* Core: Fix playthrough only checking half of the sphere 0 items
The lists of precollected items were being mutated while iterating those
same lists, causing playthrough to skip checking half of the sphere 0
advancement items.
This patch ensures the lists are copied before they are iterated.
* Replace chain.from_iterable with two for loops for better clarity
Added a comment to `multiworld.push_precollected(item)` to explain that
it is also modifying `precollected_items`.
* Docs: Mention explicit_indirect_conditions
https://github.com/ArchipelagoMW/Archipelago/pull/3682
* Update world api.md
* Docs: "Menu" -> origin_region_name
https://github.com/ArchipelagoMW/Archipelago/pull/3682
* Update docs/world api.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update world api.md
* I just didn't do this one and then Medic approved it anyway LMAO
* Update world api.md
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Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update mac_en.md
Updated the minimum version recommended to a version actually supported by AP.
* 3.13 is not in fact, supported.
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
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Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Fix it so item linked locations are correct in slot data
* List -> Set
* Cache the locations instead
* Just loop the multiworld once
* Move it all to fill slot data and pretend we're doing a stage
* Move groups up so it doesn't loop over the multiworld locations if no item links are present
* Update worlds/tunic/__init__.py
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
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Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
Reconnecting an act in a telescope to a time rift removes the entrances
to the time rift from its access regions because it will be accessible
from the telescope instead.
By doing so early on, as a starting act with insanity act randomizer or
as a plando-ed act, this can happen before the time rift itself has been
reconnected to an act or other time rift. In which case, when later
attempting to connect that time rift to an act or other time rift, the
entrances from the rift access regions will no longer exist, so must be
re-created. The original code was mistakenly re-creating the entrances
from the time rift being reconnected, instead of from the rift access
regions.
* Removes explicit indirect conditions
* Changes special rules function add rule instead of setting, and call it unconditionally
* Fixes issues in rule generation that have been around but unused the whole time
* Finally moves rules out into a separate file. Fixes level-related logic
* Removes redundant max skill level checks on canoes, since they're in the skill training rules now
* For some reason, canoe logic assumed you could always walk from lumbridge to south varrock without farms. This has been fixed
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Quests now respect skill limits and can be excluded. Tasks that take multiple skills how actually check all skills
* Adds alternative route for cooking that doesn't require fishing
* Remove debug code
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Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Aquaria: Remove BaseException handling from create_item
Catching `BaseException` without re-raising the exception should almost
never be done because `BaseException` includes exit exceptions, such as
`SystemExit` and `KeyboardInterrupt`.
Ideally, the caught exception types should be as narrow as possible to
not mask bugs from catching unexpected exceptions. Having narrow
exception types can also help indicate to other developers what
exceptions are expected to be raisable by the code within the `try`
clause.
Similarly, the `try` clause should ideally contain the minimum code
necessary, to avoid masking bugs in the case that code within the `try`
clause that is not expected to raise an exception does so.
In this case, the only expected exception that can occur appears to be
`item_table[name]` that can raise a `KeyError` when `create_item()` is
passed an unexpected `name` argument. So this patch moves the other code
out of the `try` clause and changes the caught exception types to only
`KeyError`.
* Remove try-except
The KeyError that would be raised will be propagated as-is rather than
raising a new exception in its place.
* Remove extra newline
The original code did not have this newline, so it has been removed.
* change to persist all hints to ctx.hints regardless of found status
* remove if not found entirely as it seems like it was added to not double charge hint points
9842399d8b
* Add missing connection to the furnace entry by west garden
* Add missing connection to the furnace entry by west garden
* Add missing hard ls for ruined passage door
* Allow shield for LS
* Split PR into two
* Split PR into two
* Split PR into two
* Add dark tomb ice grapple through the wall
* move special cases to be outside strict
* Update text.py
* fix wily machine edge case, incorrect weapons, and time stopper failsafe
* bump world version
* weakness checking is inclusive
* Update __init__.py
* add air shooter to edge case validation
* TLOZ: Assorded Logic Fixes
- Add needing arrows for Pols Voice rule. Not super necessary at the moment since wooden arrows are always accessible in one of the opening shops, but future proofing for future plans
- Create Gohma Locations and make sure all Gohma blocked locations have the required rule (was missing at least one location before)
- Remove the rule requiring Bow for all locations of level 8 (not sure why that was there, it's theoretically redundant now that Gohma and Pols Voice are properly marked)
- Make sure Digdogger locations properly require Recorder, and clean up redundant Level 7 rules as level 7 currently requires Recorder to access the entrance
* Update worlds/tloz/Rules.py
forgor that has_any exists
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Remove world = multiworld
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Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* improve energy link performance on large surfaces
* Add Energy link bridge storage table to initialization.
* Fix event based energy link for Factorio 2.0
* Adjust energy link bridge for quality.
If a world uses a `Location` or `Entrance` subclass that overrides the
`item_rule`/`access_rule` class attribute, then
`spot.__class__.item_rule`/`spot.__class__.access_rule` will get the
overridden rule, which may not be an empty rule.
Uses of `spot.__class__` have been replaced with getting the class
attribute rule belonging to the `Location` or `Entrance` class.
* Also makes adjustments to the style for these slots by italicizing its names (including multi-tracker).
* Player-specific trackers do not link to ItemLink player trackers (they do not exist).
* Fixes a bug on Factorio multi-tracker when item links exist.
* WebHost: use new safe yaml template filename
this mirrors the change in ArchipelagoMW/#4106 in WebHost
* WebHost: install docs into safe filename and require docs to be named safe
* Test: update doc test for safe name
* WebHost: fix import order to not break ModuleUpdate