* Fixed shop changes
* Update option description
* Apply suggestions from Vi's review (thank you)
* Fix for plando connections on a full scene
* Plando connections should work better now for complicated paths
* Even more good plando connections yes
* Starting to move the info over
* Fixing up formatting a bit
* Remove unneeded item info
* Put in updated_reachable_regions, to replace add_dependent_regions
* Updated to match ladder shuffle
* More stuff I guess
* It functions!
* It mostly works with plando now, some slight issues still
* Fixed minor logic bug
* Fixed world leakage
* Change exception message
* Make exception message better for troubleshooting failed connections
* Merged with main
* technically a logic fix but it would never matter cause no start shuffle
* Add a couple more alias item groups cause yeah
* Rename beneath the vault front -> beneath the vault main
* Flip lantern access rule to the region
* Add missing connection to traversal reqs
* Move start_inventory_from_pool to the top so that it's next to start_inventory
* Reword the fixed shop description slightly
* Refactor per ixrec's comments
* Greatly reduced an overcomplicated block because Vi is cool and smart and also cool
* Rewrite traversal reqs thing per Vi's comments
* Remove outdated header change for ROM verification
* Update Connections to be compatible with python ver. 3.8
* Update inno_setup.iss
* Update inno_setup.iss
* Implement support for option groups. WebHost options pages still need to be updated.
* Remove debug output
* In-progress conversion of player-options to Jinja rendering
* Support "Randomize" button without JS, transpile SCSS to CSS, include map file for later editors
* Un-alphabetize options, add default group name for item/location Option classes, implement more option types
* Re-flow UI generation to avoid printing rows with unsupported or invalid option types, add support for TextChoice options
* Support all remaining option types
* Rendering improvements and CSS fixes for prettiness
* Wrap options in a form, update button styles, fix labels, disable inputs where the default is random, nuke the JS
* Minor CSS tweaks, as recommended by the designer
* Hide JS-required elements in noscript tag. Add JS reactivity to range, named-range, and randomize buttons.
* Fix labels, add JS handling for TextChoice
* Make option groups collapsable
* PEP8 current option_groups progress (#2604)
* Make the python more PEP8 and remove unneeded imports
* remove LocationSet from `Item & Location Options` group
* It's ugly, but YAML generation is working
* Stop generating JSON files for player-options pages
* Do not include ItemDict entries whose values are zero
* Properly format yaml output
* Save options when form is submitted, load options on page load
* Fix options being omitted from the page if a group has an even number of options
* Implement generate-game, escape option descriptions
* Fix "randomize" checkboxes not properly setting YAML options to "random"
* Add a separator between item/location groups and items/locations in their respective lists
* Implement option presets
* Fix docs to detail what actually ended up happening
* implement option groups on webworld to allow dev sorting (#2616)
* Force extremely long item/location/option names with no spaces to text-wrap
* Fix "randomize" button being too wide in single-column display, change page header to include game name
* Update preset select to read "custom" when updating form inputs. Show error message if the user doesn't input a name
* Un-break weighted-options, add option group names to weighted options
* Nuke weighted-options. Set up framework to rebuild it in Jinja.
* Generate styles with scss, remove styles which will be replaced, add placeholders for worlds
* Support Toggle, DefaultOnToggle, and Choice options in weighted-options
* Implement expand/collapse without JS for worlds and option groups
* Properly style set options
* Implement Range and NamedRange. Also, CSS is hard.
* Add support for remaining option types. JS and backend still forthcoming.
* Add JS functionality for collapsing game divs, populating span values on range updates. Add <noscript> tag to warn users with JS disabled.
* Support showing/hiding game divs based on range value for game
* Add support for adding/deleting range rows
* Save settings to localStorage on form submission
* Save deleted options on form submission
* Break weighted-options into a per-game page.
- Break weighted-options into a per-game page
- Add "advanced options" links to supported games page
- Use details/summary tags on supported games, player-options, and weighted-options
- Fix bug preventing previously deleted rows from being removed on page load if JS is enabled
- Move route handling for options pages to options.py
- Remove world handling from weighted-options
* Implement loading previous settings from localStorage on page load if JS is enabled
* Weighted options can now generate YAML files and single-player games
* options pages now respect option visibility settings for simple and complex pages
* Remove `/weighted-settings` redirect, fix weighted-options link on player-options page
* Fix instance of AutoWorld not having access to proper `random`
* Catch instances of frozenset along with set
* Restore word-wrap in tooltips
* Fix word wrap in player-options labels
* Add `dedent` filter to help with formatting tooltips in player-options
* Do not change the ordering of keys when printing yaml files
* Move necessary import out of conditional statement
* Expand only the first option group by default on both options pages
* Respect option visibility when generating yaml template files
* Swap to double quotes
* Replace instances of `/weighted-settings` with `/weighted-options`, swap out incomplete links
* Strip newlines and spaces after applying dedent filter
* Fix documentation for option groups
* Update site map
* Update various docs
* Sort OptionSet lists alphabetically
* Minor style tweak
* Fix extremely long text overflowing tooltips
* Convert player-options to use CSS grid instead of tables
* Do not display link to weighted-options page on supported games if the options page is an external link
* Update worlds/AutoWorld.py
Bugfix by @alwaysintreble
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Fix NamedRange options not being properly set if a preset it loaded
* Move option-presets route into options.py
* Include preset name in YAML if not "default" and not "custom"
* Removed macros for PlandoBosses and DefaultOnToggle, as they were handled by their parent classes
* Fix not disabling custom inputs when the randomize button is clicked
* Only sort OptionList and OptionSet valid_keys if they are unordered
* Quick style fixes for player-settings to give `select` elements `text-overflow: ellipsis` and increase base size of left-column
* Prevent showing a horizontal scroll bar on player-options if the browser width was beneath a certain threshold
* Fix a bug in weighted-options which prevented inputting a negative value for new range inputs
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* player property on world class
* Remove dat shi from overcooked
* Update worlds/AutoWorld.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* some worlds: some typing in `LocalRom`
### `read_bytes`
It's not safe to return `bytearray` when we think it's `bytes`
```python
a = rom.read_bytes(8, 3)
hash(a) # This won't crash, right?
```
### `write_bytes`
`Iterable[SupportsIndex]` is what's required for `bytearray.__setitem__(slice, values)`
We need to add `__len__` for the `len(values)` in this function.
* remove `object` inheritance
* Initial implementation of Yu-Gi-Oh! WC 2006
* Added Opponents and banlists
* Initial implementation of Yu-Gi-Oh! WC 2006
* Added Opponents and banlists
* Added Campaign Logic
* Added Bonuses Logic
* Added challenge logic
* fixed yugioh client
* ygo06 rom cleanup and include lua
* ygo06 patch cleanup
* ygo06 move client to world folder
* lots of small changes
* bug fixes
* implemented filler item for yugioh06
* BizHawkClient: Add client and connector
* BizHawkClient: Add launcher component and inno_setup lines
* BizHawkClient: Misc stability updates and small improvements
Bad commit organization a consequence of working with two different branches and not keeping the commits separated
* BizHawkClient: Add docstrings
* BizHawkClient: Pull in changes from other branch
* BizHawkClient: Fix no handler message not displaying after changed ROMs
* BizHawkClient: Remove extra print statement from lua
* BizHawkClient: Change version command to use raw strings
* BizHawkClient: Change script version to single integer
* YGO06: added logic for "all expect type forbidden" limited duels
* YGO06: Structure Deck choice now affects logic. Fixed a bug with tier 5 campaign opponents. Added logic for TD16 Union.
