* Fixed shop changes
* Update option description
* Apply suggestions from Vi's review (thank you)
* Fix for plando connections on a full scene
* Plando connections should work better now for complicated paths
* Even more good plando connections yes
* Starting to move the info over
* Fixing up formatting a bit
* Remove unneeded item info
* Put in updated_reachable_regions, to replace add_dependent_regions
* Updated to match ladder shuffle
* More stuff I guess
* It functions!
* It mostly works with plando now, some slight issues still
* Fixed minor logic bug
* Fixed world leakage
* Change exception message
* Make exception message better for troubleshooting failed connections
* Merged with main
* technically a logic fix but it would never matter cause no start shuffle
* Add a couple more alias item groups cause yeah
* Rename beneath the vault front -> beneath the vault main
* Flip lantern access rule to the region
* Add missing connection to traversal reqs
* Move start_inventory_from_pool to the top so that it's next to start_inventory
* Reword the fixed shop description slightly
* Refactor per ixrec's comments
* Greatly reduced an overcomplicated block because Vi is cool and smart and also cool
* Rewrite traversal reqs thing per Vi's comments
* Remove outdated header change for ROM verification
* Update Connections to be compatible with python ver. 3.8
* Update inno_setup.iss
* Update inno_setup.iss
* Implement support for option groups. WebHost options pages still need to be updated.
* Remove debug output
* In-progress conversion of player-options to Jinja rendering
* Support "Randomize" button without JS, transpile SCSS to CSS, include map file for later editors
* Un-alphabetize options, add default group name for item/location Option classes, implement more option types
* Re-flow UI generation to avoid printing rows with unsupported or invalid option types, add support for TextChoice options
* Support all remaining option types
* Rendering improvements and CSS fixes for prettiness
* Wrap options in a form, update button styles, fix labels, disable inputs where the default is random, nuke the JS
* Minor CSS tweaks, as recommended by the designer
* Hide JS-required elements in noscript tag. Add JS reactivity to range, named-range, and randomize buttons.
* Fix labels, add JS handling for TextChoice
* Make option groups collapsable
* PEP8 current option_groups progress (#2604)
* Make the python more PEP8 and remove unneeded imports
* remove LocationSet from `Item & Location Options` group
* It's ugly, but YAML generation is working
* Stop generating JSON files for player-options pages
* Do not include ItemDict entries whose values are zero
* Properly format yaml output
* Save options when form is submitted, load options on page load
* Fix options being omitted from the page if a group has an even number of options
* Implement generate-game, escape option descriptions
* Fix "randomize" checkboxes not properly setting YAML options to "random"
* Add a separator between item/location groups and items/locations in their respective lists
* Implement option presets
* Fix docs to detail what actually ended up happening
* implement option groups on webworld to allow dev sorting (#2616)
* Force extremely long item/location/option names with no spaces to text-wrap
* Fix "randomize" button being too wide in single-column display, change page header to include game name
* Update preset select to read "custom" when updating form inputs. Show error message if the user doesn't input a name
* Un-break weighted-options, add option group names to weighted options
* Nuke weighted-options. Set up framework to rebuild it in Jinja.
* Generate styles with scss, remove styles which will be replaced, add placeholders for worlds
* Support Toggle, DefaultOnToggle, and Choice options in weighted-options
* Implement expand/collapse without JS for worlds and option groups
* Properly style set options
* Implement Range and NamedRange. Also, CSS is hard.
* Add support for remaining option types. JS and backend still forthcoming.
* Add JS functionality for collapsing game divs, populating span values on range updates. Add <noscript> tag to warn users with JS disabled.
* Support showing/hiding game divs based on range value for game
* Add support for adding/deleting range rows
* Save settings to localStorage on form submission
* Save deleted options on form submission
* Break weighted-options into a per-game page.
