Commit Graph

7522 Commits

Author SHA1 Message Date
black-sliver
63fbcc5fc8 WebHost: custom proc title for Generator and MultiHoster (#4310)
* WebHost: custom proctitle for Generator and MultiHoster

* Update setproctitle to 1.3.5
2025-04-06 13:50:24 +02:00
Fabian Dill
cad217af19 Core: update cert file daily in customserver.py (#4454) 2025-04-06 05:31:14 +02:00
Exempt-Medic
a6ad4a8293 Docs: Remove false claim that rules can be done in generate_basic (#4809) 2025-04-05 13:51:22 -04:00
Silvris
503999cb32 Core: KivyMD and Launcher overhaul (#3934)
Shifts the contents of `kvui.py`, and thus all CommonClient-based clients as well as Launcher, to using KivyMD. KivyMD is an extension for Kivy that is almost fully compatible with pre-existing Kivy components, while providing Material Design support for theming and overall visual design as well as useful pre-existing built in components such as Snackbars, Tooltips, and a built-in File Manager (not currently being used).

As a part of this shift, the launcher was completely overhauled, adding the ability to filter the list of components down to each type of component, the ability to define favorite components and filter to them, and add shortcuts for launcher components to the desktop. An optional description field was added to Component for display within the new launcher.

The theme (Light/Dark) and primary palette have also been exposed to users via client/user.kv.
2025-04-05 18:46:24 +02:00
threeandthreee
c2d8f2443e LADX: more tracker support (#4355)
* init

* oops
2025-04-05 18:39:31 +02:00
Ishigh1
4571ed7e2f Core: Made want_reply follow the specs in the docs #4750 2025-04-05 18:35:00 +02:00
Exempt-Medic
ef5cbd3ba3 Adventure: Set Victory Condition Earlier (#4810) 2025-04-05 12:30:08 -04:00
Aaron Wagener
5c162bd7ce Core: add an is_event property to Item to match the one on Location (#3401) 2025-04-05 18:07:06 +02:00
NewSoupVi
7bdaaa25c1 Core: Prevent worlds from using LogicMixin incorrectly (having class variables without an init_mixin) (#3974)
* Core: Prevent people from using LogicMixin incorrectly

There's a world that ran into some issues because it defined its custom LogicMixin variables at the class level.

This caused "instance bleed" when new CollectionState objects were created.

I don't think there is ever a reason to have a non-function class variable on LogicMixin without also having `init_mixin`, so this asserts that this is the case.

Tested:
Doesn't fail any current worlds
Correctly fails the world in question

Also, not gonna call out that world because it was literally my fault for explaining it to them wrong :D

* Verbose af

* Update AutoWorld.py
2025-04-05 18:06:30 +02:00
NewSoupVi
9a5a02b654 MultiServer Extend datastore "update" operation to work on lists as well, acting as a pseudo "set union". #4666 2025-04-05 18:05:58 +02:00
Mysteryem
4fea6b6e9b Core: Remove Location.__hash__ (#4274)
`Location` does not override `__eq__` so should not override `__hash__`.

With this patch, this makes operations on sets of locations slightly
faster because they will use `object.__hash__` rather than
`Location.__hash__`.

`object.__hash__` is about 4 to 5 times faster than `Location.__hash__`
for me. Generation often uses sets of locations, so this slightly speeds
up generation.

The only place I could find that was hashing locations directly was
`WitnessLocationHint.__hash__`, but it has implemented a matching
`__eq__`, so is fine.

For security reasons, Python randomizes its hash seed each time it is
started, so the result of the `hash()` function is nondeterministic and
can't have been used by worlds for anything that needed to be
deterministic and can't have been used to compare information hashed at
generation time to information hashed by a client.
2025-04-05 17:53:59 +02:00
Mysteryem
bd8b8822ac Core: Pass maximum exploration states in distribute_items_restrictive (#4535)
The base state passed to fill_restrictive should be as maximal as
possible otherwise fill_restrictive has to repeatedly re-sweep and
collect from advancement locations that were reachable from before
fill_restrictive has placed a single item.

This is not added within fill_restrictive itself because it is common
for fills to be performed using a partial 'all_state', which is already
a maximum exploration state.

