2024-01-12 14:32:15 -05:00
|
|
|
from itertools import groupby
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
from typing import NamedTuple
|
|
|
|
|
|
2024-10-22 20:30:31 -04:00
|
|
|
from BaseClasses import ItemClassification as IC
|
2024-01-12 14:32:15 -05:00
|
|
|
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
from .constants import base_id
|
|
|
|
|
|
2024-01-12 14:32:15 -05:00
|
|
|
|
|
|
|
|
class TunicItemData(NamedTuple):
|
2024-10-22 20:30:31 -04:00
|
|
|
classification: IC
|
2024-01-12 14:32:15 -05:00
|
|
|
quantity_in_item_pool: int
|
|
|
|
|
item_id_offset: int
|
|
|
|
|
item_group: str = ""
|
2024-12-15 16:40:36 -05:00
|
|
|
# classification if combat logic is on
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
combat_ic: None | IC = None
|
2024-01-12 14:32:15 -05:00
|
|
|
|
|
|
|
|
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
item_table: dict[str, TunicItemData] = {
|
2024-10-22 20:30:31 -04:00
|
|
|
"Firecracker x2": TunicItemData(IC.filler, 3, 0, "Bombs"),
|
|
|
|
|
"Firecracker x3": TunicItemData(IC.filler, 3, 1, "Bombs"),
|
|
|
|
|
"Firecracker x4": TunicItemData(IC.filler, 3, 2, "Bombs"),
|
|
|
|
|
"Firecracker x5": TunicItemData(IC.filler, 1, 3, "Bombs"),
|
|
|
|
|
"Firecracker x6": TunicItemData(IC.filler, 2, 4, "Bombs"),
|
|
|
|
|
"Fire Bomb x2": TunicItemData(IC.filler, 2, 5, "Bombs"),
|
|
|
|
|
"Fire Bomb x3": TunicItemData(IC.filler, 1, 6, "Bombs"),
|
|
|
|
|
"Ice Bomb x2": TunicItemData(IC.filler, 2, 7, "Bombs"),
|
|
|
|
|
"Ice Bomb x3": TunicItemData(IC.filler, 2, 8, "Bombs"),
|
|
|
|
|
"Ice Bomb x5": TunicItemData(IC.filler, 1, 9, "Bombs"),
|
|
|
|
|
"Lure": TunicItemData(IC.filler, 4, 10, "Consumables"),
|
|
|
|
|
"Lure x2": TunicItemData(IC.filler, 1, 11, "Consumables"),
|
|
|
|
|
"Pepper x2": TunicItemData(IC.filler, 4, 12, "Consumables"),
|
|
|
|
|
"Ivy x3": TunicItemData(IC.filler, 2, 13, "Consumables"),
|
2024-12-15 16:40:36 -05:00
|
|
|
"Effigy": TunicItemData(IC.useful, 12, 14, "Money", combat_ic=IC.progression),
|
2024-10-22 20:30:31 -04:00
|
|
|
"HP Berry": TunicItemData(IC.filler, 2, 15, "Consumables"),
|
|
|
|
|
"HP Berry x2": TunicItemData(IC.filler, 4, 16, "Consumables"),
|
|
|
|
|
"HP Berry x3": TunicItemData(IC.filler, 2, 17, "Consumables"),
|
|
|
|
|
"MP Berry": TunicItemData(IC.filler, 4, 18, "Consumables"),
|
|
|
|
|
"MP Berry x2": TunicItemData(IC.filler, 2, 19, "Consumables"),
|
|
|
|
|
"MP Berry x3": TunicItemData(IC.filler, 7, 20, "Consumables"),
|
|
|
|
|
"Fairy": TunicItemData(IC.progression, 20, 21),
|
|
|
|
|
"Stick": TunicItemData(IC.progression | IC.useful, 1, 22, "Weapons"),
|
|
|
|
|
"Sword": TunicItemData(IC.progression | IC.useful, 3, 23, "Weapons"),
|
|
|
|
|
"Sword Upgrade": TunicItemData(IC.progression | IC.useful, 4, 24, "Weapons"),
|
|
|
|
|
"Magic Wand": TunicItemData(IC.progression | IC.useful, 1, 25, "Weapons"),
|
|
|
|
|
"Magic Dagger": TunicItemData(IC.progression | IC.useful, 1, 26),
|
|
|
|
|
"Magic Orb": TunicItemData(IC.progression | IC.useful, 1, 27),
|
|
|
|
|
"Hero's Laurels": TunicItemData(IC.progression | IC.useful, 1, 28),
|
|
|
|
|
"Lantern": TunicItemData(IC.progression, 1, 29),
|
|
|
|
|
