* 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>
---------
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
---------
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.
Changelog:
Features:
- New goal
- Chaos Chao
- Raise a Chaos Chao to win!
- New optional Location Checks
- Chao Animal Parts
- Each body part from each type of animal is a location
- Chao Stats
- 0-99 levels of each of the 7 Chao stats can be locations
- The frequency of Chao Stat locations can be set (every level, every 2nd level, etc)
- Kindergartensanity
- Classroom lessons are locations
- Either all lessons or any one of each category can be set as locations
- Shopsanity
- A specified number of locations can be placed in the Chao Black Market
- These locations are unlocked by acquiring `Chao Coin`s
- Ring costs for these items can be adjusted
- Chao Karate can now be set to one location per fight, instead of one per tournament
- Items
- If any Chao locations are active, the following will be in the item pool:
- Chao Eggs
- Garden Seeds
- Garden Fruit
- Chao Hats
- Chaos Drives
- The starting eggs in the garden can be a random color
- Chao World entrances can be shuffled
- Chao are given default names
- New Traps
- Reverse Trap
Quality of Life:
- Chao Save Data is now separate per-slot in addition to per-seed
- This allows a single player to have multiple slots in the same seed, each having separate Chao progress
- Chao Race/Karate progress is now displayed on Stage Select (when hovering over Chao World)
- All Chao can now enter the Hero and Dark races
- Chao Karate difficulty can be set separately from Chao Race difficulty
- Chao Aging can be sped up at will, up to 15×
- New mod `config` option to fine-tune Chao Stat multiplication
- Note: This does not mix well with the Mod Manager "`Chao Stat Multiplier`" code
- Pong Traps can now activate in Chao World
- Maximum range for possible number of Emblems is now 1000
- General APWorld cleanup and optimization
- Option access has moved to the new options system
- An item group now exists for trap items
Bug Fixes:
- Dry Lagoon now has all 11 Animals
- Eternal Engine - 2 (Standard and Hard Logic) now requires only `Tails - Booster`
- Lost Colony - 2 (Hard Logic) now requires no upgrades
- Lost Colony - Animal 9 (Hard Logic) now requires either `Eggman - Jet Engine` or `Eggman - Large Cannon`
Modifies various access rules in the lufia2ac world with the aim of making them evaluate quicker.
Instead of having to determine the reachability of another location, they now only have to count items in state, which is faster.
(Also made it reuse the identical lambda for multiple locations, which might save a smidgen of memory.)
In a lot of cases, Factorio would write data to file first, then attach that file into zip. It now directly attaches the data to the zip and encapsulation was used to allow earlier GC in places (rendered templates especially).
* Lingo: Fix painting shuffle logic issue in The Wise
* Lingo: More generic painting cycle prevention
* Lingo: okay how about now
* Lingo: Consider Owl Hallway blocked painting areas in vanilla doors
* Lingo: so honestly I should've seen this one coming
* Lingo: Refined req_blocked for vanilla doors
* Lingo: Orange Tower Basement is also owl-blocked
* Lingo: Rewrite randomize_paintings to eliminate rerolls
Now, mapping is done in two phases, rather than assigning everything at once and then rerolling if the mapping is non-viable.
* Add Unique Locals Commands to ChecksFinder
* Add Unique Locals Commands to MMBN3 Game Page
* Add Unique Locals Commands to Ocarina of Time Game Page
* Add Unique Locals Commands to Undertale Game Page
* Add Unique Locals Commands to Wargroove Game Page
* Add Unique Locals Commands to The Legend of Zelda Game Page
* Add Unique Locals Commands to Zillion Game Page
* Amend Unique Locals Commands on Final Fantasy 1 Game Page
* Add Unique Locals Commands to Pokemon R/B Game Page
* Grammar fix for FF1
* Corrected sections names to match
* Added commands to Starcraft 2 Wings of Liberty game page
Co-authored-by: Bicoloursnake <60069210+bicoloursnake@users.noreply.github.com>
---------
Co-authored-by: Bicoloursnake <60069210+bicoloursnake@users.noreply.github.com>
- Entrance randomizer no longer grows with multiworld
- Improved ER success rate again by prioritizing Temple of Time even more
- Prefill is faster, has slightly reduced failure rate when map/compass are in dungeon but previous items in any_dungeon (which consumed all available locations), no longer removes items from the main itempool; itemlinked prefill items removed to accomodate improvements
- Now triggers only one recache after `generate_basic` instead of one per oot world
- Avoids recaches during `create_regions`
- All ER temp entrances have unique names (so the entrance cache does not break)
this allows skipping multiple simplifications of the same object, e.g. item_rules
also update the logic simplification tests to be a proper unittest.TestCase
* add missing groups
* remove set comprehensions
* fix boss essence
* reorganized them
* combine boss essence on creation instead of update
* rename to match option names
* Add missing groups
* add PoP totem
* Stardew Valley: Test: unify mods
* Stardew Valley: Test: don't use SVTestBase where setUp is unused
* Stardew Valley: Test: remove duplicate backpack test
* Stardew Valley: Test: remove 2,3,4 heart tests
assume the math is correct with just 2 points on the curve
* Stardew Valley: Test: reduce duplicate test/gen runs
* Stardew Valley: Test: Change 'long' tests to not use TestBase
TestBase' setUp is not being used in the changed TestCases
* Stardew Valley: Test: Use subtests and inheritance for backpacks
* Stardew Valley: Test: add flag to skip some of the extensive tests by default
* Stardew Valley: speed up rules creation by 4%
No class should ever inherit from And, Or, False_ or True_ and isinstance is not free.