With --skip_output generation of every template yaml, except FF, KH
and Shivers, this prevented repeatedly re-sweeping 576 advancement
locations in every sweep within progression fill, reducing the
generation time from 124s to 113s for me (8.8% reduction, averaged over
5 generations each).
2025-04-05 17:50:19 +02:00
NewSoupVi
0a44c3ec49 The Witness: Move the Easter Egg Hunt option group lower so that the tooltip isn't cut off (#4789) 2025-04-05 17:48:18 +02:00
NewSoupVi
3262984386 The Witness: Option tooltip clarifications (#4807)
* Missing colon

* Clarify Panel Hunt

* Unnecessary line break

* that wasn't meant to be in here
2025-04-05 17:47:16 +02:00
LiquidCat64
180265c8f4 CVCotM: Fix DeathLinks sent by a different instance of the same slot not being received. (#4726)
* Fix same-slot-different-player DeathLinks not being received.

* A few more comments.
2025-04-05 10:27:51 -04:00
PinkSwitch
a9b4d33cd2 Yoshi's Island: Fix Piece of Luigi not goaling until reset (#4709) 2025-04-05 16:07:37 +02:00
Mysteryem
5dfb9b28f7 Core: Improve iteration speed of Region.Register objects (#4583)
Without implementing __iter__ directly, calling iter() on a
Region.Register on Python 3.12 would return a new generator implemented
as follows:
```py
        def __iter__(self) -> int:
            i = 0
            try:
                while True:
                    v = self[i]
                    yield v
                    i += 1
            except IndexError:
                return None
```
This was determined by disassembling the returned generator with
dis.dis() and then constructing a function that disassembles into the
same bytecode.

The iterator returned by `iter(self._list)` is faster than this
generator, so using it slightly improves generation performance on
average.

Iteration of Region.Register objects is used a lot in
`CollectionState.update_reachable_regions` in both of the private
_update methods that get called. The performance gain here will vary
depending on how many regions a world has and how many exits those
regions have on average.

For a game like Blasphemous, with a lot of regions and exits, generation
of 10 template Blasphemous yamls with `--skip_output --seed 1` and
progression balancing disabled went from 19.0s to 16.4s (14.2% reduction
in generation duration).
2025-04-05 15:59:39 +02:00
Benjamin S Wolf
ec75793ac3 Core: Add spoiler-only output mode (#4059)
* Core: Add spoiler-only output mode

* spoiler-only exceptions

* Move new errors to mystery_argparse
2025-04-05 09:50:52 -04:00
CodeGorilla
cd4da36863 GER: Only consider usable exits when calculating dead-ends (#4701)
* Only consider usable exits when calculating whether or not a region is a dead-end

* Update EntranceLookup unit tests

* Add new dead-end test

* Add additional explanation to the new test

* minor formatting tweak

based on review feedback

---------

Co-authored-by: CodeGorilla <3672561+Ars-Ignis@users.noreply.github.com>
2025-04-05 09:21:38 -04:00
Nocallia
1749e22569 Stardew: Fix minor grammar issues in Options (#4800) 2025-04-05 08:20:51 -04:00
axe-y
0cce88cfbc DLC Quest: Fix more items than location with non existing start inventory (#4735)
* DLC Quest Bug Fix
Start inventory item that do not exist in the present world do not make more trap item to appear anymore

* Update worlds/dlcquest/Items.py

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>

* DLC Quest Bug Fix
did the recommendation of Mysteryem and made the item not exist in the pool of item created

* DLC Quest Bug Fix
did the recommendation of agilbert1412 and made a check by name instead of item to itemData

* DLC Quest Bug Fix
overcook failed test

* DLC Quest Bug Fix
re-type correctly a type hint

---------

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2025-04-05 08:19:54 -04:00
black-sliver
61e83a300b Clients: stop updating datapackage in persistent_storage (#4799)
Still uses things that are in there but stops writing to it.
2025-04-05 11:51:01 +02:00
Exempt-Medic
136a13aac7 Docs: Include that DeathLink cause can be an empty string (#4729) 2025-04-04 22:39:18 -04:00
massimilianodelliubaldini
2c90db9ae7 Docs: Additional detail and organization to adding games.md (#4805)
* Additional detail and organization to adding games.md

* Minor fixes.

* Update docs/adding games.md

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

* Code review updates.

* More updates.

* Client icon blurb.

* Update docs/adding games.md

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

* Revert one line.

* Filler item name blurb.

* Updates for Violet.

* Reorganize client expectations.

* Missed a line delete.