"Gun": TunicItemData(IC.progression | IC.useful, 1, 30, "Weapons"),
|
2024-12-15 16:40:36 -05:00
|
|
|
"Shield": TunicItemData(IC.useful, 1, 31, combat_ic=IC.progression | IC.useful),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Dath Stone": TunicItemData(IC.useful, 1, 32),
|
2025-01-24 16:57:23 -05:00
|
|
|
"Torch": TunicItemData(IC.useful, 0, 156),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Hourglass": TunicItemData(IC.useful, 1, 33),
|
|
|
|
|
"Old House Key": TunicItemData(IC.progression, 1, 34, "Keys"),
|
|
|
|
|
"Key": TunicItemData(IC.progression, 2, 35, "Keys"),
|
|
|
|
|
"Fortress Vault Key": TunicItemData(IC.progression, 1, 36, "Keys"),
|
2024-12-15 16:40:36 -05:00
|
|
|
"Flask Shard": TunicItemData(IC.useful, 12, 37, combat_ic=IC.progression),
|
|
|
|
|
"Potion Flask": TunicItemData(IC.useful, 5, 38, "Flask", combat_ic=IC.progression),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Golden Coin": TunicItemData(IC.progression, 17, 39),
|
|
|
|
|
"Card Slot": TunicItemData(IC.useful, 4, 40),
|
|
|
|
|
"Red Questagon": TunicItemData(IC.progression_skip_balancing, 1, 41, "Hexagons"),
|
|
|
|
|
"Green Questagon": TunicItemData(IC.progression_skip_balancing, 1, 42, "Hexagons"),
|
|
|
|
|
"Blue Questagon": TunicItemData(IC.progression_skip_balancing, 1, 43, "Hexagons"),
|
|
|
|
|
"Gold Questagon": TunicItemData(IC.progression_skip_balancing, 0, 44, "Hexagons"),
|
2024-12-15 16:40:36 -05:00
|
|
|
"ATT Offering": TunicItemData(IC.useful, 4, 45, "Offerings", combat_ic=IC.progression),
|
|
|
|
|
"DEF Offering": TunicItemData(IC.useful, 4, 46, "Offerings", combat_ic=IC.progression),
|
|
|
|
|
"Potion Offering": TunicItemData(IC.useful, 3, 47, "Offerings", combat_ic=IC.progression),
|
|
|
|
|
"HP Offering": TunicItemData(IC.useful, 6, 48, "Offerings", combat_ic=IC.progression),
|
|
|
|
|
"MP Offering": TunicItemData(IC.useful, 3, 49, "Offerings", combat_ic=IC.progression),
|
|
|
|
|
"SP Offering": TunicItemData(IC.useful, 2, 50, "Offerings", combat_ic=IC.progression),
|
|
|
|
|
"Hero Relic - ATT": TunicItemData(IC.progression_skip_balancing, 1, 51, "Hero Relics", combat_ic=IC.progression),
|
|
|
|
|
"Hero Relic - DEF": TunicItemData(IC.progression_skip_balancing, 1, 52, "Hero Relics", combat_ic=IC.progression),
|
|
|
|
|
"Hero Relic - HP": TunicItemData(IC.progression_skip_balancing, 1, 53, "Hero Relics", combat_ic=IC.progression),
|
|
|
|
|
"Hero Relic - MP": TunicItemData(IC.progression_skip_balancing, 1, 54, "Hero Relics", combat_ic=IC.progression),
|
|
|
|
|
"Hero Relic - POTION": TunicItemData(IC.progression_skip_balancing, 1, 55, "Hero Relics", combat_ic=IC.progression),
|
|
|
|
|
"Hero Relic - SP": TunicItemData(IC.progression_skip_balancing, 1, 56, "Hero Relics", combat_ic=IC.progression),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Orange Peril Ring": TunicItemData(IC.useful, 1, 57, "Cards"),
|
|
|
|
|
"Tincture": TunicItemData(IC.useful, 1, 58, "Cards"),
|
|
|
|
|
"Scavenger Mask": TunicItemData(IC.progression, 1, 59, "Cards"),
|
|
|
|
|
"Cyan Peril Ring": TunicItemData(IC.useful, 1, 60, "Cards"),
|
|
|
|
|
"Bracer": TunicItemData(IC.useful, 1, 61, "Cards"),
|
|
|
|
|