- Break weighted-options into a per-game page
- Add "advanced options" links to supported games page
- Use details/summary tags on supported games, player-options, and weighted-options
- Fix bug preventing previously deleted rows from being removed on page load if JS is enabled
- Move route handling for options pages to options.py
- Remove world handling from weighted-options
* Implement loading previous settings from localStorage on page load if JS is enabled
* Weighted options can now generate YAML files and single-player games
* options pages now respect option visibility settings for simple and complex pages
* Remove `/weighted-settings` redirect, fix weighted-options link on player-options page
* Fix instance of AutoWorld not having access to proper `random`
* Catch instances of frozenset along with set
* Restore word-wrap in tooltips
* Fix word wrap in player-options labels
* Add `dedent` filter to help with formatting tooltips in player-options
* Do not change the ordering of keys when printing yaml files
* Move necessary import out of conditional statement
* Expand only the first option group by default on both options pages
* Respect option visibility when generating yaml template files
* Swap to double quotes
* Replace instances of `/weighted-settings` with `/weighted-options`, swap out incomplete links
* Strip newlines and spaces after applying dedent filter
* Fix documentation for option groups
* Update site map
* Update various docs
* Sort OptionSet lists alphabetically
* Minor style tweak
* Fix extremely long text overflowing tooltips
* Convert player-options to use CSS grid instead of tables
* Do not display link to weighted-options page on supported games if the options page is an external link
* Update worlds/AutoWorld.py
Bugfix by @alwaysintreble
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Fix NamedRange options not being properly set if a preset it loaded
* Move option-presets route into options.py
* Include preset name in YAML if not "default" and not "custom"
* Removed macros for PlandoBosses and DefaultOnToggle, as they were handled by their parent classes
* Fix not disabling custom inputs when the randomize button is clicked
* Only sort OptionList and OptionSet valid_keys if they are unordered
* Quick style fixes for player-settings to give `select` elements `text-overflow: ellipsis` and increase base size of left-column
* Prevent showing a horizontal scroll bar on player-options if the browser width was beneath a certain threshold
* Fix a bug in weighted-options which prevented inputting a negative value for new range inputs
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* player property on world class
* Remove dat shi from overcooked
* Update worlds/AutoWorld.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* some worlds: some typing in `LocalRom`
### `read_bytes`
It's not safe to return `bytearray` when we think it's `bytes`
```python
a = rom.read_bytes(8, 3)
hash(a) # This won't crash, right?
```
### `write_bytes`
`Iterable[SupportsIndex]` is what's required for `bytearray.__setitem__(slice, values)`
We need to add `__len__` for the `len(values)` in this function.
* remove `object` inheritance
* Initial implementation of Yu-Gi-Oh! WC 2006
* Added Opponents and banlists
* Initial implementation of Yu-Gi-Oh! WC 2006
* Added Opponents and banlists
* Added Campaign Logic
* Added Bonuses Logic
* Added challenge logic
* fixed yugioh client
* ygo06 rom cleanup and include lua
* ygo06 patch cleanup
* ygo06 move client to world folder
* lots of small changes
* bug fixes
* implemented filler item for yugioh06
* BizHawkClient: Add client and connector
* BizHawkClient: Add launcher component and inno_setup lines
* BizHawkClient: Misc stability updates and small improvements
Bad commit organization a consequence of working with two different branches and not keeping the commits separated
* BizHawkClient: Add docstrings
* BizHawkClient: Pull in changes from other branch
* BizHawkClient: Fix no handler message not displaying after changed ROMs
* BizHawkClient: Remove extra print statement from lua
* BizHawkClient: Change version command to use raw strings
* BizHawkClient: Change script version to single integer
* YGO06: added logic for "all expect type forbidden" limited duels
* YGO06: Structure Deck choice now affects logic. Fixed a bug with tier 5 campaign opponents. Added logic for TD16 Union.