* Doctor's orders

---------

Co-authored-by: qwint <qwint.42@gmail.com>
2025-04-05 04:18:47 +02:00
Richard Snider
507e051a5a Core: Handle integer arguments in player names gracefully (#4151) 2025-04-05 03:36:20 +02:00
Scipio Wright
b5bf9ed1d7 TUNIC: Error message in the spot that UT errors at if you have an old APWorld #4788
Schnice and Shrimple
2025-04-05 00:53:13 +02:00
Fabian Dill
215eb7e473 core: increment version (#4808) 2025-04-04 23:25:37 +02:00
qwint
f42233699a Core: make accessibility_corrections only state.remove if the location was collected 2025-04-04 23:20:45 +02:00
massimilianodelliubaldini
1bec68df4d WebHost: Standardize some 404 redirects (#4642) 2025-04-04 23:11:45 +02:00
CodeGorilla
d8576e72eb Pokemon Red/Blue: Set allow_partial_entrances to true when building a state for ER #4802
Co-authored-by: CodeGorilla <3672561+Ars-Ignis@users.noreply.github.com>
2025-04-04 10:48:47 +02:00
Fabian Dill
7265468e8d kvui: fix [u] and [/u] appearing in copied hints (#4794) 2025-04-03 09:22:02 +02:00
Fabian Dill
d07f36dedd Core: increment version (#4787) 2025-04-02 05:35:39 +02:00
Scipio Wright
364a1b71ec TUNIC: Note Death Link and Trap Link in-game toggles on Game Info page (#4741)
* Note death link and trap link in game info page

* Update worlds/tunic/docs/en_TUNIC.md

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

* Turn it into a bulleted list
2025-04-01 19:55:19 -04:00
Sanjay Govind
daee6d210f CommonClient: don't update ui hints if there is no ui (#4791) 2025-04-02 01:54:27 +02:00
Bryce Wilson
96be0071e6 Pokemon Emerald: Move recent change to new version (#4793) 2025-04-02 00:50:39 +02:00
threeandthreee
ff8e1dfb47 Launcher: Remove an unnecessary global (#4785) 2025-04-01 21:28:59 +02:00
LiquidCat64
d26db6f213 CV64: Fix some unrandomized locations containing unintended items on specific settings (#4728)
* Fix some unrandomized locations on specific settings.

* Remove now-unnecessary comment
2025-04-01 12:37:49 -04:00
Fabian Dill
bb6c753583 FFMQ: fix remote code execution (#4786) 2025-04-01 18:19:07 +02:00
Mysteryem
ca08e4b950 Super Metroid: Replace random module with world random in variaRandomizer (#4429) 2025-04-01 18:14:47 +02:00
Bryce Wilson
5a6b02dbd3 Pokemon Emerald: Fix pre-fill problems (#4686)
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2025-04-01 18:12:43 +02:00
jamesbrq
14416b1050 MLSS: Fix issue with door opening earlier than intended (#4737) 2025-04-01 18:10:51 +02:00
Carter Hesterman
da4e6fc532 Civ6: Sanitize player/item values before they go in the XML (#4755) 2025-04-01 18:09:59 +02:00
Justus Lind
57d8b69a6d Muse Dash: Update Song List to Muse Dash Legend. (#4775)
* Add Muse Dash Legend songs.

