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Grinch-AP/worlds/tunic/__init__.py

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from dataclasses import fields
from typing import Dict, List, Any, Tuple, TypedDict, ClassVar, Union, Set, TextIO
from logging import warning
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
from .items import (item_name_to_id, item_table, item_name_groups, fool_tiers, filler_items, slot_data_item_names,
combat_items)
from .locations import location_table, location_name_groups, standard_location_name_to_id, hexagon_locations
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from .rules import set_location_rules, set_region_rules, randomize_ability_unlocks, gold_hexagon
from .er_rules import set_er_location_rules
from .regions import tunic_regions
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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from .er_scripts import create_er_regions, verify_plando_directions
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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from .grass import grass_location_table, grass_location_name_to_id, grass_location_name_groups, excluded_grass_locations
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
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from .er_data import portal_mapping, RegionInfo, tunic_er_regions
from .options import (TunicOptions, EntranceRando, tunic_option_groups, tunic_option_presets, TunicPlandoConnections,
LaurelsLocation, LogicRules, LaurelsZips, IceGrappling, LadderStorage, check_options,
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
get_hexagons_in_pool, HexagonQuestAbilityUnlockType, EntranceLayout)
from .breakables import breakable_location_name_to_id, breakable_location_groups, breakable_location_table
from .combat_logic import area_data, CombatState
from . import ut_stuff
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from worlds.AutoWorld import WebWorld, World
from Options import PlandoConnection, OptionError, PerGameCommonOptions, Removed, Range
from settings import Group, Bool, FilePath
class TunicSettings(Group):
class DisableLocalSpoiler(Bool):
"""Disallows the TUNIC client from creating a local spoiler log."""
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
class LimitGrassRando(Bool):
"""Limits the impact of Grass Randomizer on the multiworld by disallowing local_fill percentages below 95."""
class UTPoptrackerPath(FilePath):
"""Path to the user's TUNIC Poptracker Pack."""
description = "TUNIC Poptracker Pack zip file"
required = False
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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disable_local_spoiler: Union[DisableLocalSpoiler, bool] = False
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
limit_grass_rando: Union[LimitGrassRando, bool] = True
ut_poptracker_path: Union[UTPoptrackerPath, str] = UTPoptrackerPath()
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class TunicWeb(WebWorld):
tutorials = [
Tutorial(
tutorial_name="Multiworld Setup Guide",
description="A guide to setting up the TUNIC Randomizer for Archipelago multiworld games.",
language="English",
file_name="setup_en.md",
link="setup/en",
authors=["SilentDestroyer"]
)
]
theme = "grassFlowers"
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game = "TUNIC"
option_groups = tunic_option_groups
options_presets = tunic_option_presets
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class TunicItem(Item):
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game: str = "TUNIC"
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class TunicLocation(Location):
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game: str = "TUNIC"
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class SeedGroup(TypedDict):
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
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laurels_zips: bool # laurels_zips value
ice_grappling: int # ice_grappling value
ladder_storage: int # ls value
laurels_at_10_fairies: bool # laurels location value
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
entrance_layout: int # entrance layout value
has_decoupled_enabled: bool # for checking that players don't have conflicting options
plando: List[PlandoConnection] # consolidated plando connections for the seed group
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class TunicWorld(World):
"""
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game
about a small fox on a big adventure. Stranded on a mysterious beach, armed with only your own curiosity, you will
confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets. Be brave, tiny fox!
