| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  | from typing import Dict, List, Set, Tuple, TYPE_CHECKING | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | from BaseClasses import Region, ItemClassification, Item, Location | 
					
						
							| 
									
										
										
										
											2025-01-15 18:17:07 -05:00
										 |  |  | from .locations import all_locations | 
					
						
							| 
									
										
											  
											
												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* Remove outdated todo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
										 |  |  | from .er_data import (Portal, portal_mapping, traversal_requirements, DeadEnd, Direction, RegionInfo, | 
					
						
							|  |  |  |                       get_portal_outlet_region) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | from .er_rules import set_er_region_rules | 
					
						
							| 
									
										
										
										
											2025-03-08 11:25:47 -05:00
										 |  |  | from .breakables import create_breakable_exclusive_regions, set_breakable_location_rules | 
					
						
							| 
									
										
										
										
											2024-06-01 06:34:41 -05:00
										 |  |  | from Options import PlandoConnection | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | from .options import EntranceRando, EntranceLayout | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  | from random import Random | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  | from copy import deepcopy | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | if TYPE_CHECKING: | 
					
						
							|  |  |  |     from . import TunicWorld | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class TunicERItem(Item): | 
					
						
							| 
									
										
										
										
											2024-01-17 19:56:34 -05:00
										 |  |  |     game: str = "TUNIC" | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class TunicERLocation(Location): | 
					
						
							| 
									
										
										
										
											2024-01-17 19:56:34 -05:00
										 |  |  |     game: str = "TUNIC" | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  | def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]: | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     regions: Dict[str, Region] = {} | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     world.used_shop_numbers = set() | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-03-08 11:25:47 -05:00
										 |  |  |     for region_name, region_data in world.er_regions.items(): | 
					
						
							|  |  |  |         if world.options.entrance_rando and region_name == "Zig Skip Exit": | 
					
						
							|  |  |  |             # need to check if there's a seed group for this first | 
					
						
							|  |  |  |             if world.options.entrance_rando.value not in EntranceRando.options.values(): | 
					
						
							| 
									
										
											  
											
												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 world.seed_groups[world.options.entrance_rando.value]["entrance_layout"] != EntranceLayout.option_fixed_shop: | 
					
						
							| 
									
										
										
										
											2024-12-15 16:40:36 -05:00
										 |  |  |                     continue | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |             elif world.options.entrance_layout != EntranceLayout.option_fixed_shop: | 
					
						
							| 
									
										
										
										
											2025-03-08 11:25:47 -05:00
										 |  |  |                 continue | 
					
						
							|  |  |  |         if not world.options.entrance_rando and region_name in ("Zig Skip Exit", "Purgatory"): | 
					
						
							|  |  |  |             continue | 
					
						
							|  |  |  |         region = Region(region_name, world.player, world.multiworld) | 
					
						
							|  |  |  |         regions[region_name] = region | 
					
						
							|  |  |  |         world.multiworld.regions.append(region) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if world.options.breakable_shuffle: | 
					
						
							|  |  |  |         breakable_regions = create_breakable_exclusive_regions(world) | 
					
						
							|  |  |  |         regions.update({region.name: region for region in breakable_regions}) | 
					
						
							| 
									
										
										
										
											2024-12-15 16:40:36 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-03-08 11:25:47 -05:00
										 |  |  |     if world.options.entrance_rando: | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         portal_pairs = pair_portals(world, regions) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  |         # output the entrances to the spoiler log here for convenience | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         sorted_portal_pairs = sort_portals(portal_pairs, world) | 
					
						
							|  |  |  |         if not world.options.decoupled: | 
					
						
							|  |  |  |             for portal1, portal2 in sorted_portal_pairs.items(): | 
					
						
							|  |  |  |                 world.multiworld.spoiler.set_entrance(portal1, portal2, "both", world.player) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             for portal1, portal2 in sorted_portal_pairs.items(): | 
					
						
							|  |  |  |                 world.multiworld.spoiler.set_entrance(portal1, portal2, "entrance", world.player) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  |     else: | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         portal_pairs = vanilla_portals(world, regions) | 
					
						
							| 
									
										
										
										
											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
										 |  |  |     create_randomized_entrances(world, portal_pairs, regions) | 
					
						
							| 
									
										
										
										
											2024-12-15 16:40:36 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-07-05 16:50:12 -04:00
										 |  |  |     set_er_region_rules(world, regions, portal_pairs) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-15 18:17:07 -05:00
										 |  |  |     for location_name, location_id in world.player_location_table.items(): | 
					
						
							|  |  |  |         region = regions[all_locations[location_name].er_region] | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |         location = TunicERLocation(world.player, location_name, location_id, region) | 
					
						
							|  |  |  |         region.locations.append(location) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-03-08 11:25:47 -05:00
										 |  |  |     if world.options.breakable_shuffle: | 
					
						
							|  |  |  |         set_breakable_location_rules(world) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |     place_event_items(world, regions) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     victory_region = regions["Spirit Arena Victory"] | 
					
						
							|  |  |  |     victory_location = TunicERLocation(world.player, "The Heir", None, victory_region) | 
					
						
							|  |  |  |     victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |     world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player) | 
					
						
							|  |  |  |     victory_region.locations.append(victory_location) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  |     return portal_pairs | 
					
						
							| 
									
										
										
										
											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
										 |  |  | # keys are event names, values are event regions | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | tunic_events: Dict[str, str] = { | 
					
						
							|  |  |  |     "Eastern Bell": "Forest Belltower Upper", | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  |     "Western Bell": "Overworld Belltower at Bell", | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     "Furnace Fuse": "Furnace Fuse", | 
					
						
							|  |  |  |     "South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld", | 
					
						
							|  |  |  |     "Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper", | 
					
						
							|  |  |  |     "Beneath the Vault Fuse": "Beneath the Vault Back", | 
					
						
							|  |  |  |     "Eastern Vault West Fuses": "Eastern Vault Fortress", | 
					
						
							|  |  |  |     "Eastern Vault East Fuse": "Eastern Vault Fortress", | 
					
						
							|  |  |  |     "Quarry Connector Fuse": "Quarry Connector", | 
					
						
							| 
									
										
										
										
											2024-07-11 16:44:29 -04:00
										 |  |  |     "Quarry Fuse": "Quarry Entry", | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     "Ziggurat Fuse": "Rooted Ziggurat Lower Back", | 
					
						
							| 
									
										
										
										
											2024-12-15 16:40:36 -05:00
										 |  |  |     "West Garden Fuse": "West Garden South Checkpoint", | 
					
						
							| 
									
										
										
										
											2024-04-21 11:00:16 -04:00
										 |  |  |     "Library Fuse": "Library Lab", | 
					
						
							|  |  |  |     "Place Questagons": "Sealed Temple", | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None: | 
					
						
							|  |  |  |     for event_name, region_name in tunic_events.items(): | 
					
						
							|  |  |  |         region = regions[region_name] | 
					
						
							|  |  |  |         location = TunicERLocation(world.player, event_name, None, region) | 
					
						
							| 
									
										
										
