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
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from dataclasses import dataclass
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from functools import cached_property
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2025-05-30 10:31:00 -04:00
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from Options import PerGameCommonOptions, StartInventoryPool, Toggle, Choice, Range, DefaultOnToggle, OptionCounter, \
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AssembleOptions
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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
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from .items import trap_item_table
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2025-05-30 10:31:00 -04:00
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class readonly_classproperty:
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"""This decorator is used for getting friendly or unfriendly range_end values for options like FireCanyonCellCount
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and CitizenOrbTradeAmount. We only need to provide a getter as we will only be setting a single int to one of two
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values."""
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def __init__(self, getter):
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self.getter = getter
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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
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def __get__(self, instance, owner):
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2025-05-30 10:31:00 -04:00
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return self.getter(owner)
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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
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2025-05-30 10:31:00 -04:00
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@readonly_classproperty
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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
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def determine_range_end(cls) -> int:
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2025-05-30 10:31:00 -04:00
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from . import JakAndDaxterWorld # Avoid circular imports.
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friendly = JakAndDaxterWorld.settings.enforce_friendly_options
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return cls.friendly_maximum if friendly else cls.absolute_maximum
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class classproperty:
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"""This decorator (?) is used for getting and setting friendly or unfriendly option values for the Orbsanity
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options."""
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def __init__(self, getter, setter):
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self.getter = getter
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self.setter = setter
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def __get__(self, obj, value):
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return self.getter(obj)
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def __set__(self, obj, value):
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self.setter(obj, value)
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class AllowedChoiceMeta(AssembleOptions):
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"""This metaclass overrides AssembleOptions and provides inheriting classes a way to filter out "disallowed" values
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by way of implementing get_disallowed_options. This function is used by Jak and Daxter to check host.yaml settings
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without circular imports or breaking the settings API."""
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_name_lookup: dict[int, str]
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_options: dict[str, int]
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def __new__(mcs, name, bases, attrs):
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ret = super().__new__(mcs, name, bases, attrs)
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ret._name_lookup = attrs["name_lookup"]
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ret._options = attrs["options"]
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return ret
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def set_name_lookup(cls, value : dict[int, str]):
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cls._name_lookup = value
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def get_name_lookup(cls) -> dict[int, str]:
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cls._name_lookup = {k: v for k, v in cls._name_lookup.items() if k not in cls.get_disallowed_options()}
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return cls._name_lookup
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def set_options(cls, value: dict[str, int]):
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cls._options = value
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def get_options(cls) -> dict[str, int]:
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cls._options = {k: v for k, v in cls._options.items() if v not in cls.get_disallowed_options()}
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return cls._options
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def get_disallowed_options(cls):
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return {}
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name_lookup = classproperty(get_name_lookup, set_name_lookup)
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|
options = classproperty(get_options, set_options)
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class AllowedChoice(Choice, metaclass=AllowedChoiceMeta):
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|
pass
|
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
|
|
|
|
|
|
|
|
|
|
|
class EnableMoveRandomizer(Toggle):
|
|
|
|
"""Include movement options as items in the randomizer. Until you find his other moves, Jak is limited to
|
|
|
|
running, swimming, single-jumping, and shooting yellow eco through his goggles.
|
|
|
|
|
|
|
|
This adds 11 items to the pool."""
|
|
|
|
display_name = "Enable Move Randomizer"
|
|
|
|
|
|
|
|
|
|
|
|
class EnableOrbsanity(Choice):
|
|
|
|
"""Include bundles of Precursor Orbs as checks. Every time you collect the chosen number of orbs, you will trigger
|
|
|
|
another check.
|
|
|
|
|
|
|
|
Per Level: bundles are for each level in the game.
|
|
|
|
Global: bundles carry over level to level.
|
|
|
|
|
|
|
|
This adds a number of Items and Locations to the pool inversely proportional to the size of the bundle.
|
|
|
|
For example, if your bundle size is 20 orbs, you will add 100 items to the pool. If your bundle size is 250 orbs,
|
|
|
|
you will add 8 items to the pool."""
|
|
|
|
display_name = "Enable Orbsanity"
|
|
|
|
option_off = 0
|
|
|
|
option_per_level = 1
|
|
|
|
option_global = 2
|
|
|
|
default = 0
|
|
|
|
|
|
|
|
|
2025-05-30 10:31:00 -04:00
|
|
|
class GlobalOrbsanityBundleSize(AllowedChoice):
|
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
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"""The orb bundle size for Global Orbsanity. This only applies if "Enable Orbsanity" is set to "Global."
