(There's still a lot of work ahead, such as:
registering locations and items to the World, as well as methods to create_item_from_name()
many more method names for various stages
embedding Options into the world type
and many more...)
* Minecraft locations, items, and generation without logic
* added id lookup for minecraft
* typing import fix in minecraft/Items.py
* fix 2
* implementing Minecraft options and hard/postgame advancement exclusion
* first logic pass (75/80)
* logic pass 2 and proper completion conditions
* added insane difficulty pool, modified method of excluding item pools for easier extension
* bump network_data_package version
* minecraft testing framework
* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item
* Testing now functions, split tests up by advancement pane, added some story tests
* Newer testing framework: every advancement gets its own function, for ease of testing
* fixed logic for The End... Again...
* changed option names to "include_hard_advancements" etc.
* village/pillager-related advancements now require can_adventure: weapon + food
* a few minecraft tests
* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name
* additional MC tests
* more tests, mostly nether-related tests
* more tests, removed anvil path for Two Birds One Arrow
* include Minecraft slot data, and a world seed for each Minecraft player slot
* Added new items: ender pearls, lapis, porkchops
* All remaining Minecraft tests
* formatting of Minecraft tests and logic for better readability
* require Wither kill for Monsters Hunted
* properly removed 8 Emeralds item from item pool
* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill
* Added 12 new advancements (ported from old achievement system)
* renamed "On a Rail" for consistency with modern advancements
* tests for the new advancements
* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data
* output minecraft options in the spoiler log
* modified advancement goal values for new advancements
* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars
* fixed glowstone block logic for Not Quite Nine Lives
* setup for shuffling MC structures: building ER world and shuffling regions/entrances
* ensured Nether Fortresses can't be placed in the End
* finished logic for structure randomization
* fixed nonnative items always showing up as Hammers in ALttP shops
* output minecraft structure info in the spoiler
* generate .apmc file for communication with MC client
* fixed structure rando always using the same seed
* move stuff to worlds/minecraft/Regions.py
* make output apmc file have consistent name with other files
* added minecraft bottle macro; fixed tests imports
* generalizing MC region generation
* restructured structure shuffling in preparation for structure plando
* only output structure rando info in spoiler if they are shuffled
* Force structure rando to always be off, for the stable release
* added Minecraft options to player settings
* formally added combat_difficulty as an option
* Added Ender Dragon into playthrough, cleaned up goal map
* Added new difficulties: Easy, Normal, Hard combat
* moved .apmc generation time to prevent outputs on failed generation
* updated tests for new combat logic
* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix
* moved all MC-specific functions into gen_minecraft
* renamed "logic_version" to "client_version"
* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures
* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching
* added seed_name, player_name, client_version to apmc file
* reenabled structure shuffle
* added entrance tests for minecraft
* Minecraft logic updates
Wither kill now considers nether fortresses as a valid source of soul sand
A Furious Cocktail now requires beacons for resistance and village access for carrots
Uneasy Alliance now requires fishing rod to pull the ghast through the portal
On a Rail now requires iron pickaxe to make powered rails
Overkill now may require strength II without stone axe, which needs nether access
* embed all apmc info into slot_data
* updated MC tests for logic changes
* put apmc into zipfile
Co-authored-by: achuang <alexander.w.chuang@gmail.com>
Squash merge, original Commits:
* Minecraft locations, items, and generation without logic
* added id lookup for minecraft
* typing import fix in minecraft/Items.py
* fix 2
* implementing Minecraft options and hard/postgame advancement exclusion
* first logic pass (75/80)
* logic pass 2 and proper completion conditions
* added insane difficulty pool, modified method of excluding item pools for easier extension
* bump network_data_package version
* minecraft testing framework
* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item
* Testing now functions, split tests up by advancement pane, added some story tests
* Newer testing framework: every advancement gets its own function, for ease of testing
* fixed logic for The End... Again...
* changed option names to "include_hard_advancements" etc.
* village/pillager-related advancements now require can_adventure: weapon + food
* a few minecraft tests
* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name
* additional MC tests
* more tests, mostly nether-related tests
* more tests, removed anvil path for Two Birds One Arrow
* include Minecraft slot data, and a world seed for each Minecraft player slot
* Added new items: ender pearls, lapis, porkchops
* All remaining Minecraft tests
* formatting of Minecraft tests and logic for better readability
* require Wither kill for Monsters Hunted
* properly removed 8 Emeralds item from item pool
* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill
* Added 12 new advancements (ported from old achievement system)
* renamed "On a Rail" for consistency with modern advancements
* tests for the new advancements
* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data
* output minecraft options in the spoiler log
* modified advancement goal values for new advancements
* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars
* fixed glowstone block logic for Not Quite Nine Lives
* setup for shuffling MC structures: building ER world and shuffling regions/entrances
* ensured Nether Fortresses can't be placed in the End
* finished logic for structure randomization
* fixed nonnative items always showing up as Hammers in ALttP shops
* output minecraft structure info in the spoiler
* generate .apmc file for communication with MC client
* fixed structure rando always using the same seed
* move stuff to worlds/minecraft/Regions.py
* make output apmc file have consistent name with other files
* added minecraft bottle macro; fixed tests imports
* generalizing MC region generation
* restructured structure shuffling in preparation for structure plando
* only output structure rando info in spoiler if they are shuffled
* Force structure rando to always be off, for the stable release
* added Minecraft options to player settings
* formally added combat_difficulty as an option
* Added Ender Dragon into playthrough, cleaned up goal map
* Added new difficulties: Easy, Normal, Hard combat
* moved .apmc generation time to prevent outputs on failed generation
* updated tests for new combat logic
* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix
* moved all MC-specific functions into gen_minecraft
* renamed "logic_version" to "client_version"
* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures
* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching
* added seed_name, player_name, client_version to apmc file
* reenabled structure shuffle
* added entrance tests for minecraft
Co-authored-by: achuang <alexander.w.chuang@gmail.com>
In some cases multi-thousand element lists were created in-memory with near identical contents, per player, then discarded and reassembled.