Sadly there is no cheap way to forbid inheritance, but it was tested using metaclass.
* Stardew Valley: save calls to type()
Local variable is a bit faster than fetching type again
* Stardew Valley: save calls to True_() and False_(), also use 'in' operator
* Stardew Valley: optimize And and Or simplification
* Stardew Valley: optimize logic constructors
* bumpstik: treasure/booster location rules
* bumpstik: oop missed a bit
* bumpstik: apply access rule to Hazards check
* bumpstik: move completion cond. to set_rules
* bumpstik: tests?
I have literally never written these before so 🤷
* bumpstik: oops
* bumpstik: how about this?
* bumpstik: fix some logic
* bumpstik: this almost works but not quite
* bumpstik: accurate region boundaries for BBs
since we're using rules now
* bumpstik: holy heck it works now
* SoE: create regions cleanup and speedup
keep local reference instead of hitting multiworld cache
also technically fixes a bug where all locations are in 'menu', not 'ingame'
* SoE: somplify region connection
* WebHost: unify references to options
* it was just an extra s the whole time...
* grammar
* redirect from old pages
* redirect stuff correctly
* use url_for
* use " for modified strings
* remove redirect cache
* player_settings
* update site map
Sweep only current player's locations so that more players does not slow it down.
Fix a slight possibility of Full door shuffle crash by only sorting for outdoor dead ends only when connecting from a non-dead end.
- Added location name groups, so you can make your entire Water Temple priority to annoy everyone else
- Significant improvement to ER generation success rate (~80% to >99%)
- Changed `adult_trade_start` option to a choice option instead of a list (this shouldn't actually break any YAMLs though, due to the lesser-known property of lists parsing as a uniformly-weighted choice)
- Major improvements to the option tooltips where needed. (Possibly too much text now)
- Changed default hint distribution to `async` to help people's generation times. The tooltip explains that it removes WOTH hints so people hopefully don't get tripped up.
- Makes stick and nut capacity upgrades useful items
- Added shop prices and required trials to spoiler log
- Added Cojiro to adult trade item group, because it had been forgotten previously
- Fixed size-modified chests not being moved properly due to trap appearance changing the size
- Fixed Thieves Hideout keyring not being allowed in start inventory
- Fixed hint generation not accurately flagging barren locations on certain dungeon item shuffle settings
- Fixed bug where you could plando arbitrarily-named items into the world, breaking everything
This PR adds a new, optional aspect to the Ancient Cave experience:
During their run, players can have the opportunity to purchase some additional items or spells to improve their party. If enabled, a shop will appear everytime a certain (configurable) number of floors in the dungeon has been completed. The shop inventories are generated randomly (taking into account player preference as well as a system to ensure that more expensive items can only become available deeper into the run).
For customization, 3 new options are introduced:
- `shop_interval`: Determines by how many floors the shops are separated (or keeps them turned off entirely)
- `shop_inventory`: Determines what's possible to be for sale. (Players can specify weights for general categories of things such as "weapon" or "spell" or even adjust the probabilities of individual items)
- `gold_modifier`: Determines how much gold is dropped by enemies. This is the player's only source of income and thus controls how much money they will have available to spend in shops
"Added a bunch of tests to make sure I don't break anything during refactoring
Huge cleanup in the Regions file, extract methods, remove code duplicate, fix typos, fix variable naming conventions, etc.
Small cleanup in other places, minor stuff just what was needed for Regions"
- Fix generation failing with certain gesture shuffle options
- Fixed passing ItemDict to multidata instead of item code
- Don't allow CHARGE UP to be placed at Foglast: TV
- APWorld support by removing LogicMixin from Rules.py
🤞
* 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
* change Zillion to new options dataclass
* remove unused parameter to function
* use TypeGuard for Literal narrowing
* move dlc quest to new api
* move overcooked 2 to new api
* fixed some missed code in oc2
* - Tried to be compliant with 993 (WIP?)
* - I think it all works now
* - Removed last trace of me touching core
* typo
* It now passes all tests!
* Improve options, fix all issues I hope
* - Fixed init options
* dlcquest: fix bad imports
* missed a file
* - Reduce code duplication
* add as_dict documentation
* - Use .items(), get option name more directly, fix slot data content
* - Remove generic options from the slot data
* improve slot data documentation
* remove `CommonOptions.get_value` (#21)
* better slot data description
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
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: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
* Tests: Add a test for fill to WorldTestBase
* test items and minimal accessibility, only bailing out when no reachable locations exist.
