Files
Grinch-AP/worlds/AutoWorld.py
Chris Wilson 5e3c5dedf3 WebHost: Massive overhaul of options pages (#2614)
* Implement support for option groups. WebHost options pages still need to be updated.

* Remove debug output

* In-progress conversion of player-options to Jinja rendering

* Support "Randomize" button without JS, transpile SCSS to CSS, include map file for later editors

* Un-alphabetize options, add default group name for item/location Option classes, implement more option types

* Re-flow UI generation to avoid printing rows with unsupported or invalid option types, add support for TextChoice options

* Support all remaining option types

* Rendering improvements and CSS fixes for prettiness

* Wrap options in a form, update button styles, fix labels, disable inputs where the default is random, nuke the JS

* Minor CSS tweaks, as recommended by the designer

* Hide JS-required elements in noscript tag. Add JS reactivity to range, named-range, and randomize buttons.

* Fix labels, add JS handling for TextChoice

* Make option groups collapsable

* PEP8 current option_groups progress (#2604)

* Make the python more PEP8 and remove unneeded imports

* remove LocationSet from `Item & Location Options` group

* It's ugly, but YAML generation is working

* Stop generating JSON files for player-options pages

* Do not include ItemDict entries whose values are zero

* Properly format yaml output

* Save options when form is submitted, load options on page load

* Fix options being omitted from the page if a group has an even number of options

* Implement generate-game, escape option descriptions

* Fix "randomize" checkboxes not properly setting YAML options to "random"

* Add a separator between item/location groups and items/locations in their respective lists

* Implement option presets

* Fix docs to detail what actually ended up happening

* implement option groups on webworld to allow dev sorting (#2616)

* Force extremely long item/location/option names with no spaces to text-wrap

* Fix "randomize" button being too wide in single-column display, change page header to include game name

* Update preset select to read "custom" when updating form inputs. Show error message if the user doesn't input a name

* Un-break weighted-options, add option group names to weighted options

* Nuke weighted-options. Set up framework to rebuild it in Jinja.

* Generate styles with scss, remove styles which will be replaced, add placeholders for worlds

* Support Toggle, DefaultOnToggle, and Choice options in weighted-options

* Implement expand/collapse without JS for worlds and option groups

* Properly style set options

* Implement Range and NamedRange. Also, CSS is hard.

* Add support for remaining option types. JS and backend still forthcoming.

* Add JS functionality for collapsing game divs, populating span values on range updates. Add <noscript> tag to warn users with JS disabled.

* Support showing/hiding game divs based on range value for game

* Add support for adding/deleting range rows

* Save settings to localStorage on form submission

* Save deleted options on form submission

* Break weighted-options into a per-game page.

- Break weighted-options into a per-game page
- Add "advanced options" links to supported games page
- Use details/summary tags on supported games, player-options, and weighted-options
- Fix bug preventing previously deleted rows from being removed on page load if JS is enabled
- Move route handling for options pages to options.py
- Remove world handling from weighted-options

* Implement loading previous settings from localStorage on page load if JS is enabled

* Weighted options can now generate YAML files and single-player games

* options pages now respect option visibility settings for simple and complex pages

* Remove `/weighted-settings` redirect, fix weighted-options link on player-options page

* Fix instance of AutoWorld not having access to proper `random`

* Catch instances of frozenset along with set

* Restore word-wrap in tooltips

* Fix word wrap in player-options labels

* Add `dedent` filter to help with formatting tooltips in player-options

* Do not change the ordering of keys when printing yaml files

* Move necessary import out of conditional statement

* Expand only the first option group by default on both options pages

* Respect option visibility when generating yaml template files

* Swap to double quotes

* Replace instances of `/weighted-settings` with `/weighted-options`, swap out incomplete links

* Strip newlines and spaces after applying dedent filter

* Fix documentation for option groups

* Update site map

* Update various docs

* Sort OptionSet lists alphabetically

* Minor style tweak

* Fix extremely long text overflowing tooltips

* Convert player-options to use CSS grid instead of tables

* Do not display link to weighted-options page on supported games if the options page is an external link

* Update worlds/AutoWorld.py

Bugfix by @alwaysintreble

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

* Fix NamedRange options not being properly set if a preset it loaded

* Move option-presets route into options.py

* Include preset name in YAML if not "default" and not "custom"