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There are 2000 orbs in the game, so your bundle size must be a factor of 2000.
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2025-05-30 10:31:00 -04:00
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This value is restricted to safe minimum and maximum values to ensure valid singleplayer games and
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non-disruptive multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options
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in host.yaml."""
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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
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display_name = "Global Orbsanity Bundle Size"
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option_1_orb = 1
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option_2_orbs = 2
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option_4_orbs = 4
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option_5_orbs = 5
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option_8_orbs = 8
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option_10_orbs = 10
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option_16_orbs = 16
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option_20_orbs = 20
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option_25_orbs = 25
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option_40_orbs = 40
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option_50_orbs = 50
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option_80_orbs = 80
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option_100_orbs = 100
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option_125_orbs = 125
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option_200_orbs = 200
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option_250_orbs = 250
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option_400_orbs = 400
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option_500_orbs = 500
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option_1000_orbs = 1000
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option_2000_orbs = 2000
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friendly_minimum = 10
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friendly_maximum = 200
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default = 20
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2025-05-30 10:31:00 -04:00
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@classmethod
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def get_disallowed_options(cls) -> set[int]:
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try:
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from . import JakAndDaxterWorld
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if JakAndDaxterWorld.settings.enforce_friendly_options:
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return {cls.option_1_orb,
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cls.option_2_orbs,
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cls.option_4_orbs,
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cls.option_5_orbs,
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cls.option_8_orbs,
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cls.option_250_orbs,
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cls.option_400_orbs,
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cls.option_500_orbs,
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cls.option_1000_orbs,
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cls.option_2000_orbs}
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except ImportError:
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pass
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return set()
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class PerLevelOrbsanityBundleSize(AllowedChoice):
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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
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"""The orb bundle size for Per Level Orbsanity. This only applies if "Enable Orbsanity" is set to "Per Level."
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There are 50, 150, or 200 orbs per level, so your bundle size must be a factor of 50.
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2025-05-30 10:31:00 -04:00
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This value is restricted to safe minimum and maximum values to ensure valid singleplayer games and
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non-disruptive multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options
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|
in host.yaml."""
|
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
|
|
|
display_name = "Per Level Orbsanity Bundle Size"
|
|
|
|
option_1_orb = 1
|
|
|
|
option_2_orbs = 2
|
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|
option_5_orbs = 5
|
|
|
|
option_10_orbs = 10
|
|
|
|
option_25_orbs = 25
|
|
|
|
option_50_orbs = 50
|
|
|
|
friendly_minimum = 10
|
|
|
|
default = 25
|
|
|
|
|
2025-05-30 10:31:00 -04:00
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|
|
@classmethod
|
|
|
|
def get_disallowed_options(cls) -> set[int]:
|
|
|
|
try:
|
|
|
|
from . import JakAndDaxterWorld
|
|
|
|
if JakAndDaxterWorld.settings.enforce_friendly_options:
|
|
|
|
return {cls.option_1_orb,
|
|
|
|
cls.option_2_orbs,
|
|
|
|
cls.option_5_orbs}
|
|
|
|
except ImportError:
|
|
|
|
pass
|
|
|
|
return set()
|
|
|
|
|
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
|
|
|
|
|
|
|
class FireCanyonCellCount(Range):
|
|
|
|
"""The number of power cells you need to cross Fire Canyon. This value is restricted to a safe maximum value to
|
|
|
|
ensure valid singleplayer games and non-disruptive multiplayer games, but the host can remove this restriction by
|
|
|
|
turning off enforce_friendly_options in host.yaml."""
|
|
|
|
display_name = "Fire Canyon Cell Count"
|
|
|
|
friendly_maximum = 30
|
|
|
|
absolute_maximum = 100
|
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|
|
range_start = 0
|
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|
|
range_end = determine_range_end
|
|
|
|
default = 20
|
|
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|
|
|
class MountainPassCellCount(Range):
|
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|
|
"""The number of power cells you need to reach Klaww and cross Mountain Pass. This value is restricted to a safe
|
|
|
|
maximum value to ensure valid singleplayer games and non-disruptive multiplayer games, but the host can
|
|
|
|
remove this restriction by turning off enforce_friendly_options in host.yaml."""