* put egg shard max/goal at sane values
114 locations - 35 always-present progression items - 25 excluded locations from settings <= 74 egg shards
past me can't do arithmetic
* f
* i'm bad at git
* make fill import local to prevent circular imports
---------
Co-authored-by: espeon65536 <espeon65536@gmail.com>
* set display_name throughout Options.py
* drop whitespace changes
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* added setup_es.md
setup_en 100% translated (with a bit of adaptation to spanish linguistics)
* Update __init__.py
add reference to the spanish tutorial
* Update setup_es.md
removed temporary "wip translation" header
* Update setup_es.md
formatting cleanup
* Update setup_es.md
translated "alias for" on lines 73 and 74, which I just forgot to
* Update setup_es.md
fixed a bunch of punctuation/grammar and fixed bold format in Configuring Bizhawk section
* Update worlds/pokemon_rb/docs/setup_es.md
updated bold format as per nicholassaylor's suggestion
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
---------
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update commands_en.md
Commands re-ordered and put into categories
Some commands were better documented / explained more clearly
Other formatting changes
* Status command moved to General category and elaboration on getitem command
* "Multi-world" -> "Multiworld"
* Moved game-specific local commands to game pages
Adds a generic client that can communicate with BizHawk. Similar to SNIClient, but for arbitrary systems and doesn't have an intermediary application like SNI.
* added setup_es.md
setup_en 100% translated (with a bit of adaptation to spanish linguistics)
* Update __init__.py
add reference to the spanish tutorial
* Update setup_es.md
removed temporary "wip translation" header
* Update setup_es.md
formatting cleanup
* Update setup_es.md
translated "alias for" on lines 73 and 74, which I just forgot to
* Update SC2 setup guide
Removed a sentence that made sense when I included sudo in the command in the previous sentence, but does not make sense otherwise.
* Update en_Super Mario 64.md
It turns out castle has a lowercase l in it.
* Docs: SMW: Updated SNIClient Connector Lua Directory
* Docs: DKC3: Updated SNIClient Connector Lua Directory
* Docs: Lufia2AC: Updated SNIClient Connector Lua Directory
* Docs: SM: Updated SNIClient Connector Lua Directory
* Docs: SMZ3: Updated SNIClient Connector Lua Directory
* Cleaned up Undertale documentation
Standardized file names
* Outlined Terraria installation more clearly
Other minor edits to setup guide
* Minor edits to DOOM 1993 set-up guide
* Update worlds/terraria/docs/setup_en.md
Co-authored-by: kindasneaki <ryandj67@hotmail.com>
* Suggested changes from @Seldom-SE
Co-authored-by: Seldom <38388947+seldom-se@users.noreply.github.com>
* Code block to quotation change from code review
Co-authored-by: Seldom <38388947+seldom-se@users.noreply.github.com>
Co-authored-by: Chris Wilson <chris@legendserver.info>
* Code review from @LegendaryLinux
Co-authored-by: Chris Wilson <chris@legendserver.info>
---------
Co-authored-by: kindasneaki <ryandj67@hotmail.com>
Co-authored-by: Seldom <38388947+seldom-se@users.noreply.github.com>
Co-authored-by: Chris Wilson <chris@legendserver.info>
Expert Swamp Maze currently thinks it needs Red Underwater 4 instead of the door. This could lead to an unbeatable seed in door shuffle, although it's very unlikely.
* Changed the pathing code to use os.path.join, instead of adding strings together, also fixed the savepath command using UndertaleContext instead of self.ctx (Credit to Wackerly for finding the self.ctx issue and fix)
* Undertale: Fixed a debug function in the game not requiring debug to be enabled.
* Undetale: Fixed a logic bug with the location "Letter Quest"
* - Added a rule to vault bundles that require access to the wizard
- Fixed the region required to meet the wizard
* - Updated the location count in a test due to a previous coffee bean bugfix that added a location
Migrates SC2 WoL world to the new mod with new items and locations. The new mod has a different architecture making it more future proof (with planned adding of other campaigns). Also gets rid of several old bugs
Adds new short game formats intended for sync games (Tiny Grid, Mini Gauntlet). The final mission isn't decided by campaign length anymore but it's configurable instead. Allow excluding missions for Vanilla Shuffled, corrected some documentation.
NOTE: This is a squashed commit with Salz' HotS excluded (not ready for the release and I plan multi-campaign instead)
---------
Co-authored-by: Matthew <matthew.marinets@gmail.com>
* - Added missing logic rules where, to earn hearts above 8 and 10, you need access to dating and marriage respectively.
* - Slight cleanup based on Black Sliver's suggestion
* Add the rest of the Terraria settings to slot data
* Update worlds/terraria/__init__.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Fix typo in Factorio options tooltip
* Fix typo, add details
* Apply code review suggestion
It doesn't let me apply more than one change to the same line in a batch.
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply code review suggestion from @nicholassaylor
It doesn't let me apply more than one change to the same line in a batch.
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* DS3: Update game page
* DS3: Split long sentence in game page docs
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* DS3: Minor word change
---------
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update SC2 setup guide
Removed a sentence that made sense when I included sudo in the command in the previous sentence, but does not make sense otherwise.
* Update en_Super Mario 64.md
It turns out castle has a lowercase l in it.
* Slight rewording of DS3 game page
Lists made more concise, space added between "generated weapons" and open parenthesis
* Proofread Final Fantasy pages
Fixed minor typos and reworded sentences for conciseness.
