The moderate logic for the Mafia Town Clock Tower Chest and Top of
Ruined Tower with nothing, and for clearing Rock the Boat without Ice
Hat were mistakenly using `add_rule` instead of `set_rule`, which was
adding the condition of `and True` which had no effect.
This patch corrects these moderate logic rules to use `set_rule`
instead.
* Attempt at optimizing rules
* docstrings
* Python 3.8
* Lasers optimisation
* Simplify conversion code and make it even faster
* mypy
* ruff
* Neat
* Add redirect to the other two modes
* Update WitnessLogic.txt
* Update WitnessLogicExpert.txt
* Update WitnessLogicVanilla.txt
* Use NamedTuple
* Ruff
* mypy thing
* Mypy stuff
* Move Redirect Event to Desert Region so it has a better name
* Update to Muse Dash 4.7.0 Muse Dash - Let's Rhythm Jam!
* Add the replaced song to the removed list.
* Oops add the other secret song to this list.
* Add trailing comma
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Town Pet the Dog
* Add shuffle dog to options presets
* I cri evritim
* I guess it's as good a time as any
* :(
* fix the soft conflict
* add all the shuffle dog options to some of the unit tests bc why not
* Laser Panels are just 'General' now, I'm pretty sure
* Could I really call it allsanity?
* Rename sweep_for_events to sweep_for_advancements
* more event->advancement renames
* oops accidentally deleted the deprecation thing in the force push
* Update TestDungeon.py
* Update BaseClasses.py
* Update BaseClasses.py
* oops
* utils.deprecate
* treble, you had no idea how right you were
* Update test_panel_hunt.py
* Update BaseClasses.py
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
When triforce_pieces_mode is set to "extra", the number of Triforce pieces in the pool should be equal to the number required plus the number extra. The number available was being used in this calculation, instead of the number required.
* Tweak ALTTP Adjuster padding/size to accommodate resizing
- Set minsize so the actions buttons on bottom are always visible.
- Added a minor amount of padding around the top level objects.
- Increased the size of the entry fields for roms to match general
button size.
- Updated layout calls so vertical spacing doesn't increase
between fields when maximizing the window
- Added a little bit of spacing on the rom label so it more closely
lines up with the other rom selection field
* Tweak ALTTP Adjuster padding/size to accommodate resizing
- Set minsize so the actions buttons on bottom are always visible.
- Added a minor amount of padding around the top level objects.
- Increased the size of the entry fields for roms to match general
button size.
- Updated layout calls so vertical spacing doesn't increase
between fields when maximizing the window
- Added a little bit of spacing on the rom label so it more closely
lines up with the other rom selection field
* 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
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Blasphemous: WIP overhaul
* Entrance rule mistake
* stuff
* Getting closer
* Real?? Maybe??
* Don't fail me now 🙏
* Add starting location tests
* More tests (it still doesn't work actually 😔)
* REAL
* Add unreachable regions to test_reachability.py
* PR ready
- Remove unused functions from init
- Use group exclusive functions in rules
- Style changes
* Bump required client version
* Clean up unused imports
* Change slot data
* Review fixes
- Prevent strength calculations from including excess items
- Add new lines to ends of files
- Fix missed deprecated option and random usage in init
* Update option docstrings, add groups
* Add preprocessor files
* Update option docstrings again actually
* Update player strength calculation
* Rename group methods
* Fix missing logic for RESCUED_CHERUB_06
* Register indirect conditions
* Register indirect conditions (part 2)
* Update extracted logic, change slot data key
* Add region to excluded list
* A capital letter
* Use camelCase keys in preprocessor
* Write some of new setup guide
* Remove indents before list points
* Change locationinfo to list of dictonaries
* Finish docs, update extractor config and data
* Mark region_data.py as generated
* Suggested changes
* More suggested changes
* Suggested changes again
- Use OptionError
- Create list of disabled locations before looping
- Check if options are equal to str instead of int
- Clean up start location override
- Reword some of setup guide
- Organize location list
- Remove unnecessary escaped quotes from option docstrings
- Add world type to test base
* C# moment
* Requested changes
* Update .gitattributes
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Vague hints work! But, the client will probably reveal some of the info through scouts atm
* Fall back on Everywhere if necessary
* Some of these failsafes are not necessary now
* Limit region size to 100 as well
* Actually... like this.
* Nutmeg
* Lol
* -1 for own player but don't scout
* Still make always/priority ITEM hints
* fix
* uwu notices your bug
* The hints should, like, actually work, you know?
* Make it a Toggle
* Update worlds/witness/hints.py
Co-authored-by: Bryce Wilson <gyroscope15@gmail.com>
* Update worlds/witness/hints.py
Co-authored-by: Bryce Wilson <gyroscope15@gmail.com>
* Make some suggested changes
* Make that ungodly equation a bit clearer in terms of formatting
* make that not sorted
* Add a warning about the feature in the option tooltip
* Make using region names experimental
* reword option tooltip
* Note about singleplayer
* Slight rewording again
* Reorder the order of priority a bit
* this condition is unnecessary now
* comment
* No wait the order has to be like this
* Okay now I think it's correct
* Another comment
* Align option tooltip with new behavior
* slight rewording again
* reword reword reword reword
* -
* ethics
* Update worlds/witness/options.py
Co-authored-by: Bryce Wilson <gyroscope15@gmail.com>
* Rename and slight behavior change for local hints
* I think I overengineered this system before. Make it more consistent and clear now
* oops I used checks by accident
* oops
* OMEGA OOPS
* Accidentally commited a print statemetn
* Vi don't commit nonsense challenge difficulty impossible
* This isn't always true but it's good enough
* Update options.py
* Update worlds/witness/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Scipio :3
* switch to is_event instead of checking against location.address
* oop
* Update test_roll_other_options.py
* Fix that unit test problem lol
* Oh is this not fixed in the apworld?