|
|
|
|
display_name = "Mountain Pass Cell Count"
|
|
|
|
friendly_maximum = 60
|
|
|
|
absolute_maximum = 100
|
|
|
|
range_start = 0
|
|
|
|
range_end = determine_range_end
|
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|
|
default = 45
|
|
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|
|
|
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|
|
class LavaTubeCellCount(Range):
|
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|
|
"""The number of power cells you need to cross Lava Tube. This value is restricted to a safe maximum value to
|
|
|
|
ensure valid singleplayer games and non-disruptive multiplayer games, but the host can remove this restriction by
|
|
|
|
turning off enforce_friendly_options in host.yaml."""
|
|
|
|
display_name = "Lava Tube Cell Count"
|
|
|
|
friendly_maximum = 90
|
|
|
|
absolute_maximum = 100
|
|
|
|
range_start = 0
|
|
|
|
range_end = determine_range_end
|
|
|
|
default = 72
|
|
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|
|
class EnableOrderedCellCounts(DefaultOnToggle):
|
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|
|
"""Reorder the Cell Count requirements for vehicle sections to be in ascending order.
|
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|
|
For example, if Fire Canyon Cell Count, Mountain Pass Cell Count, and Lava Tube Cell Count are 60, 30, and 40
|
|
|
|
respectively, they will be reordered to 30, 40, and 60."""
|
|
|
|
display_name = "Enable Ordered Cell Counts"
|
|
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|
|
class RequirePunchForKlaww(DefaultOnToggle):
|
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|
|
"""Force the Punch move to come before Klaww. Disabling this setting may require Jak to fight Klaww
|
|
|
|
and Gol and Maia by shooting yellow eco through his goggles. This only applies if "Enable Move Randomizer" is ON."""
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|
|
|
display_name = "Require Punch For Klaww"
|
|
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|
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# 222 is the absolute maximum because there are 9 citizen trades and 2000 orbs to trade (2000/9 = 222).
|
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|
|
class CitizenOrbTradeAmount(Range):
|
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|
|
"""The number of orbs you need to trade to citizens for a power cell (Mayor, Uncle, etc.).
|
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|
|
Along with Oracle Orb Trade Amount, this setting cannot exceed the total number of orbs in the game (2000).
|
|
|
|
The equation to determine the total number of trade orbs is (9 * Citizen Trades) + (6 * Oracle Trades).
|
|
|
|
|
|
|
|
This value is restricted to a safe maximum value to ensure valid singleplayer games and non-disruptive
|
|
|
|
multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options in host.yaml."""
|
|
|
|
display_name = "Citizen Orb Trade Amount"
|
|
|
|
friendly_maximum = 120
|
|
|
|
absolute_maximum = 222
|
|
|
|
range_start = 0
|
|
|
|
range_end = determine_range_end
|
|
|
|
default = 90
|
|
|
|
|
|
|
|
|
|
|
|
# 333 is the absolute maximum because there are 6 oracle trades and 2000 orbs to trade (2000/6 = 333).
|
|
|
|
class OracleOrbTradeAmount(Range):
|
|
|
|
"""The number of orbs you need to trade to the Oracles for a power cell.
|
|
|
|
|
|
|
|
Along with Citizen Orb Trade Amount, this setting cannot exceed the total number of orbs in the game (2000).
|
|
|
|
The equation to determine the total number of trade orbs is (9 * Citizen Trades) + (6 * Oracle Trades).
|
|
|
|
|
|
|
|
This value is restricted to a safe maximum value to ensure valid singleplayer games and non-disruptive
|
|
|
|
multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options in host.yaml."""
|
|
|
|
display_name = "Oracle Orb Trade Amount"
|
|
|
|
friendly_maximum = 150
|
|
|
|
absolute_maximum = 333
|
|
|
|
range_start = 0
|
|
|
|
range_end = determine_range_end
|
|
|
|
default = 120
|
|
|
|
|
|
|
|
|
|
|
|
class FillerPowerCellsReplacedWithTraps(Range):
|
|
|
|
"""
|
|
|
|
The number of filler power cells that will be replaced with traps. This does not affect the number of progression
|
|
|
|
power cells.
|
|
|
|
|
|
|
|
If this value is greater than the number of filler power cells, then they will all be replaced with traps.