										
											2024-04-21 11:00:16 -04:00
										 |  |  |         if event_name == "Place Questagons": | 
					
						
							|  |  |  |             if world.options.hexagon_quest: | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  |             location.place_locked_item( | 
					
						
							|  |  |  |                 TunicERItem("Unseal the Heir", ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |         elif event_name.endswith("Bell"): | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |             location.place_locked_item( | 
					
						
							|  |  |  |                 TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             location.place_locked_item( | 
					
						
							|  |  |  |                 TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |         region.locations.append(location) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | # keeping track of which shop numbers have been used already to avoid duplicates | 
					
						
							|  |  |  | # due to plando, shops can be added out of order, so a set is the best way to make this work smoothly | 
					
						
							|  |  |  | def get_shop_num(world: "TunicWorld") -> int: | 
					
						
							|  |  |  |     portal_num = -1 | 
					
						
							|  |  |  |     for i in range(500): | 
					
						
							|  |  |  |         if i + 1 not in world.used_shop_numbers: | 
					
						
							|  |  |  |             portal_num = i + 1 | 
					
						
							|  |  |  |             world.used_shop_numbers.add(portal_num) | 
					
						
							|  |  |  |             break | 
					
						
							|  |  |  |     if portal_num == -1: | 
					
						
							|  |  |  |         raise Exception(f"TUNIC: {world.player_name} has plando'd too many shops.") | 
					
						
							|  |  |  |     return portal_num | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  | # all shops are the same shop. however, you cannot get to all shops from the same shop entrance. | 
					
						
							|  |  |  | # so, we need a bunch of shop regions that connect to the actual shop, but the actual shop cannot connect back | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | def create_shop_region(world: "TunicWorld", regions: Dict[str, Region], portal_num) -> None: | 
					
						
							|  |  |  |     new_shop_name = f"Shop {portal_num}" | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |     world.er_regions[new_shop_name] = RegionInfo("Shop", dead_end=DeadEnd.all_cats) | 
					
						
							|  |  |  |     new_shop_region = Region(new_shop_name, world.player, world.multiworld) | 
					
						
							|  |  |  |     new_shop_region.connect(regions["Shop"]) | 
					
						
							|  |  |  |     regions[new_shop_name] = new_shop_region | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | # for non-ER that uses the ER rules, we create a vanilla set of portal pairs | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  | def vanilla_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal, Portal]: | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  |     portal_pairs: Dict[Portal, Portal] = {} | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     # we don't want the zig skip exit for vanilla portals, since it shouldn't be considered for logic here | 
					
						
							| 
									
										
										
										
											2024-12-15 16:40:36 -05:00
										 |  |  |     portal_map = [portal for portal in portal_mapping if portal.name not in | 
					
						
							|  |  |  |                   ["Ziggurat Lower Falling Entrance", "Purgatory Bottom Exit", "Purgatory Top Exit"]] | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |     while portal_map: | 
					
						
							|  |  |  |         portal1 = portal_map[0] | 
					
						
							|  |  |  |         portal2 = None | 
					
						
							|  |  |  |         # portal2 scene destination tag is portal1's destination scene tag | 
					
						
							|  |  |  |         portal2_sdt = portal1.destination_scene() | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if portal2_sdt.startswith("Shop,"): | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |             portal_num = get_shop_num(world) | 
					
						
							|  |  |  |             portal2 = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}", | 
					
						
							|  |  |  |                              destination=str(portal_num), tag="_", direction=Direction.none) | 
					
						
							|  |  |  |             create_shop_region(world, regions, portal_num) | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |         for portal in portal_map: | 
					
						
							|  |  |  |             if portal.scene_destination() == portal2_sdt: | 
					
						
							|  |  |  |                 portal2 = portal | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  |         portal_map.remove(portal1) | 
					
						
							|  |  |  |         if not portal2_sdt.startswith("Shop,"): | 
					
						
							|  |  |  |             portal_map.remove(portal2) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     return portal_pairs | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | # the really long function that gives us our portal pairs | 
					
						
							|  |  |  | # before we start pairing, we separate the portals into dead ends and non-dead ends (two_plus) | 
					
						
							|  |  |  | # then, we do a few other important tasks to accommodate options and seed gropus | 
					
						
							|  |  |  | # first phase: pick a two_plus in a reachable region and non-reachable region and pair them | 
					
						
							|  |  |  | # repeat this phase until all regions are reachable | 
					
						
							|  |  |  | # second phase: randomly pair dead ends to random two_plus | 
					
						
							|  |  |  | # third phase: randomly pair the remaining two_plus to each other | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  | def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal, Portal]: | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     portal_pairs: Dict[Portal, Portal] = {} | 
					
						
							|  |  |  |     dead_ends: List[Portal] = [] | 
					
						
							|  |  |  |     two_plus: List[Portal] = [] | 
					
						
							| 
									
										
										
										
											2024-08-13 20:35:08 -04:00
										 |  |  |     player_name = world.player_name | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     portal_map = portal_mapping.copy() | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |     laurels_zips = world.options.laurels_zips.value | 
					
						
							|  |  |  |     ice_grappling = world.options.ice_grappling.value | 
					
						
							|  |  |  |     ladder_storage = world.options.ladder_storage.value | 
					
						
							| 
									
										
											  
											
												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 = world.options.entrance_layout | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |     laurels_location = world.options.laurels_location | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     decoupled = world.options.decoupled | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     traversal_reqs = deepcopy(traversal_requirements) | 
					
						
							|  |  |  |     has_laurels = True | 
					
						
							|  |  |  |     waterfall_plando = False | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |     # if it's not one of the EntranceRando options, it's a custom seed | 
					
						
							| 
									
										
										
										
											2024-06-03 04:44:37 -04:00
										 |  |  |     if world.options.entrance_rando.value not in EntranceRando.options.values(): | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |         seed_group = world.seed_groups[world.options.entrance_rando.value] | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         laurels_zips = seed_group["laurels_zips"] | 
					
						
							|  |  |  |         ice_grappling = seed_group["ice_grappling"] | 
					
						
							|  |  |  |         ladder_storage = seed_group["ladder_storage"] | 
					
						
							| 
									
										
											  
											
												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 = seed_group["entrance_layout"] | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |         laurels_location = "10_fairies" if seed_group["laurels_at_10_fairies"] is True else False | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |     logic_tricks: Tuple[bool, int, int] = (laurels_zips, ice_grappling, ladder_storage) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     # marking that you don't immediately have laurels | 
					
						
							| 
									
										
										