* Edited Kingdom Hearts 2 Game Page
Refined style, capitalization, and sentence structure for clarity
* Fixed nested list in Minecraft game page
Each nest needed an additional 2 spaces
* Edited Risk of Rain 2 Game Page
Made various edits to redundancy within the page as well as omitted/unclear information
* Edited Stardew Valley game page
Small capitalization consistency edits and slight rewording for conciseness
* Update worlds/ff1/docs/multiworld_en.md
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Update worlds/kh2/docs/en_Kingdom Hearts 2.md
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Update worlds/kh2/docs/en_Kingdom Hearts 2.md
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Add information for EXP multiplier
Include Drive Forms and Summons
* Correction for Newt Altars RoR2
Co-Authored-By: kindasneaki <19377912+kindasneaki@users.noreply.github.com>
---------
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: kindasneaki <19377912+kindasneaki@users.noreply.github.com>
* - Added missing special order requirements, mostly for the regions where to place the collected items, or the NPC to talk to when done
* - Added missing requirement on being able to go see the wizard cutscene in order to interact with bundles
I hope this gets a prize for "Most irrelevant PR in AP history"
Explanation:
When changing the hint system on the client side to be able to auto-wrap, decisions were made about which line breaks were still explicitly important, with most of them being removed.
This hint was somewhat devalued in the process.
-. --- - .... .. -. --. translates to "Nothing", which I thought was the entirety of the joke.
However, the line breaks were actually also important, because:
dash dot, dash dash dash,
dash, dot dot dot dot, dot dot,
dash dot, dash dash dot
is a Haiku! And the hint's creator (oddGarrett I believe) said this was specifically part of the creative vision for this joke hint. They said it's fine, I don't need to change it, but I couldn't let that stand.
So, the explicit line breaks for this joke hint are back.
At some point the client-side mod for this world started to include support for the "!" in dev console, rendering this line obsolete. Updated to reflect current client behavior.
* Fix up non-deterministic order of item_name_to_id and location_name_to_id.
* Remove debug line.
* Change to use a Chainmap instead and simplify logic a bit.
* Add the forgotten music sheet item.
* - Added missing coffee bean to cropsanity
* - Fix an issue with the seed having the same name as the crop
* - Fix a recently discovered bug with help wanted rules when using a number not divisible by 7
using os.path.join was causing duplicate parts of the filepath in certain environments. turns out it's not needed when loading the basepatch in our current world structure. this should hopefully fix genning issues on the RC beta site (and presumably the main site once the RC turns into the release)
* - Use proper MD5 validation
The method TLoZ was trying to validate it's baserom was different from basically every other ROM game. Almost all the other ROM games use the same method as each other (except for the external patchers like FF1 and SoE, and OoT has its own special handling that's vastly different), so updating TloZ to match.
Also got rid of the checksum attribute for the TLoZDeltaPatch as it didn't seem to be used anywhere, so felt it was unnecessary and partially confusing to have it right next to the hash attribute that is actually used.
* change error message to reference MD5
* __init__.py: Add fill_slot_data function
Add fill_slot_data function.
Used by StripesOO7's pop-tracker pack to auto populate settings as convenience for the user
* LTTP__init__.py added race condition to fill_slot_data
* added missing self to multiworl.is_race
* changed filling of slot_data to fill from static list instead of pulling all alttp_options.
additional options needed to be done separately cause they are not stored the same way as the rest. "mode", "goal", etc. are simple values as the rest are key:value pairs so `.value` is not supported and I didn't want to introduce an if-statement.
* changed filling of slot_data to fill from static list instead of pulling all alttp_options.
additional options needed to be done separately cause they are not stored the same way as the rest. "mode", "goal", etc. are simple values as the rest are key:value pairs so `.value` is not supported and I didn't want to introduce an if-statement.
* added a comment to describe the use for the option added to slot_data
---------
Co-authored-by: StripesOO7 <54711792+StripeesOO7@users.noreply.github.com>
- add section about configuring lua core (shamelessly taken from the OoT setup guide) on bizhawk version 2.8 and below
- fix wrong reference to the ff1 connector lua to correctly reference the tloz connector lua
- remove reference to recommended bizhawk version. it's unnecessary
## What is this fixing or adding?
It was pointed out that distributing an archive with copies of all the supported mods could lead to legal problems down the line. So we are moving away from this approach.
This also means that, in the event that a mod gets updated and the previous version is no longer available, we need the ability to update the mod's supported version at any point in time, and cannot rely on AP's release schedule for such updates that will, in most cases, be only changing the string for the required version.
Changes:
- Scrub all references to the support mods zip file from documentation
- Create dedicated "Supported Mods" documentation page, external to AP so we can keep it updated with mod versions regardless of their release schedule
- Remove mod version validation from the AP backend, and manage that in the mod itself, for the same reason.
