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import logging
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from dataclasses import dataclass
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from typing import Dict , Any , TYPE_CHECKING
from decimal import Decimal , ROUND_HALF_UP
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from Options import ( DefaultOnToggle , Toggle , StartInventoryPool , Choice , Range , TextChoice , PlandoConnections ,
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
PerGameCommonOptions , OptionGroup , Removed , Visibility , NamedRange )
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from . er_data import portal_mapping
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if TYPE_CHECKING :
from . import TunicWorld
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class SwordProgression ( DefaultOnToggle ) :
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"""
Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons , including two new swords with increased range and attack power .
"""
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internal_name = " sword_progression "
display_name = " Sword Progression "
class StartWithSword ( Toggle ) :
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"""
Start with a sword in the player ' s inventory. Does not count towards Sword Progression.
"""
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internal_name = " start_with_sword "
display_name = " Start With Sword "
class KeysBehindBosses ( Toggle ) :
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"""
Places the three hexagon keys behind their respective boss fight in your world .
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If playing Hexagon Quest , it will place three gold hexagons at the boss locations .
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"""
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internal_name = " keys_behind_bosses "
display_name = " Keys Behind Bosses "
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class AbilityShuffling ( DefaultOnToggle ) :
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"""
Locks the usage of Prayer , Holy Cross * , and the Icebolt combo until the relevant pages of the manual have been found .
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If playing Hexagon Quest , abilities are instead randomly unlocked after obtaining 25 % , 50 % , and 75 % of the required
Hexagon goal amount , unless the option is set to have them unlock via pages instead .
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* Certain Holy Cross usages are still allowed , such as the free bomb codes , the seeking spell , and other player - facing codes .
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"""
internal_name = " ability_shuffling "
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display_name = " Shuffle Abilities "
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class Lanternless ( Toggle ) :
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"""
Choose whether you require the Lantern for dark areas .
When enabled , the Lantern is marked as Useful instead of Progression .
"""
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internal_name = " lanternless "
display_name = " Lanternless "
class Maskless ( Toggle ) :
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"""
Choose whether you require the Scavenger ' s Mask for Lower Quarry.
When enabled , the Scavenger ' s Mask is marked as Useful instead of Progression.
"""
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internal_name = " maskless "
display_name = " Maskless "
class FoolTraps ( Choice ) :
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"""
Replaces low - to - medium value money rewards in the item pool with fool traps , which cause random negative effects to the player .
"""
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internal_name = " fool_traps "
display_name = " Fool Traps "
option_off = 0
option_normal = 1
option_double = 2
option_onslaught = 3
default = 1
class HexagonQuest ( Toggle ) :
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"""
An alternate goal that shuffles Gold " Questagon " items into the item pool and allows the game to be completed after collecting the required number of them .
"""
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internal_name = " hexagon_quest "
display_name = " Hexagon Quest "
class HexagonGoal ( Range ) :
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"""
How many Gold Questagons are required to complete the game on Hexagon Quest .
"""
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internal_name = " hexagon_goal "
display_name = " Gold Hexagons Required "
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range_start = 1
range_end = 100
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default = 20
class ExtraHexagonPercentage ( Range ) :
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"""
How many extra Gold Questagons are shuffled into the item pool , taken as a percentage of the goal amount .
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The max number of Gold Questagons that can be in the item pool is 100 , so this option may be overridden and / or
reduced if the Hexagon Goal amount is greater than 50.
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"""
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internal_name = " extra_hexagon_percentage "
display_name = " Percentage of Extra Gold Hexagons "
range_start = 0
range_end = 100
default = 50
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class HexagonQuestAbilityUnlockType ( Choice ) :
"""
Determines how abilities are unlocked when playing Hexagon Quest with Shuffled Abilities enabled .
Hexagons : A new ability is randomly unlocked after obtaining 25 % , 50 % , and 75 % of the required Hexagon goal amount . Requires at least 3 Gold Hexagons in the item pool , or 15 if Keys Behind Bosses is enabled .
