* 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
* 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
* fixed broken Item links
* fixed failing generation that could happen with Disabled Tourian
fixed shared Location list that could be modified for each world
* added missing force disable of EscapeRando if an escape solution cant be found
* fixed broken animal surprise patches
* prevent receiving items when in the first room of Ceres (message box in mode7 is broken)
* fixed generating with "activate chozo robots" Objective
* added soft reset that saves to initial starting location
reverted code change applied to fix softlocks from comeback checks
reverted forcing all beam local when using door rando
* replaced "save and reset" with "save and fast reload" (using same Start+Select+L+R)
* added documentation about Save and Reload
removed forgotten docstring about forcing beams as local items when using door rando
* fixed frequent failing generation on WebHost (KeyError: 'Kraid')
* added "objectiveRandom", "nbObjective", objectiveList and adapted Objective selection options to better reflect VARIA's.
fixed "collect 100% items" not being excluded when objectiveRandom is used
added Exception when VARIA initial layout fails
* fixed broken non-AP items
fixed determinism caused by the use of a set
* fixed generation failing on Webhost with string as a OptionSet (replaced default with a list of string)
cleaned doc and naming of Objective related Options
- fixed wrong condition in Collect to assign lastAP
- fixed possible infinite loop in generating output when many SM worlds are present
- fixed new VARIA code that changed a list used for every SM worlds and would throw if many SM worlds uses Aea rando and not AreaLayout
This adds support to most of Varia's 20221101 update. Notably, added Options for:
- Objectives
- Tourian
- RelaxedRoundRobinCF
As well as previously unsupported Options:
- EscapeRando
- RemoveEscapeEnemies
- HideItems
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.
* 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