* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* MMBN3: Press program now has proper color index when received remotely
* Initial commit of OSRS untangled from MMBN3 branch
* Fixes some broken region connections
* Removes some locations
* Rearranges locations to fill in slots left by removed locations
* Adds starting area rando
* Moves Oak and Willow trees to resource regions
* Fixes various PEP8 violations
* Refactor of regions
* Fixes variable capture issue with region rules
* Partial completion of brutal grind logic
* Finishes can_reach_skill function
* Adds skill requirements to location rules, fixes regions rules
* Adds documentation for OSRS
* Removes match statement
* Updates Data Version to test mode to prevent item name caching
* Fixes starting spawn logic for east varrock
* Fixes river lum crossing logic to not assume you can phase across water
* Prevents equipping items when you haven't unlocked them
* Changes canoe logic to not require huge levels
* Skeletoning out some data I'll need for variable task system
* Adds csvs and parser for logic
* Adds Items parsing
* Fixes the spawning logic to not default to Chunksanity when you didn't pick it
* Begins adding generation rules for data-driven logic
* Moves region handling and location creating to different methods
* Adds logic limits to Options
* Begun the location generation has
* Randomly generates tasks for each skill until populated
* Mopping up improper names, adding custom logic, and fixes location rolling
* Drastically cleans up the location rolling loop
* Modifies generation to properly use local variables and pass unit tests
* Game is now generating, but rules don't seem to work
* Lambda capture, my old nemesis. We meet again
* Fixes issue with Corsair Cove item requirement causing logic loop
* Okay one more fix, another variable capture
* On second thought lets not have skull sceptre tasks. 'Tis a silly place
* Removes QP from item pool (they're events not items)
* Removes Stronghold floor tasks, no varbit to track them
* Loads CSV with pkutil so it can be used in apworld
* Fixes logic of skill tasks and adds QP requirements to long grinds
* Fixes pathing in pkgutil call
* Better handling for empty task categories, no longer throws errors
* Fixes order for progressive tasks, removes un-checkable spider task
* Fixes logic issues related to stew and the Blurite caves
* Fixes issues generating causing tests to sporadically fail
* Adds missing task that caused off-by-one error
* Updates to new Options API
* Updates generation to function properly with the Universal Tracker (Thanks Faris)
* Replaces runtime CSV parsing with pre-made python files generated from CSVs
* Switches to self.random and uses random.choice instead of doing it manually
* Fixes to typing, variable names, iterators, and continue conditions
* Replaces Name classes with Enums
* Fixes parse error on region special rules
* Skill requirements check now returns an accessrule instead of being one that checks options
* Updates documentation and setup guide
* Adjusts maximum numbers for combat and general tasks
* Fixes region names so dictionary lookup works for chunksanity
* Update worlds/osrs/docs/en_Old School Runescape.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/osrs/docs/en_Old School Runescape.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Updates readme.md and codeowners doc
* Removes erroneous East Varrock -> Al Kharid connection
* Changes to canoe logic to account for woodcutting level options
* Fixes embarassing typo on 'Edgeville'
* Moves Logic CSVs to separate repository, addresses suggested changes on PR
* Fixes logic error in east/west lumbridge regions. Fixes incorrect List typing in main
* Removes task types with weight 0 from the list of rollable tasks
* Missed another place that the task type had to be removed if 0 weight
* Prevents adding an empty task weight if levels are too restrictive for tasks to be added
* Removes giant blank space in error message
* Adds player name to error for not having enough available tasks
---------
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@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>
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.
* 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
* bumpstik: initial commit
* bumpstik: fix game name in location obj
* bumpstik: specified offset
* bumpstik: forgot to call create_regions
* bumpstik: fix entrance generation
* bumpstik: fix completion definition
* bumpstik: treasure bumper, LttP text
* bumpstik: add more score-based locations
* bumpstik: adjust regions
* bumpstik: fill with Treasure Bumpers
* bumpstik: force Treasure Bumper on last location
* bumpstik: don't require Hazard Bumpers for level 4
* bumpstik: treasure bumper locations
* bumpstik: formatting
* bumpstik: refactor to 0.3.5
* bumpstik: Treasure bumpers are now progression
* bumpstik: complete reimplementation of locations
* bumpstik: implement Nothing as item
* bumpstik: level 3 and 4 locations
* bumpstik: correct a goal value
* bumpstik: region defs need one extra treasure
* bumpstik: add more starting paint cans
* bumpstik: toned down final score goal
* bumpstik: changing items, Hazards no longer traps
* bumpstik: remove item groups
* bumpstik: update self.world to self.multiworld
* bumpstik: clean up item types and classes
* bumpstik: add options
also add traps to item pool
* bumpstik: update docs
* bumpstik: oops
* bumpstik: add to master game list on readme
* bumpstik: renaming Task Skip to Task Advance
because "Task Skip" is surprisingly hard to say
* bumpstik: fill with score on item gen
instead of nothing (nothing is still the default filler)
* bumpstik: add 18 checks
* bumpstik: bump ap ver
* bumpstik: add item groups
* bumpstik: make helper items and traps configurable
* bumpstik: make Hazard Bumper progression
* bumpstik: tone final score goal down to 50K
* bumpstik: 0.4.0 region update
* bumpstik: clean up docs
also final goal is now 50K or your score + 5000, whichever is higher
* bumpstik: take datapackage out of testing mode
* bumpstik: Apply suggestions from code review
code changes for .apworld support
Co-authored-by: Zach Parks <zach@alliware.com>
---------
Co-authored-by: Zach Parks <zach@alliware.com>
Randomizes the items, and adds a new item to the pool, "Plot" which lets you go further and further in the game the more you have.