"Dagger Strap": TunicItemData(IC.useful, 1, 62, "Cards"),
|
|
|
|
|
"Inverted Ash": TunicItemData(IC.useful, 1, 63, "Cards"),
|
|
|
|
|
"Lucky Cup": TunicItemData(IC.useful, 1, 64, "Cards"),
|
|
|
|
|
"Magic Echo": TunicItemData(IC.useful, 1, 65, "Cards"),
|
|
|
|
|
"Anklet": TunicItemData(IC.useful, 1, 66, "Cards"),
|
|
|
|
|
"Muffling Bell": TunicItemData(IC.useful, 1, 67, "Cards"),
|
|
|
|
|
"Glass Cannon": TunicItemData(IC.useful, 1, 68, "Cards"),
|
|
|
|
|
"Perfume": TunicItemData(IC.useful, 1, 69, "Cards"),
|
|
|
|
|
"Louder Echo": TunicItemData(IC.useful, 1, 70, "Cards"),
|
|
|
|
|
"Aura's Gem": TunicItemData(IC.useful, 1, 71, "Cards"),
|
|
|
|
|
"Bone Card": TunicItemData(IC.useful, 1, 72, "Cards"),
|
2024-12-15 16:40:36 -05:00
|
|
|
"Mr Mayor": TunicItemData(IC.useful, 1, 73, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Secret Legend": TunicItemData(IC.useful, 1, 74, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Sacred Geometry": TunicItemData(IC.useful, 1, 75, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Vintage": TunicItemData(IC.useful, 1, 76, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Just Some Pals": TunicItemData(IC.useful, 1, 77, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Regal Weasel": TunicItemData(IC.useful, 1, 78, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Spring Falls": TunicItemData(IC.useful, 1, 79, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Power Up": TunicItemData(IC.useful, 1, 80, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Back To Work": TunicItemData(IC.useful, 1, 81, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Phonomath": TunicItemData(IC.useful, 1, 82, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Dusty": TunicItemData(IC.useful, 1, 83, "Golden Treasures", combat_ic=IC.progression),
|
|
|
|
|
"Forever Friend": TunicItemData(IC.useful, 1, 84, "Golden Treasures", combat_ic=IC.progression),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Fool Trap": TunicItemData(IC.trap, 0, 85),
|
|
|
|
|
"Money x1": TunicItemData(IC.filler, 3, 86, "Money"),
|
2025-03-08 11:25:47 -05:00
|
|
|
"Money x2": TunicItemData(IC.filler, 0, 152, "Money"),
|
|
|
|
|
"Money x3": TunicItemData(IC.filler, 0, 153, "Money"),
|
|
|
|
|
"Money x4": TunicItemData(IC.filler, 0, 154, "Money"),
|
|
|
|
|
"Money x5": TunicItemData(IC.filler, 0, 155, "Money"),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Money x10": TunicItemData(IC.filler, 1, 87, "Money"),
|
|
|
|
|
"Money x15": TunicItemData(IC.filler, 10, 88, "Money"),
|
|
|
|
|
"Money x16": TunicItemData(IC.filler, 1, 89, "Money"),
|
|
|
|
|
"Money x20": TunicItemData(IC.filler, 17, 90, "Money"),
|
|
|
|
|
"Money x25": TunicItemData(IC.filler, 14, 91, "Money"),
|
|
|
|
|
"Money x30": TunicItemData(IC.filler, 4, 92, "Money"),
|
|
|
|
|
"Money x32": TunicItemData(IC.filler, 4, 93, "Money"),
|
|
|
|
|
"Money x40": TunicItemData(IC.filler, 3, 94, "Money"),
|
|
|
|
|
"Money x48": TunicItemData(IC.filler, 1, 95, "Money"),
|
|
|
|
|
"Money x50": TunicItemData(IC.filler, 7, 96, "Money"),
|
|
|
|
|
"Money x64": TunicItemData(IC.filler, 1, 97, "Money"),
|
|
|
|
|
"Money x100": TunicItemData(IC.filler, 5, 98, "Money"),
|