Pages : Abilities are unlocked by finding specific pages in the manual .
This option does nothing if Shuffled Abilities is not enabled .
"""
internal_name = " hexagon_quest_ability_type "
display_name = " Hexagon Quest Ability Unlocks "
option_hexagons = 0
option_pages = 1
default = 0
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class EntranceRando ( TextChoice ) :
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"""
Randomize the connections between scenes .
A small , very lost fox on a big adventure .
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If you set this option ' s value to a string, it will be used as a custom seed.
Every player who uses the same custom seed will have the same entrances , choosing the most restrictive settings among these players for the purpose of pairing entrances .
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"""
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internal_name = " entrance_rando "
display_name = " Entrance Rando "
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alias_false = 0
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alias_off = 0
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option_no = 0
alias_true = 1
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alias_on = 1
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option_yes = 1
default = 0
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class FixedShop ( Toggle ) :
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"""
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
This option has been superseded by the Entrance Layout option .
If enabled , it will override the Entrance Layout option .
This is kept to keep older yamls working , and will be removed at a later date .
2024-05-21 18:12:52 -04:00
"""
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
visibility = Visibility . none
2024-01-12 14:32:15 -05:00
internal_name = " fixed_shop "
2024-03-15 08:53:41 -04:00
display_name = " Fewer Shops in Entrance Rando "
2024-01-12 14:32:15 -05:00
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
class EntranceLayout ( Choice ) :
"""
Decide how the Entrance Randomizer chooses how to pair the entrances .
Standard : Entrances are randomly connected . There are 6 shops in the pool with this option .
Fixed Shop : Forces the Windmill entrance to lead to a shop , and removes the other shops from the pool .
Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances .
Direction Pairs : Entrances facing opposite directions are paired together . There are 8 shops in the pool with this option .
Note : For seed groups , if one player in a group chooses Fixed Shop and another chooses Direction Pairs , it will error out .
Either of these options will override Standard within a seed group .
"""
internal_name = " entrance_layout "
display_name = " Entrance Layout "
option_standard = 0
option_fixed_shop = 1
option_direction_pairs = 2
default = 0
class Decoupled ( Toggle ) :
"""
Decouple the entrances , so that when you go from one entrance to another , the return trip won ' t necessarily bring you back to the same place.
Note : For seed groups , all players in the group must have this option enabled or disabled .
"""
internal_name = " decoupled "
display_name = " Decoupled Entrances "
2024-01-12 14:32:15 -05:00
class LaurelsLocation ( Choice ) :
2024-05-21 18:12:52 -04:00
"""
Force the Hero ' s Laurels to be placed at a location in your world.
For if you want to avoid or specify early or late Laurels .
"""
2024-01-12 14:32:15 -05:00
internal_name = " laurels_location "
display_name = " Laurels Location "
option_anywhere = 0
option_6_coins = 1
option_10_coins = 2
option_10_fairies = 3
default = 0
2024-03-21 11:50:07 -04:00
class ShuffleLadders ( Toggle ) :
2024-05-21 18:12:52 -04:00
"""
Turns several ladders in the game into items that must be found before they can be climbed on .
2024-03-21 11:50:07 -04:00
Adds more layers of progression to the game by blocking access to many areas early on .
2024-05-21 18:12:52 -04:00
" Ladders were a mistake. "
— Andrew Shouldice
"""
2024-03-21 11:50:07 -04:00
internal_name = " shuffle_ladders "
display_name = " Shuffle Ladders "
2024-09-08 08:42:59 -04:00
2025-01-15 18:17:07 -05:00
class GrassRandomizer ( Toggle ) :
"""
Turns over 6 , 000 blades of grass and bushes in the game into checks .
