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
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from typing import NamedTuple
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2024-09-08 08:42:59 -04:00
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# ladders in overworld, since it is the most complex area for ladder storage
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class OWLadderInfo(NamedTuple):
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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
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ladders: set[str] # ladders where the top or bottom is at the same elevation
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portals: list[str] # portals at the same elevation, only those without doors
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regions: list[str] # regions where a melee enemy can hit you out of ladder storage
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2024-09-08 08:42:59 -04:00
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# groups for ladders at the same elevation, for use in determing whether you can ls to entrances in diff rulesets
|
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
|
|
|
ow_ladder_groups: dict[str, OWLadderInfo] = {
|
2024-09-08 08:42:59 -04:00
|
|
|
# lowest elevation
|
|
|
|
|
"LS Elev 0": OWLadderInfo({"Ladders in Overworld Town", "Ladder to Ruined Atoll", "Ladder to Swamp"},
|
|
|
|
|
["Swamp Redux 2_conduit", "Overworld Cave_", "Atoll Redux_lower", "Maze Room_",
|
|
|
|
|
"Town Basement_beach", "Archipelagos Redux_lower", "Archipelagos Redux_lowest"],
|
|
|
|
|
["Overworld Beach"]),
|
|
|
|
|
# also the east filigree room
|
|
|
|
|
"LS Elev 1": OWLadderInfo({"Ladders near Weathervane", "Ladders in Overworld Town", "Ladder to Swamp"},
|
2024-11-18 08:39:58 -05:00
|
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|
["Furnace_gyro_lower", "Furnace_gyro_west", "Swamp Redux 2_wall"],
|
2024-09-08 08:42:59 -04:00
|
|
|
["Overworld Tunnel Turret"]),
|
|
|
|
|
# also the fountain filigree room and ruined passage door
|
|
|
|
|
"LS Elev 2": OWLadderInfo({"Ladders near Weathervane", "Ladders to West Bell"},
|
|
|
|
|
["Archipelagos Redux_upper", "Ruins Passage_east"],
|
|
|
|
|
["After Ruined Passage"]),
|
|
|
|
|
# also old house door
|
|
|
|
|
"LS Elev 3": OWLadderInfo({"Ladders near Weathervane", "Ladder to Quarry", "Ladders to West Bell",
|
|
|
|
|
"Ladders in Overworld Town"},
|
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|
[],
|
|
|
|
|
["Overworld after Envoy", "East Overworld"]),
|
|
|
|
|
# skip top of top ladder next to weathervane level, does not provide logical access to anything
|
|
|
|
|
"LS Elev 4": OWLadderInfo({"Ladders near Dark Tomb", "Ladder to Quarry", "Ladders to West Bell", "Ladders in Well",
|
|
|
|
|
"Ladders in Overworld Town"},
|
|
|
|
|
["Darkwoods Tunnel_"],
|
|
|
|
|
[]),
|
|
|
|
|
"LS Elev 5": OWLadderInfo({"Ladders near Overworld Checkpoint", "Ladders near Patrol Cave"},
|
|
|
|
|
["PatrolCave_", "Forest Belltower_", "Fortress Courtyard_", "ShopSpecial_"],
|
|
|
|
|
["East Overworld"]),
|
|
|
|
|
# skip top of belltower, middle of dark tomb ladders, and top of checkpoint, does not grant access to anything
|
|
|
|
|
"LS Elev 6": OWLadderInfo({"Ladders near Patrol Cave", "Ladder near Temple Rafters"},
|
|
|
|
|
["Temple_rafters"],
|
|
|
|
|
["Overworld above Patrol Cave"]),
|
|
|
|
|
# in-line with the chest above dark tomb, gets you up the mountain stairs
|
|
|
|
|
"LS Elev 7": OWLadderInfo({"Ladders near Patrol Cave", "Ladder near Temple Rafters", "Ladders near Dark Tomb"},
|
|
|
|
|
["Mountain_"],
|
|
|
|
|
["Upper Overworld"]),
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# ladders accessible within different regions of overworld, only those that are relevant
|
|
|
|
|
# other scenes will just have them hardcoded since this type of structure is not necessary there
|
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
|
|
|
region_ladders: dict[str, set[str]] = {
|
2024-09-08 08:42:59 -04:00
|
|
|
"Overworld": {"Ladders near Weathervane", "Ladders near Overworld Checkpoint", "Ladders near Dark Tomb",
|
|
|
|
|
"Ladders in Overworld Town", "Ladder to Swamp", "Ladders in Well"},
|
|
|
|
|
"Overworld Beach": {"Ladder to Ruined Atoll"},
|
|
|
|
|
"Overworld at Patrol Cave": {"Ladders near Patrol Cave"},
|
|
|
|
|
"Overworld Quarry Entry": {"Ladder to Quarry"},
|
|
|
|
|
"Overworld Belltower": {"Ladders to West Bell"},
|
|
|
|
|
"Overworld after Temple Rafters": {"Ladders near Temple Rafters"},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class LadderInfo(NamedTuple):
|
|
|
|
|
origin: str # origin region
|
|
|
|
|
destination: str # destination portal
|
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
|
|
|
ladders_req: str | None = None # ladders required to do this
|
2024-09-08 08:42:59 -04:00
|
|
|
dest_is_region: bool = False # whether it is a region that you are going to
|
|
|
|
|
|
|
|
|
|
|
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
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easy_ls: list[LadderInfo] = [
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2024-09-08 08:42:59 -04:00
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# In the furnace
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# Furnace ladder to the fuse entrance
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LadderInfo("Furnace Ladder Area", "Furnace, Overworld Redux_gyro_upper_north"),
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# Furnace ladder to Dark Tomb