* BizHawkClient: Add newline to version for lua script
* BizHawkClient: Call send_connect from BizHawkClient's watcher loop
* BizHawkClient: Add handling for failed request getting script version
* BizHawkClient: Have base64.lua check lua version explicitly for bit operations
On 2.9, it would detect LuaJIT and flood the console with deprecation warnings
* BizHawkClient: Update connector script for slightly better errors and address Gambatte frame sync issue
* BizHawkClient: Remove accidentally added print statements
* BizHawkClient: Fix connector server not closing correctly
* BizHawkClient: Move some connector code around, some linting
* BizHawkClient: Small cleanup in lua
* BizHawkClient: Lua linting
* BizHawkClient: Remove outdated sentences in docstrings
* YGO06: Logic additions and bug fixes
* BizHawkClient: Correctly null check patch file arg
* BizHawkClient: Initialize logging
* BizHawkClient: Move code to worlds/_bizhawk
Also splits out BizHawk communication functions to their own file for use outside this client
* BizHawkClient: Add license to connector lua, add types to docs
* BizHawkClient: Add module docstrings
* YGO06: Logic additions
* BizHawkClient: Allow clients to define multiple systems
* BizHawkClient: Better logging and handling of interruptions to connection to script
* YGO06: Logic additions
* YGO06: Added text to options
* YGO06: Ported to bizhawk client
* YGO06: fix goal not being detected
* YGO06: fix access item rule for tier 5 column 1 and 2
* YGO06: docu and bug fixes
* YGO06: change name
* YGO06: some fixes
* YGO06: fix starting opponent and booster not applying
* YGO06: added option to reduce the amount of challenges and remove the no ban list from pool.
* YGO06: added rom being asked for on first use
* YGO06: fix rules for challenges
* YGO06: create proper rules for TD04 Ritual Summon
* YGO06: mark most banlists as usefull instead of progression
* YGO06: reduce the required core boosters across the board
* YGO06: fix client not loading if another game already loaded the bizhawk client
* YGO06: fix client not finding the bizhawk client.
* YGO06: fix TD08 Draw not giving out an item
* YGO06: small text changes
* YGO06: update to version 0.4.4
* YGO06: logic mixin clean-up
* YGO06: added option for campaign opponents as goal
* Pokemon Emerald add encounter table randomization
* Pokemon Emerald: Item ball randomization working
* Pokemon Emerald: Clean up code a little
* Pokemon Emerald: Partial rework of region/location creation
* Pokemon Emerald: Dedupe items and add more readable names
* Refactor region creation to manually defined regions
* Split region json
* Use new data.json with flattened constants and add HM locations
* YGO06: bug fixes
* YGO06: bug fix
* YGO06: changes default options to be more beginner friendly
* YGO06: attempt at universal tracker support. Settings are stored in slot data now.
* YGO06: fix for older python versions
* YGO06: fix slot data
* YGO06: added diiferent opponents to the campaign
* YGO06: fix small bug with opponent icons
* YGO06: fix unwanted changes
* YGO06: repair merge with main
* YGO06: map out all of the opponents
* YGO06: added opponent shuffle
* YGO06: added logic to opponent shuffle
* YGO06: added option to use ocg art
* YGO06: bug_fixes
* YGO06: removed todos, since they are not needed anymore
* YGO06: added draft mode
* YGO06: added logic to draft mode
* YGO06: Added Money multiplier when you lose
* YGO06: Fixed Unit Test errors
* YGO06: Added Random deck option
* YGO06: Bug fix with registering client
* YGO06: client clean-up
* YGO06: fixed card misspellings
* YGO06: removed unused imports and other small changes
* YGO06: small changes
* YGO06: fix generation error when the combination of starting with "No Banlist" and not adding "No Banlist" to the pool is selected
* YGO06: fix ocg art path overwriting Huge Revolution bugfix
* YGO06: added comments and other minor changes
* YGO06: fixed byte length in client for money
* YGO06: fixes for webhost and options
* YGO06: use the proper random function
* YGO06: change settings to options
* YGO06: move to procedure patch
* YGO06: fix imports
* YGO06: fix download link for patch not showing
* YGO06: remove unnecessary Optional
* YGO06: fix universal tracker stuff
* YGO06: add typings
* YGO06: small cleanup
* yugioh06: small change to setup
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* YGO06: remove logic mixin
* YGO06: fix create item and implement create filler and get filler item name
* YGO06: remove double lambdas
* YGO06: use pkgutil.get_data instaed pf zipFile
* YGO06: fix starting items being duplicated
* YGO06: lots of small changes
* YGO06: moved functions to match execution order
* YGO06: run ruff
* YGO06: run ruff format
* YGO06: fix ruff errors
* YGO06: undo ruff format for rules
* YGO06: move import to prevent circular dependency
* YGO06: remove unused class
* YGO06: optimizing rules
* YGO06: some optimization and small bug fix
---------
Co-authored-by: Zunawe <gyroscope15@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Hylics 2: Remove Random Start option and replace it with Start Location option
* remove choice
* Readd random start to slot data
* newlines
* Add random_start as a Removed option
* Update advanced yaml guide wording
* Update options api as well
* Update exclude locations description slightly to use more current verbiage
* Update priority locations in options api.md to note what happens if it runs out
* Remove auto-added bullet points
* Slightly mess with wording to make it more succinct
* Pokemon Emerald: Add event ticket locations to client data store flags
* Pokemon Emerald: Add regi doors event flag
* Pokemon Emerald: Add more tracker flags
* Cleanup and new option support
* Handle new locations
* Support higher Strawberry counts
* Don't add start inventory items to the pool
* Support Move Shuffle functionality and items
* Hard and Move Shuffle Logic
* Fix Options
* Update CHANGELOG.md
* Add standard moves logic for signs 3 and 4
* Fix Option Tooltip
* Add tracker link to setup guide
* Fix unit test
* Fix option tooltips
* Missing Space
* Move option checking out of rule function
* Delete just_gen500.bat
* Core: allow for single player state sweeping
* Fill: have distribute items use single_player fill when it can
* oop
* pass locations to sweep_for_events instead of the player
* finally found the diff that was breaking swap
* LTTP fills everyone's dungeons at once, not just a single player's
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Fixed Logic in Rules.py
As of easy logic of this goal is
set_rule(world.multiworld.get_location("GO! GO! MARIO!!: Stars", player), lambda state: logic.has_midring(state) or (state.has("Tulip", player) and logic.cansee_clouds(state)))
normal logic shouldn't need any collectable.