* Removed macros for PlandoBosses and DefaultOnToggle, as they were handled by their parent classes

* Fix not disabling custom inputs when the randomize button is clicked

* Only sort OptionList and OptionSet valid_keys if they are unordered

* Quick style fixes for player-settings to give `select` elements `text-overflow: ellipsis` and increase base size of left-column

* Prevent showing a horizontal scroll bar on player-options if the browser width was beneath a certain threshold

* Fix a bug in weighted-options which prevented inputting a negative value for new range inputs

---------

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2024-05-18 00:11:57 -04:00

590 lines
26 KiB
Python

from __future__ import annotations
import hashlib
import logging
import pathlib
from random import Random
import re
import sys
import time
from dataclasses import make_dataclass
from typing import (Any, Callable, ClassVar, Dict, FrozenSet, List, Mapping,
Optional, Set, TextIO, Tuple, TYPE_CHECKING, Type, Union)
from Options import ExcludeLocations, ItemLinks, LocalItems, NonLocalItems, PerGameCommonOptions, \
PriorityLocations, \
StartHints, \
StartInventory, StartInventoryPool, StartLocationHints
from BaseClasses import CollectionState, OptionGroup
if TYPE_CHECKING:
from BaseClasses import MultiWorld, Item, Location, Tutorial, Region, Entrance
from . import GamesPackage
from settings import Group
perf_logger = logging.getLogger("performance")
class AutoWorldRegister(type):
world_types: Dict[str, Type[World]] = {}
__file__: str
zip_path: Optional[str]
settings_key: str
__settings: Any
@property
def settings(cls) -> Any: # actual type is defined in World
# lazy loading + caching to minimize runtime cost
if cls.__settings is None:
from settings import get_settings
cls.__settings = get_settings()[cls.settings_key]
return cls.__settings
def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> AutoWorldRegister:
if "web" in dct:
assert isinstance(dct["web"], WebWorld), "WebWorld has to be instantiated."
# filter out any events
dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id}
dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id}
# build reverse lookups
dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()}
dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()}
# build rest
dct["item_names"] = frozenset(dct["item_name_to_id"])
dct["item_name_groups"] = {group_name: frozenset(group_set) for group_name, group_set
in dct.get("item_name_groups", {}).items()}
dct["item_name_groups"]["Everything"] = dct["item_names"]
dct["item_descriptions"] = {name: _normalize_description(description) for name, description
in dct.get("item_descriptions", {}).items()}
dct["item_descriptions"]["Everything"] = "All items in the entire game."
dct["location_names"] = frozenset(dct["location_name_to_id"])
dct["location_name_groups"] = {group_name: frozenset(group_set) for group_name, group_set
in dct.get("location_name_groups", {}).items()}
dct["location_name_groups"]["Everywhere"] = dct["location_names"]
dct["all_item_and_group_names"] = frozenset(dct["item_names"] | set(dct.get("item_name_groups", {})))
dct["location_descriptions"] = {name: _normalize_description(description) for name, description
in dct.get("location_descriptions", {}).items()}
dct["location_descriptions"]["Everywhere"] = "All locations in the entire game."
# move away from get_required_client_version function
if "game" in dct:
assert "get_required_client_version" not in dct, f"{name}: required_client_version is an attribute now"
# set minimum required_client_version from bases
if "required_client_version" in dct and bases:
for base in bases:
if "required_client_version" in base.__dict__:
dct["required_client_version"] = max(dct["required_client_version"],
base.__dict__["required_client_version"])
# create missing options_dataclass from legacy option_definitions
# TODO - remove this once all worlds use options dataclasses
if "options_dataclass" not in dct and "option_definitions" in dct:
# TODO - switch to deprecate after a version
if __debug__:
logging.warning(f"{name} Assigned options through option_definitions which is now deprecated. "
"Please use options_dataclass instead.")
dct["options_dataclass"] = make_dataclass(f"{name}Options", dct["option_definitions"].items(),
bases=(PerGameCommonOptions,))
# construct class
new_class = super().__new__(mcs, name, bases, dct)
if "game" in dct:
if dct["game"] in AutoWorldRegister.world_types:
raise RuntimeError(f"""Game {dct["game"]} already registered.""")
AutoWorldRegister.world_types[dct["game"]] = new_class
new_class.__file__ = sys.modules[new_class.__module__].__file__
if ".apworld" in new_class.__file__:
new_class.zip_path = pathlib.Path(new_class.__file__).parents[1]
if "settings_key" not in dct:
mod_name = new_class.__module__
world_folder_name = mod_name[7:].lower() if mod_name.startswith("worlds.") else mod_name.lower()
new_class.settings_key = world_folder_name + "_options"
new_class.__settings = None
return new_class
class AutoLogicRegister(type):
def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> AutoLogicRegister:
new_class = super().__new__(mcs, name, bases, dct)
function: Callable[..., Any]
for item_name, function in dct.items():
if item_name == "copy_mixin":
CollectionState.additional_copy_functions.append(function)
elif item_name == "init_mixin":
CollectionState.additional_init_functions.append(function)
elif not item_name.startswith("__"):
if hasattr(CollectionState, item_name):
raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}")
setattr(CollectionState, item_name, function)
return new_class
class WebWorldRegister(type):
def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> WebWorldRegister:
# don't allow an option to appear in multiple groups, allow "Item & Location Options" to appear anywhere by the
# dev, putting it at the end if they don't define options in it
option_groups: List[OptionGroup] = dct.get("option_groups", [])
item_and_loc_options = [LocalItems, NonLocalItems, StartInventory, StartInventoryPool, StartHints,
StartLocationHints, ExcludeLocations, PriorityLocations, ItemLinks]
seen_options = []
item_group_in_list = False
for group in option_groups:
assert group.name != "Game Options", "Game Options is a pre-determined group and can not be defined."
if group.name == "Item & Location Options":
group.options.extend(item_and_loc_options)
item_group_in_list = True
else:
for option in group.options:
assert option not in item_and_loc_options, \
f"{option} cannot be moved out of the \"Item & Location Options\" Group"
assert len(group.options) == len(set(group.options)), f"Duplicate options in option group {group.name}"
for option in group.options:
assert option not in seen_options, f"{option} found in two option groups"
seen_options.append(option)
if not item_group_in_list:
option_groups.append(OptionGroup("Item & Location Options", item_and_loc_options))
return super().__new__(mcs, name, bases, dct)
def _timed_call(method: Callable[..., Any], *args: Any,
multiworld: Optional["MultiWorld"] = None, player: Optional[int] = None) -> Any:
start = time.perf_counter()
ret = method(*args)
taken = time.perf_counter() - start
if taken > 1.0:
if player and multiworld:
perf_logger.info(f"Took {taken:.4f} seconds in {method.__qualname__} for player {player}, "
f"named {multiworld.player_name[player]}.")
else:
perf_logger.info(f"Took {taken:.4f} seconds in {method.__qualname__}.")
return ret
def call_single(multiworld: "MultiWorld", method_name: str, player: int, *args: Any) -> Any:
method = getattr(multiworld.worlds[player], method_name)
try:
ret = _timed_call(method, *args, multiworld=multiworld, player=player)
except Exception as e:
message = f"Exception in {method} for player {player}, named {multiworld.player_name[player]}."
if sys.version_info >= (3, 11, 0):
e.add_note(message) # PEP 678
else:
logging.error(message)
raise e
else:
return ret
def call_all(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
world_types: Set[AutoWorldRegister] = set()
for player in multiworld.player_ids:
prev_item_count = len(multiworld.itempool)
world_types.add(multiworld.worlds[player].__class__)
call_single(multiworld, method_name, player, *args)
if __debug__:
new_items = multiworld.itempool[prev_item_count:]
for i, item in enumerate(new_items):
for other in new_items[i+1:]:
assert item is not other, (
f"Duplicate item reference of \"{item.name}\" in \"{multiworld.worlds[player].game}\" "
f"of player \"{multiworld.player_name[player]}\". Please make a copy instead.")
call_stage(multiworld, method_name, *args)
def call_stage(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
world_types = {multiworld.worlds[player].__class__ for player in multiworld.player_ids}
for world_type in sorted(world_types, key=lambda world: world.__name__):
stage_callable = getattr(world_type, f"stage_{method_name}", None)
if stage_callable:
_timed_call(stage_callable, multiworld, *args)
class WebWorld(metaclass=WebWorldRegister):
"""Webhost integration"""
options_page: Union[bool, str] = True
"""display a settings page. Can be a link to a specific page or external tool."""
game_info_languages: List[str] = ['en']
"""docs folder will be scanned for game info pages using this list in the format '{language}_{game_name}.md'"""
tutorials: List["Tutorial"]
"""docs folder will also be scanned for tutorial guides. Each Tutorial class is to be used for one guide."""
