| 
									
										
											  
											
												Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
#	worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
											
										 
											2025-05-21 08:12:27 -04:00
										 |  |  | # Python standard libraries | 
					
						
							|  |  |  | from collections import defaultdict | 
					
						
							|  |  |  | from math import ceil | 
					
						
							|  |  |  | from typing import Any, ClassVar, Callable, Union, cast | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # Archipelago imports | 
					
						
							|  |  |  | import settings | 
					
						
							|  |  |  | from worlds.AutoWorld import World, WebWorld | 
					
						
							|  |  |  | from worlds.LauncherComponents import components, Component, launch_subprocess, Type, icon_paths | 
					
						
							|  |  |  | from BaseClasses import (Item, | 
					
						
							|  |  |  |                          ItemClassification as ItemClass, | 
					
						
							|  |  |  |                          Tutorial, | 
					
						
							|  |  |  |                          CollectionState) | 
					
						
							|  |  |  | from Options import OptionGroup | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # Jak imports | 
					
						
							|  |  |  | from . import options | 
					
						
							|  |  |  | from .game_id import jak1_id, jak1_name, jak1_max | 
					
						
							|  |  |  | from .items import (JakAndDaxterItem, | 
					
						
							|  |  |  |                     OrbAssoc, | 
					
						
							|  |  |  |                     item_table, | 
					
						
							|  |  |  |                     cell_item_table, | 
					
						
							|  |  |  |                     scout_item_table, | 
					
						
							|  |  |  |                     special_item_table, | 
					
						
							|  |  |  |                     move_item_table, | 
					
						
							|  |  |  |                     orb_item_table, | 
					
						
							|  |  |  |                     trap_item_table) | 
					
						
							|  |  |  | from .levels import level_table, level_table_with_global | 
					
						
							|  |  |  | from .locations import (JakAndDaxterLocation, | 
					
						
							|  |  |  |                         location_table, | 
					
						
							|  |  |  |                         cell_location_table, | 
					
						
							|  |  |  |                         scout_location_table, | 
					
						
							|  |  |  |                         special_location_table, | 
					
						
							|  |  |  |                         cache_location_table, | 
					
						
							|  |  |  |                         orb_location_table) | 
					
						
							|  |  |  | from .regions import create_regions | 
					
						
							| 
									
										
										
										
											2025-05-30 10:31:00 -04:00
										 |  |  | from .rules import (enforce_mp_absolute_limits, | 
					
						
							|  |  |  |                     enforce_mp_friendly_limits, | 
					
						
							|  |  |  |                     enforce_sp_limits, | 
					
						
							| 
									
										
											  
											
												Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
#	worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
											
										 
											2025-05-21 08:12:27 -04:00
										 |  |  |                     set_orb_trade_rule) | 
					
						
							|  |  |  | from .locs import (cell_locations as cells, | 
					
						
							|  |  |  |                    scout_locations as scouts, | 
					
						
							|  |  |  |                    special_locations as specials, | 
					
						
							|  |  |  |                    orb_cache_locations as caches, | 
					
						
							|  |  |  |                    orb_locations as orbs) | 
					
						
							|  |  |  | from .regs.region_base import JakAndDaxterRegion | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def launch_client(): | 
					
						
							|  |  |  |     from . import client | 
					
						
							|  |  |  |     launch_subprocess(client.launch, name="JakAndDaxterClient") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | components.append(Component("Jak and Daxter Client", | 
					
						
							|  |  |  |                             func=launch_client, | 
					
						
							|  |  |  |                             component_type=Type.CLIENT, | 
					
						
							|  |  |  |                             icon="precursor_orb")) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | icon_paths["precursor_orb"] = f"ap:{__name__}/icons/precursor_orb.png" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class JakAndDaxterSettings(settings.Group): | 
					
						
							|  |  |  |     class RootDirectory(settings.UserFolderPath): | 
					
						
							|  |  |  |         """Path to folder containing the ArchipelaGOAL mod executables (gk.exe and goalc.exe).
 | 
					
						
							|  |  |  |         Ensure this path contains forward slashes (/) only. This setting only applies if | 
					
						
							|  |  |  |         Auto Detect Root Directory is set to false."""
 | 
					
						
							|  |  |  |         description = "ArchipelaGOAL Root Directory" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     class AutoDetectRootDirectory(settings.Bool): | 
					