										
											2025-01-10 15:49:13 -05:00
										 |  |  |     if laurels_location == "10_fairies" and not world.using_ut: | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         has_laurels = False | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     # for the direction pairs option with decoupled off | 
					
						
							|  |  |  |     # tracks how many portals are in each direction in each list | 
					
						
							|  |  |  |     two_plus_direction_tracker: Dict[int, int] = {direction: 0 for direction in range(8)} | 
					
						
							|  |  |  |     dead_end_direction_tracker: Dict[int, int] = {direction: 0 for direction in range(8)} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # for ensuring we have enough entrances in directions left that we don't leave dead ends without any | 
					
						
							|  |  |  |     def too_few_portals_for_direction_pairs(direction: int, offset: int) -> bool: | 
					
						
							|  |  |  |         if two_plus_direction_tracker[direction] <= (dead_end_direction_tracker[direction_pairs[direction]] + offset): | 
					
						
							|  |  |  |             return False | 
					
						
							|  |  |  |         if two_plus_direction_tracker[direction_pairs[direction]] <= dead_end_direction_tracker[direction] + offset: | 
					
						
							|  |  |  |             return False | 
					
						
							|  |  |  |         return True | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-06-03 04:44:37 -04:00
										 |  |  |     # If using Universal Tracker, restore portal_map. Could be cleaner, but it does not matter for UT even a little bit | 
					
						
							| 
									
										
										
										
											2025-01-10 15:49:13 -05:00
										 |  |  |     if world.using_ut: | 
					
						
							|  |  |  |         portal_map = portal_mapping.copy() | 
					
						
							| 
									
										
										
										
											2024-06-03 04:44:37 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     # create separate lists for dead ends and non-dead ends | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     for portal in portal_map: | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         dead_end_status = world.er_regions[portal.region].dead_end | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         if dead_end_status == DeadEnd.free: | 
					
						
							|  |  |  |             two_plus.append(portal) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |             two_plus_direction_tracker[portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         elif dead_end_status == DeadEnd.all_cats: | 
					
						
							|  |  |  |             dead_ends.append(portal) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |             dead_end_direction_tracker[portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         elif dead_end_status == DeadEnd.restricted: | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |             if ice_grappling: | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |                 two_plus.append(portal) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 two_plus_direction_tracker[portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |             else: | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                 dead_ends.append(portal) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 dead_end_direction_tracker[portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         # these two get special handling | 
					
						
							|  |  |  |         elif dead_end_status == DeadEnd.special: | 
					
						
							|  |  |  |             if portal.region == "Secret Gathering Place": | 
					
						
							|  |  |  |                 if laurels_location == "10_fairies": | 
					
						
							|  |  |  |                     two_plus.append(portal) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                     two_plus_direction_tracker[portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                 else: | 
					
						
							|  |  |  |                     dead_ends.append(portal) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                     dead_end_direction_tracker[portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2025-08-04 08:21:58 -04:00
										 |  |  |             if (portal.region == "Zig Skip Exit" and entrance_layout == EntranceLayout.option_fixed_shop | 
					
						
							|  |  |  |                     and not decoupled): | 
					
						
							| 
									
										
											  
											
												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 isn't meaningful here since zig skip cannot be in direction pairs mode | 
					
						
							| 
									
										
										
										
											2025-08-04 08:21:58 -04:00
										 |  |  |                 # don't add it in decoupled | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 two_plus.append(portal) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # now we generate the shops and add them to the dead ends list | 
					
						
							|  |  |  |     shop_count = 6 | 
					
						
							|  |  |  |     if entrance_layout == EntranceLayout.option_fixed_shop: | 
					
						
							|  |  |  |         shop_count = 0 | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         # if fixed shop is off, remove this portal | 
					
						
							|  |  |  |         for portal in portal_map: | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |             if portal.region == "Zig Skip Exit": | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 portal_map.remove(portal) | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         # need 8 shops with direction pairs or there won't be a valid set of pairs | 
					
						
							|  |  |  |         if entrance_layout == EntranceLayout.option_direction_pairs: | 
					
						
							|  |  |  |             shop_count = 8 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # for universal tracker, we want to skip shop gen since it's essentially full plando | 
					
						
							|  |  |  |     if world.using_ut: | 
					
						
							|  |  |  |         shop_count = 0 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     for _ in range(shop_count): | 
					
						
							|  |  |  |         # 6 of the shops have south exits, 2 of them have west exits | 
					
						
							|  |  |  |         portal_num = get_shop_num(world) | 
					
						
							|  |  |  |         shop_dir = Direction.south | 
					
						
							|  |  |  |         if portal_num > 6: | 
					
						
							|  |  |  |             shop_dir = Direction.west | 
					
						
							|  |  |  |         shop_portal = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}", | 
					
						
							|  |  |  |                              destination=str(portal_num), tag="_", direction=shop_dir) | 
					
						
							|  |  |  |         create_shop_region(world, regions, portal_num) | 
					
						
							|  |  |  |         dead_ends.append(shop_portal) | 
					
						
							|  |  |  |         dead_end_direction_tracker[shop_portal.direction] += 1 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |     connected_regions: Set[str] = set() | 
					
						
							|  |  |  |     # make better start region stuff when/if implementing random start | 
					
						
							|  |  |  |     start_region = "Overworld" | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     connected_regions.add(start_region) | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |     connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-06-03 04:44:37 -04:00
										 |  |  |     if world.options.entrance_rando.value in EntranceRando.options.values(): | 
					
						
							| 
									
										
										
										
											2024-06-01 06:34:41 -05:00
										 |  |  |         plando_connections = world.options.plando_connections.value | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |     else: | 
					
						
							|  |  |  |         plando_connections = world.seed_groups[world.options.entrance_rando.value]["plando"] | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |     # universal tracker support stuff, don't need to care about region dependency | 
					
						
							| 
									
										
										
										
											2025-01-10 15:49:13 -05:00
										 |  |  |     if world.using_ut: | 
					
						
							|  |  |  |         plando_connections.clear() | 
					
						
							|  |  |  |         # universal tracker stuff, won't do anything in normal gen | 
					
						
							|  |  |  |         for portal1, portal2 in world.passthrough["Entrance Rando"].items(): | 
					
						
							|  |  |  |             portal_name1 = "" | 
					
						
							|  |  |  |             portal_name2 = "" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             for portal in portal_mapping: | 
					
						
							|  |  |  |                 if portal.scene_destination() == portal1: | 
					
						
							|  |  |  |                     portal_name1 = portal.name | 
					
						
							|  |  |  |                     # connected_regions.update(add_dependent_regions(portal.region, logic_rules)) | 
					
						
							|  |  |  |                 if portal.scene_destination() == portal2: | 
					
						
							|  |  |  |                     portal_name2 = portal.name | 
					
						
							|  |  |  |                     # connected_regions.update(add_dependent_regions(portal.region, logic_rules)) | 
					
						
							|  |  |  |             # shops have special handling | 
					
						
							| 
									
										
											  
