Commit Graph

7674 Commits

Author SHA1 Message Date
Alchav
955a86803f Super Mario Land 2: Implement New Game (#2730)
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: alchav <alchav@jalchavware.com>
2025-05-21 11:02:30 -04:00
BlastSlimey
d5bacaba63 shapez: Implement New Game (#3960)
Adds shapez as a supported game in AP.
2025-05-21 14:30:39 +02:00
massimilianodelliubaldini
3069deb019 Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.

* Jak 1: Wrote Regions, Rules, init. Untested.

* Jak 1: Fixed mistakes, need better understanding of Entrances.

* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.

* Jak 1: Add Scout Fly Locations, code and style cleanup.

* Jak 1: Add Scout Flies to Regions.

* Jak 1: Add version info.

* Jak 1: Reduced code smell.

* Jak 1: Fixed UT bugs, added Free The Sages as Locations.

* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.

* Jak 1: Add some one-ways, adjust scout fly offset.

* Jak 1: Found Scout Fly ID's for first 4 maps.

* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.

* Jak 1: Fixed a few things. Four maps to go.

* Jak 1: Last of the scout flies mapped!

* Jak 1: simplify citadel sages logic.

* Jak 1: WebWorld setup, some documentation.

* Jak 1: Initial checkin of Client. Removed the colon from the game name.

* Jak 1: Refactored client into components, working on async communication between the client and the game.

* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.

* Jak 1: There's magic in the air...

* Jak 1: Fixed bug translating scout fly ID's.

* Jak 1: Make the REPL a little more verbose, easier to debug.

* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.

* Jak 1: Update Documentation.

* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.

* Jak 1: Simplified startup process, updated docs, prayed.

* Jak 1: quick fix to settings.

* Jak and Daxter: Implement New Game (#1)

* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.

* Jak 1: Wrote Regions, Rules, init. Untested.

* Jak 1: Fixed mistakes, need better understanding of Entrances.

* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.

* Jak 1: Add Scout Fly Locations, code and style cleanup.

* Jak 1: Add Scout Flies to Regions.

* Jak 1: Add version info.

* Jak 1: Reduced code smell.

* Jak 1: Fixed UT bugs, added Free The Sages as Locations.

* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.

* Jak 1: Add some one-ways, adjust scout fly offset.

* Jak 1: Found Scout Fly ID's for first 4 maps.

* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.

* Jak 1: Fixed a few things. Four maps to go.

* Jak 1: Last of the scout flies mapped!

* Jak 1: simplify citadel sages logic.

* Jak 1: WebWorld setup, some documentation.

* Jak 1: Initial checkin of Client. Removed the colon from the game name.

* Jak 1: Refactored client into components, working on async communication between the client and the game.

* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.

* Jak 1: There's magic in the air...

* Jak 1: Fixed bug translating scout fly ID's.

* Jak 1: Make the REPL a little more verbose, easier to debug.

* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.

* Jak 1: Update Documentation.

* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.

* Jak 1: Simplified startup process, updated docs, prayed.

* Jak 1: quick fix to settings.

* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)

* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.

* Jak 1: Total revamp of Items. This is where everything broke.

* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.

* Jak 1: correct regions/rules, account for sequential oracle/miner locations.

* Jak 1: make nicer strings.

* Jak 1: Add logic for finished game. First full run complete!

* Jak 1: update group names.

* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update

* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.

* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.

* Alpha Updates (#15)

* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.

* Jak 1: Update setup guide.

* Jak 1: Load title screen, save states of in/outboxes.

* Logging Update (#16)

* Jak 1: Separate info and debug logs.

* Jak 1: Update world info to refer to Archipelago Options menu.

* Deathlink (#18)

* Jak 1: Implement Deathlink. TODO: make it optional...

* Jak 1: Issue a proper send-event for deathlink deaths.

* Jak 1: Added cause of death to deathlink, fixed typo.

* Jak 1: Make Deathlink toggleable.

* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.

* Jak 1: Fix death text in client logger.

* Move Randomizer (#26)

* Finally remove debug-segment text, update Python imports to relative paths.

* HUGE refactor to Regions/Rules to support move rando, first hub area coded.

* More refactoring.

* Another refactor - may squash.

* Fix some Rules, reuse some code by returning key regions from build_regions.

* More regions added. A couple of TODOs.

* Fixed trade logic, added LPC regions.

* Added Spider, Snowy, Boggy. Fixed Misty's orbs.

* Fix circular import, assert orb counts per level, fix a few naming errors.

* Citadel added, missing locs and connections fixed. First move rando seed generated.

* Add Move Rando to Options class.