"""
internal_name = " grass_randomizer "
display_name = " Grass Randomizer "
class LocalFill ( NamedRange ) :
"""
Choose the percentage of your filler / trap items that will be kept local or distributed to other TUNIC players with this option enabled .
If you have Grass Randomizer enabled , this option must be set to 95 % or higher to avoid flooding the item pool . The host can remove this restriction by turning off the limit_grass_rando setting in host . yaml .
This option defaults to 95 % if you have Grass Randomizer enabled , and to 0 % otherwise .
This option ignores items placed in your local_items or non_local_items .
This option does nothing in single player games .
"""
internal_name = " local_fill "
display_name = " Local Fill Percent "
range_start = 0
2025-01-21 12:39:08 -05:00
range_end = 98
2025-01-15 18:17:07 -05:00
special_range_names = {
" default " : - 1
}
default = - 1
visibility = Visibility . template | Visibility . complex_ui | Visibility . spoiler
2024-06-03 04:44:37 -04:00
class TunicPlandoConnections ( PlandoConnections ) :
2024-06-15 23:02:48 -04:00
"""
Generic connection plando . Format is :
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
- entrance : Entrance Name
exit : Exit Name
direction : Direction
2024-06-15 23:02:48 -04:00
percentage : 100
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
Direction must be one of entrance , exit , or both , and defaults to both if omitted .
Direction entrance means the entrance leads to the exit . Direction exit means the exit leads to the entrance .
If you do not have Decoupled enabled , you do not need the direction line , as it will only use both .
2024-06-15 23:02:48 -04:00
Percentage is an integer from 0 to 100 which determines whether that connection will be made . Defaults to 100 if omitted .
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
If the Entrance Layout option is set to Standard or Fixed Shop , you can plando multiple shops .
If the Entrance Layout option is set to Direction Pairs , your plando connections must be facing opposite directions .
Shop Portal 1 - 6 are South portals , and Shop Portal 7 - 8 are West portals .
This option does nothing if Entrance Rando is disabled .
2024-06-15 23:02:48 -04:00
"""
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
shops = { f " Shop Portal { i + 1 } " for i in range ( 500 ) }
entrances = { portal . name for portal in portal_mapping } . union ( shops )
exits = { portal . name for portal in portal_mapping } . union ( shops )
2024-06-01 06:34:41 -05:00
duplicate_exits = True
2024-03-21 11:50:07 -04:00
2024-12-15 16:40:36 -05:00
class CombatLogic ( Choice ) :
"""
If enabled , the player will logically require a combination of stat upgrade items and equipment to get some checks or navigate to some areas , with a goal of matching the vanilla combat difficulty .
The player may still be expected to run past enemies , reset aggro ( by using a checkpoint or doing a scene transition ) , or find sneaky paths to checks .
This option marks many more items as progression and may force weapons much earlier than normal .
Bosses Only makes it so that additional combat logic is only added to the boss fights and the Gauntlet .
If disabled , the standard , looser logic is used . The standard logic does not include stat upgrades , just minimal weapon requirements , such as requiring a Sword or Magic Wand for Quarry , or not requiring a weapon for Swamp .
"""
internal_name = " combat_logic "
display_name = " More Combat Logic "
option_off = 0
option_bosses_only = 1
option_on = 2
default = 0
2024-09-08 08:42:59 -04:00
class LaurelsZips ( Toggle ) :
"""
Choose whether to include using the Hero ' s Laurels to zip through gates, doors, and tricky spots.
Notable inclusions are the Monastery gate , Ruined Passage door , Old House gate , Forest Grave Path gate , and getting from the Back of Swamp to the Middle of Swamp .
"""
internal_name = " laurels_zips "
display_name = " Laurels Zips Logic "
class IceGrappling ( Choice ) :
"""
Choose whether grappling frozen enemies is in logic .
Easy includes ice grappling enemies that are in range without luring them . May include clips through terrain .