2024-12-15 16:40:36 -05:00
|
|
|
"Money x128": TunicItemData(IC.useful, 3, 99, "Money", combat_ic=IC.progression),
|
|
|
|
|
"Money x200": TunicItemData(IC.useful, 1, 100, "Money", combat_ic=IC.progression),
|
|
|
|
|
"Money x255": TunicItemData(IC.useful, 1, 101, "Money", combat_ic=IC.progression),
|
2024-10-22 20:30:31 -04:00
|
|
|
"Pages 0-1": TunicItemData(IC.useful, 1, 102, "Pages"),
|
|
|
|
|
"Pages 2-3": TunicItemData(IC.useful, 1, 103, "Pages"),
|
|
|
|
|
"Pages 4-5": TunicItemData(IC.useful, 1, 104, "Pages"),
|
|
|
|
|
"Pages 6-7": TunicItemData(IC.useful, 1, 105, "Pages"),
|
|
|
|
|
"Pages 8-9": TunicItemData(IC.useful, 1, 106, "Pages"),
|
|
|
|
|
"Pages 10-11": TunicItemData(IC.useful, 1, 107, "Pages"),
|
|
|
|
|
"Pages 12-13": TunicItemData(IC.useful, 1, 108, "Pages"),
|
|
|
|
|
"Pages 14-15": TunicItemData(IC.useful, 1, 109, "Pages"),
|
|
|
|
|
"Pages 16-17": TunicItemData(IC.useful, 1, 110, "Pages"),
|
|
|
|
|
"Pages 18-19": TunicItemData(IC.useful, 1, 111, "Pages"),
|
|
|
|
|
"Pages 20-21": TunicItemData(IC.useful, 1, 112, "Pages"),
|
|
|
|
|
"Pages 22-23": TunicItemData(IC.useful, 1, 113, "Pages"),
|
|
|
|
|
"Pages 24-25 (Prayer)": TunicItemData(IC.progression | IC.useful, 1, 114, "Pages"),
|
|
|
|
|
"Pages 26-27": TunicItemData(IC.useful, 1, 115, "Pages"),
|
|
|
|
|
"Pages 28-29": TunicItemData(IC.useful, 1, 116, "Pages"),
|
|
|
|
|
"Pages 30-31": TunicItemData(IC.useful, 1, 117, "Pages"),
|
|
|
|
|
"Pages 32-33": TunicItemData(IC.useful, 1, 118, "Pages"),
|
|
|
|
|
"Pages 34-35": TunicItemData(IC.useful, 1, 119, "Pages"),
|
|
|
|
|
"Pages 36-37": TunicItemData(IC.useful, 1, 120, "Pages"),
|
|
|
|
|
"Pages 38-39": TunicItemData(IC.useful, 1, 121, "Pages"),
|
|
|
|
|
"Pages 40-41": TunicItemData(IC.useful, 1, 122, "Pages"),
|
|
|
|
|
"Pages 42-43 (Holy Cross)": TunicItemData(IC.progression | IC.useful, 1, 123, "Pages"),
|
|
|
|
|
"Pages 44-45": TunicItemData(IC.useful, 1, 124, "Pages"),
|
|
|
|
|
"Pages 46-47": TunicItemData(IC.useful, 1, 125, "Pages"),
|
|
|
|
|
"Pages 48-49": TunicItemData(IC.useful, 1, 126, "Pages"),
|
|
|
|
|
"Pages 50-51": TunicItemData(IC.useful, 1, 127, "Pages"),
|
|
|
|
|
"Pages 52-53 (Icebolt)": TunicItemData(IC.progression, 1, 128, "Pages"),
|
|
|
|
|
"Pages 54-55": TunicItemData(IC.useful, 1, 129, "Pages"),
|
|
|
|
|
"Ladders near Weathervane": TunicItemData(IC.progression, 0, 130, "Ladders"),
|
|
|
|
|
"Ladders near Overworld Checkpoint": TunicItemData(IC.progression, 0, 131, "Ladders"),
|
|
|
|
|
"Ladders near Patrol Cave": TunicItemData(IC.progression, 0, 132, "Ladders"),
|
|
|
|
|
"Ladder near Temple Rafters": TunicItemData(IC.progression, 0, 133, "Ladders"),
|
|
|
|
|
"Ladders near Dark Tomb": TunicItemData(IC.progression, 0, 134, "Ladders"),
|
|
|
|
|
"Ladder to Quarry": TunicItemData(IC.progression, 0, 135, "Ladders"),
|
|
|
|
|
"Ladders to West Bell": TunicItemData(IC.progression, 0, 136, "Ladders"),
|
|
|
|
|
"Ladders in Overworld Town": TunicItemData(IC.progression, 0, 137, "Ladders"),
|
|
|
|
|
"Ladder to Ruined Atoll": TunicItemData(IC.progression, 0, 138, "Ladders"),
|
|
|
|
|
"Ladder to Swamp": TunicItemData(IC.progression, 0, 139, "Ladders"),
|
|
|
|
|