Was testing against a case with 3 GB of additional memory use (50 players) which appeared to get stuck, but really was just very slow. This example case is fixed with these changes.
Additionally, progression balancing is now run after ShopSlotFill, so it is now "aware" of the changed progression shops can produce.
As well, special handling for keys was removed, as not all games will have the notion of keys.
Make sure that dark lake hylia shop in inverted retains the blue potion, while allowing shop slots on top (potion will always be the leftmost slot, ignoring "i"/"f"/"g")
Cull Shop swap Candidates before generating weights, then keep track of updated sphere sizes during swaps. This significantly reduces the chance to run out of candidates, as large clumps of false candidates do not get included in the weight
Shop fill is slower with this, as all candidates need to be swept once, instead of on-demand; but this seemed the best way to address the remaining issues.
Enemy Shuffle awareness
Easy Item Functionality awareness
Dark Room Logic option
Boss Item Shuffle option
Silverless Ganon is a Minor Glitch
Faster Dungeon Item Fill
nologic seeds are generated as beatable only with no progression balancing, where it is assumed the player can always win no matter where items are placed.
Add superbunny and dungeon revival to minor glitch ruleset.
* Update Swordless rom writes
* Remove swordless as possible mode in ItemList.py
* Fix inverted HC Ledge access
Added collection state helper methods for determining lw/dw access
Restricted locations where Link's House can be in inverted
Dark Sanc and Link's House can no longer be at the back of Skull Woods
Fixed minor error in inverted bunny rules
* Update Link's House Shuffling in inverted insanity
* More isolated entrances not to put Link's House at
* Fix Link's House in dungeons shuffles
* More dungeons shuffle stuff I forgot
Replaces existing check_only_beatable, which became the "none" option.
TR can run out of key placement options, with the 100% locations
option, but I really don't care enough. It exists mostly for people who
want to 100% a seed, or to point to if they ask about keys locked behind
themselves.
Partial support for Progressive bow
- Still needs to be added to item pool
- Silver hint handling remains TBD even for VT
Added weapons selection.
- Vanilla needs to be implemented
- Assured needs to be implemented
- Inverted swordless is almost certainly messed up.
- Swordless standard mode will likely softlock
- Random weapon standard mode is currently treated as uncle assured
Deleted removed difficulties
- Remaining difficulties still need to be adjusted
Added locked property to locations:
- This is used for preplaced items etc so that multiworld balancing
knows they cannot be moved.
Made a few of the difficulty changes from V31, but not all.
Added required text changes to handle crystals requirements
- More changes will likely me made in future
- Currently there is is no way to tell ganon requirement in
Inverted mode
Merging in Cassidoxa's inverted mode.
I've still not fully reviewed the logic used in this mode, so it should be considered experimental, pending an in depth review by either myself or AA.
Does not include the server/client code or the rom writes
specific to it. Indeed it cannot write multiworld roms at
all right now, pending addition future updates to support
the official ALTTPR Multiworld client.
Includes some GUI changes by Alaszun
Co-authored-by: Alaszun <koelze@google.com>
This update should fully fix the key logic for Turtle Rock. This involved fixing several longstanding bugs in the program we didn't realize we had until trying to really fix this issue. Notable inclusions are that now seeds generated with a count will be identical to similarly numbered seeds generated individually and that now the always allows actually work (key for key apparently actually never happened in ER before and we didn't notice!). This also required refactoring the item pool generation before rule setting and individually moving pendant/crystal placement out of item pool generation (it's not a separate step between rule setting and normal item fill). A few exotic seed generation fails are still possible involving multi-entrance dungeons being really, really inaccessible in non-keysanity, but they're now appropriately super rare instead of being as common as they were before.
This is just for review and isn't tested beyond seeing that it runs. In theory, this should fix the TR based seed generation failures and make TR Small Key requirements as precise as possible.
This causes items to use clear, specific names instead of the pedestal style ambiguous names. This also randomizes the order of the two items listed in the hints for Mire left and Swamp left. Part 2 is going to be a substantial number of changes/improvements to location names.
This should now work fairly completely. I've added the IR's junk hint text, updated the base ROM to v30, added a checkbox to the GUI/option to the command line to control the hint system, and fixed a bug in the previous upload that listed Skull Woods final erroneously in two arrays. I also now shuffle the Silver Arrow locations before hinting at the first one (so if multiple Silver Arrows are in a seed, all of them are equally likely to be the one Ganon hints at) and now call out "Castle Tower" in hints as a unique location and not as "Hyrule Castle" (what was I thinking on that?).
The junk hints still need filled in. For now, they're just clones of the Tavern Man hints. Also I haven't really tested this at all beyond verifying it runs and the ROM it makes boots. That needs to be addressed of course.