* Corrected Logic Rules.py
* Update entrance rando description to discuss seed groups
* Starting off, setting up some names
* It lives
* Some preliminary plando connection handling, probably has errors
* Add missed comma
* if -> elif
* I think this is working properly to handle plando connections
* Update comments
* Fix up shop -> shop portal stuff
* Add back comma that got removed for no reason in the ladder PR
* Remove unnecessary if else
* add back the actually necessary if but not the else
* okay they were both necessary
* Update entrance rando description
* blasphemy
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
* Rename other instances of tunc -> tunic
* Update per Vi's review (thank you)
* Fix a not that shouldn't have been
* Rearrange, update per Vi's comments (thank you)
* Fix indent
* Add a .value
* Add .values
* Fix bad comparison
* Add a not that was supposed to be there
* Replace another isinstance
* Revise option description
* Fix per Kaito's comment
Co-authored-by: Kaito Sinclaire <ks@rosenthalcastle.org>
---------
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Kaito Sinclaire <ks@rosenthalcastle.org>
* Add location groups for each region
* Capitalize existing location groups
* Capitalize new boss location group names
* Update comment with capitalization
* Capitalize location_type in reigons.py
* Replaced the outdated Tracker Pack with a new one that is also pinned in the Discord channel
* Same change but for Spanish
* Update setup_en.md
* catching the bottom link as well
* See English Setupguide
* huzzah, location groups
* scope creep pog
* Apply suggestion to the other spot it is applicable at too
* apply berserker's suggestion
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Remove extra location group for shops
* Fire rod for magic wand
* Capitalize itme name groups
* Update docs to capitalize item name groups, remove the little section on aliases
since the aliases bit is really more for someone misremembering the name than anything else, like "fire rod" is because you played a lot of LttP, or Orb instead of Magic Orb is clear.
* Fix rule with item group name
* Capitalization is cool
* Fix merge mistake
* Add Flask group, remove Potions group
* Update docs to detail how to find item and location groups
* Revise per Vi's comment
* Fix test
* fuzzy matching please stop
* Remove test change that was meant for a different branch
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Properly name the Book to Book of Magic in Rules.py so you can actually possibly be expected to use Magical Rod plus Book of Magic to get through dark rooms. No wonder we tend to see candles so early oops.
Also adding a rule that you need candles for access to Level 8 so you aren't required to time a Rod+Book shot against a moblin to burn the bush. Might make this a logic trick or something later.
* An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room.
* The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible.
* Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client.
* An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle.
* An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one.
* Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
* CI: strict mypy check in github actions
mypy_files.txt is a list of files that will fail the CI if mypy finds errors in them
* don't need these
* `Any` should be a way to silence the type checker
* restrict return Any
* CI: pyright in github actions
* fix mistake in translating from mypy
* missed another change from mypy to pyright
* pin pyright version
* add more paths that should trigger check
* use Python instead of bash
* type error for testing CI
* Revert "type error for testing CI"
This reverts commit 99f65f3dadf67fb18b6bbee90bd77d8dbd10f9f9.
* oops
* don't need to redirect output
A world's player_logic is accessible from the LingoWorld object, so it's not necessary to also pass the LingoPlayerLogic object through every function that uses both.
* Update item pool to include 25 jokes and videos as progression items, as well as a progression GeroCities profile
* Fix a bug in Items.py causing item names to be appended inappropriately
* Remove unnecessary import
* Change item pool to have 50 jokes and 20 motivational videos
* Adjust item pool to have 40 of both jokes and videos
* Fix imports to allow compressing for distribution as a .apworld
* Replace all usages of player settings
* Fixed line break error
* Attempt to fix line break again
* Finally figure out what Pycharm did to this file
* Pycharm search failed me
* Remove duplicate s
* Update ArchipIdle
* Revert random newline changes from Pycharm
* Remove player settings from fstrings and rename --samesettings to --sameoptions
* Finally get PyCharm to not auto-format my commits, randomly inserting the newlines
* Removing player-settings
* Missed one
* Remove final line break error
Co-authored-by: Exempt-Medic <60412657+exempt-medic@users.noreply.github.com>
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
* put constants in a bit more sensical order
* fix accidental incorrect scoping
* fix plando rules not being respected
* add docstrings for the plando functions
* fix the portal output pools being overwritten
* use shuffle and pop instead of removing by content so plando can go to the same area twice
* move portal pool rebuilding outside mapping creation
* remove plando_connection cleansing since it isn't shared with transition shuffle
* fix cloudy park 4 rule, zero deathlink message
* remove redundant door_shuffle bool
when generic ER gets in, this whole function gets rewritten. So just clean it a little now.
* properly fix deathlink messages, fix fill error
* update docs
* fix vanilla tool fishing rod requiring metal bars
fix vanilla skill requiring previous level (it's always the same rule or more restrictive)
* add test to ensure fishing rod need fish shop
* fishing rod should be indexed from 0 like a mentally sane person would do.
* fishing rod 0 isn't real, but it definitely can hurt you.
* reeeeeeeee
* Update contributing.md
* Update contributing.md
* Update contributing.md
* Update contributing.md
* Update contributing.md
* Update contributing.md
Added non-AP World specific information
* Update contributing.md
Fixed broken link
* Some minor touchups
* Update Contributing.md
Draft for version with picture
* Update contributing.md
Small word change
* Minor updates for conciseness, mostly
* Changed all instances of settings to options in info and setup guides
I combed through all world docs and swapped "setting" to "option" when this was refering to yaml options.
I also changed a leftover "setting" in option.py
* Update contributing.md
* Update contributing.md
* Update setup_en.md
Woops I forgot one
* Update Options.py
Reverted changes regarding options.py
* Update worlds/noita/docs/en_Noita.md
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/sc2wol/docs/en_Starcraft 2 Wings of Liberty.md
revert change waiting for that page to be updated
* Update worlds/witness/docs/setup_en.md
* Update worlds/witness/docs/en_The Witness.md
* Update worlds/soe/docs/multiworld_en.md
Fixed Typo
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update worlds/witness/docs/en_The Witness.md
* Update worlds/adventure/docs/en_Adventure.md
* Update worlds/witness/docs/setup_en.md
* Updated Stardew valley to hopefully get rid of the merge conflicts
* Didn't work :dismay:
* Delete worlds/sc2wol/docs/setup_en.md
I think this will fix the merge issue
* Now it should work
* Woops
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* initial work on procedure patch
* more flexibility
load default procedure for version 5 patches
add args for procedure
add default extension for tokens and bsdiff
allow specifying additional required extensions for generation
* pushing current changes to go fix tloz bug
* move tokens into a separate inheritable class
* forgot the commit to remove token from ProcedurePatch
* further cleaning from bad commit
* start on docstrings
* further work on docstrings and typing
* improve docstrings
* fix incorrect docstring
* cleanup
* clean defaults and docstring
* define interface that has only the bare minimum required
for `Patch.create_rom_file`
* change to dictionary.get
* remove unnecessary if statement
* update to explicitly check for procedure, restore compatible version and manual override
* Update Files.py
* remove struct uses
* ensure returning bytes, add token type checking
* Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* pep8
---------
Co-authored-by: beauxq <beauxq@yahoo.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Adds Archipelago support for Zork Grand Inquisitor, the 1997 point-and-click PC adventure game.
The client (based on `CommonClient`), on top of its regular Archipelago duties, fully handles the randomization of the game and the monitoring / modification of the game state. No game modding needed at all; the player is ready to play an Archipelago seed if they can play the vanilla game through ScummVM.
The "reverse engineering" (there's likely a better term for this...) of the game is my own original work and I included an MIT license at the root of my world directory.
A PopTracker pack was also created to help people learn the game: https://github.com/SerpentAI/ZorkGrandInquisitorAPTracker
Adds HotS, LotV and NCO campaigns to SC2 game.