* The Messenger: Don't generate Figurines
* The Messenger: add prerequisite shop cost requirements
* The Messenger: don't double the cost anymore
* The Messenger: remove centered mind prereq instead of checking for it
* The Messenger: use cost as a property to cache it and gain back speed
* The Messenger: hardcode the prereqs for more speed
* make the linter and mypy happier
* use cached_property
* - Reorganised tests for better backpack coverage
- Added a test for backpack locations being absent on vanilla
* - Fix backpack locations on vanilla
* - Fixed a typo in documentation
* - Added missing parenthesis after enum.auto so that Python 3.11 still works
* - Added Blank lines at the end of the backpack test files
* - cleaned whitespace
## What is this fixing or adding?
Adds a large number of new options, including:
- Door Shuffle
- Sphere-based level scaling
- Key Item and Pokedex requirement options to reach the Elite Four
- Split Card Key option
- Dexsanity option can be set to a percentage of Pokémon that will be checks
- Stonesanity: remove the stones from the Celadon Department Store and shuffle them into the item pool, replacing 4 of the 5 Moon Stone items
- Sleep Trap items option
- Randomize Move Types option
- Town Map Fly Location option, to unlock a flight location when finding/receiving the Town Map
Many enhancements have been made, including:
- Game allows you to continue your save file _from Pallet Town_ as a way to save warp back to the beginning of the game. The one-way drop from Diglett's Cave to north Route 2 that had been added to the randomizer has been removed.
- Client auto-hints some locations when you are able to see the item before you can obtain it (but would only show AP Item if it is for another player), including Bike Shop, Oak's Aides, Celadon Prize Corner, and the unchosen Fossil location.
Various bugs have been fixed, including:
- Route 13 wild Pokémon not correctly logically requiring Cut
- Vanilla tm/hm compatibility options giving compatibility for many TMs/HMs erroneously
- If an item that exists in multiple quantities in the item pool is chosen for one of the locations that are pre-filled with local items, it will continue placing that same item in the remaining locations as long as more of that item exist
- `start_with` option for `randomize_pokedex` still shuffling a Pokédex into the item pool
- The obedience threshold levels being incorrect with 0-2 badges, with Pokémon up to level 30 obeying with 0-1 badges and up to 10 with 2 badges
- Receiving a DeathLink trigger in the Safari Zone causing issues. Now, you will have your steps remaining set to 0 instead of blacking out when you're in the Safari Zone.
Many location names have been changed, as location names are automatically prepended using the Region name and a large number of areas have been split into new regions as part of the overhaul to add Door Shuffle.
* moves items location from RC -> DH
"Ring of Steel Protection+3" actually belongs in DH instead of RC. this will shift the item ID's for the last 3 items in RC, and should not shift any ids in DH
* updated data_version to 7
* - Fixed Leo's Treehouse being randomized too aggressively
* - Added an automated test to catch badly tagged Non-progression entrances
* - Fixed a logic issue with Void Mayonnaise not being fishable
* - Removed unused import
## What is this fixing or adding?
Major content update for Stardew Valley
## How was this tested?
One large-scale public Beta on the archipelago server, plus several smaller private asyncs and test runs
You can go to https://github.com/agilbert1412/StardewArchipelago/releases to grab the mod (latest 4.x.x version), the supported mods and the apworld, to test this PR
## New Features:
- Festival Checks [Easy mode or Hard Mode]
- Special Orders [Both Board and Qi]
- Willy's Boat
- Ginger Island Parrots
- TV Channels
- Trap Items [Available in various difficulty levels]
- Entrance Randomizer: Buildings and Chaos
- New Fishsanity options: Exclude Legendaries, Exclude Hard fish, Only easy fish
- Resource Pack overhaul [Resource packs are now more enjoyable and varied]
- Goal: Greatest Walnut Hunter [Find every single Golden Walnut]
- Goal: Perfection [Achieve Perfection]
- Option: Profit Margin [Multiplier over all earnings]
- Option: Friendsanity Heart Size [Reduce clutter from friendsanity hearts]
- Option: Exclude Ginger Island - will exclude many locations and items to generate a playthrough that does not go to the island
- Mod Support [Curated list of mods]
## New Contributors:
@Witchybun for the mod support
---------
Co-authored-by: Witchybun <embenham05@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
## What is this fixing or adding?
Adjusted some map terrain. Made Ambushed in the Middle's HQ more exposed. Made Deep Thicket's AI spawn extra units. Adjusted some terrain in Rebel Village.
Moved item creation from generate_basic to create_items for (https://github.com/ArchipelagoMW/Archipelago/pull/1460)
One of the recent PRs accidentally removed all ability for the client to see which EPs are precompleted (due to settings)
This is pretty bad, as the client now thinks these EPs need to be completed for "Obelisk Side" locations, when the generator does not. This would lead to impossible seeds.
Fixing three bugs:
1. Made Salubra Charm Shop Slots use the actual options value and not the Iselda Shop Slots value.
2. Made Mask Shards no longer considered Filler but instead Progression so they can actually be used for access requirements that require damage boosts.
3. Fixed goal requirements to account for Focus being required for The Hollow Knight and Sealed Siblings endings and adjusted the Radiance and Any goal requirements accordingly.
Updated Setup Guide:
Changed to mention Scarab+ instead of Scarab (it is better maintained and has several quality of life improvements and fixes a bug for XBox Game Pass).
Added info about how to use Scarab+ with XBox Game Pass.