"Ladders in Well": TunicItemData(IC.progression, 0, 140, "Ladders"),
|
|
|
|
|
"Ladder in Dark Tomb": TunicItemData(IC.progression, 0, 141, "Ladders"),
|
|
|
|
|
"Ladder to East Forest": TunicItemData(IC.progression, 0, 142, "Ladders"),
|
|
|
|
|
"Ladders to Lower Forest": TunicItemData(IC.progression, 0, 143, "Ladders"),
|
|
|
|
|
"Ladder to Beneath the Vault": TunicItemData(IC.progression, 0, 144, "Ladders"),
|
|
|
|
|
"Ladders in Hourglass Cave": TunicItemData(IC.progression, 0, 145, "Ladders"),
|
|
|
|
|
"Ladders in South Atoll": TunicItemData(IC.progression, 0, 146, "Ladders"),
|
|
|
|
|
"Ladders to Frog's Domain": TunicItemData(IC.progression, 0, 147, "Ladders"),
|
|
|
|
|
"Ladders in Library": TunicItemData(IC.progression, 0, 148, "Ladders"),
|
|
|
|
|
"Ladders in Lower Quarry": TunicItemData(IC.progression, 0, 149, "Ladders"),
|
|
|
|
|
"Ladders in Swamp": TunicItemData(IC.progression, 0, 150, "Ladders"),
|
2025-01-15 18:17:07 -05:00
|
|
|
"Grass": TunicItemData(IC.filler, 0, 151),
|
TUNIC: Fuse and Bell Shuffle (#5420)
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Fully remove fixed_shop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
* Make local_fill show up on the website
* Merge with main
* Fixes after merge
* More fixes after merge
* oh right that's why it was there, circular imports
* Swap {} to ()
* Add fuse and bell shuffle to seed groups since they're logically significant for entrance pairing
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-09-30 15:39:41 -04:00
|
|
|
"Swamp Fuse 1": TunicItemData(IC.progression, 0, 157, "Fuses"),
|
|
|
|
|
"Swamp Fuse 2": TunicItemData(IC.progression, 0, 158, "Fuses"),
|
|
|
|
|
"Swamp Fuse 3": TunicItemData(IC.progression, 0, 159, "Fuses"),
|
|
|
|
|
"Cathedral Elevator Fuse": TunicItemData(IC.progression, 0, 160, "Fuses"),
|
|
|
|
|
"Quarry Fuse 1": TunicItemData(IC.progression, 0, 161, "Fuses"),
|
|
|
|
|
"Quarry Fuse 2": TunicItemData(IC.progression, 0, 162, "Fuses"),
|
|
|
|
|
"Ziggurat Miniboss Fuse": TunicItemData(IC.progression, 0, 163, "Fuses"),
|
|
|
|
|
"Ziggurat Teleporter Fuse": TunicItemData(IC.progression, 0, 164, "Fuses"),
|
|
|
|
|
"Fortress Exterior Fuse 1": TunicItemData(IC.progression, 0, 165, "Fuses"),
|
|
|
|
|
"Fortress Exterior Fuse 2": TunicItemData(IC.progression, 0, 166, "Fuses"),
|
|
|
|
|
"Fortress Courtyard Upper Fuse": TunicItemData(IC.progression, 0, 167, "Fuses"),
|
|
|
|
|
"Fortress Courtyard Fuse": TunicItemData(IC.progression, 0, 168, "Fuses"),
|
|
|
|
|
"Beneath the Vault Fuse": TunicItemData(IC.progression, 0, 169, "Fuses"),
|
|
|
|
|
"Fortress Candles Fuse": TunicItemData(IC.progression, 0, 170, "Fuses"),
|
|
|
|
|
"Fortress Door Left Fuse": TunicItemData(IC.progression, 0, 171, "Fuses"),
|
|
|
|
|
"Fortress Door Right Fuse": TunicItemData(IC.progression, 0, 172, "Fuses"),
|
|
|
|
|
"West Furnace Fuse": TunicItemData(IC.progression, 0, 173, "Fuses"),
|
|
|
|
|
"West Garden Fuse": TunicItemData(IC.progression, 0, 174, "Fuses"),
|
|
|
|
|
"Atoll Northeast Fuse": TunicItemData(IC.progression, 0, 175, "Fuses"),
|
|
|
|
|
"Atoll Northwest Fuse": TunicItemData(IC.progression, 0, 176, "Fuses"),
|
|
|
|
|