---------
Co-authored-by: Bryce Wilson <gyroscope15@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Add panel hunt options
* Make sure all panels are either solvable or disabled in panel hunt
* Pick huntable panels
* Discards in disable non randomized
* Set up panel hunt requirement
* Panel hunt functional
* Make it so an event can have multiple names
* Panel hunt with events
* Add hunt entities to slot data
* ruff
* add to hint data, no client sneding yet
* encode panel hunt amount in compact hint data
* Remove print statement
* my b
* consistent
* meh
* additions for lcient
* Nah
* Victory panels ineligible for panel hunt
* Panel Hunt Postgame option
* cleanup
* Add data generation file
* pull out set
* always disable gate ep in panel hunt
* Disallow certain challenge panels from being panel hunt panels
* Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled
* disallow PP resets from panel hunt
* Disable challenge timer and elevetor start respectively in disable hunt postgame
* Fix panelhunt postgame
* lol
* When you test that the bug is fixed but not that the non-bug is not unfixed
* Prevent Obelisks from being panel hunt panels
* Make picking panels for panel hunt a bit more sophisticated, if less random
* Better function maybe ig
* Ok maybe that was a bit too much
* Give advanced players some control over panel hunt
* lint
* correct the logic for amount to pick
* decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten
* comment
* Make the option visible
* Safety
* Change assert slightly
* We do a little logging
* number tweak & we do a lil logging
* we do a little more logging
* Ruff
* Panel Hunt Option Group
* Idk how that got here
* Update worlds/witness/options.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/witness/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* remove merge error
* Update worlds/witness/player_logic.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* True
* Don't have underwater sliding bridge when you have above water sliding bridge
* These are not actually connected lol
* get rid of unnecessary variable
* Refactor compact hint function again
* lint
* Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho
* forgot to actually add the new file
* some more refactoring & docstrings
* consistent naming
* flip elif change
* Comment about naming
* Make static eligible panels a constant I can refer back to
* slight formatting change
* pull out options-based eligibility into its own function
* better text and stuff
* lint
* this is not necessary
* capitalisation
* Fix same area discouragement 0
* Simplify data file generation
* Simplify data file generation
* prevent div 0
* Add Vault Boxes -> Vault Panels to replacements
* Update options.py
* Update worlds/witness/entity_hunt.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update entity_hunt.py
* Fix some events not working
* assert
* remove now unused function
* lint
* Lasers Activate, Lasers don't Solve
* lint
* oops
* mypy
* lint
* Add simple panel hunt unit test
* Add Panel Hunt Tests
* Add more Panel Hunt Tests
* Disallow Box Short for normal panel hunt
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Move to new options system.
switch to using self.random
reformat rules file.
* further reformats
* fix tests to use new options system.
* fix slot data to not use self.multiworld
* I hate python
* new starting_items docstring to prepare for 1.20.5+ item components.
fix invalid json being output to starting_items
* more typing fixes.
* stupid quotes around type declarations
* removed unused variable in ItemPool.py
change null check in Structures.py
* update rules "self" variable to a "world: MinecraftWorld" variable
* get key, and not value for required bosses.
* Docs: `NetworkItem.player`
In many contexts, it's difficult to tell whether this is the sending player or the receiving player.
* correct player info
* Update NetUtils.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Tunnels Theater Flowers fix + Flowers&PP2 Unit Tests
* copypaste
* Can just do it like this
* This is even better probably
* Also do some cleanup :3
* God damnit
`MultiWorld.can_beat_game()` with no arguments would initially check if
`self.state` is beatable, but then would create an empty state,
`state = CollectionState(self)`, to sweep spheres from to determine if
the game is beatable. The issue was that `self.state` and the new empty
state could be different.
Currently, it seems that everywhere in Archipelago's codebase that calls
`MultiWorld.can_beat_game()` with no arguments or `starting_state=None`
has a `self.state` that only contains precollected items, so the new
empty state happens to result in an equivalent state, but this should
not be relied upon to always be the case.
This patch changes `can_beat_game()` to initially check if the new empty
state is beatable instead of `self.state`.
This appears to be a bug introduced way back in 27b6dd8bd7Fixes#3742
* Updates filler item names to match the actual item names
* Adds more descriptive error message in case this error comes back
* Properly raises exception instead of just text
* Replaces exception with assert
* TLOZ: Fix non-deterministic item pool generation
The way the item pool was constructed involved iterating unions of sets.
Sets are unordered, so the order of iteration of these combined sets
would be non-deterministic, resulting in the items in the item pool
being generated in a different order with the same seed.
Rather than creating unions of sets at all, the original code has been
replaced with using Counter objects. As a dict subclass, Counter
maintains insertion order, and its update() method makes it simple to
combine the separate item dictionaries into a single dictionary with the
total count of each item across each of the separate item dictionaries.
Fixes#3664 - After investigating more deeply, the only differences I
could find between generations of the same seed was the order of items
created by TLOZ, so this patch appears to fix the non-deterministic
generation issue. I did manage to reproduce the non-deterministic
behaviour with just TLOZ in the end, but it was very rare. I'm not
entirely sure why generating with SMZ3 specifically would cause the
non-deterministic behaviour in TLOZ to be frequently present, whereas
generating with other games or multiple TLOZ yamls would not.
* Change import order
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Core: dump all item placements for generation failures
* pass the multiworld from remaining fill
* change how the args get handled to fix formatting
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>