* Add settings API ("auto settings") for host.yaml
* settings: no BOM when saving
* settings: fix saving / groups resetting themselves
* settings: fix AutoWorldRegister import
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Lufia2: settings: clean up imports
* settings: more consistent class naming
* Docs: update world api for settings api refactor
* settings: fix access from World instance
* settings: update migration timeline
* Docs: Apply suggestions from code review
Co-authored-by: Zach Parks <zach@alliware.com>
* Settings: correctly resolve .exe in UserPath and LocalPath
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
* fix estus shard/bone shard numbers
there are only 11 estus shards in the pool, so fixed number of estus shards so everything can be collected, and upped the number of bone shards in the pool to fix datapackage numbers. new counts went from: 15(estus) + 5(bones) = 20(total) TO 11(estus) + 9(bones) = 20(total)
* Update locations_data.py
changed estus shard/bone shard counts to match the counts in items_data.py. same reasoning as the commit for that, only 11 estus in game
* added new options "Late DLC"
revampled "Late Basin of Vows" option
added the Fire Demon location in Undead Sanctuary
* first file dump
added new settings for customizing pool options
sorted all the item pools
code clean up
fixed estus/bone shard counts
still need to figure out location excluding
* bunch of changes
added new locations
put locations into specific lists
made DarkSouls3Locations for each list of items
still need to figure out how to exclude
* excluded locations from generating without options, created gotthard_region, update how the pool fills additional items, update location/item tables, create more tables
* code cleanup, remove extra tables, add grave key/eyes of a firekeeper back to key pool
* fixed some logging
* add more detailed options descriptions
* forgot to update progressive locations updates too whoops
* remove irina's tower key from items/location list. the current ID's dont work to shuffle
* fixed item-to-locations, added new weapons, added new armors, added new rings, added "eyes of a fire keeper" to key locations list to balance, adjusted tables
* added HWL: broken straight sword location, moved Greirat's ashes to NPC items
* remove hwl: broken short sword location/item from pool (does not exist), fix item/location counts in options, general code clean up
* more code cleanup, fix Havels Ring +3 location/properly renamed item, changed Estus/Bone Shard names to not include a +| added a missing undead bone shard
* fixed npc rule, added a bunch of ring locations, fixed ring tables
* updated options
* cleaned up more code, edited some option names
* start of new items system
* DS3: Major refactor (allows for defining more items than those in vanilla locations)
* DS3: Repair changes overwritten by refactor
* DS3: Re-implement new options for location categories
* DS3: Make replacement item lists for most unique item types
* DS3: Remove accidentally added apworld
* DS3: Make option names more consistent
* DS3: Fix Pyromancer's Parting Flame location category
* DS3: Add new items
* DS3: Fix access rule for DLC/Contraption Key
* DS3: Only replace unrandomized progression items with events
Also fix some location names/categories
* DS3: Change some location names to be in line with their items
* DS3: Add randomized infusion code (only works for Broadsword)
* DS3: Make varied item pool an option
* added remaining weapons, shields, armors, rings, spells, dlc equivalents | added remaining dlc ring locations (2 in dreg heap, 5 in ringed city)
* adjusted 'Progressive Locations' counts and added new table
* added more souls + upgrade gems
* added the rest of consumables
* reverted adding an additional 'progressive location 4' table and added bulk progression locations to prog. location 3 table
* DS3: Add infusion categories and some cleanup of items
* DS3: Fix item ordering
* DS3: Fix infusion/upgrade code extra if
* DS3: Disable some unmarked cut content items
* DS3: Rename blessed red and white shield+1
* DS3: Implement guaranteed_items option
* DS3: Remove print statement
* DS3: Add extra check for trying to remove items from an empty list
* add unused content item id's
* DS3: Move cut content to its own list
* DS3: Classify spells and healing upgrades as useful
* DS3: Implement get_filler_item_name
* DS3: Change lower bounds for upgrades from +1 to +0
* DS3: Move Ancient Dragon Greatshield back to vanilla and recategorize some useful consumables
* DS3: Guaranteed items checks for number of existing items before replacing
* added remaining progressive items, fixed npc rules, adjusted option location counts
* delete extra items, add rule for dancer/late basin
* seperate PW into two parts (can access first half w/o contraption key | SKIP more unused items
* DS3: Minor linting changes
* DS3: Update required_client_version
* DS3: Remove rule for bell tower access
The key can always be purchased from the shop
* DS3: Move location category option checks to generate_early
* added "Boss Soul" option to pool
* DS3: Fix rules for boss souls and update misc location count
* DS3: Address minor review comments
* DS3: Change category enums to IntEnum
* DS3: Make apworld
---------
Co-authored-by: Brooty Johnson <83629348+Br00ty@users.noreply.github.com>
* add a random object to the World
* use it in The Messenger
* the worlds don't exist until the end of set options
* set seed in lttp tests
* use world.random for shop shuffle
* Remove CHAOS Glitch. Add test to check for removed songs.
* Add to game list
* Fix oversight with 0 difficulty songs. Fix naming of test.
* Add new songs and update other data.
