TUNIC: The Big Refactor (#5195)

* Make it actually return false if it gets to the backup lists and fails them

* Fix stuff after merge

* Add outlet regions, create new regions as needed for them

* Put together part of decoupled and direction pairs

* make direction pairs work

* Make decoupled work

* Make fixed shop work again

* Fix a few minor bugs

* Fix a few minor bugs

* Fix plando

* god i love programming

* Reorder portal list

* Update portal sorter for variable shops

* Add missing parameter

* Some cleanup of prints and functions

* Fix typo

* it's aliiiiiive

* Make seed groups not sync decoupled

* Add test with full-shop plando

* Fix bug with vanilla portals

* Handle plando connections and direction pair errors

* Update plando checking for decoupled

* Fix typo

* Fix exception text to be shorter

* Add some more comments

* Add todo note

* Remove unused safety thing

* Remove extra plando connections definition in options

* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log

* Fix weird edge case that is technically user error

* Add note to fixed shop

* Fix parsing shop names in UT

* Remove debug print

* Actually make UT work

* multiworld. to world.

* Fix typo from merge

* Make it so the shops show up in the entrance hints

* Fix bug in ladder storage rules

* Remove blank line

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py
#	worlds/tunic/rules.py
#	worlds/tunic/test/test_access.py

* Fix issues after merge

* Update plando connections stuff in docs

* Make early bushes only contain grass

* Fix library mistake

* Backport changes to grass rando (#20)

* Backport changes to grass rando

* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance

* Remove item name group for grass

* Update grass rando option descriptions

- Also ignore grass fill for single player games

* Ignore grass fill option for solo rando

* Update er_rules.py

* Fix pre fill issue

* Remove duplicate option

* Add excluded grass locations back

* Hide grass fill option from simple ui options page

* Check for start with sword before setting grass rules

* Update worlds/tunic/options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* has_stick -> has_melee

* has_stick -> has_melee

* Add a failsafe for direction pairing

* Fix playthrough crash bug

* Remove init from logicmixin

* Updates per code review (thanks hesto)

* has_stick to has_melee in newer update

* has_stick to has_melee in newer update

* Exclude grass from get_filler_item_name

- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen

* Update worlds/tunic/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* change the rest of grass_fill to local_fill

* Filter out grass from filler_items

* remove -> discard

* Update worlds/tunic/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Starting out

* Rules for breakable regions

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/combat_logic.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py

* Cleanup more stuff after merge

* Revert "Cleanup more stuff after merge"

This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.

* Revert "# Conflicts:"

This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.

* Cleanup more stuff after merge

* change has_stick to has_melee

* Update grass list with combat logic regions

* More fixes from combat logic merge

* Fix some dumb stuff (#21)

* Reorganize pre fill for grass

* make the rest of it work, it's pr ready, boom

* Make it work in not pot shuffle

* Merge grass rando

* multiworld -> world get_location, use has_any

* Swap out region for West Garden Before Terry grass

* Adjust west garden rules to add west combat region

* Adjust grass regions for south checkpoint grass

* Adjust grass regions for after terry grass

* Adjust grass regions for west combat grass

* Adjust grass regions for dagger house grass

* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations

* Finish the remainder of the west garden grass, reformat ruined atoll a little

* More hex quest updates

- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data

* Change option comparison

* Change option checking and fix some stuff

- also keep prayer first on low hex counts

* Update option defaulting

* Update option checking

* Fix option assignment again

* Merge in hex hunt

* Merge in changes

* Clean up imports

* Add ability type to UT stuff

* merge it all

* Make local fill work across pot and grass (to be adjusted later)