"Atoll Southeast Fuse": TunicItemData(IC.progression, 0, 177, "Fuses"),
|
|
|
|
|
"Atoll Southwest Fuse": TunicItemData(IC.progression, 0, 178, "Fuses"),
|
|
|
|
|
"Library Lab Fuse": TunicItemData(IC.progression, 0, 179, "Fuses"),
|
|
|
|
|
"East Bell": TunicItemData(IC.progression, 0, 180, "Bells"),
|
|
|
|
|
"West Bell": TunicItemData(IC.progression, 0, 181, "Bells")
|
2024-01-12 14:32:15 -05:00
|
|
|
}
|
|
|
|
|
|
2024-09-08 08:42:59 -04:00
|
|
|
# items to be replaced by fool traps
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
fool_tiers: list[list[str]] = [
|
2024-01-12 14:32:15 -05:00
|
|
|
[],
|
|
|
|
|
["Money x1", "Money x10", "Money x15", "Money x16"],
|
|
|
|
|
["Money x1", "Money x10", "Money x15", "Money x16", "Money x20"],
|
|
|
|
|
["Money x1", "Money x10", "Money x15", "Money x16", "Money x20", "Money x25", "Money x30"],
|
|
|
|
|
]
|
|
|
|
|
|
2024-09-08 08:42:59 -04:00
|
|
|
# items we'll want the location of in slot data, for generating in-game hints
|
2024-01-12 14:32:15 -05:00
|
|
|
slot_data_item_names = [
|
|
|
|
|
"Stick",
|
|
|
|
|
"Sword",
|
|
|
|
|
"Sword Upgrade",
|
|
|
|
|
"Magic Dagger",
|
|
|
|
|
"Magic Wand",
|
|
|
|
|
"Magic Orb",
|
|
|
|
|
"Hero's Laurels",
|
|
|
|
|
"Lantern",
|
|
|
|
|
"Gun",
|
|
|
|
|
"Scavenger Mask",
|
|
|
|
|
"Shield",
|
|
|
|
|
"Dath Stone",
|
|
|
|
|
"Hourglass",
|
|
|
|
|
"Old House Key",
|
|
|
|
|
"Fortress Vault Key",
|
|
|
|
|
"Hero Relic - ATT",
|
|
|
|
|
"Hero Relic - DEF",
|
|
|
|
|
"Hero Relic - POTION",
|
|
|
|
|
"Hero Relic - HP",
|
|
|
|
|
"Hero Relic - SP",
|
|
|
|
|
"Hero Relic - MP",
|
|
|
|
|
"Pages 24-25 (Prayer)",
|
|
|
|
|
"Pages 42-43 (Holy Cross)",
|
2024-02-16 17:25:20 -05:00
|
|
|
"Pages 52-53 (Icebolt)",
|
2024-01-12 14:32:15 -05:00
|
|
|
"Red Questagon",
|
|
|
|
|
"Green Questagon",
|
|
|
|
|
"Blue Questagon",
|
|
|
|
|
"Gold Questagon",
|
|
|
|
|
]
|
|
|
|
|
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
combat_items: list[str] = [name for name, data in item_table.items()
|
2024-12-15 16:40:36 -05:00
|
|
|
if data.combat_ic and IC.progression in data.combat_ic]
|
2025-02-16 19:30:40 -05:00
|
|
|
combat_items.extend(["Stick", "Sword", "Sword Upgrade", "Magic Wand", "Hero's Laurels", "Gun"])
|
2024-12-15 16:40:36 -05:00
|
|
|
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
item_name_to_id: dict[str, int] = {name: base_id + data.item_id_offset for name, data in item_table.items()}
|
2024-01-12 14:32:15 -05:00
|
|
|
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
filler_items: list[str] = [name for name, data in item_table.items() if data.classification == IC.filler and name != "Grass"]
|
2024-01-12 14:32:15 -05:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def get_item_group(item_name: str) -> str:
|
|
|
|
|
return item_table[item_name].item_group
|
|
|
|
|
|
|
|
|
|
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
item_name_groups: dict[str, set[str]] = {
|
2024-01-12 14:32:15 -05:00
|
|
|
group: set(item_names) for group, item_names in groupby(sorted(item_table, key=get_item_group), get_item_group) if group != ""
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
# extra groups for the purpose of aliasing items
|