The world's name has changed to reflect that (it's not only Wings of Liberty now)
The client was patched in a way that can still join to games generated prior this change
---------
Co-authored-by: Magnemania <magnemight@gmail.com>
Co-authored-by: EnvyDragon <138727357+EnvyDragon@users.noreply.github.com>
Co-authored-by: Matthew <matthew.marinets@gmail.com>
Co-authored-by: hopop201 <benjy.hopop201@gmail.com>
Co-authored-by: Salzkorn <salzkitty@gmail.com>
Co-authored-by: genderdruid <pallyoffail@gmail.com>
Co-authored-by: MadiMadsen <137329235+MadiMadsen@users.noreply.github.com>
Co-authored-by: neocerber <neocerber@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Major Content update for Stardew Valley, including the following features
- Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time
- Randomized Farm Type
- Bundles rework (Remixed Bundles and Missing Bundle!)
- New Settings:
* Shipsanity - Shipping individual items
* Monstersanity - Slaying monsters
* Cooksanity - Cooking individual recipes
* Chefsanity - Learning individual recipes
* Craftsanity - Crafting individual items
- New Goals:
* Protector of the Valley - Complete every monster slayer goal
* Full Shipment - Ship every item
* Craftmaster - Craft every item
* Gourmet Chef - Cook every recipe
* Legend - Earn 10 000 000g
* Mystery of the Stardrops - Find every stardrop (Maguffin Hunt)
* Allsanity - Complete every check in your slot
- Building Shuffle: Cheaper options
- Tool Shuffle: Cheaper options
- Money rework
- New traps
- New isolated checks and items, including the farm cave, the movie theater, etc
- Mod Support: SVE [Albrekka]
- Mod Support: Distant Lands [Albrekka]
- Mod Support: Hat Mouse Lacey [Albrekka]
- Mod Support: Boarding House [Albrekka]
Co-authored-by: Witchybun <elnendil@gmail.com>
Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com>
Co-authored-by: Jouramie <jouramie@hotmail.com>
Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
* Core: add layer for patches that don't use `Patch.py`
* bump container version
* APAutoPatchInterface name
* mystic quest change
* OoT and Adventure changes
* missed name in docstring
* container version compatibility
* Moves plaque location to front for better tracker referencing.
* Tiki should be Shaman.
* Hanging should be Gallows.
* Merrick spelling.
* Clarity change.
* proof of concept
* add dict support, block top/game level merge
* prevent key error when option being merged is new
* update triggers guide
* Add documentation about add/remove/replace
* move to trailing name instead of proper tag
* update docs
* confirm types
* Update Utils.py
* Update Generate.py
* pep8
* move to + syntax
* forgot to support sets
* specify received type of type error
* Update Generate.py
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Apply suggestion from review
* add test for update weights
* move test to new test case
* Apply suggestions from code review
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Core: typing for `Option.default` and a few other `Option` class variables
This is a replacement for https://github.com/ArchipelagoMW/Archipelago/pull/2173
You can read discussion there for issues we found for why we can't have more specific typing on `default`
instead of setting a default in `Option` (where we don't know the type), we check in the metaclass to make sure they have a default.
* NumericOption doesn't need the type annotation that brings out the mypy bug
* SoE default ClassVar
Changelog:
Features:
- New optional Location Checks
- 3-Up Moons
- Hidden 1-Ups
- Bonus Blocks
- Blocksanity
- All blocks that contain coins or items are included, with the exception of:
- Blocks in Top Secret Area & Front Door/Bowser Castle
- Blocks that are unreachable without glitches/unreasonable movement
- New Items
- Special Zone Clear
- New Filler Items
- 1 Coin
- 5 Coins
- 10 Coins
- 50 Coins
- New Trap Items
- Reverse Trap
- Thwimp Trap
- SFX Shuffle
- Palette Shuffle Overhaul
- New Curated Palette can now be used for the Overworld and Level Palette Shuffle options
- Foreground and Background Shuffle options have been merged into a single setting
- Max possible Yoshi Egg value is 255
- UI in-game is updated to handle 3-digits
- New `Display Received Item Popups` option: `progression_minus_yoshi_eggs`
Quality of Life:
- In-Game Indicators are now displayed on the map screen for location checks and received items
- In-level sprites are displayed upon receiving certain items
- The Camera Scroll unlocking is now only enabled on levels where it needs to be
- SMW can now handle receiving more than 255 items
- Significant World Code cleanup
- New Options API
- Removal of `world: MultiWorld` across the world
- The PopTracker pack now has tabs for every level/sublevel, and can automatically swap tabs while playing if connected to the server
Bug Fixes:
- Several logic tweaks/fixes
"Major credit to @TheLX5 for being the driving force for almost all of this update. We've been collaborating on design and polish of the features for the last few months, but all of the heavy lifting was all @TheLX5."
* Added snes9x-nwa as recommended emulator to the setup guides
* Removed snes9x-nwa from the setup guides of DKC3 and SMW
* Update worlds/alttp/docs/multiworld_en.md
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Removed duplicate text
Minor grammar and spelling fixes
* Unified required software for SM, SMZ3 and SoE with ALTTP
* Added instructions for usage of BSNES-Plus for ALTTP, SM and SMZ3
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* map option objects to a `World.options` dict
* convert RoR2 to options dict system for testing
* add temp behavior for lttp with notes
* copy/paste bad
* convert `set_default_common_options` to a namespace property
* reorganize test call order
* have fill_restrictive use the new options system
* update world api
* update soe tests
* fix world api
* core: auto initialize a dataclass on the World class with the option results
* core: auto initialize a dataclass on the World class with the option results: small tying improvement
* add `as_dict` method to the options dataclass
* fix namespace issues with tests
* have current option updates use `.value` instead of changing the option
* update ror2 to use the new options system again
* revert the junk pool dict since it's cased differently
* fix begin_with_loop typo
* write new and old options to spoiler
* change factorio option behavior back
* fix comparisons
* move common and per_game_common options to new system
* core: automatically create missing options_dataclass from legacy option_definitions
* remove spoiler special casing and add back the Factorio option changing but in new system
* give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly
* reimplement `inspect.get_annotations`
* move option info generation for webhost to new system
* need to include Common and PerGame common since __annotations__ doesn't include super
* use get_type_hints for the options dictionary
* typing.get_type_hints returns the bases too.