theme = "grass"
"""Choose a theme for you /game/* pages.
Available: dirt, grass, grassFlowers, ice, jungle, ocean, partyTime, stone"""
bug_report_page: Optional[str]
"""display a link to a bug report page, most likely a link to a GitHub issue page."""
options_presets: Dict[str, Dict[str, Any]] = {}
"""A dictionary containing a collection of developer-defined game option presets."""
option_groups: ClassVar[List[OptionGroup]] = []
"""Ordered list of option groupings. Any options not set in a group will be placed in a pre-built "Game Options"."""
class World(metaclass=AutoWorldRegister):
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
A Game should have its own subclass of World in which it defines the required data structures."""
options_dataclass: ClassVar[Type[PerGameCommonOptions]] = PerGameCommonOptions
"""link your Options mapping"""
options: PerGameCommonOptions
"""resulting options for the player of this world"""
game: ClassVar[str]
"""name the game"""
topology_present: bool = False
"""indicate if this world has any meaningful layout/pathing"""
all_item_and_group_names: ClassVar[FrozenSet[str]] = frozenset()
"""gets automatically populated with all item and item group names"""
item_name_to_id: ClassVar[Dict[str, int]] = {}
"""map item names to their IDs"""
location_name_to_id: ClassVar[Dict[str, int]] = {}
"""map location names to their IDs"""
item_name_groups: ClassVar[Dict[str, Set[str]]] = {}
"""maps item group names to sets of items. Example: {"Weapons": {"Sword", "Bow"}}"""
item_descriptions: ClassVar[Dict[str, str]] = {}
"""An optional map from item names (or item group names) to brief descriptions for users.
Individual newlines and indentation will be collapsed into spaces before these descriptions are
displayed. This may cover only a subset of items.
"""
location_name_groups: ClassVar[Dict[str, Set[str]]] = {}
"""maps location group names to sets of locations. Example: {"Sewer": {"Sewer Key Drop 1", "Sewer Key Drop 2"}}"""
location_descriptions: ClassVar[Dict[str, str]] = {}
"""An optional map from location names (or location group names) to brief descriptions for users.
Individual newlines and indentation will be collapsed into spaces before these descriptions are
displayed. This may cover only a subset of locations.
"""
data_version: ClassVar[int] = 0
"""
Increment this every time something in your world's names/id mappings changes.
When this is set to 0, that world's DataPackage is considered in "testing mode", which signals to servers/clients
that it should not be cached, and clients should request that world's DataPackage every connection. Not
recommended for production-ready worlds.
Deprecated. Clients should utilize `checksum` to determine if DataPackage has changed since last connection and
request a new DataPackage, if necessary.
"""
required_client_version: Tuple[int, int, int] = (0, 1, 6)
"""
override this if changes to a world break forward-compatibility of the client
The base version of (0, 1, 6) is provided for backwards compatibility and does *not* need to be updated in the
future. Protocol level compatibility check moved to MultiServer.min_client_version.
"""
required_server_version: Tuple[int, int, int] = (0, 2, 4)
"""update this if the resulting multidata breaks forward-compatibility of the server"""
hint_blacklist: ClassVar[FrozenSet[str]] = frozenset()
"""any names that should not be hintable"""
hidden: ClassVar[bool] = False
"""Hide World Type from various views. Does not remove functionality."""
web: ClassVar[WebWorld] = WebWorld()
"""see WebWorld for options"""
multiworld: "MultiWorld"
"""autoset on creation. The MultiWorld object for the currently generating multiworld."""
player: int
"""autoset on creation. The player number for this World"""
item_id_to_name: ClassVar[Dict[int, str]]
"""automatically generated reverse lookup of item id to name"""
location_id_to_name: ClassVar[Dict[int, str]]
"""automatically generated reverse lookup of location id to name"""
item_names: ClassVar[Set[str]]
"""set of all potential item names"""
location_names: ClassVar[Set[str]]
"""set of all potential location names"""
random: Random
"""This world's random object. Should be used for any randomization needed in world for this player slot."""
settings_key: ClassVar[str]
"""name of the section in host.yaml for world-specific settings, will default to {folder}_options"""
settings: ClassVar[Optional["Group"]]
"""loaded settings from host.yaml"""
zip_path: ClassVar[Optional[pathlib.Path]] = None
"""If loaded from a .apworld, this is the Path to it."""
__file__: ClassVar[str]
"""path it was loaded from"""
def __init__(self, multiworld: "MultiWorld", player: int):
assert multiworld is not None