TUNIC: The Big Refactor (#5195)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Make early bushes only contain grass
* Fix library mistake
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Starting out
* Rules for breakable regions
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.
* Revert "# Conflicts:"
This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.
* Cleanup more stuff after merge
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Merge grass rando
* multiworld -> world get_location, use has_any
* Swap out region for West Garden Before Terry grass
* Adjust west garden rules to add west combat region
* Adjust grass regions for south checkpoint grass
* Adjust grass regions for after terry grass
* Adjust grass regions for west combat grass
* Adjust grass regions for dagger house grass
* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations
* Finish the remainder of the west garden grass, reformat ruined atoll a little
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Merge in hex hunt
* Merge in changes
* Clean up imports
* Add ability type to UT stuff
* merge it all
* Make local fill work across pot and grass (to be adjusted later)
* Make separate pools for the grass and non-grass fills
* Fix id overlap
* Update option description
* Fix default
* Reorder localfill option desc
* Load the purgatory ones in
* Adjustments after merge
* Fully remove logicrules
* Fix UT support with fixed shop option
* Add breakable shuffle to the ut stuff
* Make it load in a specific number of locations
* Add Silent's spoiler log ability thing
* Fix for groups
* Fix for groups
* Fix typo
* Fix hex quest UT support
* Use .get
* UT fixes, classification fixes
* Rename some locations
* Adjust guard house names
* Adjust guard house names
* Rework create_item
* Fix for plando connections
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Fix issue with fixed shop + decoupled
* Put in an exception to catch that error in the future
* Update create_item to match main
* Update spoiler log lines for hex abilities
* Burn the signs down
* Bring over the combat logic fix
* Merge in combat logic fix
* Silly static method thing
* Move a few areas to before well instead of east forest
* Add an all_random hidden option for dev stuff
* Port over changes from main
* Fix west courtyard pot regions
* Remove debug prints
* Fix fortress courtyard and beneath the fortress loc groups again
* Add exception handling to deal with duplicate apworlds
* Fix typo
* More missing loc group conversions
* Initial fuse shuffle stuff
* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check
* Add fuse shuffle logic
* reorder atoll statue rule
* Update traversal reqs
* Remove fuse shuffle from temple door
* Combine rules and option checking
* Add bell shuffle; fix fuse location groups
* Fix portal rules not requiring prayer
* Merge the grass laurels exit grass PR
* Merge in fortress bridge PR
* Do a little clean up
* Fix a regression
* Update after merge
* Some more stuff
* More Silent changes
* Update more info section in game info page
* Fix rules for atoll and swamp fuses
* Precollect cathedral fuse in ER
