roll a trap if they are all set to disabled.
* Added contingency to if all traps are disabled
Added a contingency to creating items such that it doesn't try to create a trap if all the traps are disabled
* Updated variable name
Edited name of variable to follow PEP 8 variable naming conventions
* oot: repair closed forest + dungeon ER
* oot: finally skip triforce pieces in balancing
* oot: fix mq_dungeons_mode set to mq or count
* oot: force 0.3.7 client
hopefully this makes people update
* oot: temp fix for skip-child-zelda crash
eventually I want to decide on a better fix for this though
* oot: remove skip-child-zelda item inside if tree
* oot: fix classification of some thieves hideout locations in tracker
* oot: fix regional shuffle for hideout keys and ganon boss key
* oot: properly attach hints to dungeon locations
* Fix entrance shuffle flag not being set correctly due to new dungeon shuffle option format