											
												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 not portal_name1 and portal1.startswith("Shop"): | 
					
						
							|  |  |  |                 # it should show up as "Shop, 1_" for shop 1 | 
					
						
							|  |  |  |                 portal_name1 = "Shop Portal " + str(portal1).split(", ")[1].split("_")[0] | 
					
						
							|  |  |  |             if not portal_name2 and portal2.startswith("Shop"): | 
					
						
							|  |  |  |                 portal_name2 = "Shop Portal " + str(portal2).split(", ")[1].split("_")[0] | 
					
						
							|  |  |  |             if world.options.decoupled: | 
					
						
							|  |  |  |                 plando_connections.append(PlandoConnection(portal_name1, portal_name2, "entrance")) | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both")) | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -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
										 |  |  |     # put together the list of non-deadend regions | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |     non_dead_end_regions = set() | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |     for region_name, region_info in world.er_regions.items(): | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         # these are not real regions, they are just here to be descriptive | 
					
						
							|  |  |  |         if region_info.is_fake_region or region_name == "Shop": | 
					
						
							|  |  |  |             continue | 
					
						
							|  |  |  |         # dead ends aren't real in decoupled | 
					
						
							|  |  |  |         if decoupled: | 
					
						
							|  |  |  |             non_dead_end_regions.add(region_name) | 
					
						
							|  |  |  |         elif not region_info.dead_end: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             non_dead_end_regions.add(region_name) | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         # if ice grappling to places is in logic, both places stop being dead ends | 
					
						
							|  |  |  |         elif region_info.dead_end == DeadEnd.restricted and ice_grappling: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             non_dead_end_regions.add(region_name) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         # secret gathering place is treated as a non-dead end if 10 fairies is on to assure non-laurels access to it | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         elif region_info.dead_end == DeadEnd.special: | 
					
						
							| 
									
										
											  
											
												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 region_name == "Secret Gathering Place" and laurels_location == "10_fairies": | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                 non_dead_end_regions.add(region_name) | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -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
										 |  |  |     if decoupled: | 
					
						
							|  |  |  |         # add the dead ends to the two plus list, since dead ends aren't real in decoupled | 
					
						
							|  |  |  |         two_plus.extend(dead_ends) | 
					
						
							|  |  |  |         dead_ends.clear() | 
					
						
							|  |  |  |         # if decoupled is on, we make a second two_plus list, where the first is entrances and the second is exits | 
					
						
							|  |  |  |         two_plus2 = two_plus.copy() | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         # if decoupled is off, the two lists are the same list, since entrances and exits are intertwined | 
					
						
							|  |  |  |         two_plus2 = two_plus | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |     if plando_connections: | 
					
						
							| 
									
										
											  
											
												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 decoupled: | 
					
						
							|  |  |  |             modified_plando_connections = plando_connections.copy() | 
					
						
							|  |  |  |             for index, cxn in enumerate(modified_plando_connections): | 
					
						
							|  |  |  |                 # it's much easier if we split both-direction portals into two one-ways in decoupled | 
					
						
							|  |  |  |                 if cxn.direction == "both": | 
					
						
							|  |  |  |                     replacement1 = PlandoConnection(cxn.entrance, cxn.exit, "entrance") | 
					
						
							|  |  |  |                     replacement2 = PlandoConnection(cxn.exit, cxn.entrance, "entrance") | 
					
						
							|  |  |  |                     modified_plando_connections.remove(cxn) | 
					
						
							|  |  |  |                     modified_plando_connections.insert(index, replacement1) | 
					
						
							|  |  |  |                     modified_plando_connections.append(replacement2) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             modified_plando_connections = plando_connections | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         connected_shop_portal1s: Set[int] = set() | 
					
						
							|  |  |  |         connected_shop_portal2s: Set[int] = set() | 
					
						
							|  |  |  |         for connection in modified_plando_connections: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             p_entrance = connection.entrance | 
					
						
							|  |  |  |             p_exit = connection.exit | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |             # if you plando secret gathering place, need to know that during portal pairing | 
					
						
							| 
									
										
											  
											
												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 p_exit == "Secret Gathering Place Exit": | 
					
						
							|  |  |  |                 waterfall_plando = True | 
					
						
							|  |  |  |             if p_entrance == "Secret Gathering Place Exit" and not decoupled: | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |                 waterfall_plando = True | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |             portal1_dead_end = True | 
					
						
							|  |  |  |             portal2_dead_end = True | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |             portal1 = None | 
					
						
							|  |  |  |             portal2 = None | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |             # search the two_plus lists (or list) for the portals | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             for portal in two_plus: | 
					
						
							|  |  |  |                 if p_entrance == portal.name: | 
					
						
							|  |  |  |                     portal1 = portal | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                     portal1_dead_end = False | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                     break | 
					
						
							|  |  |  |             for portal in two_plus2: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |                 if p_exit == portal.name: | 
					
						
							|  |  |  |                     portal2 = portal | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                     portal2_dead_end = False | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                     break | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |             # search dead_ends individually since we can't really remove items from two_plus during the loop | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |             if portal1: | 
					
						
							|  |  |  |                 two_plus.remove(portal1) | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 # if not both, they're both dead ends | 
					
						
							| 
									
										
											  
											
												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 not portal2 and not decoupled: | 
					
						
							| 
									
										
										
										
											2024-06-03 04:44:37 -04:00
										 |  |  |                     if world.options.entrance_rando.value not in EntranceRando.options.values(): | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |                         raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead " | 
					
						
							|  |  |  |                                         "end to a dead end in their plando connections.") | 
					
						
							|  |  |  |                     else: | 
					
						
							|  |  |  |                         raise Exception(f"{player_name} paired a dead end to a dead end in their " | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                                         f"plando connections -- {connection.entrance} to {connection.exit}") | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |                 for portal in dead_ends: | 
					
						
							|  |  |  |                     if p_entrance == portal.name: | 
					
						
							|  |  |  |                         portal1 = portal | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                         dead_ends.remove(portal1) | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |                         break | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 else: | 
					
						
							|  |  |  |                     if p_entrance.startswith("Shop Portal "): | 
					
						
							|  |  |  |                         portal_num = int(p_entrance.split("Shop Portal ")[-1]) | 
					
						
							|  |  |  |                         # shops 1-6 are south, 7 and 8 are east, and after that it just breaks direction pairs | 
					
						
							|  |  |  |                         if portal_num <= 6: | 
					
						
							|  |  |  |                             pdir = Direction.south | 
					
						
							|  |  |  |                         elif portal_num in [7, 8]: | 
					
						
							|  |  |  |                             pdir = Direction.east | 
					
						
							|  |  |  |                         else: | 
					
						
							|  |  |  |                             pdir = Direction.none | 
					
						
							|  |  |  |                         portal1 = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}", | 
					
						
							|  |  |  |                                          destination=str(portal_num), tag="_", direction=pdir) | 
					
						
							|  |  |  |                         connected_shop_portal1s.add(portal_num) | 
					
						
							|  |  |  |                         if portal_num not in world.used_shop_numbers: | 
					
						
							|  |  |  |                             create_shop_region(world, regions, portal_num) | 
					
						
							|  |  |  |                             world.used_shop_numbers.add(portal_num) | 
					
						
							|  |  |  |                         if decoupled and portal_num not in connected_shop_portal2s: | 
					
						
							|  |  |  |                             two_plus2.append(portal1) | 
					
						
							|  |  |  |                             non_dead_end_regions.add(portal1.region) | 
					
						
							|  |  |  |                     else: | 
					
						
							|  |  |  |                         raise Exception(f"Could not find entrance named {p_entrance} for " | 
					
						
							|  |  |  |                                         f"plando connections in {player_name}'s YAML.") | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |             if portal2: | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 two_plus2.remove(portal2) | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |             else: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |                 for portal in dead_ends: | 
					
						
							|  |  |  |                     if p_exit == portal.name: | 
					
						
							|  |  |  |                         portal2 = portal | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                         dead_ends.remove(portal2) | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |                         break | 
					
						
							| 
									
										
											  