"""
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game = "TUNIC"
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web = TunicWeb()
options: TunicOptions
options_dataclass = TunicOptions
settings: ClassVar[TunicSettings]
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item_name_groups = item_name_groups
location_name_groups = location_name_groups
for group_name, members in grass_location_name_groups.items():
location_name_groups.setdefault(group_name, set()).update(members)
for group_name, members in breakable_location_groups.items():
location_name_groups.setdefault(group_name, set()).update(members)
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item_name_to_id = item_name_to_id
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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location_name_to_id = standard_location_name_to_id.copy()
location_name_to_id.update(grass_location_name_to_id)
location_name_to_id.update(breakable_location_name_to_id)
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TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
player_location_table: Dict[str, int]
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ability_unlocks: Dict[str, int]
slot_data_items: List[TunicItem]
tunic_portal_pairs: Dict[str, str]
er_portal_hints: Dict[int, str]
seed_groups: Dict[str, SeedGroup] = {}
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
used_shop_numbers: Set[int]
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 08:42:59 -04:00
er_regions: Dict[str, RegionInfo] # absolutely needed so outlet regions work
2024-01-12 14:32:15 -05:00
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
# for the local_fill option
fill_items: List[TunicItem]
fill_locations: List[Location]
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
amount_to_local_fill: int
# so we only loop the multiworld locations once
# if these are locations instead of their info, it gives a memory leak error
item_link_locations: Dict[int, Dict[str, List[Tuple[int, str]]]] = {}
player_item_link_locations: Dict[str, List[Location]]
using_ut: bool # so we can check if we're using UT only once
passthrough: Dict[str, Any]
ut_can_gen_without_yaml = True # class var that tells it to ignore the player yaml
tracker_world: ClassVar = ut_stuff.tracker_world
2024-01-12 14:32:15 -05:00
def generate_early(self) -> None:
try:
int(self.settings.disable_local_spoiler)
except AttributeError:
raise Exception("You have a TUNIC APWorld in your lib/worlds folder and custom_worlds folder.\n"
"This would cause an error at the end of generation.\n"
"Please remove one of them, most likely the one in lib/worlds.")
if self.options.all_random:
for option_name in (attr.name for attr in fields(TunicOptions)
if attr not in fields(PerGameCommonOptions)):
option = getattr(self.options, option_name)
if option_name == "all_random":
continue
if isinstance(option, Removed):
continue
if option.supports_weighting:
if isinstance(option, Range):
option.value = self.random.randint(option.range_start, option.range_end)
else:
option.value = self.random.choice(list(option.name_lookup))
check_options(self)
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 08:42:59 -04:00
self.er_regions = tunic_er_regions.copy()
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
if self.options.plando_connections and not self.options.entrance_rando:
self.options.plando_connections.value = ()
if self.options.plando_connections:
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
def replace_connection(old_cxn: PlandoConnection, new_cxn: PlandoConnection, index: int) -> None:
self.options.plando_connections.value.remove(old_cxn)
self.options.plando_connections.value.insert(index, new_cxn)
for index, cxn in enumerate(self.options.plando_connections):
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
replacement = None
if self.options.decoupled:
# flip any that are pointing to exit to point to entrance so that I don't have to deal with it
if cxn.direction == "exit":
replacement = PlandoConnection(cxn.exit, cxn.entrance, "entrance", cxn.percentage)
# if decoupled is on and you plando'd an entrance to itself but left the direction as both
if cxn.direction == "both" and cxn.entrance == cxn.exit:
replacement = PlandoConnection(cxn.entrance, cxn.exit, "entrance")
# if decoupled is off, just convert these to both
elif cxn.direction != "both":
replacement = PlandoConnection(cxn.entrance, cxn.exit, "both", cxn.percentage)
if replacement:
replace_connection(cxn, replacement, index)
if (self.options.entrance_layout == EntranceLayout.option_direction_pairs
and not verify_plando_directions(cxn)):
raise OptionError(f"TUNIC: Player {self.player_name} has invalid plando connections. "
f"They have Direction Pairs enabled and the connection "
f"{cxn.entrance} --> {cxn.exit} does not abide by this option.")
