* 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
* Starting out
* Rules for breakable regions
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Fix after merge
* Fix item id overlap
* Move breakable, grass, and local fill options in yaml
* Fix groups getting overwritten
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Make it actually default for breakable shuffle
* Burn the signs down
* Fix west courtyard pot regions
* Fix fortress courtyard and beneath the fortress loc groups again
* More missing loc group conversions
* Replace instances of world.player with player, same for multiworld
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Remove unused import
* 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
* Show player name in option warning
* Add new option to universal tracker stuff
* Update __init__.py
* Make helper method for getting total hexagons in itempool
* Update options.py
* Update option value passthrough
* Change ability shuffle to default on
* Check for hexagons option when writing spoiler
* Move a couple locations to monastery
* Connect Quarry Back to Monastery
* Quarry Back -> Monastery with laurels, Monastery -> Monastery Back with wand/sword
* Add Monastery Back region
* Move a couple non-ER locations to monastery back
* Monastery front -> back with sword, wand, or laurels zip
* also laurels zip for non-ER
* Potential fix for attack issue
* also put the lazy version of the swamp fix in for good measure
* fix extra line
* now it is good
* Add the test, roll the other PR into this one
* Make the test exception more useful
* Remove debug print
* Combat logic fixed?
* Move a few areas to before well instead of east forest
* Put in qwint's suggestions in test
* Implement qwint's suggestions in combat_logic.py
* Implement qwint's suggestions for combat_logic.py
* Fix typo
* Remove experimental from combat logic description
* Remove copy_mixin again
* Add comment about copy_mixin
* Use a more proper random
* Some optimizations from Vi's comments
* 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>
* Modify UT support to make a better pattern
* Handle keyerror for logic_rules option
* Missed self.passthrough value setting
* Less laziness for passthrough
* Remove extra newline
* Fix missing using_ut = True, also remove now unnecessary try except since 0.5.1 is out
* New UT thing, it goes in this PR because it's been open for 5 months for a very very tiny change
* Fix it so item linked locations are correct in slot data
* List -> Set
* Cache the locations instead
* Just loop the multiworld once
* Move it all to fill slot data and pretend we're doing a stage
* Move groups up so it doesn't loop over the multiworld locations if no item links are present
* Update worlds/tunic/__init__.py
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
---------
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* Add missing connection to the furnace entry by west garden
* Add missing connection to the furnace entry by west garden
* Add missing hard ls for ruined passage door
* Allow shield for LS
* Split PR into two
* Split PR into two
* Split PR into two
* Add dark tomb ice grapple through the wall
* TUNIC: Add Shop indirect condition
The `Overworld -> Cube Cave Entrance Region` Entrance checks
`can_shop()` which checks for being able to reach the "Shop" Region, so
the Entrance requires an indirect condition of reaching the "Shop"
Region.
* Rename entrance variable to cube_entrance
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* 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
* Sort entrances in spoiler log
* Rearrange portal list to closer match the vanilla game order, for better spoiler and because I already did this mod-side
* Add break (thanks vi)