											
												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 it's not a dead end, maybe it's a plando'd shop portal that doesn't normally exist | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |                 else: | 
					
						
							|  |  |  |                     if not portal2: | 
					
						
							| 
									
										
											  
											
												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 p_exit.startswith("Shop Portal "): | 
					
						
							|  |  |  |                             portal_num = int(p_exit.split("Shop Portal ")[-1]) | 
					
						
							|  |  |  |                             if portal_num <= 6: | 
					
						
							|  |  |  |                                 pdir = Direction.south | 
					
						
							|  |  |  |                             elif portal_num in [7, 8]: | 
					
						
							|  |  |  |                                 pdir = Direction.east | 
					
						
							|  |  |  |                             else: | 
					
						
							|  |  |  |                                 pdir = Direction.none | 
					
						
							|  |  |  |                             portal2 = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}", | 
					
						
							|  |  |  |                                              destination=str(portal_num), tag="_", direction=pdir) | 
					
						
							|  |  |  |                             connected_shop_portal2s.add(portal_num) | 
					
						
							|  |  |  |                             if portal_num not in world.used_shop_numbers: | 
					
						
							|  |  |  |                                 create_shop_region(world, regions, portal_num) | 
					
						
							|  |  |  |                                 world.used_shop_numbers.add(portal_num) | 
					
						
							|  |  |  |                             if decoupled and portal_num not in connected_shop_portal1s: | 
					
						
							|  |  |  |                                 two_plus.append(portal2) | 
					
						
							|  |  |  |                                 non_dead_end_regions.add(portal2.region) | 
					
						
							|  |  |  |                         else: | 
					
						
							|  |  |  |                             raise Exception(f"Could not find entrance named {p_exit} for " | 
					
						
							|  |  |  |                                             f"plando connections in {player_name}'s YAML.") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # if we're doing decoupled, we don't need to do complex checks | 
					
						
							|  |  |  |             if decoupled: | 
					
						
							|  |  |  |                 # we turn any plando that uses "exit" to use "entrance" instead | 
					
						
							|  |  |  |                 traversal_reqs.setdefault(portal1.region, dict())[get_portal_outlet_region(portal2, world)] = [] | 
					
						
							|  |  |  |             # outside decoupled, we want to use what we were doing before decoupled got added | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 # update the traversal chart to say you can get from portal1's region to portal2's and vice versa | 
					
						
							|  |  |  |                 if not portal1_dead_end and not portal2_dead_end: | 
					
						
							|  |  |  |                     traversal_reqs.setdefault(portal1.region, dict())[get_portal_outlet_region(portal2, world)] = [] | 
					
						
							|  |  |  |                     traversal_reqs.setdefault(portal2.region, dict())[get_portal_outlet_region(portal1, world)] = [] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 if (portal1.region == "Zig Skip Exit" and (portal2_dead_end or portal2.region == "Secret Gathering Place") | 
					
						
							|  |  |  |                         or portal2.region == "Zig Skip Exit" and (portal1_dead_end or portal1.region == "Secret Gathering Place")): | 
					
						
							| 
									
										
										
										
											2024-06-03 04:44:37 -04:00
										 |  |  |                     if world.options.entrance_rando.value not in EntranceRando.options.values(): | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                         raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead " | 
					
						
							|  |  |  |                                         "end to a dead end in their plando connections.") | 
					
						
							|  |  |  |                     else: | 
					
						
							|  |  |  |                         raise Exception(f"{player_name} paired a dead end to a dead end in their " | 
					
						
							|  |  |  |                                         "plando connections.") | 
					
						
							| 
									
										
											  
											
												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 (portal1.region == "Secret Gathering Place" and (portal2_dead_end or portal2.region == "Zig Skip Exit") | 
					
						
							|  |  |  |                         or portal2.region == "Secret Gathering Place" and (portal1_dead_end or portal1.region == "Zig Skip Exit")): | 
					
						
							|  |  |  |                     # need to make sure you didn't pair this to a dead end or zig skip | 
					
						
							|  |  |  |                     if portal1_dead_end or portal2_dead_end or \ | 
					
						
							|  |  |  |                             portal1.region == "Zig Skip Exit" or portal2.region == "Zig Skip Exit": | 
					
						
							|  |  |  |                         if world.options.entrance_rando.value not in EntranceRando.options.values(): | 
					
						
							|  |  |  |                             raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead " | 
					
						
							|  |  |  |                                             "end to a dead end in their plando connections.") | 
					
						
							|  |  |  |                         else: | 
					
						
							|  |  |  |                             raise Exception(f"{player_name} paired a dead end to a dead end in their " | 
					
						
							|  |  |  |                                             "plando connections.") | 
					
						
							|  |  |  |             # okay now that we're done with all of that nonsense, we can finally make the portal pair | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |             portal_pairs[portal1] = portal2 | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -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
										 |  |  |             if portal1_dead_end: | 
					
						
							|  |  |  |                 dead_end_direction_tracker[portal1.direction] -= 1 | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 two_plus_direction_tracker[portal1.direction] -= 1 | 
					
						
							|  |  |  |             if portal2_dead_end: | 
					
						
							|  |  |  |                 dead_end_direction_tracker[portal2.direction] -= 1 | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 two_plus_direction_tracker[portal2.direction] -= 1 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |         # if we have plando connections, our connected regions may change somewhat | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |         connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks) | 
					
						
							| 
									
										
										
										
											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
										 |  |  |     # if there are an odd number of shops after plando, add another one, except in decoupled where it doesn't matter | 
					
						
							|  |  |  |     if not decoupled and len(world.used_shop_numbers) % 2 == 1: | 
					
						
							|  |  |  |         if entrance_layout == EntranceLayout.option_direction_pairs: | 
					
						
							|  |  |  |             raise Exception(f"TUNIC: {world.player_name} plando'd too many shops for the Direction Pairs option.") | 
					
						
							|  |  |  |         portal_num = get_shop_num(world) | 
					
						
							|  |  |  |         shop_portal = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}", | 
					
						
							|  |  |  |                              destination=str(portal_num), tag="_", direction=Direction.none) | 
					
						
							|  |  |  |         create_shop_region(world, regions, portal_num) | 
					
						
							|  |  |  |         dead_ends.append(shop_portal) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if entrance_layout == EntranceLayout.option_fixed_shop and not world.using_ut: | 
					
						
							|  |  |  |         windmill = None | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene_destination() == "Overworld Redux, Windmill_": | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                 windmill = portal | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |                 break | 
					
						
							| 
									
										
											  