						
							|  |  |  |         """Attempt to find the OpenGOAL installation and the mod executables (gk.exe and goalc.exe)
 | 
					
						
							|  |  |  |         automatically. If set to true, the ArchipelaGOAL Root Directory setting is ignored."""
 | 
					
						
							|  |  |  |         description = "ArchipelaGOAL Auto Detect Root Directory" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     class EnforceFriendlyOptions(settings.Bool): | 
					
						
							|  |  |  |         """Enforce friendly player options in both single and multiplayer seeds. Disabling this allows for
 | 
					
						
							|  |  |  |         more disruptive and challenging options, but may impact seed generation. Use at your own risk!"""
 | 
					
						
							|  |  |  |         description = "ArchipelaGOAL Enforce Friendly Options" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     root_directory: RootDirectory = RootDirectory( | 
					
						
							|  |  |  |         "%programfiles%/OpenGOAL-Launcher/features/jak1/mods/JakMods/archipelagoal") | 
					
						
							|  |  |  |     # Don't ever change these type hints again. | 
					
						
							|  |  |  |     auto_detect_root_directory: Union[AutoDetectRootDirectory, bool] = True | 
					
						
							|  |  |  |     enforce_friendly_options: Union[EnforceFriendlyOptions, bool] = True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class JakAndDaxterWebWorld(WebWorld): | 
					
						
							|  |  |  |     setup_en = Tutorial( | 
					
						
							|  |  |  |         "Multiworld Setup Guide", | 
					
						
							|  |  |  |         "A guide to setting up ArchipelaGOAL (Archipelago on OpenGOAL).", | 
					
						
							|  |  |  |         "English", | 
					
						
							|  |  |  |         "setup_en.md", | 
					
						
							|  |  |  |         "setup/en", | 
					
						
							|  |  |  |         ["markustulliuscicero"] | 
					
						
							|  |  |  |     ) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     tutorials = [setup_en] | 
					
						
							|  |  |  |     bug_report_page = "https://github.com/ArchipelaGOAL/Archipelago/issues" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     option_groups = [ | 
					
						
							|  |  |  |         OptionGroup("Orbsanity", [ | 
					
						
							|  |  |  |             options.EnableOrbsanity, | 
					
						
							|  |  |  |             options.GlobalOrbsanityBundleSize, | 
					
						
							|  |  |  |             options.PerLevelOrbsanityBundleSize, | 
					
						
							|  |  |  |         ]), | 
					
						
							|  |  |  |         OptionGroup("Power Cell Counts", [ | 
					
						
							|  |  |  |             options.EnableOrderedCellCounts, | 
					
						
							|  |  |  |             options.FireCanyonCellCount, | 
					
						
							|  |  |  |             options.MountainPassCellCount, | 
					
						
							|  |  |  |             options.LavaTubeCellCount, | 
					
						
							|  |  |  |         ]), | 
					
						
							|  |  |  |         OptionGroup("Orb Trade Counts", [ | 
					
						
							|  |  |  |             options.CitizenOrbTradeAmount, | 
					
						
							|  |  |  |             options.OracleOrbTradeAmount, | 
					
						
							|  |  |  |         ]), | 
					
						
							|  |  |  |         OptionGroup("Traps", [ | 
					
						
							|  |  |  |             options.FillerPowerCellsReplacedWithTraps, | 
					
						
							|  |  |  |             options.FillerOrbBundlesReplacedWithTraps, | 
					
						
							|  |  |  |             options.TrapEffectDuration, | 
					
						
							|  |  |  |             options.TrapWeights, | 
					
						
							|  |  |  |         ]), | 
					
						
							|  |  |  |     ] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class JakAndDaxterWorld(World): | 
					
						
							|  |  |  |     """
 | 
					
						
							|  |  |  |     Jak and Daxter: The Precursor Legacy is a 2001 action platformer developed by Naughty Dog | 
					
						
							|  |  |  |     for the PlayStation 2. The game follows the eponymous protagonists, a young boy named Jak | 
					
						
							|  |  |  |     and his friend Daxter, who has been transformed into an ottsel. With the help of Samos | 
					
						
							|  |  |  |     the Sage of Green Eco and his daughter Keira, the pair travel north in search of a cure for Daxter, | 
					
						
							|  |  |  |     discovering artifacts created by an ancient race known as the Precursors along the way. When the | 
					
						
							|  |  |  |     rogue sages Gol and Maia Acheron plan to flood the world with Dark Eco, they must stop their evil plan | 
					