* Fixed rules for prerequisite moves.

* Implement client functionality for move rando, add blurbs to game info page.

* Fix wrong address for cache checks.

* Fix byte alignment of offsets, refactor read_memory for better code reuse.

* Refactor memory offsets and add some unit tests.

* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.

* Move rando fixes (#29)

* Fix virtual regions in Snowy. Fix some GMC problems.

* Fix Deathlink on sunken slides.

* Removed unncessary code causing build failure.

* Orbsanity (#32)

* My big dumb shortcut: a 2000 item array.

* A better idea: bundle orbs as a numerical option and make array variable size.

* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.

* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.

* Per-level Orbsanity implemented w/ orb bundle factory.

* Implement Orbsanity for client, fix some things up for regions.

* Fix location name/id mappings.

* Fix client orb collection on connection.

* Fix minor Deathlink bug, add Update instructions.

* Finishing Touches (#36)

* Set up connector level thresholds, completion goal choices.

* Send AP sender/recipient info to game via client.

* Slight refactors.

* Refactor option checking, add DataStorage handling of traded orbs.

* Update instructions to change order of load/connect.

* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.

* Need some height move to get LPC sunken chamber cell.

* Rename completion_condition to jak_completion_condition (#41)

* The Afterparty (#42)

* Fixes to Jak client, rules, options, and more.

* Post-rebase fixes.

* Remove orbsanity reset code, optimize game text in client.

* More game text optimization.

* Added more specific troubleshooting/setup instructions.

* Add known issue about large releases taking time. (Dodge 6,666th commit.)

* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.

* Make orb trade amounts configurable, make orbsanity defaults more reasonable.

* Add HUD info to doc.

* Exempt's Code Review Updates (#43)

* Round 1 of code review updates, the easy stuff.

* Factor options checking away from region/rule creation.

* Code review updates round 2, more complex stuff.

* Code review updates round 3: the mental health annihilator

* Code review updates part 4: redemption.

* More code review feedback, simplifying code, etc.

* Added a host.yaml option to override friendly limits, plus a couple of code review updates.

* Added singleplayer limits, player names to enforcement rules.

* Updated friendly limits to be more strict, optimized recalculate logic.

* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher

* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.

* Fix deathlink reset stalls on a busy client. (#47)

* Jak & Daxter Client : queue game text messages to get items faster during release (#48)

* queue game text messages to write them during the main_tick function and empty the message queue faster during release

* wrap comment for code style character limit

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* remove useless blank line

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* whitespace code style

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* Move JsonMessageData dataclass outside of ReplClient class for code clarity

---------

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* Item Classifications (and REPL fixes) (#49)

* Changes to item classifications

* Bugfixes to power cell thresholds.

* Fix bugs in item_type_helper.

* Refactor 100 cell door to pass unit tests.

* Quick fix to ReplClient.

* Not so quick fix to ReplClient.

* Display friendly limits in options tooltips.

* Use math.ceil like a normal person.

* Missed a space.

* Fix non-accessibility due to bad orb calculation.

* Updated documentation.

* More Options, More Docs, More Tests (#51)

* Reorder cell counts, require punch for Klaww.

* Friendlier friendly friendlies.

* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.

* Increased breadth of unit tests.

* Clean imports of unit tests.

* Create OptionGroups.

* Fix region rule bug with Punch for Klaww.

* Include Punch For Klaww in slot data.

* Update worlds/jakanddaxter/__init__.py

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

* Temper and Harden Text Client (#52)

* Provide config path so OpenGOAL can use mod-specific saves and settings.

* Add versioning to MemoryReader. Harden the client against user errors.

* Updated comments.

* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.

* Revert deathlink changes.

* Update error message.

* Added color markup to log messages printed in text client.

* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.

* Refactor MemoryReader callbacks from main_tick to constructor.

* Make callback names more... informative.

* Give users explicit instructions in error messages.

* Stellar Messaging (#54)

* Use new ap-messenger functions for text writing.

* Remove Powershell requirement, bump memory version to 3.

* Error message update w/ instructions for game crash.

* Create no console window for gk.

* ISO Data Enhancement (#58)

* Add iso-path as argument to GOAL compiler.

# Conflicts:
#	worlds/jakanddaxter/Client.py

* More resilient handling of iso_path.

* Fixed scout fly ID mismatches.

* Corrected iso_data subpath.

* Update memory version to 4.

* Docs update for iso_data.

* Auto Detect OpenGOAL Install (#63)

* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.

* Updated docs, add instructions to error messages.

* Slight tweak to error text.