											
												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 not windmill: | 
					
						
							|  |  |  |             raise Exception(f"Failed to do Fixed Shop option for Entrance Layout. " | 
					
						
							|  |  |  |                             f"Did {player_name} plando the Windmill Shop entrance?") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         portal_num = get_shop_num(world) | 
					
						
							|  |  |  |         shop = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}", | 
					
						
							|  |  |  |                       destination=str(portal_num), tag="_", direction=Direction.south) | 
					
						
							|  |  |  |         create_shop_region(world, regions, portal_num) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         portal_pairs[windmill] = shop | 
					
						
							|  |  |  |         two_plus.remove(windmill) | 
					
						
							|  |  |  |         if decoupled: | 
					
						
							|  |  |  |             two_plus.append(shop) | 
					
						
							|  |  |  |             non_dead_end_regions.add(shop.region) | 
					
						
							|  |  |  |             connected_regions.add(shop.region) | 
					
						
							| 
									
										
										
										
											2024-03-21 11:50:07 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-03 01:21:27 -04:00
										 |  |  |     # use the seed given in the options to shuffle the portals | 
					
						
							|  |  |  |     if isinstance(world.options.entrance_rando.value, str): | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |         random_object = Random(world.options.entrance_rando.value) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     else: | 
					
						
							|  |  |  |         random_object: Random = world.random | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     # we want to start by making sure every region is accessible | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |     random_object.shuffle(two_plus) | 
					
						
							| 
									
										
											  
											
												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 is a backup in case we run into that rare direction pairing failure | 
					
						
							|  |  |  |     # so that we don't have to redo the plando bit basically | 
					
						
							|  |  |  |     backup_connected_regions = connected_regions.copy() | 
					
						
							|  |  |  |     backup_portal_pairs = portal_pairs.copy() | 
					
						
							|  |  |  |     backup_two_plus = two_plus.copy() | 
					
						
							|  |  |  |     backup_two_plus_direction_tracker = two_plus_direction_tracker.copy() | 
					
						
							|  |  |  |     rare_failure_count = 0 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     portal1 = None | 
					
						
							|  |  |  |     portal2 = None | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |     previous_conn_num = 0 | 
					
						
							|  |  |  |     fail_count = 0 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     while len(connected_regions) < len(non_dead_end_regions): | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         # if this is universal tracker, just break immediately and move on | 
					
						
							| 
									
										
										
										
											2025-01-10 15:49:13 -05:00
										 |  |  |         if world.using_ut: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             break | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         # if the connected regions length stays unchanged for too long, it's stuck in a loop | 
					
						
							|  |  |  |         # should, hopefully, only ever occur if someone plandos connections poorly | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |         if previous_conn_num == len(connected_regions): | 
					
						
							|  |  |  |             fail_count += 1 | 
					
						
							| 
									
										
											  
											
												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 fail_count > 500: | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                 raise Exception(f"Failed to pair regions. Check plando connections for {player_name} for errors. " | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |                                 f"Unconnected regions: {non_dead_end_regions - connected_regions}.\n" | 
					
						
							|  |  |  |                                 f"Unconnected portals: {[portal.name for portal in two_plus]}") | 
					
						
							|  |  |  |             if (fail_count > 100 and not decoupled | 
					
						
							|  |  |  |                     and (world.options.entrance_layout == EntranceLayout.option_direction_pairs or waterfall_plando)): | 
					
						
							|  |  |  |                 # in direction pairs, we may run into a case where we run out of pairable directions | 
					
						
							|  |  |  |                 # since we need to ensure the dead ends will have something to connect to | 
					
						
							|  |  |  |                 # or if fairy cave is plando'd, it may run into an issue where it is trying to get access to 2 separate | 
					
						
							|  |  |  |                 # areas at once to give access to laurels | 
					
						
							|  |  |  |                 # so, this is basically just resetting entrance pairing | 
					
						
							|  |  |  |                 # this should be very rare, so this fail-safe shouldn't be covering up for an actual solution | 
					
						
							|  |  |  |                 # this should never happen in decoupled, since it's entirely too flexible for that | 
					
						
							|  |  |  |                 portal_pairs = backup_portal_pairs.copy() | 
					
						
							|  |  |  |                 two_plus = two_plus2 = backup_two_plus.copy() | 
					
						
							|  |  |  |                 two_plus_direction_tracker = backup_two_plus_direction_tracker.copy() | 
					
						
							|  |  |  |                 random_object.shuffle(two_plus) | 
					
						
							|  |  |  |                 connected_regions = backup_connected_regions.copy() | 
					
						
							|  |  |  |                 rare_failure_count += 1 | 
					
						
							|  |  |  |                 fail_count = 0 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 if rare_failure_count > 100: | 
					
						
							|  |  |  |                     raise Exception(f"Failed to pair regions due to rare pairing issues for {player_name}. " | 
					
						
							|  |  |  |                                     f"Unconnected regions: {non_dead_end_regions - connected_regions}.\n" | 
					
						
							|  |  |  |                                     f"Unconnected portals: {[portal.name for portal in two_plus]}") | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |         else: | 
					
						
							|  |  |  |             fail_count = 0 | 
					
						
							|  |  |  |         previous_conn_num = len(connected_regions) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |         # find a portal in a connected region | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.region in connected_regions: | 
					
						
							|  |  |  |                 # if there's more dead ends of a direction than two plus of the opposite direction, | 
					
						
							|  |  |  |                 # then we'll run out of viable connections for those dead ends later | 
					
						
							|  |  |  |                 # decoupled does not have this issue since dead ends aren't real in decoupled | 
					
						
							|  |  |  |                 if not decoupled and entrance_layout == EntranceLayout.option_direction_pairs: | 
					
						
							|  |  |  |                     if not too_few_portals_for_direction_pairs(portal.direction, 0): | 
					
						
							|  |  |  |                         continue | 
					
						
							| 
									
										
										
										
											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
										 |  |  |                 portal1 = portal | 
					
						
							|  |  |  |                 two_plus.remove(portal) | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         if not portal1: | 
					
						
							|  |  |  |             raise Exception("TUNIC: Failed to pair portals at first part of first phase.") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # then we find a portal in an unconnected region | 
					
						
							|  |  |  |         for portal in two_plus2: | 
					
						
							|  |  |  |             if portal.region not in connected_regions: | 
					
						
							|  |  |  |                 # if secret gathering place happens to get paired really late, you can end up running out | 
					
						
							|  |  |  |                 if not has_laurels and len(two_plus2) < 80: | 
					
						
							|  |  |  |                     # if you plando'd secret gathering place with laurels at 10 fairies, you're the reason for this | 
					
						
							|  |  |  |                     if waterfall_plando: | 
					
						
							|  |  |  |                         cr = connected_regions.copy() | 
					
						
							|  |  |  |                         cr.add(portal.region) | 
					
						
							|  |  |  |                         if "Secret Gathering Place" not in update_reachable_regions(cr, traversal_reqs, has_laurels, logic_tricks): | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                             continue | 
					
						
							| 
									
										
											  