* Make separate pools for the grass and non-grass fills

* Fix id overlap

* Update option description

* Fix default

* Reorder localfill option desc

* Load the purgatory ones in

* Adjustments after merge

* Fully remove logicrules

* Fix UT support with fixed shop option

* Add breakable shuffle to the ut stuff

* Make it load in a specific number of locations

* Add Silent's spoiler log ability thing

* Fix for groups

* Fix for groups

* Fix typo

* Fix hex quest UT support

* Use .get

* UT fixes, classification fixes

* Rename some locations

* Adjust guard house names

* Adjust guard house names

* Rework create_item

* Fix for plando connections

* Rename, add new breakables

* Rename more stuff

* Time to rename them again

* Fix issue with fixed shop + decoupled

* Put in an exception to catch that error in the future

* Update create_item to match main

* Update spoiler log lines for hex abilities

* Burn the signs down

* Bring over the combat logic fix

* Merge in combat logic fix

* Silly static method thing

* Move a few areas to before well instead of east forest

* Add an all_random hidden option for dev stuff

* Port over changes from main

* Fix west courtyard pot regions

* Remove debug prints

* Fix fortress courtyard and beneath the fortress loc groups again

* Add exception handling to deal with duplicate apworlds

* Fix typo

* More missing loc group conversions

* Initial fuse shuffle stuff

* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check

* Add fuse shuffle logic

* reorder atoll statue rule

* Update traversal reqs

* Remove fuse shuffle from temple door

* Combine rules and option checking

* Add bell shuffle; fix fuse location groups

* Fix portal rules not requiring prayer

* Merge the grass laurels exit grass PR

* Merge in fortress bridge PR

* Do a little clean up

* Fix a regression

* Update after merge

* Some more stuff

* More Silent changes

* Update more info section in game info page

* Fix rules for atoll and swamp fuses

* Precollect cathedral fuse in ER

* actually just make the fuse useful instead of progression

* Add it to the swamp and cath rules too

* Fix cath fuse name

* Minor fixes and edits

* Some UT stuff

* Fix a couple more groups

* Move a bunch of UT stuff to its own file

* Fix up a couple UT things

* Couple minor ER fixes

* Formatting change

* UT poptracker stuff enabled since it's optional in one of the releases

* Add author string to world class

* Adjust local fill option name

* Update ut_stuff to match the PR

* Add exception handling for UT with old apworld

* Fix missing tracker_world

* Remove extra entrance from cath main -> elevator

Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev

* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal

* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal

* Update for breakables poptracker

* Backup and warnings instead

* Update typing

* Delete old regions and rules, move stuff to logic_helpers and constants

* Delete now much less useful tests

* Fix breakables map tracking

* Add more comments to init

* Add todo to grass.py

* Fix up tests

* Pull out fuse and bell shuffle

* Pull out fuse and bell shuffle

* Update worlds/tunic/options.py

Co-authored-by: qwint <qwint.42@gmail.com>

* Update worlds/tunic/logic_helpers.py

Co-authored-by: qwint <qwint.42@gmail.com>

* {} -> () in state functions

* {} -> () in state functions

* Change {} -> () in state functions, use constant for gun

* Remove floating constants in er_data

* Finish hard deprecating FixedShop

* Finish hard deprecating FixedShop

* Fix zig skip showing up in decoupled fixed shop

---------

Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
This commit is contained in:
Scipio Wright
2025-09-04 18:44:32 -04:00
committed by GitHub
parent 42ace29db4
commit b0b3e3668f
17 changed files with 749 additions and 918 deletions