ut_stuff.setup_options_from_slot_data(self)
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
self.player_location_table = standard_location_name_to_id.copy()
if self.options.local_fill == -1:
if self.options.grass_randomizer:
if self.options.breakable_shuffle:
self.options.local_fill.value = 96
else:
self.options.local_fill.value = 95
elif self.options.breakable_shuffle:
self.options.local_fill.value = 40
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
else:
self.options.local_fill.value = 0
if self.options.grass_randomizer:
if self.settings.limit_grass_rando and self.options.local_fill < 95 and self.multiworld.players > 1:
raise OptionError(f"TUNIC: Player {self.player_name} has their Local Fill option set too low. "
f"They must either bring it above 95% or the host needs to disable limit_grass_rando "
f"in their host.yaml settings")
self.player_location_table.update(grass_location_name_to_id)
if self.options.breakable_shuffle:
if self.options.entrance_rando:
self.player_location_table.update(breakable_location_name_to_id)
else:
self.player_location_table.update({name: num for name, num in breakable_location_name_to_id.items()
if not name.startswith("Purgatory")})
@classmethod
def stage_generate_early(cls, multiworld: MultiWorld) -> None:
tunic_worlds: Tuple[TunicWorld] = multiworld.get_game_worlds("TUNIC")
for tunic in tunic_worlds:
# setting up state combat logic stuff, see has_combat_reqs for its use
# and this is magic so pycharm doesn't like it, unfortunately
if tunic.options.combat_logic:
multiworld.state.tunic_need_to_reset_combat_from_collect[tunic.player] = False
multiworld.state.tunic_need_to_reset_combat_from_remove[tunic.player] = False
multiworld.state.tunic_area_combat_state[tunic.player] = {}
for area_name in area_data.keys():
multiworld.state.tunic_area_combat_state[tunic.player][area_name] = CombatState.unchecked
# if it's one of the options, then it isn't a custom seed group
if tunic.options.entrance_rando.value in EntranceRando.options.values():
continue
group = tunic.options.entrance_rando.value
# if this is the first world in the group, set the rules equal to its rules
if group not in cls.seed_groups:
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 08:42:59 -04:00
cls.seed_groups[group] = \
SeedGroup(laurels_zips=bool(tunic.options.laurels_zips),
ice_grappling=tunic.options.ice_grappling.value,
ladder_storage=tunic.options.ladder_storage.value,
laurels_at_10_fairies=tunic.options.laurels_location == LaurelsLocation.option_10_fairies,
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
entrance_layout=tunic.options.entrance_layout.value,
has_decoupled_enabled=bool(tunic.options.decoupled),
plando=tunic.options.plando_connections.value.copy())
continue
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
# I feel that syncing this one is worse than erroring out
if bool(tunic.options.decoupled) != cls.seed_groups[group]["has_decoupled_enabled"]:
raise OptionError(f"TUNIC: All players in the seed group {group} must "
f"have Decoupled either enabled or disabled.")
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 08:42:59 -04:00
# off is more restrictive
if not tunic.options.laurels_zips:
cls.seed_groups[group]["laurels_zips"] = False
# lower value is more restrictive
if tunic.options.ice_grappling < cls.seed_groups[group]["ice_grappling"]:
cls.seed_groups[group]["ice_grappling"] = tunic.options.ice_grappling.value
# lower value is more restrictive
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 08:42:59 -04:00
if tunic.options.ladder_storage.value < cls.seed_groups[group]["ladder_storage"]:
cls.seed_groups[group]["ladder_storage"] = tunic.options.ladder_storage.value
# laurels at 10 fairies changes logic for secret gathering place placement
if tunic.options.laurels_location == 3:
cls.seed_groups[group]["laurels_at_10_fairies"] = True
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
# fixed shop and direction pairs override standard, but conflict with each other
if tunic.options.entrance_layout:
if cls.seed_groups[group]["entrance_layout"] == EntranceLayout.option_standard:
cls.seed_groups[group]["entrance_layout"] = tunic.options.entrance_layout.value
elif cls.seed_groups[group]["entrance_layout"] != tunic.options.entrance_layout.value:
raise OptionError(f"TUNIC: Conflict between seed group {group}'s Entrance Layout options. "
f"Seed group cannot have both Fixed Shop and Direction Pairs enabled.")