* BizHawkClient: Add newline to version for lua script
* BizHawkClient: Call send_connect from BizHawkClient's watcher loop
* BizHawkClient: Add handling for failed request getting script version
* BizHawkClient: Have base64.lua check lua version explicitly for bit operations
On 2.9, it would detect LuaJIT and flood the console with deprecation warnings
* BizHawkClient: Update connector script for slightly better errors and address Gambatte frame sync issue
* BizHawkClient: Remove accidentally added print statements
* BizHawkClient: Fix connector server not closing correctly
* BizHawkClient: Move some connector code around, some linting
* BizHawkClient: Small cleanup in lua
* BizHawkClient: Lua linting
* BizHawkClient: Remove outdated sentences in docstrings
* YGO06: Logic additions and bug fixes
* BizHawkClient: Correctly null check patch file arg
* BizHawkClient: Initialize logging
* BizHawkClient: Move code to worlds/_bizhawk
Also splits out BizHawk communication functions to their own file for use outside this client
* BizHawkClient: Add license to connector lua, add types to docs
* BizHawkClient: Add module docstrings
* YGO06: Logic additions
* BizHawkClient: Allow clients to define multiple systems
* BizHawkClient: Better logging and handling of interruptions to connection to script
* YGO06: Logic additions
* YGO06: Added text to options
* YGO06: Ported to bizhawk client
* YGO06: fix goal not being detected
* YGO06: fix access item rule for tier 5 column 1 and 2
* YGO06: docu and bug fixes
* YGO06: change name
* YGO06: some fixes
* YGO06: fix starting opponent and booster not applying
* YGO06: added option to reduce the amount of challenges and remove the no ban list from pool.
* YGO06: added rom being asked for on first use
* YGO06: fix rules for challenges
* YGO06: create proper rules for TD04 Ritual Summon
* YGO06: mark most banlists as usefull instead of progression
* YGO06: reduce the required core boosters across the board
* YGO06: fix client not loading if another game already loaded the bizhawk client
* YGO06: fix client not finding the bizhawk client.
* YGO06: fix TD08 Draw not giving out an item
* YGO06: small text changes
* YGO06: update to version 0.4.4
* YGO06: logic mixin clean-up
* YGO06: added option for campaign opponents as goal
* Pokemon Emerald add encounter table randomization
* Pokemon Emerald: Item ball randomization working
* Pokemon Emerald: Clean up code a little
* Pokemon Emerald: Partial rework of region/location creation
* Pokemon Emerald: Dedupe items and add more readable names
* Refactor region creation to manually defined regions
* Split region json
* Use new data.json with flattened constants and add HM locations
* YGO06: bug fixes
* YGO06: bug fix
* YGO06: changes default options to be more beginner friendly
* YGO06: attempt at universal tracker support. Settings are stored in slot data now.
* YGO06: fix for older python versions
* YGO06: fix slot data
* YGO06: added diiferent opponents to the campaign
* YGO06: fix small bug with opponent icons
* YGO06: fix unwanted changes
* YGO06: repair merge with main
* YGO06: map out all of the opponents
* YGO06: added opponent shuffle
* YGO06: added logic to opponent shuffle
* YGO06: added option to use ocg art
* YGO06: bug_fixes
* YGO06: removed todos, since they are not needed anymore
* YGO06: added draft mode
* YGO06: added logic to draft mode
* YGO06: Added Money multiplier when you lose
* YGO06: Fixed Unit Test errors
* YGO06: Added Random deck option
* YGO06: Bug fix with registering client
* YGO06: client clean-up
* YGO06: fixed card misspellings
* YGO06: removed unused imports and other small changes
* YGO06: small changes
* YGO06: fix generation error when the combination of starting with "No Banlist" and not adding "No Banlist" to the pool is selected
* YGO06: fix ocg art path overwriting Huge Revolution bugfix
* YGO06: added comments and other minor changes
* YGO06: fixed byte length in client for money
* YGO06: fixes for webhost and options
* YGO06: use the proper random function
* YGO06: change settings to options
* YGO06: move to procedure patch
* YGO06: fix imports
* YGO06: fix download link for patch not showing
* YGO06: remove unnecessary Optional
* YGO06: fix universal tracker stuff
* YGO06: add typings
* YGO06: small cleanup
* yugioh06: small change to setup
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* YGO06: remove logic mixin
* YGO06: fix create item and implement create filler and get filler item name
* YGO06: remove double lambdas
* YGO06: use pkgutil.get_data instaed pf zipFile
* YGO06: fix starting items being duplicated
* YGO06: lots of small changes
* YGO06: moved functions to match execution order
* YGO06: run ruff
* YGO06: run ruff format
* YGO06: fix ruff errors
* YGO06: undo ruff format for rules
* YGO06: move import to prevent circular dependency