* Add a new SFX trap
2025-04-01 18:08:09 +02:00
Silvris
c9d8a8661c kvui: Fix hint tab formatting regression (#4778)
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2025-04-01 18:06:49 +02:00
Fabian Dill
4a3d23e0e6 Core: update cx-Freeze to 8.0.0 & Worlds: fix packages missing __init__.py (#4773) 2025-04-01 16:29:32 +02:00
PoryGone
a3666f2ae5 SA2B: Fix critical typo #4779 2025-03-30 22:19:24 +02:00
Kaito Sinclaire
c3e000e574 id Tech 1 games: Logic updates (Feb '25) (#4677)
- Across Doom 1993 and Doom 2, any items that are accessible in Ultra-Violence from the start of the level without putting the player in any danger are now considered in logic when that level is first received, without needing any weapons available. This is intended to give generation more possible outs for bad placements.
  - This affects the following maps in Doom 1993:
    - Toxin Refinery (E1M3): 1 location.
    - Command Control (E1M4): 1 location.
    - Computer Station (E1M7): 1 location.
    - Deimos Lab (E2M4): 1 location.
    - Tower of Babel (E2M8): 1 location.
    - Unholy Cathedral (E3M5): 1 location.
  - This affects the following maps in Doom 2:
    - The Waste Tunnels (MAP05): 2 locations.
    - Dead Simple (MAP07): 2 locations.
    - The Pit (MAP09): 1 location.
    - Refueling Base (MAP10): 1 location.
    - Nirvana (MAP21): 1 location, except see below.
    - Icon of Sin (MAP30): 9 locations.
    - Grosse (MAP32): 2 locations.
- Doom 2 has had some more significant logical adjustments made.
  - The following Pro tricks have been added to Pro logic:
    - Circle of Death (MAP11): Lowering the exit wall without the Red key by hitting the switch to do so from the nukage. This makes three items previously locked behind the Red key available early, as well as the exit.
    - Suburbs (MAP16): Reaching the exit without any keys, as the gap between the pillar and the wall is large enough to let you through if you position yourself well. While multiple other squeeze glides exist (for example, you can skip the Yellow key in MAP21 by using one), this one is significantly easier than the rest; it does not require much precision, nor does it require vertical mouse movement.
    - Nirvana (MAP21): Skipping the Blue key, as there is a gigantic gap between the bars that attempt to block you.
    - The Chasm (MAP24): Skipping the Blue key by going extremely far through the nukage and finding one of a couple specific teleporters is now considered a Pro trick, and standard logic now expects the key to be obtained.
  - The following levels have had other logic adjustments:
    - The Waste Tunnels (MAP05): Requirements lowered to Shotgun + Super Shotgun + (Chaingun | Plasma gun).
    - The Crusher (MAP06): Requirements lowered to Shotgun + (Chaingun | Plasma gun) for areas immediately accessible. Going beyond the Blue key door also requires Super Shotgun.
    - The Factory (MAP12): The outdoors area, and the little room to the right of where you start, are accessible in sphere 1. These three items are all easily obtainable with only the pistol. The remaining items that are not in the central area are accessible with (Super Shotgun | Plasma gun), while the items in that area are accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 2 not having an available sphere 1, and allows solo Episode 2 games.
    - Nirvana (MAP21): As above, the item in the starting room is accessible in sphere 1. Every other item that doesn't require a key is accessible with (Super Shotgun | Plasma gun). The room in which you use the Yellow key is accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 3 not having an available sphere 1, and allows solo Episode 3 games.
    - The Catacombs (MAP22): The four items in the opening room only require (Shotgun | Super Shotgun | Plasma gun). The rest of the level is as before.
    - Bloodfalls (MAP25): Requirements lowered to Shotgun + Super Shotgun + Chaingun, as this level is unusually easy for its placement in the game. Progressing past the Blue key door additionally requires (Rocket launcher | Plasma gun | BFG9000) solely to deal with the Arch-vile at the end of the level.
    - Wolfenstein (MAP31): Requirements lowered to Chaingun + (Shotgun | Super Shotgun). This is closer to what the game expects from a non-secret hunting player from a pistol start.
- The following logic bugs in Heretic have been fixed:
  - Quay (E5M3): An item in a Blue key locked hallway was previously marked as being in the "Main" region, thus considered to be accessible without that key. It has been moved to the appropriate "Blue" region.
  - Courtyard (E5M4): Logic previously assumed you could reach the Wings of Wrath from the opening room, when that isn't actually possible. Changing this moved some items previously in the "Main" region into a new "Green" region, and items previously in the "Kakis" (Yellow OR Green) are now in a "Yellow" region instead. Fixes #4662.
- For known problematic solo episodes, some additional special cases have been added.
  - Doom 1993, Episode 3: One of either the Shotgun or Chaingun is placed early. Slough of Despair (E3M2) is given as an additional starting level.
  - Doom 2, Episode 3: One of either the Super Shotgun or Plasma gun is placed early.
  - Heretic, Episode 1: The Docks (E1M1) - Yellow key is placed early.
- The following levels (and thus, their items and locations) were renamed, due to typos or other oddities:
  - `Barrels o Fun (MAP23)` -> `Barrels o' Fun (MAP23)`
  - `Wolfenstein2 (MAP31)` -> `Wolfenstein (MAP31)`
  - `Grosse2 (MAP32)` -> `Grosse (MAP32)`
  - `D'Sparil'S Keep (E3M8)` -> `D'Sparil's Keep (E3M8)`
  - `The Aquifier (E3M9)` -> `The Aquifer (E3M9)`
2025-03-29 17:32:33 +01:00
Justus Lind
dd5481930a Muse Dash: Update docs to recommend MelonLoader 0.7.0 rather than 0.6.1 (#4776)
* Tiny version update.

* Update wording because there is no longer a latest button
2025-03-29 01:35:35 +01:00
Scipio Wright
842328c661 TUNIC: Update swamp and atoll fuse logic with weaponry (#4760)
* Update swamp and atoll fuse logic with weaponry

* Add it to the swamp and cath rules too
2025-03-28 21:12:16 +01:00
PoryGone
8f75384e2e SA2B - v2.4 Logic Fixes (#4770)
* Logic tweaks

* Docs updates

* Delete extra file

* One more logic tweak

* Add missing logic change
2025-03-28 21:11:31 +01:00