if tunic.options.plando_connections:
# loop through the connections in the player's yaml
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
for index, player_cxn in enumerate(tunic.options.plando_connections):
new_cxn = True
for group_cxn in cls.seed_groups[group]["plando"]:
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
# verify that it abides by direction pairs if enabled
if (cls.seed_groups[group]["entrance_layout"] == EntranceLayout.option_direction_pairs
and not verify_plando_directions(player_cxn)):
player_dir = "<->" if player_cxn.direction == "both" else "-->"
raise Exception(f"TUNIC: Conflict between Entrance Layout option and Plando Connection: "
f"{player_cxn.entrance} {player_dir} {player_cxn.exit}")
# check if this pair is the same as a pair in the group already
if ((player_cxn.entrance == group_cxn.entrance and player_cxn.exit == group_cxn.exit)
or (player_cxn.entrance == group_cxn.exit and player_cxn.exit == group_cxn.entrance
and "both" in [player_cxn.direction, group_cxn.direction])):
new_cxn = False
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
# if the group's was one-way and the player's was two-way, we replace the group's now
if player_cxn.direction == "both" and group_cxn.direction == "entrance":
cls.seed_groups[group]["plando"].remove(group_cxn)
cls.seed_groups[group]["plando"].insert(index, player_cxn)
break
is_mismatched = (
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
player_cxn.entrance == group_cxn.entrance and player_cxn.exit != group_cxn.exit
or player_cxn.exit == group_cxn.exit and player_cxn.entrance != group_cxn.entrance
)
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
if not tunic.options.decoupled:
is_mismatched = is_mismatched or (
player_cxn.entrance == group_cxn.exit and player_cxn.exit != group_cxn.entrance
or player_cxn.exit == group_cxn.entrance and player_cxn.entrance != group_cxn.exit
)
if is_mismatched:
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
group_dir = "<->" if group_cxn.direction == "both" else "-->"
player_dir = "<->" if player_cxn.direction == "both" else "-->"
raise OptionError(f"TUNIC: Conflict between seed group {group}'s plando "
f"connection {group_cxn.entrance} {group_dir} {group_cxn.exit} and "
f"{tunic.player_name}'s plando connection "
f"{player_cxn.entrance} {player_dir} {player_cxn.exit}")
if new_cxn:
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
cls.seed_groups[group]["plando"].append(player_cxn)
def create_item(self, name: str, classification: ItemClassification = None) -> TunicItem:
2024-01-12 14:32:15 -05:00
item_data = item_table[name]
# evaluate alternate classifications based on options
# it'll choose whichever classification isn't None first in this if else tree
itemclass: ItemClassification = (classification
or (item_data.combat_ic if self.options.combat_logic else None)
or (ItemClassification.progression | ItemClassification.useful
if name == "Glass Cannon"
and (self.options.grass_randomizer or self.options.breakable_shuffle)
and not self.options.start_with_sword else None)
or (ItemClassification.progression | ItemClassification.useful
if name == "Shield" and self.options.ladder_storage
and not self.options.ladder_storage_without_items else None)
or item_data.classification)
return TunicItem(name, itemclass, self.item_name_to_id[name], self.player)
2024-01-12 14:32:15 -05:00
def create_items(self) -> None:
tunic_items: List[TunicItem] = []
self.slot_data_items = []
items_to_create: Dict[str, int] = {item: data.quantity_in_item_pool for item, data in item_table.items()}
# Calculate number of hexagons in item pool
if self.options.hexagon_quest:
items_to_create[gold_hexagon] = get_hexagons_in_pool(self)
2024-01-12 14:32:15 -05:00
for money_fool in fool_tiers[self.options.fool_traps]:
items_to_create["Fool Trap"] += items_to_create[money_fool]
items_to_create[money_fool] = 0
# creating these after the fool traps are made mostly so we don't have to mess with it
if self.options.breakable_shuffle:
for loc_data in breakable_location_table.values():
if not self.options.entrance_rando and loc_data.er_region == "Purgatory":
continue
items_to_create[f"Money x{self.random.randint(1, 5)}"] += 1
if self.options.start_with_sword:
self.multiworld.push_precollected(self.create_item("Sword"))
if self.options.sword_progression:
2024-01-12 14:32:15 -05:00
items_to_create["Stick"] = 0
items_to_create["Sword"] = 0
else:
items_to_create["Sword Upgrade"] = 0
if self.options.laurels_location:
laurels = self.create_item("Hero's Laurels")
if self.options.laurels_location == "6_coins":
self.get_location("Coins in the Well - 6 Coins").place_locked_item(laurels)
2024-01-12 14:32:15 -05:00
elif self.options.laurels_location == "10_coins":