* YGO06: remove unused class
* YGO06: optimizing rules
* YGO06: some optimization and small bug fix
---------
Co-authored-by: Zunawe <gyroscope15@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Hylics 2: Remove Random Start option and replace it with Start Location option
* remove choice
* Readd random start to slot data
* newlines
* Add random_start as a Removed option
* Update advanced yaml guide wording
* Update options api as well
* Update exclude locations description slightly to use more current verbiage
* Update priority locations in options api.md to note what happens if it runs out
* Remove auto-added bullet points
* Slightly mess with wording to make it more succinct
* Pokemon Emerald: Add event ticket locations to client data store flags
* Pokemon Emerald: Add regi doors event flag
* Pokemon Emerald: Add more tracker flags
* Cleanup and new option support
* Handle new locations
* Support higher Strawberry counts
* Don't add start inventory items to the pool
* Support Move Shuffle functionality and items
* Hard and Move Shuffle Logic
* Fix Options
* Update CHANGELOG.md
* Add standard moves logic for signs 3 and 4
* Fix Option Tooltip
* Add tracker link to setup guide
* Fix unit test
* Fix option tooltips
* Missing Space
* Move option checking out of rule function
* Delete just_gen500.bat
* Core: allow for single player state sweeping
* Fill: have distribute items use single_player fill when it can
* oop
* pass locations to sweep_for_events instead of the player
* finally found the diff that was breaking swap
* LTTP fills everyone's dungeons at once, not just a single player's
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Fixed Logic in Rules.py
As of easy logic of this goal is
set_rule(world.multiworld.get_location("GO! GO! MARIO!!: Stars", player), lambda state: logic.has_midring(state) or (state.has("Tulip", player) and logic.cansee_clouds(state)))
normal logic shouldn't need any collectable.
* Corrected Logic Rules.py
* Update entrance rando description to discuss seed groups
* Starting off, setting up some names
* It lives
* Some preliminary plando connection handling, probably has errors
* Add missed comma
* if -> elif
* I think this is working properly to handle plando connections
* Update comments
* Fix up shop -> shop portal stuff
* Add back comma that got removed for no reason in the ladder PR
* Remove unnecessary if else
* add back the actually necessary if but not the else
* okay they were both necessary
* Update entrance rando description
* blasphemy
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
* Rename other instances of tunc -> tunic
* Update per Vi's review (thank you)
* Fix a not that shouldn't have been
* Rearrange, update per Vi's comments (thank you)
* Fix indent
* Add a .value
* Add .values
* Fix bad comparison
* Add a not that was supposed to be there
* Replace another isinstance
* Revise option description
* Fix per Kaito's comment
Co-authored-by: Kaito Sinclaire <ks@rosenthalcastle.org>
---------
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Kaito Sinclaire <ks@rosenthalcastle.org>
* Add location groups for each region
* Capitalize existing location groups
* Capitalize new boss location group names
* Update comment with capitalization
* Capitalize location_type in reigons.py
* Replaced the outdated Tracker Pack with a new one that is also pinned in the Discord channel
* Same change but for Spanish
* Update setup_en.md
* catching the bottom link as well
* See English Setupguide
* huzzah, location groups
* scope creep pog
* Apply suggestion to the other spot it is applicable at too
* apply berserker's suggestion
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Remove extra location group for shops
* Fire rod for magic wand
* Capitalize itme name groups
* Update docs to capitalize item name groups, remove the little section on aliases
since the aliases bit is really more for someone misremembering the name than anything else, like "fire rod" is because you played a lot of LttP, or Orb instead of Magic Orb is clear.
* Fix rule with item group name
* Capitalization is cool
* Fix merge mistake
* Add Flask group, remove Potions group
* Update docs to detail how to find item and location groups
* Revise per Vi's comment
* Fix test
* fuzzy matching please stop
* Remove test change that was meant for a different branch
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Properly name the Book to Book of Magic in Rules.py so you can actually possibly be expected to use Magical Rod plus Book of Magic to get through dark rooms. No wonder we tend to see candles so early oops.
Also adding a rule that you need candles for access to Level 8 so you aren't required to time a Rod+Book shot against a moblin to burn the bush. Might make this a logic trick or something later.