Medium includes using ice grapples to push enemies through doors or off ledges without luring them . Also includes bringing an enemy over to the Temple Door to grapple through it .
Hard includes luring or grappling enemies to get to where you want to go .
2024-10-28 21:43:03 -04:00
Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks . Using the Torch is considered in logic .
2024-09-08 08:42:59 -04:00
Note : You will still be expected to ice grapple to the slime in East Forest from below with this option off .
"""
internal_name = " ice_grappling "
display_name = " Ice Grapple Logic "
option_off = 0
option_easy = 1
option_medium = 2
option_hard = 3
default = 0
class LadderStorage ( Choice ) :
"""
Choose whether Ladder Storage is in logic .
Easy includes uses of Ladder Storage to get to open doors over a long distance without too much difficulty . May include convenient elevation changes ( going up Mountain stairs , stairs in front of Special Shop , etc . ) .
Medium includes the above as well as changing your elevation using the environment and getting knocked down by melee enemies mid - LS .
Hard includes the above as well as going behind the map to enter closed doors from behind , shooting a fuse with the magic wand to knock yourself down at close range , and getting into the Cathedral Secret Legend room mid - LS .
2024-10-28 21:43:03 -04:00
Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks . Using the Torch is considered in logic .
2024-09-08 08:42:59 -04:00
Opening individual chests while doing ladder storage is excluded due to tedium .
Knocking yourself out of LS with a bomb is excluded due to the problematic nature of consumables in logic .
"""
internal_name = " ladder_storage "
display_name = " Ladder Storage Logic "
option_off = 0
option_easy = 1
option_medium = 2
option_hard = 3
default = 0
class LadderStorageWithoutItems ( Toggle ) :
"""
2024-12-08 19:58:49 -05:00
If disabled , you logically require Stick , Sword , Magic Orb , or Shield to perform Ladder Storage .
2024-09-08 08:42:59 -04:00
If enabled , you will be expected to perform Ladder Storage without progression items .
This can be done with the plushie code , a Golden Coin , Prayer , and many other options .
This option has no effect if you do not have Ladder Storage Logic enabled .
"""
internal_name = " ladder_storage_without_items "
display_name = " Ladder Storage without Items "
2025-05-07 10:59:16 -04:00
class HiddenAllRandom ( Toggle ) :
"""
Sets all options that can be random to random .
For test gens .
"""
internal_name = " all_random "
display_name = " All Random Debug "
visibility = Visibility . none
2024-09-08 08:42:59 -04:00
class LogicRules ( Choice ) :
"""
This option has been superseded by the individual trick options .
If set to nmg , it will set Ice Grappling to medium and Laurels Zips on .
If set to ur , it will do nmg as well as set Ladder Storage to medium .
It is here to avoid breaking old yamls , and will be removed at a later date .
"""
visibility = Visibility . none
internal_name = " logic_rules "
display_name = " Logic Rules "
option_restricted = 0
option_no_major_glitches = 1
alias_nmg = 1
option_unrestricted = 2
alias_ur = 2
default = 0
2025-03-08 11:25:47 -05:00
class BreakableShuffle ( Toggle ) :
"""
Turns approximately 250 breakable objects in the game into checks .