											
												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 not waterfall_plando, then we just want to pair secret gathering place now | 
					
						
							|  |  |  |                     elif portal.region != "Secret Gathering Place": | 
					
						
							|  |  |  |                         continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 # if they're not facing opposite directions, just continue | 
					
						
							|  |  |  |                 if entrance_layout == EntranceLayout.option_direction_pairs and not verify_direction_pair(portal, portal1): | 
					
						
							|  |  |  |                     continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 # if you have direction pairs, we need to make sure we don't run out of spots for problem portals | 
					
						
							|  |  |  |                 # this cuts down on using the failsafe significantly | 
					
						
							|  |  |  |                 if not decoupled and entrance_layout == EntranceLayout.option_direction_pairs: | 
					
						
							|  |  |  |                     should_continue = False | 
					
						
							|  |  |  |                     # these portals are weird since they're one-ways essentially | 
					
						
							|  |  |  |                     # we need to make sure they are connected in this first phase | 
					
						
							|  |  |  |                     south_problems = ["Ziggurat Upper to Ziggurat Entry Hallway", | 
					
						
							|  |  |  |                                       "Ziggurat Tower to Ziggurat Upper", "Forest Belltower to Guard Captain Room"] | 
					
						
							|  |  |  |                     if (portal.direction == Direction.south and portal.name not in south_problems | 
					
						
							|  |  |  |                             and not too_few_portals_for_direction_pairs(portal.direction, 3)): | 
					
						
							|  |  |  |                         for test_portal in two_plus: | 
					
						
							|  |  |  |                             if test_portal.name in south_problems: | 
					
						
							|  |  |  |                                 should_continue = True | 
					
						
							|  |  |  |                     # at risk of connecting frog's domain entry ladder to librarian exit | 
					
						
							|  |  |  |                     if (portal.direction == Direction.ladder_down | 
					
						
							|  |  |  |                             or portal.direction == Direction.ladder_up and portal.name != "Frog's Domain Ladder Exit" | 
					
						
							|  |  |  |                             and not too_few_portals_for_direction_pairs(portal.direction, 1)): | 
					
						
							|  |  |  |                         for test_portal in two_plus: | 
					
						
							|  |  |  |                             if test_portal.name == "Frog's Domain Ladder Exit": | 
					
						
							|  |  |  |                                 should_continue = True | 
					
						
							|  |  |  |                     if should_continue: | 
					
						
							|  |  |  |                         continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 portal2 = portal | 
					
						
							|  |  |  |                 connected_regions.add(get_portal_outlet_region(portal, world)) | 
					
						
							|  |  |  |                 two_plus2.remove(portal) | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if not portal2: | 
					
						
							|  |  |  |             if entrance_layout == EntranceLayout.option_direction_pairs or waterfall_plando: | 
					
						
							|  |  |  |                 # portal1 doesn't have a valid direction pair yet, throw it back and start over | 
					
						
							|  |  |  |                 two_plus.append(portal1) | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 raise Exception(f"TUNIC: Failed to pair portals at second part of first phase for {world.player_name}.") | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |         # once we have both portals, connect them and add the new region(s) to connected_regions | 
					
						
							| 
									
										
											  
											
												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 not has_laurels and "Secret Gathering Place" in connected_regions: | 
					
						
							|  |  |  |             has_laurels = True | 
					
						
							|  |  |  |         connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         two_plus_direction_tracker[portal1.direction] -= 1 | 
					
						
							|  |  |  |         two_plus_direction_tracker[portal2.direction] -= 1 | 
					
						
							|  |  |  |         portal1 = None | 
					
						
							|  |  |  |         portal2 = None | 
					
						
							|  |  |  |         random_object.shuffle(two_plus) | 
					
						
							|  |  |  |         if two_plus != two_plus2: | 
					
						
							|  |  |  |             random_object.shuffle(two_plus2) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |     # connect dead ends to random non-dead ends | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     # there are no dead ends in decoupled | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     while len(dead_ends) > 0: | 
					
						
							| 
									
										
										
										
											2025-01-10 15:49:13 -05:00
										 |  |  |         if world.using_ut: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             break | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         portal2 = dead_ends[0] | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if entrance_layout == EntranceLayout.option_direction_pairs and not verify_direction_pair(portal, portal2): | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  |             if entrance_layout == EntranceLayout.option_fixed_shop and portal.region == "Zig Skip Exit": | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  |             portal1 = portal | 
					
						
							|  |  |  |             portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  |             two_plus.remove(portal1) | 
					
						
							|  |  |  |             dead_ends.remove(portal2) | 
					
						
							|  |  |  |             break | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             raise Exception(f"Failed to pair {portal2.name} with anything in two_plus for player {world.player_name}.") | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     # then randomly connect the remaining portals to each other | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     final_pair_number = 0 | 
					
						
							|  |  |  |     while len(two_plus) > 0: | 
					
						
							| 
									
										
										
										
											2025-01-10 15:49:13 -05:00
										 |  |  |         if world.using_ut: | 
					
						
							| 
									
										
										
										
											2024-03-15 12:52:05 -04:00
										 |  |  |             break | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         final_pair_number += 1 | 
					
						
							|  |  |  |         if final_pair_number > 10000: | 
					
						
							|  |  |  |             raise Exception(f"Failed to pair portals while pairing the final entrances off to each other. " | 
					
						
							|  |  |  |                             f"Remaining portals in two_plus: {[portal.name for portal in two_plus]}. " | 
					
						
							|  |  |  |                             f"Remaining portals in two_plus2: {[portal.name for portal in two_plus2]}.") | 
					
						
							|  |  |  |         portal1 = two_plus[0] | 
					
						
							|  |  |  |         two_plus.remove(portal1) | 
					
						
							|  |  |  |         portal2 = None | 
					
						
							|  |  |  |         if entrance_layout != EntranceLayout.option_direction_pairs: | 
					
						
							|  |  |  |             portal2 = two_plus2.pop() | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             for portal in two_plus2: | 
					
						
							|  |  |  |                 if verify_direction_pair(portal1, portal): | 
					
						
							|  |  |  |                     portal2 = portal | 
					
						
							|  |  |  |                     two_plus2.remove(portal2) | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |         if portal2 is None: | 
					
						
							|  |  |  |             raise Exception("Something went wrong with the remaining two plus portals. Contact the TUNIC rando devs.") | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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 len(two_plus2) > 0: | 
					
						
							|  |  |  |         raise Exception(f"TUNIC: Something went horribly wrong in ER for {world.player_name}. " | 
					
						
							|  |  |  |                         f"Please contact the TUNIC rando devs.") | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |     return portal_pairs | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # loop through our list of paired portals and make two-way connections | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | def create_randomized_entrances(world: "TunicWorld", portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None: | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     for portal1, portal2 in portal_pairs.items(): | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |         # connect to the outlet region if there is one, if not connect to the actual region | 
					