self.get_location("Coins in the Well - 10 Coins").place_locked_item(laurels)
2024-01-12 14:32:15 -05:00
elif self.options.laurels_location == "10_fairies":
self.get_location("Secret Gathering Place - 10 Fairy Reward").place_locked_item(laurels)
2024-01-12 14:32:15 -05:00
items_to_create["Hero's Laurels"] = 0
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
if self.options.grass_randomizer:
items_to_create["Grass"] = len(grass_location_table)
for grass_location in excluded_grass_locations:
self.get_location(grass_location).place_locked_item(self.create_item("Grass"))
items_to_create["Grass"] -= len(excluded_grass_locations)
if self.options.keys_behind_bosses:
rgb_hexagons = list(hexagon_locations.keys())
# shuffle these in case not all are placed in hex quest
self.random.shuffle(rgb_hexagons)
for rgb_hexagon in rgb_hexagons:
location = hexagon_locations[rgb_hexagon]
if self.options.hexagon_quest:
if items_to_create[gold_hexagon] > 0:
hex_item = self.create_item(gold_hexagon)
items_to_create[gold_hexagon] -= 1
items_to_create[rgb_hexagon] = 0
self.get_location(location).place_locked_item(hex_item)
else:
hex_item = self.create_item(rgb_hexagon)
self.get_location(location).place_locked_item(hex_item)
items_to_create[rgb_hexagon] = 0
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# Filler items in the item pool
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
item_table[filler].classification == ItemClassification.filler]
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# Remove filler to make room for other items
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def remove_filler(amount: int) -> None:
for _ in range(amount):
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if not available_filler:
fill = "Fool Trap"
else:
fill = self.random.choice(available_filler)
if items_to_create[fill] == 0:
raise Exception("No filler items left to accommodate options selected. Turn down fool trap amount.")
items_to_create[fill] -= 1
if items_to_create[fill] == 0:
available_filler.remove(fill)
if self.options.shuffle_ladders:
ladder_count = 0
for item_name, item_data in item_table.items():
if item_data.item_group == "Ladders":
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items_to_create[item_name] = 1
ladder_count += 1
remove_filler(ladder_count)
if self.options.hexagon_quest:
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# Replace pages and normal hexagons with filler
for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
if replaced_item in item_name_groups["Abilities"] and self.options.ability_shuffling \
and self.options.hexagon_quest_ability_type == "pages":
continue
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filler_name = self.get_filler_item_name()
items_to_create[filler_name] += items_to_create[replaced_item]
if items_to_create[filler_name] >= 1 and filler_name not in available_filler:
available_filler.append(filler_name)
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items_to_create[replaced_item] = 0
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remove_filler(items_to_create[gold_hexagon])
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if not self.options.combat_logic:
# Sort for deterministic order
for hero_relic in sorted(item_name_groups["Hero Relics"]):
tunic_items.append(self.create_item(hero_relic, ItemClassification.useful))
items_to_create[hero_relic] = 0
if not self.options.ability_shuffling:
# Sort for deterministic order
for page in sorted(item_name_groups["Abilities"]):
if items_to_create[page] > 0:
tunic_items.append(self.create_item(page, ItemClassification.useful))
items_to_create[page] = 0
# if ice grapple logic is on, probably really want icebolt
elif self.options.ice_grappling:
page = "Pages 52-53 (Icebolt)"
if items_to_create[page] > 0:
tunic_items.append(self.create_item(page, ItemClassification.progression | ItemClassification.useful))
items_to_create[page] = 0
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if self.options.maskless:
tunic_items.append(self.create_item("Scavenger Mask", ItemClassification.useful))
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items_to_create["Scavenger Mask"] = 0
if self.options.lanternless:
tunic_items.append(self.create_item("Lantern", ItemClassification.useful))
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items_to_create["Lantern"] = 0
for item, quantity in items_to_create.items():
for _ in range(quantity):
tunic_items.append(self.create_item(item))
for tunic_item in tunic_items:
if tunic_item.name in slot_data_item_names:
self.slot_data_items.append(tunic_item)
2024-01-12 14:32:15 -05:00
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