"""
internal_name = " breakable_shuffle "
display_name = " Breakable Shuffle "
2024-01-12 14:32:15 -05:00
@dataclass
class TunicOptions ( PerGameCommonOptions ) :
2024-05-19 19:01:24 -04:00
start_inventory_from_pool : StartInventoryPool
2025-01-17 12:30:00 -05:00
2024-01-12 14:32:15 -05:00
sword_progression : SwordProgression
start_with_sword : StartWithSword
keys_behind_bosses : KeysBehindBosses
ability_shuffling : AbilityShuffling
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
2024-01-12 14:32:15 -05:00
fool_traps : FoolTraps
2025-01-17 12:30:00 -05:00
laurels_location : LaurelsLocation
2024-01-12 14:32:15 -05:00
hexagon_quest : HexagonQuest
hexagon_goal : HexagonGoal
extra_hexagon_percentage : ExtraHexagonPercentage
2025-03-07 19:43:02 -05:00
hexagon_quest_ability_type : HexagonQuestAbilityUnlockType
2025-01-17 12:30:00 -05:00
shuffle_ladders : ShuffleLadders
grass_randomizer : GrassRandomizer
2025-03-08 11:25:47 -05:00
breakable_shuffle : BreakableShuffle
2025-01-17 12:30:00 -05:00
local_fill : LocalFill
entrance_rando : EntranceRando
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
entrance_layout : EntranceLayout
decoupled : Decoupled
plando_connections : TunicPlandoConnections
2025-01-17 12:30:00 -05:00
2024-12-15 16:40:36 -05:00
combat_logic : CombatLogic
2024-01-12 14:32:15 -05:00
lanternless : Lanternless
maskless : Maskless
2024-09-08 08:42:59 -04:00
laurels_zips : LaurelsZips
ice_grappling : IceGrappling
ladder_storage : LadderStorage
ladder_storage_without_items : LadderStorageWithoutItems
2025-05-07 10:59:16 -04:00
all_random : HiddenAllRandom
2025-01-17 12:30:00 -05:00
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
fixed_shop : FixedShop # will be removed at a later date
logic_rules : Removed # fully removed in the direction pairs update
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tunic_option_groups = [
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OptionGroup ( " Hexagon Quest Options " , [
HexagonQuest ,
HexagonGoal ,
ExtraHexagonPercentage ,
HexagonQuestAbilityUnlockType
] ) ,
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OptionGroup ( " Logic Options " , [
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CombatLogic ,
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Lanternless ,
Maskless ,
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LaurelsZips ,
IceGrappling ,
LadderStorage ,
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
LadderStorageWithoutItems ,
] ) ,
OptionGroup ( " Entrance Randomizer " , [
EntranceRando ,
EntranceLayout ,
Decoupled ,
TunicPlandoConnections ,
] ) ,
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]
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tunic_option_presets : Dict [ str , Dict [ str , Any ] ] = {
" Sync " : {
" ability_shuffling " : True ,
} ,
" Async " : {
" progression_balancing " : 0 ,
" ability_shuffling " : True ,
" shuffle_ladders " : True ,
" laurels_location " : " 10_fairies " ,
} ,
" Glace Mode " : {
" accessibility " : " minimal " ,
" ability_shuffling " : True ,
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" entrance_rando " : True ,
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" fool_traps " : " onslaught " ,
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" laurels_zips " : True ,
" ice_grappling " : " hard " ,
" ladder_storage " : " hard " ,
" ladder_storage_without_items " : True ,
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" maskless " : True ,
" lanternless " : True ,
} ,
}
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def check_options ( world : " TunicWorld " ) :
options = world . options
if options . hexagon_quest and options . ability_shuffling and options . hexagon_quest_ability_type == HexagonQuestAbilityUnlockType . option_hexagons :
total_hexes = get_hexagons_in_pool ( world )
min_hexes = 3
if options . keys_behind_bosses :
min_hexes = 15
if total_hexes < min_hexes :
logging . warning ( f " TUNIC: Not enough Gold Hexagons in { world . player_name } ' s item pool for Hexagon Ability Shuffle with the selected options. Ability Shuffle mode will be switched to Pages. " )
options . hexagon_quest_ability_type . value = HexagonQuestAbilityUnlockType . option_pages
def get_hexagons_in_pool ( world : " TunicWorld " ) :
# Calculate number of hexagons in item pool
options = world . options
return min ( int ( ( Decimal ( 100 + options . extra_hexagon_percentage ) / 100 * options . hexagon_goal )
. to_integral_value ( rounding = ROUND_HALF_UP ) ) , 100 )