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LadderInfo("Furnace Ladder Area", "Furnace, Crypt Redux_"),
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# Furnace ladder to the West Garden connector
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LadderInfo("Furnace Ladder Area", "Furnace, Overworld Redux_gyro_west"),
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# West Garden
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# exit after Garden Knight
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2024-12-15 16:40:36 -05:00
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LadderInfo("West Garden before Boss", "Archipelagos Redux, Overworld Redux_upper"),
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2024-09-08 08:42:59 -04:00
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# West Garden laurels exit
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2024-12-15 16:40:36 -05:00
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LadderInfo("West Garden after Terry", "Archipelagos Redux, Overworld Redux_lowest"),
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# Magic dagger house, only relevant with combat logic on
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LadderInfo("West Garden after Terry", "Archipelagos Redux, archipelagos_house_"),
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2024-09-08 08:42:59 -04:00
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# Atoll, use the little ladder you fix at the beginning
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LadderInfo("Ruined Atoll", "Atoll Redux, Overworld Redux_lower"),
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LadderInfo("Ruined Atoll", "Atoll Redux, Frog Stairs_mouth"), # special case
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# East Forest
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# Entrance by the dancing fox holy cross spot
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LadderInfo("East Forest", "East Forest Redux, East Forest Redux Laddercave_upper"),
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# From the west side of Guard House 1 to the east side
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LadderInfo("Guard House 1 West", "East Forest Redux Laddercave, East Forest Redux_gate"),
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LadderInfo("Guard House 1 West", "East Forest Redux Laddercave, Forest Boss Room_"),
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# Fortress Exterior
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# shop, ls at the ladder by the telescope
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LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Shop_"),
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# Fortress main entry and grave path lower entry, ls at the ladder by the telescope
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LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Main_Big Door"),
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LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Reliquary_Lower"),
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# Use the top of the ladder by the telescope
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LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Reliquary_Upper"),
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LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress East_"),
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# same as above, except from the east side of the area
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Overworld Redux_"),
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Shop_"),
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Main_Big Door"),
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Reliquary_Lower"),
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# same as above, except from the Beneath the Vault entrance ladder
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LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Overworld Redux_", "Ladder to Beneath the Vault"),
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LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress Main_Big Door",
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"Ladder to Beneath the Vault"),
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LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress Reliquary_Lower",
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"Ladder to Beneath the Vault"),
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# Swamp to Gauntlet
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LadderInfo("Swamp Mid", "Swamp Redux 2, Cathedral Arena_", "Ladders in Swamp"),
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# Ladder by the hero grave
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LadderInfo("Back of Swamp", "Swamp Redux 2, Overworld Redux_conduit"),
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LadderInfo("Back of Swamp", "Swamp Redux 2, Shop_"),
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]
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# if we can gain elevation or get knocked down, add the harder ones
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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
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medium_ls: list[LadderInfo] = [
|
2024-09-08 08:42:59 -04:00