						
							|  |  |  |     and save the world. | 
					
						
							|  |  |  |     """
 | 
					
						
							|  |  |  |     # ID, name, version | 
					
						
							|  |  |  |     game = jak1_name | 
					
						
							|  |  |  |     required_client_version = (0, 5, 0) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Options | 
					
						
							|  |  |  |     settings: ClassVar[JakAndDaxterSettings] | 
					
						
							|  |  |  |     options_dataclass = options.JakAndDaxterOptions | 
					
						
							|  |  |  |     options: options.JakAndDaxterOptions | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Web world | 
					
						
							|  |  |  |     web = JakAndDaxterWebWorld() | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Stored as {ID: Name} pairs, these must now be swapped to {Name: ID} pairs. | 
					
						
							|  |  |  |     # Remember, the game ID and various offsets for each item type have already been calculated. | 
					
						
							|  |  |  |     item_name_to_id = {name: k for k, name in item_table.items()} | 
					
						
							|  |  |  |     location_name_to_id = {name: k for k, name in location_table.items()} | 
					
						
							|  |  |  |     item_name_groups = { | 
					
						
							|  |  |  |         "Power Cells": set(cell_item_table.values()), | 
					
						
							|  |  |  |         "Scout Flies": set(scout_item_table.values()), | 
					
						
							|  |  |  |         "Specials": set(special_item_table.values()), | 
					
						
							|  |  |  |         "Moves": set(move_item_table.values()), | 
					
						
							|  |  |  |         "Precursor Orbs": set(orb_item_table.values()), | 
					
						
							|  |  |  |         "Traps": set(trap_item_table.values()), | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     location_name_groups = { | 
					
						
							|  |  |  |         "Power Cells": set(cell_location_table.values()), | 
					
						
							|  |  |  |         "Power Cells - GR": set(cells.locGR_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - SV": set(cells.locSV_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - FJ": set(cells.locFJ_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - SB": set(cells.locSB_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - MI": set(cells.locMI_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - FC": set(cells.locFC_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - RV": set(cells.locRV_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - PB": set(cells.locPB_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - LPC": set(cells.locLPC_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - BS": set(cells.locBS_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - MP": set(cells.locMP_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - VC": set(cells.locVC_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - SC": set(cells.locSC_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - SM": set(cells.locSM_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - LT": set(cells.locLT_cellTable.values()), | 
					
						
							|  |  |  |         "Power Cells - GMC": set(cells.locGMC_cellTable.values()), | 
					
						
							|  |  |  |         "Scout Flies": set(scout_location_table.values()), | 
					
						
							|  |  |  |         "Scout Flies - GR": set(scouts.locGR_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - SV": set(scouts.locSV_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - FJ": set(scouts.locFJ_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - SB": set(scouts.locSB_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - MI": set(scouts.locMI_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - FC": set(scouts.locFC_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - RV": set(scouts.locRV_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - PB": set(scouts.locPB_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - LPC": set(scouts.locLPC_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - BS": set(scouts.locBS_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - MP": set(scouts.locMP_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - VC": set(scouts.locVC_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - SC": set(scouts.locSC_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - SM": set(scouts.locSM_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - LT": set(scouts.locLT_scoutTable.values()), | 
					
						
							|  |  |  |         "Scout Flies - GMC": set(scouts.locGMC_scoutTable.values()), | 
					
						
							|  |  |  |         "Specials": set(special_location_table.values()), | 
					
						
							|  |  |  |         "Orb Caches": set(cache_location_table.values()), | 
					
						
							|  |  |  |         "Precursor Orbs": set(orb_location_table.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - GR": set(orbs.locGR_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - SV": set(orbs.locSV_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - FJ": set(orbs.locFJ_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - SB": set(orbs.locSB_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - MI": set(orbs.locMI_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - FC": set(orbs.locFC_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - RV": set(orbs.locRV_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - PB": set(orbs.locPB_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - LPC": set(orbs.locLPC_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - BS": set(orbs.locBS_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - MP": set(orbs.locMP_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - VC": set(orbs.locVC_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - SC": set(orbs.locSC_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - SM": set(orbs.locSM_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - LT": set(orbs.locLT_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Precursor Orbs - GMC": set(orbs.locGMC_orbBundleTable.values()), | 
					