# pull out the filler so that we can place it manually during pre_fill
self.fill_items = []
if self.options.local_fill > 0 and self.multiworld.players > 1:
# skip items marked local or non-local, let fill deal with them in its own way
# discard grass from non_local if it's meant to be limited
if self.settings.limit_grass_rando:
self.options.non_local_items.value.discard("Grass")
all_filler: List[TunicItem] = []
non_filler: List[TunicItem] = []
for tunic_item in tunic_items:
if (tunic_item.excludable
and tunic_item.name not in self.options.local_items
and tunic_item.name not in self.options.non_local_items):
all_filler.append(tunic_item)
else:
non_filler.append(tunic_item)
self.amount_to_local_fill = int(self.options.local_fill.value * len(all_filler) / 100)
self.fill_items += all_filler[:self.amount_to_local_fill]
del all_filler[:self.amount_to_local_fill]
tunic_items = all_filler + non_filler
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self.multiworld.itempool += tunic_items
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
def pre_fill(self) -> None:
if self.options.local_fill > 0 and self.multiworld.players > 1:
# we need to reserve a couple locations so that we don't fill up every sphere 1 location
sphere_one_locs = self.multiworld.get_reachable_locations(CollectionState(self.multiworld), self.player)
reserved_locations: Set[Location] = set(self.random.sample(sphere_one_locs, 2))
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
viable_locations = [loc for loc in self.multiworld.get_unfilled_locations(self.player)
if loc not in reserved_locations
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
and loc.name not in self.options.priority_locations.value]
if len(viable_locations) < self.amount_to_local_fill:
raise OptionError(f"TUNIC: Not enough locations for local_fill option for {self.player_name}. "
f"This is likely due to excess plando or priority locations.")
self.random.shuffle(viable_locations)
self.fill_locations = viable_locations[:self.amount_to_local_fill]
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
@classmethod
def stage_pre_fill(cls, multiworld: MultiWorld) -> None:
tunic_fill_worlds: List[TunicWorld] = [world for world in multiworld.get_game_worlds("TUNIC")
if world.options.local_fill.value > 0]
if tunic_fill_worlds and multiworld.players > 1:
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
grass_fill: List[TunicItem] = []
non_grass_fill: List[TunicItem] = []
grass_fill_locations: List[Location] = []
non_grass_fill_locations: List[Location] = []
for world in tunic_fill_worlds:
if world.options.grass_randomizer:
grass_fill.extend(world.fill_items)
grass_fill_locations.extend(world.fill_locations)
else:
non_grass_fill.extend(world.fill_items)
non_grass_fill_locations.extend(world.fill_locations)
multiworld.random.shuffle(grass_fill)
multiworld.random.shuffle(non_grass_fill)
multiworld.random.shuffle(grass_fill_locations)
multiworld.random.shuffle(non_grass_fill_locations)
for filler_item in grass_fill:
grass_fill_locations.pop().place_locked_item(filler_item)
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
for filler_item in non_grass_fill:
non_grass_fill_locations.pop().place_locked_item(filler_item)
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-15 18:17:07 -05:00
2024-01-12 14:32:15 -05:00
def create_regions(self) -> None:
self.tunic_portal_pairs = {}
self.er_portal_hints = {}
self.ability_unlocks = randomize_ability_unlocks(self)
# stuff for universal tracker support, can be ignored for standard gen
if self.using_ut:
self.ability_unlocks["Pages 24-25 (Prayer)"] = self.passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = self.passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = self.passthrough["Hexagon Quest Icebolt"]
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# Most non-standard options use ER regions
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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if (self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic
or self.options.grass_randomizer or self.options.breakable_shuffle):
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portal_pairs = create_er_regions(self)
if self.options.entrance_rando:
# these get interpreted by the game to tell it which entrances to connect
for portal1, portal2 in portal_pairs.items():
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
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else:
# uses the original rules, easier to navigate and reference
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for region_name in tunic_regions:
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
for region_name, exits in tunic_regions.items():
