Commit Graph

1963 Commits

Author SHA1 Message Date
espeon65536
286254c5cd require end crystals for Free the End, since it's possible to kill the dragon with beds and not receive the advancement 2021-06-06 15:10:45 +00:00
espeon65536
82cd51f5f4 structure plando for Minecraft 2021-06-06 15:10:45 +00:00
espeon65536
a55bcae3ec Minecraft logic improvements
- Very Very Frightening now properly accounts for getting a villager into the overworld by curing a zombie villager
- Hot Tourist Destinations no longer requires striders, since no one was using them anyway
- Saddles are now also obtainable from raids by killing a ravager (100% drop rate)
2021-06-06 15:10:45 +00:00
Fabian Dill
c71387ad00 Factorio: fix single-player static node placement 2021-06-06 16:08:17 +02:00
Fabian Dill
c095c28618 Split requirements into world types, automatically discover and resolve them. 2021-06-06 15:30:20 +02:00
Fabian Dill
aa6f65ee1f Prevent logical lockout from Pedestal/Pyramid Fairy in ice rod hunt 2021-05-27 12:14:20 +02:00
Fabian Dill
c36ac5baba consider the ability to craft a rocket-silo for factorio completion 2021-05-22 21:13:53 +02:00
Fabian Dill
d8e33fe596 Factorio: Differentiate advancement items. 2021-05-22 10:46:27 +02:00
Fabian Dill
80b7e2e188 Factorio: Build logic for rocket launch, allow beatable only to work correctly
Convert Science requirements to Event of "automate <pack>"
2021-05-22 10:06:21 +02:00
Fabian Dill
22aa4cbb9f Factorio: Fix Rocket Launch event getting encoded into mod 2021-05-22 07:54:12 +02:00
Fabian Dill
71bb5b850e set correct player ID for Factorio Victory 2021-05-22 07:06:09 +02:00
Fabian Dill
e1b4975a11 Add Crafting Machine awareness to Factorio logic
(should have no effect on vanilla, mostly for modded gameplay)
2021-05-19 06:52:53 +02:00
Fabian Dill
f8a5e8bfc7 add Factorio Victory Event 2021-05-19 05:33:44 +02:00
espeon65536
685de847c4 Minecraft updates (#13)
* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

* Minecraft logic updates
Wither kill now considers nether fortresses as a valid source of soul sand
A Furious Cocktail now requires beacons for resistance and village access for carrots
Uneasy Alliance now requires fishing rod to pull the ghast through the portal
On a Rail now requires iron pickaxe to make powered rails
Overkill now may require strength II without stone axe, which needs nether access

* embed all apmc info into slot_data

* updated MC tests for logic changes

* put apmc into zipfile

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-16 00:49:58 +02:00
Fabian Dill
3e1941a561 allow Factorio Client to recognize if it's trying to connect to the wrong multiworld. 2021-05-16 00:21:00 +02:00
Fabian Dill
b82d6cec31 regain basic WebHost functionality 2021-05-13 21:57:11 +02:00
Fabian Dill
daa959e353 remove suppress rom argument 2021-05-13 01:40:36 +02:00
Fabian Dill
109eb5b9dc start of split 2021-05-13 01:34:59 +02:00
Fabian Dill
a231850911 Make hint costs relative 2021-05-11 23:08:50 +02:00
Fabian Dill
1b2283b173 Factorio: correctly cache control_template to allow multiple Factorio worlds 2021-05-11 13:28:58 +02:00
Fabian Dill
729088fd85 Fix generation failure if aga tower door was placed on HC ledge in inverted dungeonsfull 2021-05-11 01:26:59 +02:00
Fabian Dill
e50db61030 constrict Factorio logic to require all paths to a product, not any.
Should narrow this down in a careful manner later.
2021-05-10 02:33:54 +02:00
Fabian Dill
909172cbad Factorio, Minecraft & Hollow Knight: add startinventory support 2021-05-09 21:22:21 +02:00
Fabian Dill
c55983af5f Factorio: add starting_items 2021-05-09 17:46:26 +02:00
Fabian Dill
9c3d12dc55 Factorio: Embed slot name into mod 2021-05-09 17:26:53 +02:00
espeon65536
2f7e532f4f Minecraft Randomizer
Squash merge, original Commits:

* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-08 13:38:57 +02:00
Fabian Dill
5c9aa09c80 LttP: implement dungeonscrossed ER 2021-05-08 12:04:03 +02:00
Fabian Dill
e5bbcb8d27 merge of 6bf02455e6 2021-05-08 01:49:30 +02:00
Fabian Dill
cf488e5a5d convert parse_zspr to staticmethod 2021-05-08 01:44:37 +02:00
Fabian Dill
36ef9e8a72 LttP: Read author game display name from zspr 2021-05-07 22:34:02 +02:00
Fabian Dill
e7d254aed7 Factorio: make automation science pack rocket recipe consistent with the others 2021-05-07 22:09:04 +02:00
Fabian Dill
298f2f652a Factorio: add rocket recipe scaling by max science 2021-05-07 21:58:46 +02:00
Fabian Dill
5cb2689609 LttP: speed up ER shuffling caves 2021-05-07 21:01:13 +02:00
Fabian Dill
9ab5ec426d remove leftover from when recipes were events 2021-05-06 12:53:57 +02:00
Fabian Dill
77d3bf9172 Factorio: Allow assembling machine 1 to use fluids
Should improve the flow of the game a bit, no longer having to wait for automation-2 to get started with rocket fuel, processing units and others.
2021-05-03 18:06:21 +02:00
Fabian Dill
328f132498 include player name in factorio mod name. 2021-05-03 16:29:05 +02:00
Fabian Dill
4a75d27261 don't precollect Hollow Knight items 2021-05-01 02:16:19 +02:00
Fabian Dill
95358bc523 Never download a sprite with Author "Nintendo" 2021-04-28 10:31:24 +02:00
Fabian Dill
4fc1ce77ac only build vanilla sprite data once correctly 2021-04-28 02:39:55 +02:00
Fabian Dill
b8c7d6a72f remove remaining sprite data 2021-04-27 07:19:53 +02:00
Fabian Dill
569e0e3004 Factorio: add option: random tech ingredients 2021-04-24 01:16:49 +02:00
Fabian Dill
a5efed83b9 Set non-LttP Shop prices to 5 to 140 Rupee range 2021-04-16 21:41:19 +02:00
Fabian Dill
433981fd3d pass explicit seed_name from MultiMystery.py 2021-04-12 09:45:07 +02:00
Fabian Dill
2df7e4e537 add seed_name to multidata and RoomInfo 2021-04-12 09:36:45 +02:00
Fabian Dill
764e6e7926 Fix MultiTracker breaking after Hint is used 2021-04-12 00:06:27 +02:00
Fabian Dill
4292cdddd5 Factorio: add Funnel tech shape 2021-04-11 18:19:47 +02:00
Fabian Dill
1943586221 Factorio: add medium_diamonds and pyramid tech tree layouts 2021-04-10 19:34:30 +02:00
Fabian Dill
6d15aef88a Factorio: align tech tree sections in growing ingredient requirements 2021-04-10 18:45:11 +02:00
Fabian Dill
d4b422840a Fix dynamic world attributes not updating 2021-04-10 06:36:06 +02:00
Fabian Dill
0586b24579 Factorio: add small_diamonds tech tree layout 2021-04-10 03:03:46 +02:00