self.multiworld = multiworld
self.player = player
self.random = Random(multiworld.random.getrandbits(64))
multiworld.per_slot_randoms[player] = self.random
def __getattr__(self, item: str) -> Any:
if item == "settings":
return self.__class__.settings
raise AttributeError
# overridable methods that get called by Main.py, sorted by execution order
# can also be implemented as a classmethod and called "stage_<original_name>",
# in that case the MultiWorld object is passed as an argument, and it gets called once for the entire multiworld.
# An example of this can be found in alttp as stage_pre_fill
@classmethod
def stage_assert_generate(cls, multiworld: "MultiWorld") -> None:
"""
Checks that a game is capable of generating, such as checking for some base file like a ROM.
This gets called once per present world type. Not run for unittests since they don't produce output.
"""
pass
def generate_early(self) -> None:
"""
Run before any general steps of the MultiWorld other than options. Useful for getting and adjusting option
results and determining layouts for entrance rando etc. start inventory gets pushed after this step.
"""
pass
def create_regions(self) -> None:
"""Method for creating and connecting regions for the World."""
pass
def create_items(self) -> None:
"""
Method for creating and submitting items to the itempool. Items and Regions must *not* be created and submitted
to the MultiWorld after this step. If items need to be placed during pre_fill use `get_prefill_items`.
"""
pass
def set_rules(self) -> None:
"""Method for setting the rules on the World's regions and locations."""
pass
def generate_basic(self) -> None:
"""
Useful for randomizing things that don't affect logic but are better to be determined before the output stage.
i.e. checking what the player has marked as priority or randomizing enemies
"""
pass
def pre_fill(self) -> None:
"""Optional method that is supposed to be used for special fill stages. This is run *after* plando."""
pass
def fill_hook(self,
progitempool: List["Item"],
usefulitempool: List["Item"],
filleritempool: List["Item"],
fill_locations: List["Location"]) -> None:
"""Special method that gets called as part of distribute_items_restrictive (main fill)."""
pass
def post_fill(self) -> None:
"""
Optional Method that is called after regular fill. Can be used to do adjustments before output generation.
This happens before progression balancing, so the items may not be in their final locations yet.
"""
def generate_output(self, output_directory: str) -> None:
"""
This method gets called from a threadpool, do not use multiworld.random here.
If you need any last-second randomization, use self.random instead.
"""
pass
def fill_slot_data(self) -> Mapping[str, Any]: # json of WebHostLib.models.Slot
"""
What is returned from this function will be in the `slot_data` field
in the `Connected` network package.
It should be a `dict` with `str` keys, and should be serializable with json.
This is a way the generator can give custom data to the client.
The client will receive this as JSON in the `Connected` response.
The generation does not wait for `generate_output` to complete before calling this.
`threading.Event` can be used if you need to wait for something from `generate_output`.
"""
# The reason for the `Mapping` type annotation, rather than `dict`
# is so that type checkers won't worry about the mutability of `dict`,
# so you can have more specific typing in your world implementation.
return {}
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
"""
Fill in additional entrance information text into locations, which is displayed when hinted.
structure is {player_id: {location_id: text}} You will need to insert your own player_id.
"""
pass
def modify_multidata(self, multidata: Dict[str, Any]) -> None: # TODO: TypedDict for multidata?
"""For deeper modification of server multidata."""
pass
# Spoiler writing is optional, these may not get called.
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
"""
Write to the spoiler header. If individual it's right at the end of that player's options,
if as stage it's right under the common header before per-player options.
"""
pass
def write_spoiler(self, spoiler_handle: TextIO) -> None:
"""
Write to the spoiler "middle", this is after the per-player options and before locations,
meant for useful or interesting info.
"""
pass
def write_spoiler_end(self, spoiler_handle: TextIO) -> None:
"""Write to the end of the spoiler"""
pass
# end of ordered Main.py calls
def create_item(self, name: str) -> "Item":
"""
Create an item for this world type and player.
Warning: this may be called with self.world = None, for example by MultiServer
"""