* J&D : add per region location groups (#64)

* add per region power cells location group

* add per region scout flies location group

* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)

* guess who forgot 9 very important characters in each line of the last commit

* Rearrange location group names, quick fix to client error handling.

* Fix pycharm warnings.

* Fix more pycharm warnings.

* Light cleanup: fix icons, add bug report page, remove py 3.8 code.

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Code review updates on comments, tooltips, and type hints.

* Update type hint for lists in regions.

* Missed todo removal.

* More type hint updates.

* Small region updates for location accessibility, small updates to world guide and README.md.

* Add GMC scout fly location group.

* Improved sanitization of game text.

* Traps 2 (#70)

* Add trap items, relevant options, and citadel orb caches.

* Update REPL to send traps to game.

* Fix item counter.

* Allow player to select which traps to use.

* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.

* Alter some trap names.

* Update world doc.

* Add health trap.

* Added 3 more trap types.

* Protect against empty trap list.

* Reword traps paragraph in world doc.

* Another update to trap paragraph.

* Concisify trap option docstring.

* Timestamp on game log file.

* Update client to handle waiting on title screen.

* Send slot name and seed to game.

* Use self.random instead.

* Update setup doc for new title screen.

* Quick clarification of orb caches in world doc.

* Sanitize slot info earlier.

* Added to and improved unit tests.

* Light cleanup on world.

* Optimizations to movement rules, docs: known issues update.

* Quick fixes for beta 0.5.0 release: template options and LPC logic.

* Quick fix to spoiler counts.

* Reorganize world guide for faster navigation.

* Fix links.

* Update HUD section.

* Found a way to render apostrophes in item names.

* March Refactors (#77)

* Reorg imports, small fix to Rock Village movement.

* Fix wait-on-title message never going to ready message.

* Colorama init fix.

* Swap trap list for a dictionary of trap weights.

* The more laws, the less justice.

* Quick readability update.

* Have memory reader provide instructions for slow booting games.

* Revert some things.

* Update setup_en.md

* Update HUD mode lingo for combined msgs.

* Remade launcher icon, sized correctly.

* I don't know why I can't be satisfied with things.

* Apply suggestions from Scipio

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

* Properly use the settings API instead of Utils.

* Newline on requirements.txt.

* Add __init__ files for frozen builds.

* Replace an ap_inform function with a CommonClient built-in.

* Resize icon to match kivymd expected size.

* First round of Treble code reviews.

* Second round of Treble code reviews.

* Third round of Treble code reviews.

* Missed an unncessary if condition.

* Missed unnecessary comments.

* Fourth round of Treble code reviews.

* Switch trap dictionary to OptionCounter.

* Use existing slot name/seed from network protocol.

* Violet code review updates.

* Violet code review updates part 2.

* Refactor to avoid floating imports (Violet part 3).

* Found a few more valid characters for messaging.

* Move tests out of init, add colon to game name (now that it's safe).

* But don't include those chars for file text.

* Implement Vi suggestion on webhost-capable friendly limits.

* Revert "Implement Vi suggestion on webhost-capable friendly limits."

This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.

* Rename all files for PEP8.

* Refactor how maximums work on webhost.

* Fix rogue UT.

* Don't rush.

* Fix client post-PEP8.

---------

Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 14:12:27 +02:00
NewSoupVi
7f4bf71807 Adventure: Update AdventureDeltaPatch.read_contents to return the manifest as required by #4331 (#5016) 2025-05-21 14:12:00 +02:00
Doug Hoskisson
f3e00b6d62 Zillion: fix read_contents to be compatible with base class (#5015) 2025-05-21 01:48:24 +02:00
Fabian Dill
feef0f484d Core: disable worlds_disabled (#5014) 2025-05-21 00:52:00 +02:00
Fabian Dill
9adbd4031f Core: prepare worlds.Files for APWorldContainer (#4331)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2025-05-20 23:55:16 +02:00
Mysteryem
e0d3101066 Core: Remove redundant reachable location counting in swap (#4990)
`prev_state` starts off as a copy of `swap_state` and then `swap_state`
collects `item_to_place`. Collecting an item must never reduce
accessibility (otherwise generation breaks horribly), so it is
guaranteed that `swap_state` will always be able to reach at least as
many locations as `prev_state`, so `new_loc_count >= prev_loc_count` is
always `True`.

As a sideeffect of this change, this fixes generation of Pokemon Emerald
with locally shuffled Badges/HMs when there are worlds with unconnected
entrances present in the multiworld e.g. KH1. This is because this
location counting did not respect `single_player_placement=True` and
counted reachable locations across the entire multiworld.