						
							|  |  |  |         regions[portal1.region].connect( | 
					
						
							|  |  |  |             connecting_region=regions[get_portal_outlet_region(portal2, world)], | 
					
						
							|  |  |  |             name=portal1.name) | 
					
						
							|  |  |  |         if not world.options.decoupled or not world.options.entrance_rando: | 
					
						
							|  |  |  |             regions[portal2.region].connect( | 
					
						
							|  |  |  |                 connecting_region=regions[get_portal_outlet_region(portal1, world)], | 
					
						
							|  |  |  |                 name=portal2.name) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  | def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[str, Dict[str, List[List[str]]]], | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |                              has_laurels: bool, logic: Tuple[bool, int, int]) -> Set[str]: | 
					
						
							|  |  |  |     zips, ice_grapples, ls = logic | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     # starting count, so we can run it again if this changes | 
					
						
							|  |  |  |     region_count = len(connected_regions) | 
					
						
							|  |  |  |     for origin, destinations in traversal_reqs.items(): | 
					
						
							|  |  |  |         if origin not in connected_regions: | 
					
						
							|  |  |  |             continue | 
					
						
							|  |  |  |         # check if we can traverse to any of the destinations | 
					
						
							|  |  |  |         for destination, req_lists in destinations.items(): | 
					
						
							|  |  |  |             if destination in connected_regions: | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  |             met_traversal_reqs = False | 
					
						
							|  |  |  |             if len(req_lists) == 0: | 
					
						
							|  |  |  |                 met_traversal_reqs = True | 
					
						
							|  |  |  |             # loop through each set of possible requirements, with a fancy for else loop | 
					
						
							|  |  |  |             for reqs in req_lists: | 
					
						
							|  |  |  |                 for req in reqs: | 
					
						
							|  |  |  |                     if req == "Hyperdash": | 
					
						
							|  |  |  |                         if not has_laurels: | 
					
						
							|  |  |  |                             break | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |                     elif req == "Zip": | 
					
						
							|  |  |  |                         if not zips: | 
					
						
							|  |  |  |                             break | 
					
						
							|  |  |  |                     # if req is higher than logic option, then it breaks since it's not a valid connection | 
					
						
							|  |  |  |                     elif req.startswith("IG"): | 
					
						
							|  |  |  |                         if int(req[-1]) > ice_grapples: | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                             break | 
					
						
							| 
									
										
										
										
											2024-09-08 08:42:59 -04:00
										 |  |  |                     elif req.startswith("LS"): | 
					
						
							|  |  |  |                         if int(req[-1]) > ls: | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |                             break | 
					
						
							|  |  |  |                     elif req not in connected_regions: | 
					
						
							|  |  |  |                         break | 
					
						
							|  |  |  |                 else: | 
					
						
							|  |  |  |                     met_traversal_reqs = True | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |             if met_traversal_reqs: | 
					
						
							|  |  |  |                 connected_regions.add(destination) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     # if the length of connected_regions changed, we got new regions, so we want to check those new origins | 
					
						
							|  |  |  |     if region_count != len(connected_regions): | 
					
						
							|  |  |  |         connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-19 19:01:24 -04:00
										 |  |  |     return connected_regions | 
					
						
							| 
									
										
										
										
											2024-08-07 12:18:50 -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
										 |  |  | # which directions are opposites | 
					
						
							|  |  |  | direction_pairs: Dict[int, int] = { | 
					
						
							|  |  |  |     Direction.north: Direction.south, | 
					
						
							|  |  |  |     Direction.south: Direction.north, | 
					
						
							|  |  |  |     Direction.east: Direction.west, | 
					
						
							|  |  |  |     Direction.west: Direction.east, | 
					
						
							|  |  |  |     Direction.ladder_up: Direction.ladder_down, | 
					
						
							|  |  |  |     Direction.ladder_down: Direction.ladder_up, | 
					
						
							|  |  |  |     Direction.floor: Direction.floor, | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # verify that two portals are in compatible directions | 
					
						
							|  |  |  | def verify_direction_pair(portal1: Portal, portal2: Portal) -> bool: | 
					
						
							|  |  |  |     return portal1.direction == direction_pairs[portal2.direction] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # verify that two plando'd portals are in compatible directions | 
					
						
							|  |  |  | def verify_plando_directions(connection: PlandoConnection) -> bool: | 
					
						
							|  |  |  |     entrance_portal = None | 
					
						
							|  |  |  |     exit_portal = None | 
					
						
							|  |  |  |     for portal in portal_mapping: | 
					
						
							|  |  |  |         if connection.entrance == portal.name: | 
					
						
							|  |  |  |             entrance_portal = portal | 
					
						
							|  |  |  |         if connection.exit == portal.name: | 
					
						
							|  |  |  |             exit_portal = portal | 
					
						
							|  |  |  |         if entrance_portal and exit_portal: | 
					
						
							|  |  |  |             break | 
					
						
							|  |  |  |     # neither of these are shops, so verify the pair | 
					
						
							|  |  |  |     if entrance_portal and exit_portal: | 
					
						
							|  |  |  |         return verify_direction_pair(entrance_portal, exit_portal) | 
					
						
							|  |  |  |     # this is two shop portals, they can never pair directions | 
					
						
							|  |  |  |     elif not entrance_portal and not exit_portal: | 
					
						
							|  |  |  |         return False | 
					
						
							|  |  |  |     # if one of them is none, it's a shop, which has two possible directions | 
					
						
							|  |  |  |     elif not entrance_portal: | 
					
						
							|  |  |  |         return exit_portal.direction in [Direction.north, Direction.east] | 
					
						
							|  |  |  |     elif not exit_portal: | 
					
						
							|  |  |  |         return entrance_portal.direction in [Direction.north, Direction.east] | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         # shouldn't be reachable, more of a just in case | 
					
						
							|  |  |  |         raise Exception("Something went very wrong with verify_plando_directions") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-08-07 12:18:50 -04:00
										 |  |  | # sort the portal dict by the name of the first portal, referring to the portal order in the master portal list | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | def sort_portals(portal_pairs: Dict[Portal, Portal], world: "TunicWorld") -> Dict[str, str]: | 
					
						
							| 
									
										
										
										
											2024-08-07 12:18:50 -04:00
										 |  |  |     sorted_pairs: Dict[str, str] = {} | 
					
						
							|  |  |  |     reference_list: List[str] = [portal.name for portal in portal_mapping] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # due to plando, there can be a variable number of shops | 
					
						
							| 
									
										
											  
											
												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
										 |  |  |     largest_shop_number = max(world.used_shop_numbers) | 
					
						
							|  |  |  |     reference_list.extend([f"Shop Portal {i + 1}" for i in range(largest_shop_number)]) | 
					
						
							| 
									
										
										
										
											2024-08-07 12:18:50 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |     for name in reference_list: | 
					
						
							|  |  |  |         for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |             if name == portal1.name: | 
					
						
							|  |  |  |                 sorted_pairs[portal1.name] = portal2.name | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |     return sorted_pairs |