View File

@@ -1,10 +1,12 @@
from typing import Dict, List, NamedTuple, Tuple, Optional
from enum import IntEnum
from collections import defaultdict
from enum import IntEnum
from typing import NamedTuple
from BaseClasses import CollectionState
from .rules import has_sword, has_melee
from worlds.AutoWorld import LogicMixin
from .logic_helpers import has_sword, has_melee
# the vanilla stats you are expected to have to get through an area, based on where they are in vanilla
class AreaStats(NamedTuple):
@@ -16,12 +18,12 @@ class AreaStats(NamedTuple):
sp_level: int
mp_level: int
potion_count: int
equipment: List[str] = []
equipment: list[str] = []
is_boss: bool = False
# the vanilla upgrades/equipment you would have
area_data: Dict[str, AreaStats] = {
area_data: dict[str, AreaStats] = {
# The upgrade page is right by the Well entrance. Upper Overworld by the chest in the top right might need something
"Overworld": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]),
"East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Sword"]),
@@ -52,9 +54,9 @@ area_data: Dict[str, AreaStats] = {
# these are used for caching which areas can currently be reached in state
# Gauntlet does not have exclusively higher stat requirements, so it will be checked separately
boss_areas: List[str] = [name for name, data in area_data.items() if data.is_boss and name != "Gauntlet"]
boss_areas: list[str] = [name for name, data in area_data.items() if data.is_boss and name != "Gauntlet"]
# Swamp does not have exclusively higher stat requirements, so it will be checked separately
non_boss_areas: List[str] = [name for name, data in area_data.items() if not data.is_boss and name != "Swamp"]
non_boss_areas: list[str] = [name for name, data in area_data.items() if not data.is_boss and name != "Swamp"]
class CombatState(IntEnum):
@@ -114,7 +116,7 @@ def has_combat_reqs(area_name: str, state: CollectionState, player: int) -> bool
return met_combat_reqs
def check_combat_reqs(area_name: str, state: CollectionState, player: int, alt_data: Optional[AreaStats] = None) -> bool:
def check_combat_reqs(area_name: str, state: CollectionState, player: int, alt_data: AreaStats | None = None) -> bool:
data = alt_data or area_data[area_name]
extra_att_needed = 0
extra_def_needed = 0
@@ -303,7 +305,7 @@ def has_required_stats(data: AreaStats, state: CollectionState, player: int) ->
# returns a tuple of your max attack level, the number of attack offerings
def get_att_level(state: CollectionState, player: int) -> Tuple[int, int]:
def get_att_level(state: CollectionState, player: int) -> tuple[int, int]:
att_offerings = state.count("ATT Offering", player)
att_upgrades = state.count("Hero Relic - ATT", player)
sword_level = state.count("Sword Upgrade", player)
@@ -315,44 +317,44 @@ def get_att_level(state: CollectionState, player: int) -> Tuple[int, int]:
# returns a tuple of your max defense level, the number of defense offerings
def get_def_level(state: CollectionState, player: int) -> Tuple[int, int]:
def get_def_level(state: CollectionState, player: int) -> tuple[int, int]:
def_offerings = state.count("DEF Offering", player)
# defense falls off, can just cap it at 8 for simplicity
return (min(8, 1 + def_offerings
+ state.count_from_list({"Hero Relic - DEF", "Secret Legend", "Phonomath"}, player))
+ state.count_from_list(("Hero Relic - DEF", "Secret Legend", "Phonomath"), player))
+ (2 if state.has("Shield", player) else 0)
+ (2 if state.has("Hero's Laurels", player) else 0),
def_offerings)
# returns a tuple of your max potion level, the number of potion offerings
def get_potion_level(state: CollectionState, player: int) -> Tuple[int, int]:
def get_potion_level(state: CollectionState, player: int) -> tuple[int, int]:
potion_offerings = min(2, state.count("Potion Offering", player))
# your third potion upgrade (from offerings) costs 1,000 money, reasonable to assume you won't do that
return (1 + potion_offerings
+ state.count_from_list({"Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"}, player),
+ state.count_from_list(("Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"), player),
potion_offerings)
# returns a tuple of your max hp level, the number of hp offerings
def get_hp_level(state: CollectionState, player: int) -> Tuple[int, int]:
def get_hp_level(state: CollectionState, player: int) -> tuple[int, int]:
hp_offerings = state.count("HP Offering", player)
return 1 + hp_offerings + state.count("Hero Relic - HP", player), hp_offerings
# returns a tuple of your max sp level, the number of sp offerings
def get_sp_level(state: CollectionState, player: int) -> Tuple[int, int]:
def get_sp_level(state: CollectionState, player: int) -> tuple[int, int]:
sp_offerings = state.count("SP Offering", player)
return (1 + sp_offerings
+ state.count_from_list({"Hero Relic - SP", "Mr Mayor", "Power Up",
"Regal Weasel", "Forever Friend"}, player),
+ state.count_from_list(("Hero Relic - SP", "Mr Mayor", "Power Up",
"Regal Weasel", "Forever Friend"), player),
sp_offerings)
def get_mp_level(state: CollectionState, player: int) -> Tuple[int, int]:
def get_mp_level(state: CollectionState, player: int) -> tuple[int, int]:
mp_offerings = state.count("MP Offering", player)
return (1 + mp_offerings
+ state.count_from_list({"Hero Relic - MP", "Sacred Geometry", "Vintage", "Dusty"}, player),
+ state.count_from_list(("Hero Relic - MP", "Sacred Geometry", "Vintage", "Dusty"), player),
mp_offerings)
@@ -426,9 +428,9 @@ def calc_def_sp_cost(def_upgrades: int, sp_upgrades: int) -> int:
class TunicState(LogicMixin):
tunic_need_to_reset_combat_from_collect: Dict[int, bool]
tunic_need_to_reset_combat_from_remove: Dict[int, bool]
tunic_area_combat_state: Dict[int, Dict[str, int]]
tunic_need_to_reset_combat_from_collect: dict[int, bool]
tunic_need_to_reset_combat_from_remove: dict[int, bool]
tunic_area_combat_state: dict[int, dict[str, int]]
def init_mixin(self, _):
# the per-player need to reset the combat state when collecting a combat item