Fixes #4834 as a sideeffect of removing the redundant code.
2025-05-20 21:23:44 +02:00
SunCat
485387ebbe ChecksFinder: Update setup guide (#4973)
* Update setup_en.md

* Update worlds/checksfinder/docs/setup_en.md

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

* Update worlds/checksfinder/docs/setup_en.md

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

* Update worlds/checksfinder/docs/setup_en.md

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

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-20 20:12:13 +02:00
Seldom
9ac628f020 Terraria: remove 1.4.3-specific docs #5013 2025-05-20 20:11:44 +02:00
PoryGone
07664c4d54 SA2B: Logic Fixes (#5009)
- Fixes Shadow's mission count being set by Sonic's mission count option
- Fixes one small logic error on `Security Hall - 5` on Hard Logic difficulty
- Removes stray character that was probably harmless
2025-05-20 00:48:31 +02:00
Aaron Wagener
d3dbdb4491 Kivy: Add a button prompt box (#3470)
* Kivy: Add a button prompt box

* auto format the buttons to display 2 per row to look nicer

* update to kivymd

* have the uri popup use the new API

* have messenger use the new API

* make the buttonprompt import even more lazy

* messenger needs to be lazy too

* make the buttons take up the full dialog width

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-05-19 01:08:39 +02:00
Jérémie Bolduc
90ee9ffe36 Stardew Valley: Remove Crab Pot Requirement for Help Wanted Fishing (#4985)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-17 09:20:53 -04:00
el-u
15e6383aad lufia2ac: rearrange tests to comply with new conventions (#5001) 2025-05-15 17:58:10 +00:00
Scipio Wright
2a0d0b4224 Noita: Modernization Refactor (#4980) 2025-05-14 07:55:45 -04:00
Nicholas Saylor
02fd75c018 Core: Update Some Outdated Typing (#4986) 2025-05-14 07:40:38 -04:00
agilbert1412
a87fec0cbd SDV: Add Missing Marriage Requirement for Spouse Stardrop (#4988) 2025-05-14 07:27:15 -04:00
Natalie Weizenbaum
11842d396a DS3: Fix the Name of "Red and White Round Shield" (#4994)
This item name is unusual in that it loses the word "round" when it's
infused, *and* the only guaranteed drop in the base game is the infused
"Blessed Red and White Round Shield +1". But since we're just listing
the uninfused version, we should use the uninfused name.
2025-05-14 07:23:12 -04:00
Ixrec
72854cde44 Docs: Add a "Missable Locations" Question to apworld FAQ (#4965)
* Docs: add a "missable locations" question to apworld_dev_faq.md

Basically turning the conversation at https://discord.com/channels/731205301247803413/1214608557077700720/1368996789260128388 into a FAQ entry.

* feedback

* qwint feedback

* Update docs/apworld_dev_faq.md

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

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-14 07:21:40 -04:00
Duck
b71c8005e7 AHiT: Fix Client Argument Handling (#4992) 2025-05-14 07:18:36 -04:00
Ixrec
0994afa25b Tests: actually run tests in __init__.py files (#4969)
* demonstrate our pytest/CI configuration missing a __init__ test failure

* tell pytest/CI to run tests in __init__.py files

* revert the demonstration test failure

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-05-13 09:59:41 +02:00
Jérémie Bolduc
7d5693e0fb Stardew Valley: Move BaseTest out of __init__.py to comply with future conventions (#4991)
* move everything out of init; fix from imports and some typing errors

* why is there a change in multiserver

* fix some relative shits
2025-05-13 09:58:03 +02:00
black-sliver
feaed7ea00 Docs: tests: add naming / file naming conventions (#4982)
* Docs: tests: add naming / file naming conventions

Deprecates putting stuff into `__init__.py`.
This may be relevant for test discovery in the future.

* Docs: tests: fix class naming

* Docs: tests: update examples

* Punctuation is hard

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

* Revert part of one suggestion

The first set of () make the sentence make less sense.

* Docs: tests: clarify that __init__.py may be empty

* Make sentence nicer to read

I simply kept the original wording, but I agree that it reads somewhat odd

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
2025-05-13 09:49:43 +02:00
Justus Lind
8340371f9c Muse Dash: Update to Otaku Pack Vol 20 (#4924)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-12 18:47:19 -04:00
Emerassi
824caaffd0 Docs: clarify that ModuleUpdate.py is a prerequisite for running tests (#4970)
* Update tests.md

Spelled out that tests will not run without running UpdateModule.py first and including a link to the instructions on how to do that.

* Applied black-silver's feedback and also I ran into tests that don't run correctly unless you also have run Webhost.py once.  I have included that in the documentation as well.