						
							|  |  |  |         "Trades": {location_table[cells.to_ap_id(k)] for k in | 
					
						
							|  |  |  |                    {11, 12, 31, 32, 33, 96, 97, 98, 99, 13, 14, 34, 35, 100, 101}}, | 
					
						
							|  |  |  |         "'Free 7 Scout Flies' Power Cells": set(cells.loc7SF_cellTable.values()), | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # These functions and variables are Options-driven, keep them as instance variables here so that we don't clog up | 
					
						
							|  |  |  |     # the seed generation routines with options checking. So we set these once, and then just use them as needed. | 
					
						
							|  |  |  |     can_trade: Callable[[CollectionState, int, int | None], bool] | 
					
						
							|  |  |  |     total_orbs: int = 2000 | 
					
						
							|  |  |  |     orb_bundle_item_name: str = "" | 
					
						
							|  |  |  |     orb_bundle_size: int = 0 | 
					
						
							|  |  |  |     total_trade_orbs: int = 0 | 
					
						
							|  |  |  |     total_prog_orb_bundles: int = 0 | 
					
						
							|  |  |  |     total_trap_orb_bundles: int = 0 | 
					
						
							|  |  |  |     total_filler_orb_bundles: int = 0 | 
					
						
							|  |  |  |     total_power_cells: int = 101 | 
					
						
							|  |  |  |     total_prog_cells: int = 0 | 
					
						
							|  |  |  |     total_trap_cells: int = 0 | 
					
						
							|  |  |  |     total_filler_cells: int = 0 | 
					
						
							|  |  |  |     power_cell_thresholds: list[int] | 
					
						
							|  |  |  |     power_cell_thresholds_minus_one: list[int] | 
					
						
							|  |  |  |     trap_weights: tuple[list[str], list[int]] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Store these dictionaries for speed improvements. | 
					
						
							|  |  |  |     level_to_regions: dict[str, list[JakAndDaxterRegion]]  # Contains all levels and regions. | 
					
						
							|  |  |  |     level_to_orb_regions: dict[str, list[JakAndDaxterRegion]]  # Contains only regions which contain orbs. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Handles various options validation, rules enforcement, and caching of important information. | 
					
						
							|  |  |  |     def generate_early(self) -> None: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Initialize the level-region dictionary. | 
					
						
							|  |  |  |         self.level_to_regions = defaultdict(list) | 
					
						
							|  |  |  |         self.level_to_orb_regions = defaultdict(list) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Cache the power cell threshold values for quicker reference. | 
					
						
							|  |  |  |         self.power_cell_thresholds = [ | 
					
						
							|  |  |  |             self.options.fire_canyon_cell_count.value, | 
					
						
							|  |  |  |             self.options.mountain_pass_cell_count.value, | 
					
						
							|  |  |  |             self.options.lava_tube_cell_count.value, | 
					
						
							|  |  |  |             100,  # The 100 Power Cell Door. | 
					
						
							|  |  |  |         ] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Order the thresholds ascending and set the options values to the new order. | 
					
						
							|  |  |  |         if self.options.enable_ordered_cell_counts: | 
					
						
							|  |  |  |             self.power_cell_thresholds.sort() | 
					
						
							|  |  |  |             self.options.fire_canyon_cell_count.value = self.power_cell_thresholds[0] | 
					
						
							|  |  |  |             self.options.mountain_pass_cell_count.value = self.power_cell_thresholds[1] | 
					
						
							|  |  |  |             self.options.lava_tube_cell_count.value = self.power_cell_thresholds[2] | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-05-30 10:31:00 -04:00
										 |  |  |         # We would have done this earlier, but we needed to sort the power cell thresholds first. Don't worry, we'll | 
					
						
							|  |  |  |         # come back to them. | 
					
						
							| 
									
										
											  
											
												Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
#	worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
											
										 
											2025-05-21 08:12:27 -04:00
										 |  |  |         enforce_friendly_options = self.settings.enforce_friendly_options | 
					
						
							| 
									
										
										
										
											2025-05-30 10:31:00 -04:00
										 |  |  |         if self.multiworld.players == 1: | 
					
						
							|  |  |  |             # For singleplayer games, always enforce/clamp the cell counts to valid values. | 
					
						
							|  |  |  |             enforce_sp_limits(self) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             if enforce_friendly_options: | 
					
						
							|  |  |  |                 # For multiplayer games, we have a host setting to make options fair/sane for other players. | 
					
						
							|  |  |  |                 # If this setting is enabled, enforce/clamp some friendly limitations on our options. | 
					
						
							|  |  |  |                 enforce_mp_friendly_limits(self) | 
					
						
							| 
									
										
											  