region = self.get_region(region_name)
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region.add_exits(exits)
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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for location_name, location_id in self.player_location_table.items():
region = self.get_region(location_table[location_name].region)
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location = TunicLocation(self.player, location_name, location_id, region)
region.locations.append(location)
victory_region = self.get_region("Spirit Arena")
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victory_location = TunicLocation(self.player, "The Heir", None, victory_region)
victory_location.place_locked_item(TunicItem("Victory", ItemClassification.progression, None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
victory_region.locations.append(victory_location)
def set_rules(self) -> None:
# same reason as in create_regions
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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if (self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic
or self.options.grass_randomizer or self.options.breakable_shuffle):
set_er_location_rules(self)
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else:
set_region_rules(self)
set_location_rules(self)
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def get_filler_item_name(self) -> str:
return self.random.choice(filler_items)
# cache whether you can get through combat logic areas
def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and self.options.combat_logic and item.name in combat_items:
state.tunic_need_to_reset_combat_from_collect[self.player] = True
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and self.options.combat_logic and item.name in combat_items:
state.tunic_need_to_reset_combat_from_remove[self.player] = True
return change
def write_spoiler_header(self, spoiler_handle: TextIO):
if self.options.hexagon_quest and self.options.ability_shuffling\
and self.options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
spoiler_handle.write("\nAbility Unlocks (Hexagon Quest):\n")
for ability in self.ability_unlocks:
# Remove parentheses for better readability
spoiler_handle.write(f'{ability[ability.find("(")+1:ability.find(")")]}: {self.ability_unlocks[ability]} Gold Questagons\n')
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def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]) -> None:
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if self.options.entrance_rando:
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hint_data.update({self.player: {}})
# all state seems to have efficient paths
all_state = self.multiworld.get_all_state(True)
all_state.update_reachable_regions(self.player)
paths = all_state.path
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
portal_names = {portal.name for portal in portal_mapping}.union({f"Shop Portal {i + 1}" for i in range(500)})
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for location in self.multiworld.get_locations(self.player):
# skipping event locations
if not location.address:
continue
path_to_loc = []
previous_name = "placeholder"
try:
name, connection = paths[location.parent_region]
except KeyError:
# logic bug, proceed with warning since it takes a long time to update AP
warning(f"{location.name} is not logically accessible for {self.player_name}. "
"Creating entrance hint Inaccessible. Please report this to the TUNIC rando devs. "
"If you are using Plando Items (excluding early locations), then this is likely the cause.")
hint_text = "Inaccessible"
else:
while connection != ("Menu", None):
name, connection = connection
# for LS entrances, we just want to give the portal name
if "(LS)" in name:
name = name.split(" (LS) ", 1)[0]
# was getting some cases like Library Grave -> Library Grave -> other place
if name in portal_names and name != previous_name:
previous_name = name
path_to_loc.append(name)
hint_text = " -> ".join(reversed(path_to_loc))
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if hint_text:
hint_data[self.player][location.address] = hint_text
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def get_real_location(self, location: Location) -> Tuple[str, int]:
# if it's not in a group, it's not in an item link
if location.player not in self.multiworld.groups or not location.item:
return location.name, location.player
try:
loc = self.player_item_link_locations[location.item.name].pop()
return loc.name, loc.player
except IndexError:
warning(f"TUNIC: Failed to parse item location for in-game hints for {self.player_name}. "
f"Using a potentially incorrect location name instead.")