* More black-silver feedback.
2025-05-11 12:41:35 +02:00
lordlou
c0b3fa9ff7 SMZ3: replace copyright credits music (#4978) 2025-05-11 08:10:51 +02:00
Aaron Wagener
e809b9328b The Messenger: do all empty state validation during portal shuffle (#4971) 2025-05-11 00:57:16 +02:00
qwint
53defd3108 MultiServer: More Guardrails for Nolocation Clients (#4470) 2025-05-10 18:51:44 -04:00
Silvris
a166dc77bc Core: Plando Items "Rewrite" (#3046) 2025-05-10 18:49:49 -04:00
Szabó Benedek Zoltán
68ed208613 DS3: "US: Homeward Bone - foot, drop overlook" (#4875) 2025-05-10 18:31:05 -04:00
agilbert1412
8f71dac417 Stardew valley: Add Trap Distribution setting (#4601)
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-10 17:57:24 -04:00
Katelyn Gigante
5f24da7e18 Core: Use the location of Utils.py rather than __main__ to determine the AP Folder (#4009) 2025-05-10 15:20:43 +02:00
NewSoupVi
4e61f1f23c Core: Institute limit of 10000 items on StartInventory (#4972)
* Institute limit on StartInventory

* Update Options.py

* Update Options.py

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

* Update Options.py

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-10 04:11:39 +02:00
Fabian Dill
cbfcaeba8b Subnautica: use less multiworld API (#4977) 2025-05-10 00:05:18 +02:00
palex00
9a8abeac28 Add blurb about patch files to the host page (#4974) 2025-05-09 14:27:43 +00:00
digiholic
b0f42466f0 MMBN3: Adds Beach Access to Help With Rehab Job Bonus Reward Check (#4963) 2025-05-08 13:31:00 -04:00
kbranch
bcd7d62d0b LADX: Improve Fake Tracker Items (#4897) 2025-05-07 14:53:58 -04:00
digiholic
703f5a22fd OSRS: New Tasks, New Options, Compatibility with new Plugin Features (#4688) 2025-05-07 13:43:03 -04:00
Benjamin S Wolf
1ee8e339af Launcher: Warn if there is no File Browser (#4275) 2025-05-07 12:51:26 -04:00
Ixrec
dffde64079 Docs: add a "soft logic" question to apworld_dev_faq.md (#4953)
* add a "soft logic" question to apworld_dev_faq.md

* Update apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

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

* Update docs/apworld_dev_faq.md

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

* add a reminder about progression and how it influences soft logic implementations

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-07 12:20:21 -04:00
Scipio Wright
17bc184e28 TUNIC: Add Hidden all_random Option (#4635) 2025-05-07 10:59:16 -04:00
qwint
0ba9ee0695 Docs: update line length in apworld faq doc (#4960) 2025-05-07 10:47:14 -04:00
Scipio Wright
c40214e20f Docs: Minor Changes to apworld_dev_faq.md (#4947)
Co-authored-by: qwint <qwint.42@gmail.com>
2025-05-07 10:41:37 -04:00
Scipio Wright
a3aac3d737 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
Seldom
7bbe62019a Terraria: Fix inaccessible Leading Landlord achievement when getfixedboi is enabled #4958 2025-05-06 18:32:55 +02:00
Aaron Wagener
b898b9d9e6 The Messenger: fix indentation in setup guide (#4959)
* The Messenger: fix indentation in setup guide

* just delete the save backup section tbh
2025-05-06 18:32:30 +02:00
Exempt-Medic
b217372fea Core: Make Perfect Fuzzy Match Prioritize Casing (#4956) 2025-05-05 19:18:20 -04:00
Jérémie Bolduc
b2d2c8e596 Stardew Valley: Add void mayo requirement for Goblin Problem quest (#4933)
This adds the requirement of a void mayo for the Goblin Problem quest. There are also some small adjustments to related rules
- Fishing a void mayo is only considered an option during the Goblin Problem quest, as the odds of finding one after the quest drops drastically.
- Entrance to the witch hut now requires the goblin problem quest, not just a void mayo.
- Fishing rules are all moved to `fishing_logic.py`.
- `can_fish_at` no longer check that you have any of the fishing regions and the region you actually want to fish in.
- created `can_fish_anywhere` and `can_crab_pot_anywhere` to better illustrate when any fish satisfies the rule.
2025-05-04 16:28:38 +02:00
Fabian Dill
68e37b8f9a Factorio: client cleanup and prevent process bomb (#4882)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-05-04 16:22:48 +02:00
Fabian Dill
fa2d7797f4 Core: update certifi (#4954) 2025-05-04 15:59:41 +02:00