											
												Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
#	worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
											
										 
											2025-05-21 08:12:27 -04:00
										 |  |  |             else: | 
					
						
							| 
									
										
										
										
											2025-05-30 10:31:00 -04:00
										 |  |  |                 # Even if the setting is disabled, some values must be clamped to avoid generation errors. | 
					
						
							|  |  |  |                 enforce_mp_absolute_limits(self) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # That's right, set the collection of thresholds again. Don't just clamp the values without updating this list! | 
					
						
							|  |  |  |         self.power_cell_thresholds = [ | 
					
						
							|  |  |  |             self.options.fire_canyon_cell_count.value, | 
					
						
							|  |  |  |             self.options.mountain_pass_cell_count.value, | 
					
						
							|  |  |  |             self.options.lava_tube_cell_count.value, | 
					
						
							|  |  |  |             100,  # The 100 Power Cell Door. | 
					
						
							|  |  |  |         ] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Now that the threshold list is finalized, store this for the remove function. | 
					
						
							|  |  |  |         self.power_cell_thresholds_minus_one = [x - 1 for x in self.power_cell_thresholds] | 
					
						
							| 
									
										
											  
											
												Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
#	worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
											
										 
											2025-05-21 08:12:27 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  |         # Calculate the number of power cells needed for full region access, the number being replaced by traps, | 
					
						
							|  |  |  |         # and the number of remaining filler. | 
					
						
							|  |  |  |         if self.options.jak_completion_condition == options.CompletionCondition.option_open_100_cell_door: | 
					
						
							|  |  |  |             self.total_prog_cells = 100 | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             self.total_prog_cells = max(self.power_cell_thresholds[:3]) | 
					
						
							|  |  |  |         non_prog_cells = self.total_power_cells - self.total_prog_cells | 
					
						
							|  |  |  |         self.total_trap_cells = min(self.options.filler_power_cells_replaced_with_traps.value, non_prog_cells) | 
					
						
							|  |  |  |         self.options.filler_power_cells_replaced_with_traps.value = self.total_trap_cells | 
					
						
							|  |  |  |         self.total_filler_cells = non_prog_cells - self.total_trap_cells | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Cache the orb bundle size and item name for quicker reference. | 
					
						
							|  |  |  |         if self.options.enable_orbsanity == options.EnableOrbsanity.option_per_level: | 
					
						
							|  |  |  |             self.orb_bundle_size = self.options.level_orbsanity_bundle_size.value | 
					
						
							|  |  |  |             self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size] | 
					
						
							|  |  |  |         elif self.options.enable_orbsanity == options.EnableOrbsanity.option_global: | 
					
						
							|  |  |  |             self.orb_bundle_size = self.options.global_orbsanity_bundle_size.value | 
					
						
							|  |  |  |             self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size] | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             self.orb_bundle_size = 0 | 
					
						
							|  |  |  |             self.orb_bundle_item_name = "" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Calculate the number of orb bundles needed for trades, the number being replaced by traps, | 
					
						
							|  |  |  |         # and the number of remaining filler. If Orbsanity is off, default values of 0 will prevail for all. | 
					
						
							|  |  |  |         if self.orb_bundle_size > 0: | 
					
						
							|  |  |  |             total_orb_bundles = self.total_orbs // self.orb_bundle_size | 
					
						
							|  |  |  |             self.total_prog_orb_bundles = ceil(self.total_trade_orbs / self.orb_bundle_size) | 
					
						
							|  |  |  |             non_prog_orb_bundles = total_orb_bundles - self.total_prog_orb_bundles | 
					
						
							|  |  |  |             self.total_trap_orb_bundles = min(self.options.filler_orb_bundles_replaced_with_traps.value, | 
					
						
							|  |  |  |                                               non_prog_orb_bundles) | 
					
						
							|  |  |  |             self.options.filler_orb_bundles_replaced_with_traps.value = self.total_trap_orb_bundles | 
					
						
							|  |  |  |             self.total_filler_orb_bundles = non_prog_orb_bundles - self.total_trap_orb_bundles | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             self.options.filler_orb_bundles_replaced_with_traps.value = 0 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         self.trap_weights = self.options.trap_weights.weights_pair | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Options drive which trade rules to use, so they need to be setup before we create_regions. | 
					