return location.name, location.player
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def fill_slot_data(self) -> Dict[str, Any]:
slot_data: Dict[str, Any] = {
"seed": self.random.randint(0, 2147483647),
"start_with_sword": self.options.start_with_sword.value,
"keys_behind_bosses": self.options.keys_behind_bosses.value,
"sword_progression": self.options.sword_progression.value,
"ability_shuffling": self.options.ability_shuffling.value,
"hexagon_quest": self.options.hexagon_quest.value,
"hexagon_quest_ability_type": self.options.hexagon_quest_ability_type.value,
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"fool_traps": self.options.fool_traps.value,
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 08:42:59 -04:00
"laurels_zips": self.options.laurels_zips.value,
"ice_grappling": self.options.ice_grappling.value,
"ladder_storage": self.options.ladder_storage.value,
"ladder_storage_without_items": self.options.ladder_storage_without_items.value,
"lanternless": self.options.lanternless.value,
"maskless": self.options.maskless.value,
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"entrance_rando": int(bool(self.options.entrance_rando.value)),
TUNIC: Entrance rando Direction Pairs + Decoupled (#3761) * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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"decoupled": self.options.decoupled.value if self.options.entrance_rando else 0,
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"shuffle_ladders": self.options.shuffle_ladders.value,
TUNIC: Grass Randomizer (#3913) * Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * 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> * 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> * 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 * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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"grass_randomizer": self.options.grass_randomizer.value,
"combat_logic": self.options.combat_logic.value,
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"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
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"Hexagon Quest Icebolt": self.ability_unlocks["Pages 52-53 (Icebolt)"],
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"Hexagon Quest Goal": self.options.hexagon_goal.value,
"Entrance Rando": self.tunic_portal_pairs,
"disable_local_spoiler": int(self.settings.disable_local_spoiler or self.multiworld.is_race),
"breakable_shuffle": self.options.breakable_shuffle.value,
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}
# this would be in a stage if there was an appropriate stage for it
self.player_item_link_locations = {}
groups = self.multiworld.get_player_groups(self.player)
# checking if groups so that this doesn't run if the player isn't in a group
if groups:
if not self.item_link_locations:
tunic_worlds: Tuple[TunicWorld] = self.multiworld.get_game_worlds("TUNIC")
# figure out our groups and the items in them
for tunic in tunic_worlds:
for group in self.multiworld.get_player_groups(tunic.player):
self.item_link_locations.setdefault(group, {})
for location in self.multiworld.get_locations():
if location.item and location.item.player in self.item_link_locations.keys():
(self.item_link_locations[location.item.player].setdefault(location.item.name, [])
.append((location.player, location.name)))
# if item links are on, set up the player's personal item link locations, so we can pop them as needed
for group, item_links in self.item_link_locations.items():
if group in groups:
for item_name, locs in item_links.items():
self.player_item_link_locations[item_name] = \
[self.multiworld.get_location(location_name, player) for player, location_name in locs]
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for tunic_item in filter(lambda item: item.location is not None and item.code is not None, self.slot_data_items):
if tunic_item.name not in slot_data:
slot_data[tunic_item.name] = []
if tunic_item.name == gold_hexagon and len(slot_data[gold_hexagon]) >= 6:
continue
slot_data[tunic_item.name].extend(self.get_real_location(tunic_item.location))
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for start_item in self.options.start_inventory_from_pool:
if start_item in slot_data_item_names:
if start_item not in slot_data:
slot_data[start_item] = []
for _ in range(self.options.start_inventory_from_pool[start_item]):
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slot_data[start_item].extend(["Your Pocket", self.player])
return slot_data
# for the universal tracker, doesn't get called in standard gen
# docs: https://github.com/FarisTheAncient/Archipelago/blob/tracker/worlds/tracker/docs/re-gen-passthrough.md
@staticmethod
def interpret_slot_data(slot_data: Dict[str, Any]) -> Dict[str, Any]:
# returning slot_data so it regens, giving it back in multiworld.re_gen_passthrough
# we are using re_gen_passthrough over modifying the world here due to complexities with ER
return slot_data