Developers: WirTheAvali (Preferred name for professional use, mewlif)
Adds Adventure for the Atari 2600, NTSC version. New randomizer, not based on prior works. Somewhat atypical of current AP rom patch games; The generator does not require the adventure rom, but writes some data to an .apadvn APContainer file that the client uses along with a base bsdiff patch to generate a final rom file.
* initial commit of messenger integration
* setup no_logic and needed slot_data
* fix some typos and determinism
* make all of it deterministic
* add documentation
* swapped to non local items so change the fed data
* ~~deathlink~~
* satisfy the docs test
* update doc test to show expected name
* split custom classes into a separate file and fix an errant rule
* make access dependency test give more useful errors
* implement tests
* remove some unneccessary back entrances and make names clearer
* fix some big dumbs
* successful unit tests are good also some slight reorganizing
* add astral tea quest line, and potentially power seals as items
* if TYPE_CHECKING... aahhhhhh
* oop forgot to remove legacy code
* having the seed and leaves as actual items doesn't seem to do anything so remove them. locations still work though
* update setup guide with some changes
* Tower HQ was creating duplicate locations
* allow self locking items
* cleanup
* move self_locking_items function to core
* docstring
* implement choice of notes needed for music box
* test the default value
* don't create any starting inventory items
* make item creation faster
* change default accessibility and power seals options
* improve documentation
* precollected_items is a dict of Items...
* implement shop chest goal
* tests
* always assign total and required seals
* add new goals and set music box as requiring shop chest on shop chest goals instead of just setting it as the completion
* fix dumb test quirk
* implement music box skip as an option
* world rewrite/cleanup
* default to apworld and add game to readme
* revert bleeding commits from other PRs
* more bleeds
* fix some errors in options docstrings
* ???
* make my set rules method not have an awful name
* test cleanup
* add a test for item accessibility
* fix issues with tests
* make the self locking item behavior work correctly
* misc cleanup
* more general cleanup to be a good example
* quick rules rewrite
* more general cleanup and typing
* more speed, more clean
* bump data version
* make sure the locked item belongs to current player
* fix bad name and indent. call MessengerItem directly for events
* add poptracker pack to docs
* doc cleanup and "known issues" section that I probably won't be able to fix any time soon.
* missed some spots
* add another bug i forgot about
* be consistently wrong
* Option RangeWithSpecialMax
* amendment to typing in web options
* compare string with number
* lots of work on zillion
* fix zillion fill logic
* fix a few more issues in zillion fill logic
* can make zillion patch and use it
* put multi items in zillion rom
* work on ZillionClient
* logging and auth in client
* work on sending and receiving items
* implement item_handling flag
* fix locations ids to NuktiServer package
* use rewrite of zri
* cache logic rule data for performance
* use new id maps
* fix some problems with the big recent merge
* ZillionClient: use new context manager for Memory class
* fix ItemClassification for Zillion items
and some debug statements for asserts,
documentation on running scripts for manual testing
type correction in CommonContext
* fix some issues in client, start on docs, put rescue and item ram addresses in slot data
* use new location name system
fix item locations getting out of sync in progression balancing
* zillion client can read slot name from game
* zillion: new item names
* remove extra unneeded import
* newer options (room gen and starting cards)
* update comment in zillion patch
* zillion non static regions
* change some logging, update some comments
* allow ZillionClient to exit in certain situations
* todo note to fix options doc strings
* don't force auto forfeit
* rework validation of floppy requirement and item counts
and fix race condition in generate_output
* reorganize Zillion component structure
with System class
* documentation updates for Zillion
* attempt inno_setup.iss
* remove todo comment for something done
* update comment
* rework item count zillion options
and some small cleanups
* fix location check count
* data package version 1
* Zillion can pass unit tests without rom
* fix freeze if closing ZillionClient while it's waiting for server login
* specify commit hash for zilliandomizer package
* some changes to options validation
* Zillion doors saved on multiworld server
* add missing function in inno_setup
and name of vanilla continues in options
* rework zillion sync task and context
* Apply documentation suggestions from SoldierofOrder
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* update zillion package
* workaround for asyncio udp bug
There is a bug in Python in Windows
https://github.com/python/cpython/issues/91227
that makes it so if I look for RetroArch before it's ready, it breaks the asyncio udp transport system.
As a workaround, we don't look for RetroArch until the user asks for it with /sms
* a few of the smaller suggestions from review
* logic only looks at my locations
instead of all the multiworld locations
* some adjustments from pull request discussion
and some unit tests
* patch webhost changes from pull request discussion
* zillion logic tests
* better vblr test
* test interaction of character rescue items with logic
* move unit tests to new worlds folder
* comment improvements
* fix minor logic issue
and add memory read timeout
* capitalization in option display names
Opa-Opa is a proper noun
* redirect zz stdout to debug
* fix option validation bug making unbeatable seeds
* remove line that does nothing
* attach logic cache to world
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <doughoskisson@novuslabs.com>
Overcooked! 2 is a couch co-op arcade game with a very high skill ceiling. It has a small but occult following, and the community craves a reason to keep coming back besides just grinding high scores. as such, this PR represents 3 major milestones in one:
* The launch of OC2 Modding, a modding framework which is the first public mod for the game beyond simple RAM trainers
* The launch of OC2 Randomizer
* The integration of OC2 Randomizer in Archipelago