						
							|  |  |  |         set_orb_trade_rule(self) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # This will also set Locations, Location access rules, Region access rules, etc. | 
					
						
							|  |  |  |     def create_regions(self) -> None: | 
					
						
							|  |  |  |         create_regions(self) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Don't forget to add the created regions to the multiworld! | 
					
						
							|  |  |  |         for level in self.level_to_regions: | 
					
						
							|  |  |  |             self.multiworld.regions.extend(self.level_to_regions[level]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # As a lazy measure, let's also fill level_to_orb_regions here. | 
					
						
							|  |  |  |             # This should help speed up orbsanity calculations. | 
					
						
							|  |  |  |             self.level_to_orb_regions[level] = [reg for reg in self.level_to_regions[level] if reg.orb_count > 0] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # from Utils import visualize_regions | 
					
						
							|  |  |  |         # visualize_regions(self.multiworld.get_region("Menu", self.player), "jakanddaxter.puml") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def item_data_helper(self, item: int) -> list[tuple[int, ItemClass, OrbAssoc, int]]: | 
					
						
							|  |  |  |         """
 | 
					
						
							|  |  |  |         Helper function to reuse some nasty if/else trees. This outputs a list of pairs of item count and class. | 
					
						
							|  |  |  |         For instance, not all 101 power cells need to be marked progression if you only need 72 to beat the game. | 
					
						
							|  |  |  |         So we will have 72 Progression Power Cells, and 29 Filler Power Cells. | 
					
						
							|  |  |  |         """
 | 
					
						
							|  |  |  |         data: list[tuple[int, ItemClass, OrbAssoc, int]] = [] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Make N Power Cells. We only want AP's Progression Fill routine to handle the amount of cells we need | 
					
						
							|  |  |  |         # to reach the furthest possible region. Even for early completion goals, all areas in the game must be | 
					
						
							|  |  |  |         # reachable or generation will fail. TODO - Option-driven region creation would be an enormous refactor. | 
					
						
							|  |  |  |         if item in range(jak1_id, jak1_id + scouts.fly_offset): | 
					
						
							|  |  |  |             data.append((self.total_prog_cells, ItemClass.progression_skip_balancing, OrbAssoc.IS_POWER_CELL, 0)) | 
					
						
							|  |  |  |             data.append((self.total_filler_cells, ItemClass.filler, OrbAssoc.IS_POWER_CELL, 0)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Make 7 Scout Flies per level. | 
					
						
							|  |  |  |         elif item in range(jak1_id + scouts.fly_offset, jak1_id + specials.special_offset): | 
					
						
							|  |  |  |             data.append((7, ItemClass.progression_skip_balancing, OrbAssoc.NEVER_UNLOCKS_ORBS, 0)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Make only 1 of each Special Item. | 
					
						
							|  |  |  |         elif item in range(jak1_id + specials.special_offset, jak1_id + caches.orb_cache_offset): | 
					
						
							|  |  |  |             data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Make only 1 of each Move Item. | 
					
						
							|  |  |  |         elif item in range(jak1_id + caches.orb_cache_offset, jak1_id + orbs.orb_offset): | 
					
						
							|  |  |  |             data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Make N Precursor Orb bundles. Like Power Cells, only a fraction of these will be marked as Progression | 
					
						
							|  |  |  |         # with the remainder as Filler, but they are still entirely fungible. See collect function for why these | 
					
						
							|  |  |  |         # are OrbAssoc.NEVER_UNLOCKS_ORBS. | 
					
						
							|  |  |  |         elif item in range(jak1_id + orbs.orb_offset, jak1_max - max(trap_item_table)): | 
					
						
							|  |  |  |             data.append((self.total_prog_orb_bundles, ItemClass.progression_skip_balancing, | 
					
						
							|  |  |  |                          OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size)) | 
					
						
							|  |  |  |             data.append((self.total_filler_orb_bundles, ItemClass.filler, | 
					
						
							|  |  |  |                          OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # We will manually create trap items as needed. | 
					
						
							|  |  |  |         elif item in range(jak1_max - max(trap_item_table), jak1_max): | 
					
						
							|  |  |  |             data.append((0, ItemClass.trap, OrbAssoc.NEVER_UNLOCKS_ORBS, 0)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # We will manually create filler items as needed. | 
					