* forgot to sweep through generate
* sweep through all the tests
* swap to a metaclass property
* move remaining usages from get_type_hints to metaclass property
* move remaining usages from __annotations__ to metaclass property
* move remaining usages from legacy dictionaries to metaclass property
* remove legacy dictionaries
* cache the metaclass property
* clarify inheritance in world api
* move the messenger to new options system
* add an assert for my dumb
* update the doc
* rename o to options
* missed a spot
* update new messenger options
* comment spacing
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* fix tests
* fix missing import
* make the documentation definition more accurate
* use options system for loc creation
* type cast MessengerWorld
* fix typo and use quotes for cast
* LTTP: set random seed in tests
* ArchipIdle: remove change here as it's default on AutoWorld
* Stardew: Need to set state because `set_default_common_options` used to
* The Messenger: update shop rando and helpers to new system; optimize imports
* Add a kwarg to `as_dict` to do the casing for you
* RoR2: use new kwarg for less code
* RoR2: revert some accidental reverts
* The Messenger: remove an unnecessary variable
* remove TypeVar that isn't used
* CommonOptions not abstract
* Docs: fix mistake in options api.md
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* create options for item link worlds
* revert accidental doc removals
* Item Links: set default options on group
* Messenger: Limited Movement option first draft
* The Messenger: add automated setup through the launcher
* drop tomllib
* don't uselessly import launcher
* The Messenger: fix missing goal requirement for power seal hunt
* make hard mode goal harder
* make fire seal a bit more lenient
* have limited movement force minimal accessibility
* add an early meditation option
* clean up precollected notes tests a bit
* add linux support
* add steam deck support
* await monokickstart
* minor styling cleanup
* more minor styling cleanup
* Initial implementation of Generic ER
* Move ERType to Entrance.Type, fix typing imports
* updates based on testing (read: flailing)
* Updates from feedback
* Various bug fixes in ERCollectionState
* Use deque instead of queue.Queue
* Allow partial entrances in collection state earlier, doc improvements
* Prevent early loops in region graph, improve reusability of ER stage code
* Typos, grammar, PEP8, and style "fixes"
* use RuntimeError instead of bare Exceptions
* return tuples from connect since it's slightly faster for our purposes
* move the shuffle to the beginning of find_pairing
* do er_state placements within pairing lookups to remove code duplication
* requested adjustments
* Add some temporary performance logging
* Use CollectionState to track available exits and placed regions
* remove seal shuffle option
* some cleanup stuff
* portal rando progress
* pre-emptive region creation
* seals need to be in the datapackage
* put mega shards in old order
* fix typos and make it actually work
* fix more missed connections and add portal events
* fix all the portal rando code
* finish initial logic implementation
* remove/comment out debug stuff
* does not actually support plando yet
* typos and fix a crash when 3 available portals was selected
* finish initial logic for all connections and remove/rename as necessary
* fix typos and add some more leniency
* move item classification determination to its own method rather than split between two spots
* super complicated solution for handling installing the alpha builds
* fix logic bugs and add a test
* implement logic to shuffle the cutscene portals even though it's probably not possible
* just use the one list
* fix some issues with the mod checking/downloading
* Core: have webhost slot name links go through the launcher so that components can use them
* add uri support to the launcher component function
* generate output file under specific conditions
* cleanup connections.py
* set topology_present to true when portals are shuffled
* add requirement for ghost pit loc since it's pretty hard without movement
* bring hard logic back
* misc cleanup
* fix asset grabbing of latest version
* implement ER
* just use the entrances for the spoiler instead of manipulating the cache
* remove test defaults
* remove excessive comprehension
* cleanup and cater data for the client
* add elemental skylands to the shuffle pools
* initial attempts at hint text
* use network items for offline seeds
* change around the offline seed data again
* move er after portal shuffle and ensure a minimal sphere 1
* Add a method to automatically disconnect entrances in a coupled-compliant way
Update docs and cleanup todos
* Make find_placeable_exits deterministic by sorting blocked_connections set
* add more ER transitions
* fix spoiler output of portal warps
* add path to hint_data
* rename entrance to tot to be a bit clearer
* cleanup imports and update description for hard logic
* cleanup for PR to main
* missed a spot
* cleanup monokickstart
* add location_name_groups
* update docs for new setup
* client can reconnect on its own now, no need for a button.
* fix mod download link grabbing the wrong assets
* cleanup mod pulling a bit and display version it's trying to update to
* plando support
* comment out broken steam deck support
* supports plando
* satisfy flake for currently unused file
* fix the items accessibility test
* review comments
* add searing crags portal to starting portals when disabled like option says
* address sliver comments
* rip out currently unused transition shuffle
* add aerobatics warrior requirement to fire seal
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@yahoo.com>
Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com>
Co-authored-by: qwint <qwint.42@gmail.com>
* Core: create the per world random object in the world constructor
* remove the check that multiworld exists
* add a deprecation warning to per_slot_randoms
* move random import and fix conflicts
* assert worlds don't exist before setting the multiworld seed
* fix the dlcq and sdv tests
* actually use the seed
* Corrected logic error.
Per discussion here: https://discord.com/channels/731205301247803413/1148330200891932742/1192138309120577646
At the moment, the logic expects Treasure Bumper 2 to require 1 bumper, Treasure Bumper 3 to require 2, etc., and for Treasure Bumper 1 to be in Sphere 1. This is incorrect, each Bumper check should require 1 Bumper item of it's type.
This corrects that. I've verified I was able to generate with it by editing my apworld locally, but I'm also not a programmer and don't know anything about tests. However, I'd think this is a simple change.
* Correct logic in Bumper Sticker unit tests
Off By One errors were rampant in the Bumper Stickers unit test logic. This should correct those errors.
* Correct use of "range" function
The function setting the access rules for Treasure and Booster Bumpers was stopping one short of being applied to all the related locations. This has been corrected.
* Restoring and clarifying designer's original level access intent
The original creator of the AP version of Bumper Stickers intentionally set the Treasure Bumper requirements to logically reach each level 1 higher than the actual game requires, and logic tests were built based on this. This design decision has now been restored.
* Revert "Restoring and clarifying designer's original level access intent"
This reverts commit 5186c5fcc3229a60569cdb96d774d4ccac721a06.
* Correct test logic for level 5
While 33 Treasure Bumpers are generated, only 32 are needed to reach level 5. This push corrects the unit test for the level 5 checks.
* Rename generically-named variables
Change variables from generic names (x, y, n) to more meaningful names, for ease of readability.
---------
Co-authored-by: The T <thet113@gmail.com>
- Perhaps most critically, adds the ability for the door shuffle code to catch door shuffle exceptions and try again. Will try up to 10 times. Should mean Door Shuffle does not need to be disallowed in the big async🤞
- Door Shuffle code has been made drastically faster by searching for the first dead end instead of sorting the whole list of entrances by whether they are dead ends.
- Renames Full to Interiors, and adds a new Full door shuffle that shuffles interior-to-interior doors separately from exterior-to-interior doors.
- Adds a new Decoupled door shuffle.
- Warp Tile Shuffle now has 3 separate options, Vanilla, Shuffle, and Mixed. Shuffle shuffles the warp tiles among themselves, Mixed mixes them into the Door Shuffle pool.
- Safari Zone connections are now shuffled on Full, Insanity, and Decoupled.
- On Simple Door Shuffle, the Town Map is updated to show the new dungeon locations. The Town Map has been updated to show the locations of dungeons that previously were not shown unless you opened the map within them, and the Sea Cottage has been removed from it.
- Adds Auto Level Scaling that chooses the level scaling mode based on the Door Shuffle choice.
- Fixes issues with Flash and Fly move interventions (where it ensures an available Pokémon that can learn it is reachable depending on settings).
- Fixes a possible generation crash with type chart randomization.
- Should fix an issue where `stage_fill_hook` was able to remove the wrong item from the item pool resulting in a duplicated item reference existing.
- Adds a stage_post_fill function which searches for Pokémon in order of spheres, setting all but the first advancement Pokémon event found to `useful` so that spoiler playthrough calculation skips them. In a solo game gen test, this cut gen time from 15 seconds to 10 seconds with same seed number. Difference is likely to be much more massive in larger multiworlds.
Was pointed out that using `state.locations.checked` is not the best solution, even if it's for a completion condition and the Ganon event location would always have the Triforce of Power event item. So let's just check for the Triforce of Power instead. Thank you Zunawe for pointing it out and Silvris for providing the proper rule to use.
* If the user tried to run `/bank` with no arguments to see the current
value while disconnected, previously it threw an exception `KeyError:
'EnergyLinkNone'`. Now it informs the user that they must be connected
and in-game, like `/bank deposit` and `/bank withdraw` do.
I'm also open to adding another `if` branch to make `/bank` only check
for `ctx.server` instead of combining it with the other bank commands,
to allow connecting to check the bank before the game save is loaded.