raise NotImplementedError
def get_filler_item_name(self) -> str:
"""Called when the item pool needs to be filled with additional items to match location count."""
logging.warning(f"World {self} is generating a filler item without custom filler pool.")
return self.multiworld.random.choice(tuple(self.item_name_to_id.keys()))
@classmethod
def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: Set[int]) -> World:
"""
Creates a group, which is an instance of World that is responsible for multiple others.
An example case is ItemLinks creating these.
"""
# TODO remove loop when worlds use options dataclass
for option_key, option in cls.options_dataclass.type_hints.items():
getattr(multiworld, option_key)[new_player_id] = option.from_any(option.default)
group = cls(multiworld, new_player_id)
group.options = cls.options_dataclass(**{option_key: option.from_any(option.default)
for option_key, option in cls.options_dataclass.type_hints.items()})
return group
# decent place to implement progressive items, in most cases can stay as-is
def collect_item(self, state: "CollectionState", item: "Item", remove: bool = False) -> Optional[str]:
"""
Collect an item name into state. For speed reasons items that aren't logically useful get skipped.
Collect None to skip item.
:param state: CollectionState to collect into
:param item: Item to decide on if it should be collected into state
:param remove: indicate if this is meant to remove from state instead of adding.
"""
if item.advancement:
return item.name
return None
def get_pre_fill_items(self) -> List["Item"]:
"""
Used to return items that need to be collected when creating a fresh all_state, but don't exist in the
multiworld itempool.
"""
return []
# these two methods can be extended for pseudo-items on state
def collect(self, state: "CollectionState", item: "Item") -> bool:
"""Called when an item is collected in to state. Useful for things such as progressive items or currency."""
name = self.collect_item(state, item)
if name:
state.prog_items[self.player][name] += 1
return True
return False
def remove(self, state: "CollectionState", item: "Item") -> bool:
"""Called when an item is removed from to state. Useful for things such as progressive items or currency."""
name = self.collect_item(state, item, True)
if name:
state.prog_items[self.player][name] -= 1
if state.prog_items[self.player][name] < 1:
del (state.prog_items[self.player][name])
return True
return False
# following methods should not need to be overridden.
def create_filler(self) -> "Item":
return self.create_item(self.get_filler_item_name())
# convenience methods
def get_location(self, location_name: str) -> "Location":
return self.multiworld.get_location(location_name, self.player)
def get_entrance(self, entrance_name: str) -> "Entrance":
return self.multiworld.get_entrance(entrance_name, self.player)
def get_region(self, region_name: str) -> "Region":
return self.multiworld.get_region(region_name, self.player)
@property
def player_name(self) -> str:
return self.multiworld.get_player_name(self.player)
@classmethod
def get_data_package_data(cls) -> "GamesPackage":
sorted_item_name_groups = {
name: sorted(cls.item_name_groups[name]) for name in sorted(cls.item_name_groups)
}
sorted_location_name_groups = {
name: sorted(cls.location_name_groups[name]) for name in sorted(cls.location_name_groups)
}
res: "GamesPackage" = {
# sorted alphabetically
"item_name_groups": sorted_item_name_groups,
"item_name_to_id": cls.item_name_to_id,
"location_name_groups": sorted_location_name_groups,
"location_name_to_id": cls.location_name_to_id,
"version": cls.data_version,
}
res["checksum"] = data_package_checksum(res)
return res
# any methods attached to this can be used as part of CollectionState,
# please use a prefix as all of them get clobbered together
class LogicMixin(metaclass=AutoLogicRegister):
pass
def data_package_checksum(data: "GamesPackage") -> str:
"""Calculates the data package checksum for a game from a dict"""
assert "checksum" not in data, "Checksum already in data"
assert sorted(data) == list(data), "Data not ordered"
from NetUtils import encode
return hashlib.sha1(encode(data).encode()).hexdigest()
def _normalize_description(description):
"""
Normalizes a description in item_descriptions or location_descriptions.
This allows authors to write descritions with nice indentation and line lengths in their world
definitions without having it affect the rendered format.
"""
# First, collapse the whitespace around newlines and the ends of the description.
description = re.sub(r' *\n *', '\n', description.strip())
# Next, condense individual newlines into spaces.
description = re.sub(r'(?<!\n)\n(?!\n)', ' ', description)
return description