						
							|  |  |  |         elif item == jak1_max: | 
					
						
							|  |  |  |             data.append((0, ItemClass.filler, OrbAssoc.NEVER_UNLOCKS_ORBS, 0)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # If we try to make items with ID's higher than we've defined, something has gone wrong. | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             raise KeyError(f"Tried to fill item pool with unknown ID {item}.") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         return data | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def create_items(self) -> None: | 
					
						
							|  |  |  |         items_made: int = 0 | 
					
						
							|  |  |  |         for item_name in self.item_name_to_id: | 
					
						
							|  |  |  |             item_id = self.item_name_to_id[item_name] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Handle Move Randomizer option. | 
					
						
							|  |  |  |             # If it is OFF, put all moves in your starting inventory instead of the item pool, | 
					
						
							|  |  |  |             # then fill the item pool with a corresponding amount of filler items. | 
					
						
							|  |  |  |             if item_name in self.item_name_groups["Moves"] and not self.options.enable_move_randomizer: | 
					
						
							|  |  |  |                 self.multiworld.push_precollected(self.create_item(item_name)) | 
					
						
							|  |  |  |                 self.multiworld.itempool.append(self.create_filler()) | 
					
						
							|  |  |  |                 items_made += 1 | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Handle Orbsanity option. | 
					
						
							|  |  |  |             # If it is OFF, don't add any orb bundles to the item pool, period. | 
					
						
							|  |  |  |             # If it is ON, don't add any orb bundles that don't match the chosen option. | 
					
						
							|  |  |  |             if (item_name in self.item_name_groups["Precursor Orbs"] | 
					
						
							|  |  |  |                     and (self.options.enable_orbsanity == options.EnableOrbsanity.option_off | 
					
						
							|  |  |  |                          or item_name != self.orb_bundle_item_name)): | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Skip Traps for now. | 
					
						
							|  |  |  |             if item_name in self.item_name_groups["Traps"]: | 
					
						
							|  |  |  |                 continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # In almost every other scenario, do this. Not all items with the same name will have the same item class. | 
					
						
							|  |  |  |             data = self.item_data_helper(item_id) | 
					
						
							|  |  |  |             for (count, classification, orb_assoc, orb_amount) in data: | 
					
						
							|  |  |  |                 self.multiworld.itempool += [JakAndDaxterItem(item_name, classification, item_id, | 
					
						
							|  |  |  |                                                               self.player, orb_assoc, orb_amount) | 
					
						
							|  |  |  |                                              for _ in range(count)] | 
					
						
							|  |  |  |                 items_made += count | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Handle Traps (for real). | 
					
						
							|  |  |  |         # Manually fill the item pool with a weighted assortment of trap items, equal to the sum of | 
					
						
							|  |  |  |         # total_trap_cells + total_trap_orb_bundles. Only do this if one or more traps have weights > 0. | 
					
						
							|  |  |  |         names, weights = self.trap_weights | 
					
						
							|  |  |  |         if sum(weights): | 
					
						
							|  |  |  |             total_traps = self.total_trap_cells + self.total_trap_orb_bundles | 
					
						
							|  |  |  |             trap_list = self.random.choices(names, weights=weights, k=total_traps) | 
					
						
							|  |  |  |             self.multiworld.itempool += [self.create_item(trap_name) for trap_name in trap_list] | 
					
						
							|  |  |  |             items_made += total_traps | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Handle Unfilled Locations. | 
					
						
							|  |  |  |         # Add an amount of filler items equal to the number of locations yet to be filled. | 
					
						
							|  |  |  |         # This is the final set of items we will add to the pool. | 
					
						
							|  |  |  |         all_regions = self.multiworld.get_regions(self.player) | 
					
						
							|  |  |  |         total_locations = sum(reg.location_count for reg in cast(list[JakAndDaxterRegion], all_regions)) | 
					
						
							|  |  |  |         total_filler = total_locations - items_made | 
					
						
							|  |  |  |         self.multiworld.itempool += [self.create_filler() for _ in range(total_filler)] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def create_item(self, name: str) -> Item: | 
					
						
							|  |  |  |         item_id = self.item_name_to_id[name] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Use first tuple (will likely be the most important). | 
					
						
							|  |  |  |         _, classification, orb_assoc, orb_amount = self.item_data_helper(item_id)[0] | 
					
						
							|  |  |  |         return JakAndDaxterItem(name, classification, item_id, self.player, orb_assoc, orb_amount) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def get_filler_item_name(self) -> str: | 
					