If that's preferred let me know.
* If the user tried to run `/bank` or `/bank deposit` when the EnergyLink
hadn't been used yet, they would get a `TypeError` exception. Trying
`/bank withdraw` would give no output and would crash the lua
connector script. Now it treats a `None` EnergyLink as `0` and works
properly.
Turns out you can't kill Gleeok with bombs or a candle as I happened to find out in a community async. While I'll be fine, a rare combination of settings could put all 4 possible weapons (the three levels of sword and the Magical Rod) to kill Gleeoks behind killing Gleeoks. This fix should prevent that from happening.
Note: Even though there are technically 5 weapons that can kill Gleeok in the pool because at the moment we have an extra copy of the base Sword, I want to future-proof this incase we make changes to the item pool later.
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Despite earlier efforts, there were still rare fill errors when door shuffle and color shuffle were on and early color hallways was off, because sphere 1 was too small. This turns "Starting Room - HI" back into a location, which should give the algorithm more room.
The "forced good item" pool has been reconsidered. The problem with the specific item that caused the recent failure (Welcome Back - Shortcut to Starting Room) is that it only provided one location when color shuffle was on, which is a net of zero considering that the GOOD LUCK check was forced. It will no longer show up as a good item unless color shuffle is off. On an opposite vein, Rhyme Room Doors will now show up even if color shuffle is on, because it gives color hallways access by itself.
A good item will only be forced onto GOOD LUCK now if there is more than one player.
* Trap weights
* Slightly change the way the option works
* Wording one more time
* Non optional to bring in line with Ixrec's implementation
* Be clear that it's not an absolute amount, but a weight
* E x c l a m a t i o n p o i n t
* Update worlds/witness/items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Wait I can just do this now lol
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Core: typing: return type of `fill_slot_data` to `Mapping`
type checker be like:
"Wait a minute! If you give this mutable dict to those sussy sketchbags, they might mutate it and invalidate your more specific typing!"
Note that this doesn't mean the return value needs to be immutable. It just means the caller won't mutate it (which matches current `Main.py` implementation).
I've seen some talk of introducing ownership to the type system.
https://discuss.python.org/t/we-may-need-better-specification-for-existing-and-future-refinement-types-in-the-type-system/43955/5
Then maybe I could say: "Do whatever you want with it, because I'm giving up ownership."
But that doesn't exist in the type system currently.
* in docs too
* docs talk less about type and more about json
* keep `dict` to be safe with .net client and json
This new type of "area hint" will instead give you general information about one of the named geographical areas in your world.
Example:
```
There are 4 progression items in the "Quarry" region.
Of them, 2 are for other players.
Also, one of them is a laser for this world.
```
This also renames some of the locations in the game to better fit into an "area", such as the "River Obelisk" being renamed to the "Mountainside Obelisk".
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Add nmg boss scav kill
* Add boss quick kills
* Fix name of orb
* Remove getting into zig with ice grapple
* Remove connection from quarry to zig
* Add a few missing dependent regions
* Separate the atoll statue and portal pad so that it doesn't assume you can get from one to the other without prayer
## What is this fixing or adding?
Adds Bombless Start option, along with proper bomb logic. This involves updating `can_kill_most_things` to include checking how many bombs can be held. Many places where the ability to kill enemies was assumed, now have logic. This fixes some possible existing logic issues, for example: Mini Moldorm cave checks currently are always in logic despite the fact that on expert enemy health it would require 12 bombs to kill each mini moldorm.
Overhauls options, pulling them out of core and in particular making large changes to how the shop options work.
Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Bondo <38083232+BadmoonzZ@users.noreply.github.com>
Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Adds better support for the Universal Tracker (see its channel in the future game design section).
This does absolutely nothing regarding standard gen, just adds some checks for an attribute that only exists when UT is being used.
The Colorful did not actually properly split into individual doors when progressive colorful was off. This change refactors the code that handles special cases with progressive items to make things clearer (which is important because I will be introducing another one).
* Tests: assign the World to WorldTestBase and add a player field (because I like typing self.player far more than random 1's all over the place)
* more accurate docstring for world and multiworld
* use self.player within the class
## What is this fixing or adding?
- Roof MASTERY panels are now technically in individual regions with more descriptive names, so they can be displayed better on the tracker.
- Orange Tower Seventh Floor - Mastery has been renamed to simply Mastery.
- The Optimistic is its own region now.
- The misnamed CEILING in Room Room has been fixed.
- The misnamed CHEESE in Challenge Room has been fixed.
- The misnamed SOUND in Outside the Bold has been fixed.
- "The Bearer - Shortcut to The Bold" is now "The Bearer - Entrance".
- HUB ROOM - NEAR, FAR and the Warts Straw and Leaf Feel Areas have now been semantically combined into the "Symmetry Room". They are still logically three separate regions.
- The FACTS chain in Challenge Room has been reindexed, and the full chain panel is now indicated as such.
- The Room Room floors have been reindexed.
- Panels in The Observant are now named by their questions, not answers.
- Added a (1) subscript to several panels in Orange Tower Fourth Floor, Outside The Initiated, and The Seeker.
The validate_config.rb script has also been updated to check that all items and locations have an ID.
This change should not impact generation logic at all. It is just changing item and location names.
The final stage of Progressive Art Gallery opens up the four-way intersection between the Art Gallery, Orange Tower Fifth Floor, The Bearer, and Outside The Initiated. This is a very useful door, and it would be cool to be able to open it without having to get five progressive items. The original reason this was included in the progression was because getting into the back of Art Gallery early would cause sequence breaks. At this point, the way the client handles the Art Gallery has changed enough that it does not matter if the player can go through this door before getting all progressive art galleries.
Two things have been happening.
**Incorrect Events**
Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items.
Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests.
Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes.
From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created.
This also removes some spoiler log clutter where unused events were just in the location list.
**Item classifications**
When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
* Added some resilience to non-ASCII player names or items
* Also the client, not even sure if switching to ascii is useful here
* Split a long line in two
* Super Mario 64: Move Randomizer Update
Co-authored-by: RBman <139954693+RBmans@users.noreply.github.com>
Signed-off-by: Magnemania <magnemight@gmail.com>
* Fixed logic for Vanish Cap Under the Moat
Signed-off-by: Magnemania <magnemight@gmail.com>
* Refactor postgame code to be more readable
* Change all references to options to strings
* oops
* Fix some outdated code related to yaml-disabled EPs
* Small fixes to short/longbox stuff (thanks Medic)
* comment
* fix duplicate
* Removed triplicate lmfao
* Better comment
* added another 'unfun' postgame consideration
* comment
* more option strings
* oops
* Remove an unnecessary comparison
* another string missed
* Another was missed
* This would create a really bad merge error
In pyevermizer, it's called Atlas Medallion, not Amulet, leading to an
empty group and to code not considering them as an alchemy ingredient
when swapping out for a trap or an energy core fragment.
Also adds a test.
Reworking the options to make it work with the new options API.
Also reworked stuff in several spots to use world: NoitaWorld instead of multiworld: MultiWorld
The Colorful currently, in logic, does not expect you to solve the achievement panel until all of the doors are opened. This is not enforced by the client in complex door shuffle. It is also not typical of how achievements in Lingo usually work, and it ended up this way because of the fact that The Colorful is, uniquely, not a countdown panel. This change modifies logic so that solving each panel within The Colorful is required in order to access the achievement, rather than opening all of the doors. This will be accompanied by a change to the client that will turn the achievement panel into a countdown.