* actually just make the fuse useful instead of progression
* Add it to the swamp and cath rules too
* Fix cath fuse name
* Minor fixes and edits
* Some UT stuff
* Fix a couple more groups
* Move a bunch of UT stuff to its own file
* Fix up a couple UT things
* Couple minor ER fixes
* Formatting change
* UT poptracker stuff enabled since it's optional in one of the releases
* Add author string to world class
* Adjust local fill option name
* Update ut_stuff to match the PR
* Add exception handling for UT with old apworld
* Fix missing tracker_world
* Remove extra entrance from cath main -> elevator
Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal
* Update for breakables poptracker
* Backup and warnings instead
* Update typing
* Delete old regions and rules, move stuff to logic_helpers and constants
* Delete now much less useful tests
* Fix breakables map tracking
* Add more comments to init
* Add todo to grass.py
* Fix up tests
* Pull out fuse and bell shuffle
* Pull out fuse and bell shuffle
* Update worlds/tunic/options.py
Co-authored-by: qwint <qwint.42@gmail.com>
* Update worlds/tunic/logic_helpers.py
Co-authored-by: qwint <qwint.42@gmail.com>
* {} -> () in state functions
* {} -> () in state functions
* Change {} -> () in state functions, use constant for gun
* Remove floating constants in er_data
* Finish hard deprecating FixedShop
* Finish hard deprecating FixedShop
* Fix zig skip showing up in decoupled fixed shop
---------
Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
2025-09-04 18:44:32 -04:00
|
|
|
extra_groups: dict[str, set[str]] = {
|
2024-05-02 04:02:59 -04:00
|
|
|
"Laurels": {"Hero's Laurels"},
|
|
|
|
|
"Orb": {"Magic Orb"},
|
|
|
|
|
"Dagger": {"Magic Dagger"},
|
|
|
|
|
"Wand": {"Magic Wand"},
|
|
|
|
|
"Magic Rod": {"Magic Wand"},
|
|
|
|
|
"Fire Rod": {"Magic Wand"},
|
|
|
|
|
"Holy Cross": {"Pages 42-43 (Holy Cross)"},
|
|
|
|
|
"Prayer": {"Pages 24-25 (Prayer)"},
|
|
|
|
|
"Icebolt": {"Pages 52-53 (Icebolt)"},
|
|
|
|
|
"Ice Rod": {"Pages 52-53 (Icebolt)"},
|
|
|
|
|
"Melee Weapons": {"Stick", "Sword", "Sword Upgrade"},
|
|
|
|
|
"Progressive Sword": {"Sword Upgrade"},
|
|
|
|
|
"Abilities": {"Pages 24-25 (Prayer)", "Pages 42-43 (Holy Cross)", "Pages 52-53 (Icebolt)"},
|
|
|
|
|
"Questagons": {"Red Questagon", "Green Questagon", "Blue Questagon", "Gold Questagon"},
|
|
|
|
|
"Ladder to Atoll": {"Ladder to Ruined Atoll"}, # fuzzy matching made it hint Ladders in Well, now it won't
|
|
|
|
|
"Ladders to Bell": {"Ladders to West Bell"},
|
2024-08-31 17:37:18 -04:00
|
|
|
"Ladders to Well": {"Ladders in Well"}, # fuzzy matching decided Ladders in Well was Ladders to West Bell
|
2024-05-19 19:01:24 -04:00
|
|
|
"Ladders in Atoll": {"Ladders in South Atoll"},
|
|
|
|
|
"Ladders in Ruined Atoll": {"Ladders in South Atoll"},
|
2024-08-31 17:37:18 -04:00
|
|
|
"Ladders in Town": {"Ladders in Overworld Town"}, # fuzzy matching decided this was Ladders in South Atoll
|
2025-03-10 09:24:37 -04:00
|
|
|
"Ladder in Quarry": {"Ladders in Lower Quarry"}, # fuzzy matching decided this was Ladder to Quarry
|
2024-01-12 14:32:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
item_name_groups.update(extra_groups)
|