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# region-destination versions of easy ls spots
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LadderInfo("East Forest", "East Forest Dance Fox Spot", dest_is_region=True),
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# fortress courtyard knockdowns are never logically relevant, the fuse requires upper
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LadderInfo("Back of Swamp", "Swamp Mid", dest_is_region=True),
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LadderInfo("Back of Swamp", "Swamp Front", dest_is_region=True),
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# gain height off the northeast fuse ramp
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LadderInfo("Ruined Atoll", "Atoll Redux, Frog Stairs_eye"),
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# Upper exit from the Forest Grave Path, use LS at the ladder by the gate switch
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LadderInfo("Forest Grave Path Main", "Sword Access, East Forest Redux_upper"),
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# Upper exits from the courtyard. Use the ramp in the courtyard, then the blocks north of the first fuse
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LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard Upper", dest_is_region=True),
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Reliquary_Upper"),
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress East_"),
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LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard Upper", dest_is_region=True),
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LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress Reliquary_Upper",
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"Ladder to Beneath the Vault"),
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LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress East_", "Ladder to Beneath the Vault"),
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LadderInfo("Fortress Exterior near cave", "Fortress Courtyard Upper", "Ladder to Beneath the Vault",
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dest_is_region=True),
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# need to gain height to get up the stairs
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LadderInfo("Lower Mountain", "Mountain, Mountaintop_"),
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# Where the rope is behind Monastery
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LadderInfo("Quarry Entry", "Quarry Redux, Monastery_back"),
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LadderInfo("Quarry Monastery Entry", "Quarry Redux, Monastery_back"),
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LadderInfo("Quarry Back", "Quarry Redux, Monastery_back"),
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LadderInfo("Rooted Ziggurat Lower Back", "ziggurat2020_3, ziggurat2020_2_"),
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2024-12-15 16:40:36 -05:00
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LadderInfo("Rooted Ziggurat Lower Back", "Rooted Ziggurat Lower Entry", dest_is_region=True),
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LadderInfo("Rooted Ziggurat Lower Back", "Rooted Ziggurat Lower Mid Checkpoint", dest_is_region=True),
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2024-09-08 08:42:59 -04:00
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# Swamp to Overworld upper
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LadderInfo("Swamp Mid", "Swamp Redux 2, Overworld Redux_wall", "Ladders in Swamp"),
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LadderInfo("Back of Swamp", "Swamp Redux 2, Overworld Redux_wall"),
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]
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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
|
|
|
hard_ls: list[LadderInfo] = [
|
2024-09-08 08:42:59 -04:00
|
|
|
# lower ladder, go into the waterfall then above the bonfire, up a ramp, then through the right wall
|
|
|
|
|
LadderInfo("Beneath the Well Front", "Sewer, Sewer_Boss_", "Ladders in Well"),
|
|
|
|
|
LadderInfo("Beneath the Well Front", "Sewer, Overworld Redux_west_aqueduct", "Ladders in Well"),
|
|
|
|
|
LadderInfo("Beneath the Well Front", "Beneath the Well Back", "Ladders in Well", dest_is_region=True),
|
|
|
|
|
# go through the hexagon engraving above the vault door
|
2024-12-15 16:40:36 -05:00
|
|
|
LadderInfo("Frog's Domain Front", "frog cave main, Frog Stairs_Exit", "Ladders to Frog's Domain"),
|
2024-09-08 08:42:59 -04:00
|
|
|
# the turret at the end here is not affected by enemy rando
|
2024-12-15 16:40:36 -05:00
|
|
|
LadderInfo("Frog's Domain Front", "Frog's Domain Back", "Ladders to Frog's Domain", dest_is_region=True),
|
2024-09-08 08:42:59 -04:00
|
|
|
# todo: see if we can use that new laurels strat here
|
|
|
|
|
# LadderInfo("Rooted Ziggurat Lower Back", "ziggurat2020_3, ziggurat2020_FTRoom_"),
|
|
|
|
|
# go behind the cathedral to reach the door, pretty easily doable
|
|
|
|
|
LadderInfo("Swamp Mid", "Swamp Redux 2, Cathedral Redux_main", "Ladders in Swamp"),
|
|
|
|
|
LadderInfo("Back of Swamp", "Swamp Redux 2, Cathedral Redux_main"),
|
|
|
|
|
# need to do hc midair, probably cannot get into this without hc
|
|
|
|
|
LadderInfo("Swamp Mid", "Swamp Redux 2, Cathedral Redux_secret", "Ladders in Swamp"),
|
|
|
|
|
LadderInfo("Back of Swamp", "Swamp Redux 2, Cathedral Redux_secret"),
|
|
|
|
|
]
|