* Fix accidental copy paste
* OriBF: Move Ori and the Blind Forest to `worlds_disabled/`
* Add readme for `worlds_disabled` folder
* fix link
* fix link 2
* Remove useless comment
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Initializes MMBN3 world with empty files
* Adds item names to item dict
* Adds locations and names
* Adds skeleton of MMBN3Client. Mostly copy pasta from OOT
* Fixed some style and formatting
* More incremental Lua tests
* Adds all locations and checking to Lua connector
* Made class definitions for TextPet Parser
* Begun connecting item delivery system through lua and textpet
* Lua Connection can now send test items
* Item Delivery is now parameterized. Test command can send any chip
* Adds the ability to send non-chip items
* Fixes name errors in python client
* Fixes count for zenny, attempts to fix bugfrags
* Fixes an issue where you always received 255 bugfrags
* Converts zenny and bugfrag amounts to little endian bytecode
* Checks game state before sending chips
Adds debug option to display information overlayed on rom
Fixes chip indexing issue for chips with ids over 255
Minor text fixes
* Adds in some animation reset instructions during item get message
* Stores previously collected item index in save, re-sends missing items
* Adds title screen check before sending locations
Loading items from save could not be done via RAM. Had to be added in
assembly
* Adds progressive undernet check
* Added library for lzss decoding bits of rom
* More progress on parsing text events from ROM
* Adds a way to inject messages into ScriptArchive data structure and generate bytecode
* Adds Item definitions, passes to client
* Adds regions and item collection rules
* Touched up a few names and values that have changed in preparation for the final patching
* Modifying messages via item is now successful
* Added generate_output hook to generate ROM data
* Generates ROM successfully
* Fixes navi cust give index
* Whoops forgot to wrap this in brackets
* Injects extra scripts for undernet rankings
* Programs had ammount and color swapped
* Prompts the user for their username when connecting
* Adds flagClear to the list of commands to avoid overwriting
* Fixes message box crashes and several other multiworld issues
* Fixes IDs and names of several items and locations
* Added .gba to gitignore
* Fixes compatibility after recent rebase
* Fixes some locations and items that are otherwise unobtainable
* Attempts to make a working launcher in the installer
* Creates installer and fixes several inaccessible locations
* Many minor changes to items, locations, and requirements made during testing
* Adds an info page for MMBN3
* Fixes failing tests by removing duplicate IDs and properly marking progression items
* Accidentally forgot to un-remove the thing
* Whoops, changed this by accident
* Updates self.world references to self.multiworld
* Fixes imports to use from imports instead of using the namespace
* Removed some leftover merge artifacts from inno setup
* Puts back that darned signtool line again
* Adds Overworld Metro keys as items
* Adds TamaCode and puts shortcuts behind cyber passes
* Fixes Numberman code 16 check
* Fixes metro access logic and adds text to metro
* Reworks Lua to fix crashing when many items are queued
* Items for other BN3 games for different players are no longer given in the main player's ROM as well
* Fixes incorrect Item ID for ACDC Metro
* Fixes multi-box text messages
* Adds timer before sending an item
* Forgot to remove the second box of SubMems
* Updates patch and lua to prevent softlocks and crashes
* Adds options for extra undernet ranks, exclude jobs
* Extra GigFreez now gives 20 bugfrags
* Additional Progressive Undernets can no longer appear on the WWW Base
* Moves item signal byte to empty area of flags instead of end of RAM
* Adds Chocolate Shop locations and navi chips to fill them
* Fixes save crash, and added chocolates to lua
* Fixes chocolate stand selling out text, removes DrillMan cube in Undernet
* Replaces old messaging system with direct memory manipulation for receiving items
* Removes NDSPY requirements from MMBN3 by manually adapting the GBA's lz10 algorithm
* Fixes the names of Hospital-1 Locations
* Adds Canary Bit to avoid sending checks when title screen check fails
* Gaining a cybermetro pass will now open the shortcut immediately
* Randomizes the two accessible areas of Undernet 7, adds Hammer as item
* Adds new locations to connector lua
* Injects the name of the item into trade quests
* Fixes copy-paste error in docs
* Fixes merge artifacts and depracated code
* Nut-wafer stand now faces Lan the right way after buying
* Removes unused Goal Option and updates the readme to include most recent changes
* Touch-ups and formatting changes
* The Great Fillerization update. Dozens of items changed to Filler
* Replaces instances of Mega Man with MegaMan
* Update worlds/mmbn3/docs/en_MegaMan Battle Network 3.md
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Update worlds/mmbn3/__init__.py
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* Changes code ordering to suit base class's
* assert_generate now checks for roms. Minor text fixes
* Makes player specific frequency and excluded location options
* Apply suggestions from code review
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Addresses suggested changes from PR review
* Replaces ndspy lz10 with MIT-compliant nlzss lz10
* apworld compatibility fix for mmbn3_options from utils
* Addressing more comments by el-u
* APworld will now pull patch from zip folder
* Apply suggestions from code review
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Cleaned up comments for progressive undernet ROM function, moved index list to field to avoid re-initializing
* Removes improper player-indexed location/item dicts, replaces with world member variables
* Avoids redefining list in progressive undernet ROM function
* Filler items can no longer be generated beyond their specified amounts
* Fixes list copying issue with item frequencies
* Adds BN3 Client Generation back into Launcher settings
* Fixes typos causing huge problems
* Fixed non-relative import for apworld
* Removes custom enum implementation that broke pickle
* Displays message when attempting to load an incorrect ROM, will not attempt to patch it
* Filler items can now only be placed once
* Changes path in setup doc to match Lua path changes
* Fixes file extension for MMBN3 file
* Replaces magic number with reference to value in NetUtils
* Moves victory rules to set_rules. Removes commented out code
* Rewrites Lua script to send block of memory
* Fixes off-by-one error in sending bytes for locations
* Fixes issue with invalid characters in text parsing, and WWW monitor text box parsing
* Moves trade text injection to init so it has access to options
* Attempts to split the text boxes for hinted items
* Trade checks now provide hints if the option is set for them
* Fixes escape character issue for BizHawk 2.9.1
Something in Bizhawk lua parsing changed to dislike the escaped tilde.