						
							|  |  |  |         return "Green Eco Pill" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def collect(self, state: CollectionState, item: JakAndDaxterItem) -> bool: | 
					
						
							|  |  |  |         change = super().collect(state, item) | 
					
						
							|  |  |  |         if change: | 
					
						
							|  |  |  |             # Orbsanity as an option is no-factor to these conditions. Matching the item name implies Orbsanity is ON, | 
					
						
							|  |  |  |             # so we don't need to check the option. When Orbsanity is OFF, there won't even be any orb bundle items | 
					
						
							|  |  |  |             # to collect. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Orb items do not intrinsically unlock anything that contains more Reachable Orbs, so they do not need to | 
					
						
							|  |  |  |             # set the cache to stale. They just change how many orbs you have to trade with. | 
					
						
							|  |  |  |             if item.orb_amount > 0: | 
					
						
							|  |  |  |                 state.prog_items[self.player]["Tradeable Orbs"] += self.orb_bundle_size  # Give a bundle of Trade Orbs | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Power Cells DO unlock new regions that contain more Reachable Orbs - the connector levels and new | 
					
						
							|  |  |  |             # hub levels - BUT they only do that when you have a number of them equal to one of the threshold values. | 
					
						
							|  |  |  |             elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS | 
					
						
							|  |  |  |                   or (item.orb_assoc == OrbAssoc.IS_POWER_CELL | 
					
						
							|  |  |  |                       and state.count("Power Cell", self.player) in self.power_cell_thresholds)): | 
					
						
							|  |  |  |                 state.prog_items[self.player]["Reachable Orbs Fresh"] = False | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # However, every other item that does not have an appropriate OrbAssoc that changes the CollectionState | 
					
						
							|  |  |  |             # should NOT set the cache to stale, because they did not make it possible to reach more orb locations | 
					
						
							|  |  |  |             # (level unlocks, region unlocks, etc.). | 
					
						
							|  |  |  |         return change | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def remove(self, state: CollectionState, item: JakAndDaxterItem) -> bool: | 
					
						
							|  |  |  |         change = super().remove(state, item) | 
					
						
							|  |  |  |         if change: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Do the same thing we did in collect, except subtract trade orbs instead of add. | 
					
						
							|  |  |  |             if item.orb_amount > 0: | 
					
						
							|  |  |  |                 state.prog_items[self.player]["Tradeable Orbs"] -= self.orb_bundle_size  # Take a bundle of Trade Orbs | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # Ditto Power Cells, but check thresholds - 1, because we potentially crossed the threshold in the opposite | 
					
						
							|  |  |  |             # direction. E.g. we've removed the 20th power cell, our count is now 19, so we should stale the cache. | 
					
						
							|  |  |  |             elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS | 
					
						
							|  |  |  |                   or (item.orb_assoc == OrbAssoc.IS_POWER_CELL | 
					
						
							|  |  |  |                       and state.count("Power Cell", self.player) in self.power_cell_thresholds_minus_one)): | 
					
						
							|  |  |  |                 state.prog_items[self.player]["Reachable Orbs Fresh"] = False | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         return change | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     def fill_slot_data(self) -> dict[str, Any]: | 
					
						
							|  |  |  |         options_dict = self.options.as_dict("enable_move_randomizer", | 
					
						
							|  |  |  |                                             "enable_orbsanity", | 
					
						
							|  |  |  |                                             "global_orbsanity_bundle_size", | 
					
						
							|  |  |  |                                             "level_orbsanity_bundle_size", | 
					
						
							|  |  |  |                                             "fire_canyon_cell_count", | 
					
						
							|  |  |  |                                             "mountain_pass_cell_count", | 
					
						
							|  |  |  |                                             "lava_tube_cell_count", | 
					
						
							|  |  |  |                                             "citizen_orb_trade_amount", | 
					
						
							|  |  |  |                                             "oracle_orb_trade_amount", | 
					
						
							|  |  |  |                                             "filler_power_cells_replaced_with_traps", | 
					
						
							|  |  |  |                                             "filler_orb_bundles_replaced_with_traps", | 
					
						
							|  |  |  |                                             "trap_effect_duration", | 
					
						
							|  |  |  |                                             "trap_weights", | 
					
						
							|  |  |  |                                             "jak_completion_condition", | 
					
						
							|  |  |  |                                             "require_punch_for_klaww", | 
					
						
							|  |  |  |                                             ) | 
					
						
							|  |  |  |         return options_dict |