Bizhawk's "hard reset" option fills RAM with 0x55s. This causes game completion to be erroneously flagged, and likely many erroneous location checks with it. This fix checks for 0x55 and will not proceed to process anything if present.
* SoE: fix typing for tests
* SoE: explicitly export pyevermizer
To support loading the module from source (rather than module) we import
pyevermizer from `__init__.py` in other files. This has been an implicit export
and `mypy --strict` disables implicit exports, so we export it explicitly now.
* SoE: fix style in patch.py
* SoE: remove unused imports
* SoE: fix format mistakes
* SoE: cleaner typing in SoEOptions.flags
as suggested by beauxq
* Tests: add a test for worlds to only modify the itempool in `create_items`
* extend test multiworld setup instead of a new function
* cleanup the test a bit
* put more strict wording in `create_items` docstring
* list of shame
* Don't call `set_rules` before testing
* remove ChecksFinder from the list of shame
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Update en_Tunic.md
* Change emphasis a bit
* Move the "haven't played before" section up
* settings -> options
* Update worlds/tunic/docs/en_Tunic.md
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update setup as well with settings -> options and some recent changes to the in-game settings
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* SoE: new file naming
also fixes test base deprecation
* SoE: use options_dataclass
* SoE: moar typing
* SoE: no more multiworld.random
* SoE: replace LogicMixin by SoEPlayerLogic object
* SoE: add test that rocket parts always exist
* SoE: Even moar typing
* SoE: can haz apworld now
* SoE: pep up test naming
* SoE: use self.options for trap chances
* SoE: remove unused import with outdated comment
* SoE: move flag and trap extraction to dataclass
as suggested by beauxq
* SoE: test trap option parsing and item generation
Office elevator logic was written as
can reach Underground Tunnels OR can reach Office AND have Key for Office Elevator
Meaning that key for office elevator was not required if Underground Tunnels could be reached when it should be.
Changed to
(can reach Underground Tunnels OR can reach Office) AND have Key for Office Elevator
- Adds all the songs from the Touhou Mugakudan -Ⅲ- update.
- Increases the upper limit of additional songs to 508 due to there being 512 songs now.
- Finally fixes umpopoff. As it was the only song that had less than 3 difficulties but also didn't have proper difficulty values
Makes the client make sure the player has the correct amount of stat increase instead of letting the goa mod (apcompanion) do it
abilities: checks the slot where abilities could dupe unless that slot is being used for an actual abiliity given to the player
Fixes rule logic for location 'puzzle solved three floor elevator'. Missing a parenthesis caused only the key requirement to be checked for the blue maze region.
* Noita: Add note about allowable slot names
* Update character list
* Update init to raise an exception if a yaml has bad characters
* Slightly adjust exception message
It was brought up that if you attempt to non_local any of the starting weapons, there is still a chance for it to get chosen as your starting weapon if you are on a StartingPosition value lower than very_dangerous. This fix will attempt to build the starting weapons list accounting for non_local items, but if all possible weapons have been set to non_local, force one of them to be your starting weapon anyway since the player is still expecting a starting weapon in their world if they have chosen one of the lower StartingPosition values.
* Pokemon Emerald: Change "settings" to "options" in docs
* Pokemon Emerald: Fix two more usages of "setting" instead of "option"
* Pokemon Emerald: Minor rephrase in docs
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
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Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
There was a bug in non-expanded item pool where due to the base patch changes to accommodate more items in dungeons, some items were transformed into glitch items that removed bombs (this also happened in expanded item pool, but the item placement would overwrite the results of this bug so it didn't appear as frequently). Being a Zelda game, losing bombs is bad. This PR fixes the base patch process to avoid this bug, by properly carrying the value of a variable through a procedure.
Only attempt to place badges in badge locations if they are empty. Return unplaced badges to the item pool if fewer than 8 locations are being filled.
This should fix errors that occur when items are placed into badge locations via plando, or whatever other worlds may do.
The static class with the "disable forced good item" field is gone. Now, certain tests that want to check for specific access progression can run a method that removes the forced good item and adds it back to the pool. Tests that don't care about this will collect the forced good item like normal. This should prevent the intermittent fill failures on complex doors unit tests, since the forced good item should provide enough locations to fill in.
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
Fixes an issue where the Silph Co 6F hostage check becomes unavailable if Giovanni has been defeated on 11F. This is due to the NPC having separate scripts depending on whether Giovanni was defeated. The code for the check has been moved to before the branch.
Changes the finished_game to new variable so now it only checks the game's memory and if it has sent the finished flag before
Fixed ag2 not requiring 1 of each black magic
Fix hitlist if you exclude summon level 7 and have summon levels option turned off
As discovered by this bug report https://discord.com/channels/731205301247803413/1182522267687731220 it's currently possible to accidentally have the starting weapon of a player overwritten by a triforce fragment if TriforceLocations is set to dungeons and StartingPosition is set to dangerous. This fix makes sure to remove the location of a placed starting weapon if said location is in a dungeon from the pool of possible locations that triforce fragments can be placed in this circumstance.
Two items on Route 120 are on the other side of a pond but were considered accessible in logic without Surf.
Creates a new separate region for these two items and adds a rule for being able to Surf to get to this region. Also adds the items to the existing surf test.
Basically, the function for "checking entrances both ways" only checked one way. This resulted in unreachable locations.
This affects Expert seeds with (non-remote doors and specific types of EP Shuffle), as well as seeds with non-remote doors + specific types of disabled panels + specific types of EP Shuffle.
Also includes two changes that makes spoiler logs nicer (not creating unnecessary events).
`colorama` has type stubs when it didn't before
`ZillionDeltaPatch.hash` annotated type could be `None` but md5s doesn't allow `None`
type of `CollectionState.prog_items` changed
`WorldTestBase` moved
all of the following are related to this issue:
https://github.com/python/typing/discussions/1486
CommonContext for `command_processor` (is invalid without specifying immutable - but I don't need it anyway)
ZillionWorld options and settings (is invalid without specifying immutable - but I do need it)
Refactors region code to remove references to course index.
There were bugs somewhere, but I dont know where tbh.
This fixes them but leaves logic otherwise intact, and much cleaner to look at as there's one list less to take care of.
Additionally, this fixes stopping the clock from Big Boos Haunt.
Door entities think they can be solved without any other panels needing to be solved.
Usually, this is true, because they no longer need to be "powered on" by a previous panel.
However, there are some entities that need another entity to be powered/solved for a different reason.
In this case, Symmetry Island Lower Left set opens the latches that block your ability to solve the panel. The panel itself actually starts on. Playing doors: panels does not change this, unlike usually where dependencies like this get removed by playing that mode.
In the long term, I want to somehow be able to "mark" dependencies as "environmental" or "power based" so I can distinguish them properly.
Since the coop update, the Ancient key (which is always the reward for defeating the boss) would disappear when leaving the cave, making it impossible to open the locked door behind the Ancient Cave entrance counter. While this is basically cosmetic and has no adverse effects on the multiworld (as the door does not lead to any multiworld locations and is only accessible after defeating the final boss anyway), players may still want to enter this room as part of a ritual to celebrate their victory.