I'm not even entirely sure why it was escaped in the first place, but
this should fix the compatibility of it.
* Re-adds desk check that it turns out actually does exist
* Updates requirements to mention bizhawk 2.7 instead of 2.3.1
* Fixes off-by-one error in command byte counts
* Fixes program color indices
* Fixes newline PEP violations
* Reverts an accidental whitespace change made to launcher.py
* Fixes URL formatting on link to settings from setup guide
Co-authored-by: Zach Parks <zach@alliware.com>
* Splits several lines in the readme to avoid excessive length
* Fixes formatting and (hopefully) reduces cringe of joke in setup doc
* Removes unnecessary constructor
* Changes item frequency generation to avoid reusing the same references
Co-authored-by: Zach Parks <zach@alliware.com>
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
* Core: typing for async_start
* CommonClient: add a framework for clients to subscribe to data storage key notifications
* Core: update version to 0.4.2
* lufia2ac: coop support
* 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
* Alpha 1 Muse dash stuff.
* Add in an option to limit to only base game songs.
* Make all items progression instead of progression_skip_balancing.
* Add in extra_goal_song_items to help make runs less about completing every song.
* Change ID range to be in a more open area, and add some comments.
* Add in Streamer Mode and difficulty range options. Rearrange data files so its easier to get all data at once.
* Fix generation issues.
* Fix up the maximum and remove old option.
* Remove empty items and the option to make filler songs empty.
* Support emerald hunt mode. Make difficulties an option rather than 2 sliders.
* Fix DLC Song option being inverted.
* Fix item counting being broken if there was more than 1 world.
* Make compatible with .apworld specification.
* Make All item names ASCII compatible.
* Add in the additional_item_percentage option.
* Add a test to ensure the item names are within the normal ascii range.
* Add in death link.
* Remove the album from the item name. Not really needed anymore.
* Add the 2 budget is burning albums under the free songs heading. Adds a couple more songs without dlc.
* Sanitise Album names.
* Added the grade needed choice.
* Update songs to v3.1.0
* Adjust difficulty ranges. Add Expert and Master.
* Fix setup_en.md being out of date.
* Add a manual override.
* Add testing for diff ranges. Fix bugs introduced there. Limit option to 11 to not generate an impossible seed.
* Remove regions from Muse Dash.
* Some Oops...
* Attempt to make tests happy.
* Remove supports weighting false to stop webhost test failing.
* Adjusted settings
* Adjust music sheets to use percentages. Various cleanups.
* Fixes to new code.
* Add Ola Dash Album. Add support for overriding song difficulty. Other stylisation changes.
* Attempt fix tests.
* Ooops missed one.
* flake8 suggestions.
* Remove FM 17314 SUGAR RADIO as that song is a bit weird.
* Update document pages.
* Add trap support
* Lower additional song count by 10.
* Tests broke on my end. Using github to test this.
* Looks like I was accidentally adding ~.
* Fix the one song that crashes OoT hint generation
* Various documentation changes.
* Website documents fixup.
* Doc updates part 2.
* Oops. Doc updates part 3.
* Add Muse Dash to the apworld list.
* Add trailing comma.
* Add a couple plando options.
* Set data_version to 1.
* Add in some handling incase someone decides a song is both starter and included.
* Remove brackets around ifs.
* Oops. Accidentally removed a necessary bracket.
* Fix filtering crash due to me mixing up c# and python .remove().
* Add Happy Otaku Pack Vol.17. Also increment data version.
* Update links to melon loader to be the latest.
* Clean up song selection code by shuffling once then popping.
* Add UID to the Data text file, so the same file can be used client and server.
* Increment Data Version because some names have changed.
* Correct some names.
* Update data to v3.4.0 (Addition of Muse Radio FM104)
* Add support for SFX traps. Adjusted how traps were setup a bit.
* Update the docs to include a troubleshooting section.
* Small fixes.
* Remove unnecessary brackets.
* Add .net downloads to docs.
* Avoid failing generation if strict difficulty settings are applied with no dlc songs and streamer mode.
* Forgot to add the worst starting song count.
* Make minimum song count be Starting Songs + 11 instead of Starting Songs * 2 + 1.
* Fix up several issues where song count could mismatch the requested amount.
* Add a test to ensure world size doesn't grow.
* Fix some oversights.
* Remove unnecessary brackets.
* Fix up passing the tuple out when just the key would suffice.
* Adjust typing based on Phar's suggestions.
* Apply the rest of Phar's suggestions with minor tweaks to other parts to suit suggestions.
* Adjust some more stuff to fit 120 characters.
* Some more pep8 stuff and fix tests.
* Some pep8 in tests.
* The Messenger: strip generated filler items for a sufficiently small remaining item pool
* rewrite the test for the small chance there's no large currency shards