|
|
|
|
"""
|
|
|
|
display_name = "Filler Power Cells Replaced With Traps"
|
|
|
|
range_start = 0
|
|
|
|
range_end = 100
|
|
|
|
default = 0
|
|
|
|
|
|
|
|
|
|
|
|
class FillerOrbBundlesReplacedWithTraps(Range):
|
|
|
|
"""
|
|
|
|
The number of filler orb bundles that will be replaced with traps. This does not affect the number of progression
|
|
|
|
orb bundles. This only applies if "Enable Orbsanity" is set to "Per Level" or "Global."
|
|
|
|
|
|
|
|
If this value is greater than the number of filler orb bundles, then they will all be replaced with traps.
|
|
|
|
"""
|
|
|
|
display_name = "Filler Orb Bundles Replaced With Traps"
|
|
|
|
range_start = 0
|
|
|
|
range_end = 2000
|
|
|
|
default = 0
|
|
|
|
|
|
|
|
|
|
|
|
class TrapEffectDuration(Range):
|
|
|
|
"""
|
|
|
|
The length of time, in seconds, that a trap effect lasts.
|
|
|
|
"""
|
|
|
|
display_name = "Trap Effect Duration"
|
|
|
|
range_start = 5
|
|
|
|
range_end = 60
|
|
|
|
default = 30
|
|
|
|
|
|
|
|
|
|
|
|
class TrapWeights(OptionCounter):
|
|
|
|
"""
|
|
|
|
The list of traps and corresponding weights that will be randomly added to the item pool. A trap with weight 10 is
|
|
|
|
twice as likely to appear as a trap with weight 5. Set a weight to 0 to prevent that trap from appearing altogether.
|
|
|
|
If all weights are 0, no traps are created, overriding the values of "Filler * Replaced With Traps."
|
|
|
|
"""
|
|
|
|
display_name = "Trap Weights"
|
|
|
|
min = 0
|
|
|
|
default = {trap: 1 for trap in trap_item_table.values()}
|
|
|
|
valid_keys = sorted({trap for trap in trap_item_table.values()})
|
|
|
|
|
|
|
|
@cached_property
|
|
|
|
def weights_pair(self) -> tuple[list[str], list[int]]:
|
|
|
|
return list(self.value.keys()), list(self.value.values())
|
|
|
|
|
|
|
|
|
|
|
|
class CompletionCondition(Choice):
|
|
|
|
"""Set the goal for completing the game."""
|
|
|
|
display_name = "Completion Condition"
|
|
|
|
option_cross_fire_canyon = 69
|
|
|
|
option_cross_mountain_pass = 87
|
|
|
|
option_cross_lava_tube = 89
|
2025-05-30 10:31:00 -04:00
|
|
|
# option_defeat_dark_eco_plant = 6
|
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
|
|
|
option_defeat_klaww = 86
|
|
|
|
option_defeat_gol_and_maia = 112
|
|
|
|
option_open_100_cell_door = 116
|
|
|
|
default = 112
|
|
|
|
|
|
|
|
|
|
|
|
@dataclass
|
|
|
|
class JakAndDaxterOptions(PerGameCommonOptions):
|
|
|
|
enable_move_randomizer: EnableMoveRandomizer
|
|
|
|
enable_orbsanity: EnableOrbsanity
|
|
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|
global_orbsanity_bundle_size: GlobalOrbsanityBundleSize
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level_orbsanity_bundle_size: PerLevelOrbsanityBundleSize
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fire_canyon_cell_count: FireCanyonCellCount
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mountain_pass_cell_count: MountainPassCellCount
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lava_tube_cell_count: LavaTubeCellCount
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enable_ordered_cell_counts: EnableOrderedCellCounts
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require_punch_for_klaww: RequirePunchForKlaww
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citizen_orb_trade_amount: CitizenOrbTradeAmount
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oracle_orb_trade_amount: OracleOrbTradeAmount
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filler_power_cells_replaced_with_traps: FillerPowerCellsReplacedWithTraps
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filler_orb_bundles_replaced_with_traps: FillerOrbBundlesReplacedWithTraps
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trap_effect_duration: TrapEffectDuration
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trap_weights: TrapWeights
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jak_completion_condition: CompletionCondition
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start_inventory_from_pool: StartInventoryPool
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