Why does this happen? The game keeps track of two different inventories, one for outside and another one for the cave dive. When entering or leaving the cave, important things such as blue chest items and Iris treasures are automatically copied to the other inventory. However, it turns out that the Ancient key doesn't participate in this mechanism. Instead, the script that runs when exiting the cave checks whether event flag 0xC3 is set, and if it is on, it calls a script action that adds the key item to the outside inventory. (Whether or not the player actually had the key item in their in-cave inventory is not checked at all; only the flag matters.)
In the unmodified game, that flag is set by the cutscene script that awards the key. It actually sets two event flags, 0xC3 and 0xD1. The latter is used by the game when trying to display the boss in the cafe basement and is used by AP as the indicator that the boss goal was completed. With the coop update, the event script method that created the key was intercepted and modified to send out a location check instead. That location always has the Ancient key as a fixed item placement; the benefit of handling it as a remote item is that in this way the key essentially serves as a signal that transmits the information of the boss' defeat to all clients cooping on the slot. When receiving the key, however, the custom ASM did only set flag 0xD1. As part of the bugfix, it is now changed to set flag 0xC3 as well.
But that alone is still not enough to make it work. The subroutine that is called by the game to create the key when exiting the cave with flag 0xC3 is the same subroutine that gets called in the cutscene that originally tried to award the key. But that's the one that has been rewritten to send the location check instead. So instead of creating the key when leaving the cave, it would just send the same location check again, effectively doing nothing. Therefore, the other part of the bugfix is to only intercept this subroutine if the player is currently on the Ancient Cave Final Floor (where the cutscene takes place), thus making it possible to recreate the key item when exiting.
* - Added logic rules for reaching, then completing, the field office in order to be allowed to spend significant amounts of walnuts
* - Revert moving a method for some reason
* update DS3 setup guide to preserve downpatching instructions
we want to preserve this on the AP site as the future of the speedsouls wiki is unknown and may disappear at any time.
* Update worlds/dark_souls_3/docs/setup_en.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* Update setup_en.md
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Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
When using localhost on mac, both ipv4 and ipv6 are tried and raise separate errors
which are combined by asyncio and difficult/inelegant to handle.
Python 3.12 adds the argument all_errors, which would make this easier.
FFMQR by @wildham0
Uses an API created by wildham for Map Shuffle, Crest Shuffle and Battlefield Reward Shuffle, using a similar method of obtaining data from an external website to Super Metroid's Varia Preset option.
Generates a .apmq file which the user must bring to the FFMQR website https://www.ffmqrando.net/Archipelago to patch their rom. It is not an actual patch file but contains item placement and options data for the FFMQR website to generate a patched rom with for AP.
Some of the AP options may seem unusual, using Choice instead of Range where it may seem more appropriate, but these are options that are passed to FFMQR and I can only be as flexible as it is.
@wildham0 deserves the bulk of the credit for not only creating FFMQR in the first place but all the ASM work on the rom needed to make this possible, work on FFMQR to allow patching with the .apmq files, and creating the API that meant I did not have to recreate his map shuffle from scratch.
Almost all of the events have been eradicated, which significantly improves both generation speed and playthrough calculation.
Previously, checking for access to a location involved checking for access to each panel in the location, as well as recursively checking for access to any panels required by those panels. This potentially performed the same check multiple times. The access requirements for locations are now calculated and flattened in generate_early, so that the access function can directly check for the required rooms, doors, and colors.
These flattened access requirements are also used for Entrance checking, and register_indirect_condition is used to make sure that can_reach(Region) is safe to use.
The Mastery and Level 2 rules now just run a bunch of access rules and count the number of them that succeed, instead of relying on event items.
Finally: the Level 2 panel hunt is now enabled even when Level 2 is not the victory condition, as I feel that generation is fast enough now for that to be acceptable.
- Removes the Pokémon Client, adding support for Red and Blue to the Bizhawk Client.
- Adds `/bank` commands that mirror SDV's, allowing transferring money into and out of the EnergyLink storage.
- Adds a fix to the base patch so that the progressive card key counter will not increment beyond 10, which would lead to receiving glitch items. This value is checked against and verified that it is not > 10 as part of crash detection by the client, to prevent erroneous location checks when the game crashes, so this is relevant to the new client (although shouldn't happen unless you're using !getitem, or putting progressive card keys as item link replacement items)
More speed optimizations for The Messenger. Moves Figurines into their own region, so their complicated access rule only needs to be calculated once when doing a sweep. Removes a redundant loop for shop locations by just directly assigning the access rule in the class instead of retroactively. Reduces slot_data to only information that can't be derived, and removes some additional extraneous data. Removes some unused sets and lists. Removes a redundant event location, and increments the required_client_version to prevent clients that don't expect the new slot_data. Drops data version since it's going away soon anyways, to remove conflicts.
This allows multiple client/connector pairs to run at the same time. It also includes a few other miscellaneous small changes that accumulated as I went. They can be split if desired
- Whatever the `client_socket:send` line (~440) was doing with that missing operator, it's no longer doing. Don't ask me how it was working before. Lua is witchcraft.
- Removed the `settimeout(2)` which causes the infamous emulator freeze (and replaced it with a `settimeout(0)` when the server socket is created). It appears to be unnecessary to set a timeout for discovering a client. Maybe at some point in time it was useful to keep the success rate for connecting high, but it seems to not be a problem if the timeout is 0 instead.
- Also updated the Emerald setup to remove mention of the freezing.
- Connector script now picks the first port that's not in use in a range of 5 ports.
- To summarize why I was previously under the impression that multiple running scripts would not detect when a port was in use:
1. Calling `socket.bind` in the existing script will first create an ipv6 socket.
2. A second concurrent script trying to bind to the same port would I think fail to create an ipv6 socket but then succeed in creating an ipv4 socket on the same port.
3. That second socket could never communicate with a client; extra clients would just bounce off the first script.
4. The third concurrent script will then fail on both and actually give an `address already in use` error.
- I'm not _really_ sure what's going on there. But forcing one or the other by calling `socket.tcp4()` or `socket.tcp6()` means that only one script will believe it has the port while any others will give `address already in use` as you'd expect.
- As a side note, our `socket.lua` is much wonkier than I had previously thought. I understand some parts were added for LADX and when BizHawk 2.9 came out, but as far back as the file's history in this repo, it has provided a strange, modified interface as compared to the file it was originally derived from, to no benefit as far as I can tell.
- The connector script closes `server` once it finds a client and opens a new one if the connection drops. I'm not sure this ultimately has an effect, but it seems more proper.
- If the connector script's main function returns because of some error or refusal to proceed, the script no longer tries to resume the coroutine it was part of, which would flood the log with irrelevant errors.
- Creating `SyncError`s in `guarded_read` and `guarded_write` would raise its own error because the wrong variable was being used in its message.
- A call to `_bizhawk.connect` can take a while as the client tries the possible ports. There's a modification that will wait on either the `connect` or the exit event. And if the exit event fires while still looking for a connector script, this cancels the `connect` so the window can close.
- Related: It takes 2-3 seconds for a call to `asyncio.open_connection` to come back with any sort of response on my machine, which can be significant now that we're trying multiple ports in sequence. I guess it could fire off 5 tasks at once. Might cause some weirdness if there exist multiple scripts and multiple clients looking for each other at the same time.
- Also related: The first time a client attempts to connect to a script, they accept each other and start communicating as expected. The second client to try that port seems to believe it connects and will then time out on the first message. And then all subsequent attempts to connect to that port by any client will be refused (as expected) until the script shuts down or restarts. I haven't been able to explain this behavior. It adds more time to a client's search for a script, but doesn't ultimately cause problems.