Files
Grinch-AP/worlds/tunic/docs
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* Remove outdated todo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
..
2024-06-07 17:45:22 +02:00