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
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Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* fix, maybe
* typegard for iterable of any
* wow I'm so tired I just changed the method name without changing what it actually does...
* also exclude bytes in is_iterable_but_str
* apply pr comments
* Update Utils.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Revert "also exclude bytes in is_iterable_but_str"
This reverts commit cf087d2ee20727dbbe561c8c0f90aa85ef0a5d4b.
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Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.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
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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>
* Tests: add test for all games multiworld and test for two player multiworld per game
* make assertSteps behave like call_all
* review improvements
* fix stage calling and loc copying in accessibility
* add docstrings
* lttp is on the options api now
* skip the all games multiworld for now. likely needs to be modified to test specific worlds
* move skip to the class
* 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.
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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.