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Merge main branch into fork #9
Commits on Jan 4, 2024
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WebHost: Fix 500 Server errors relating to player/multi trackers. (#2664
) * WebHost: Fix player tracker issue with items missing from data package. Reported in https://discord.com/channels/731205301247803413/1192202112172576819 * WebHost: Fix multi-tracker error when item links are present. Reported in https://discord.com/channels/731205301247803413/1192104719959724062 * Use Utils.KeyedDefaultDict instead of checking for key * formatted revert * import tweak
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Commits on Jan 5, 2024
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Docs: Update regarding new launcher (#2627)
Co-authored-by: Scipio Wright <[email protected]>
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Commits on Jan 7, 2024
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SMZ3: 0.4.4 backward compat client fix (#2667)
fixed broken client compatibility with any seed generated before 0.4.4 introduced with the recent change to the message queue.
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Commits on Jan 9, 2024
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Commits on Jan 10, 2024
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Commits on Jan 11, 2024
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Hollow Knight: Fix fragile/unbreakable charm variants counting as 2 d…
…istinct charms in logic (#2683) Deletes CHARM of the 3 unbreakable charms, adds 0.5 CHARM to Queen_fragment, King_Fragment and Void_heart
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Touhou Mugakudan 3 song update. (#2659)
- Adds all the songs from the Touhou Mugakudan -Ⅲ- update. - Increases the upper limit of additional songs to 508 due to there being 512 songs now. - Finally fixes umpopoff. As it was the only song that had less than 3 difficulties but also didn't have proper difficulty values
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Docs: Fix broken link in Landstalker setup Guide (#2680)
* Cleaning up (#4) Cleanup * Update landstalker_setup_en.md Fixed Redirect
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Tests: remove deprecated option access from
WorldTestBase
(#2671)* remove deprecated option access from `WorldTestBase` * one in test_reachability
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Shivers: Fixes issue with office elevator rule logic. (#2690)
Office elevator logic was written as can reach Underground Tunnels OR can reach Office AND have Key for Office Elevator Meaning that key for office elevator was not required if Underground Tunnels could be reached when it should be. Changed to (can reach Underground Tunnels OR can reach Office) AND have Key for Office Elevator
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Commits on Jan 12, 2024
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SoE: use new AP API and naming and make APworld (#2701)
* SoE: new file naming also fixes test base deprecation * SoE: use options_dataclass * SoE: moar typing * SoE: no more multiworld.random * SoE: replace LogicMixin by SoEPlayerLogic object * SoE: add test that rocket parts always exist * SoE: Even moar typing * SoE: can haz apworld now * SoE: pep up test naming * SoE: use self.options for trap chances * SoE: remove unused import with outdated comment * SoE: move flag and trap extraction to dataclass as suggested by beauxq * SoE: test trap option parsing and item generation
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Docs: add FR guide for DLCQuest (#2699)
* Docs: add Translate FR guide for DLCQuest * Add Translate * fix * Update worlds/dlcquest/docs/fr_DLCQuest.md Co-authored-by: Danaël V. <[email protected]> * Fix Translate * Fix translate * Update __init__.py * Update worlds/dlcquest/__init__.py Co-authored-by: black-sliver <[email protected]> * Update worlds/dlcquest/__init__.py Co-authored-by: black-sliver <[email protected]> --------- Co-authored-by: Danaël V. <[email protected]> Co-authored-by: black-sliver <[email protected]>
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Commits on Jan 13, 2024
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TUNIC: Update game page for blurb about playing vanilla first (#2712)
* Update en_Tunic.md * Change emphasis a bit * Move the "haven't played before" section up * settings -> options * Update worlds/tunic/docs/en_Tunic.md Co-authored-by: black-sliver <[email protected]> * Update setup as well with settings -> options and some recent changes to the in-game settings --------- Co-authored-by: black-sliver <[email protected]>
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Docs: specify that deathlink cause should contain the player name (#2557
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Docs: Added Disabled World information to README.md (#2705)
* Add rationale for OriBF being disabled * Removed periods * Added warning to README.md * Apply suggestions from code review Co-authored-by: Silvris <[email protected]> * Added disable date Meant to provide context for any updates the world may need (For example, this world would need to change to the new options sstem in 0.4.4) * Moved rationale to local README Co-authored-by: black-sliver <[email protected]> * Apply suggestions from code review Co-authored-by: black-sliver <[email protected]> --------- Co-authored-by: Silvris <[email protected]> Co-authored-by: black-sliver <[email protected]>
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Commits on Jan 14, 2024
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Tests: add a test for worlds to not modify the itempool after `create…
…_items` (#1460) * Tests: add a test for worlds to only modify the itempool in `create_items` * extend test multiworld setup instead of a new function * cleanup the test a bit * put more strict wording in `create_items` docstring * list of shame * Don't call `set_rules` before testing * remove ChecksFinder from the list of shame --------- Co-authored-by: black-sliver <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
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Core: migrate start_inventory_from_pool to new options API (#2666)
* Core: migrate start_inventory_from_pool to new options API * get the other spot too * skip {} * oops Co-authored-by: black-sliver <[email protected]> --------- Co-authored-by: black-sliver <[email protected]>
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Setup: don't install webhost dependencies (#2717)
also makes ModuleUpdate detect changed requirements for update()
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Zillion: remove old option access from item link validation (#2673)
* Zillion: remove old option access from item link validation and a little bit a cleaning in other stuff nearby * one option access missed
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Commits on Jan 15, 2024
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SoE: minor typing and style fixes (#2724)
* SoE: fix typing for tests * SoE: explicitly export pyevermizer To support loading the module from source (rather than module) we import pyevermizer from `__init__.py` in other files. This has been an implicit export and `mypy --strict` disables implicit exports, so we export it explicitly now. * SoE: fix style in patch.py * SoE: remove unused imports * SoE: fix format mistakes * SoE: cleaner typing in SoEOptions.flags as suggested by beauxq
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TLOZ: properly assign options (#2726)
whoops used a = instead of a : mad that im doing a literal one character change PR :/
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Tests: test that World.options is not set on the class (#2725)
Co-authored-by: black-sliver <[email protected]>
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Commits on Jan 16, 2024
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FFMQ: Reset protection (#2727)
Bizhawk's "hard reset" option fills RAM with 0x55s. This causes game completion to be erroneously flagged, and likely many erroneous location checks with it. This fix checks for 0x55 and will not proceed to process anything if present.
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Worlds Docs: Translations German (Clique, BK Sudoku, OoT) (#2581)
* Sudoku German * German OOT (+ Room Image) * German Clique * german translation * translation flexibility - ff1 * german setup - oot * Transaltion Flexibilty - SM64 * translation flexibilty - factorio * translation flexibilty - kh2 * translation flexibility - Super Metroid * translation flexibility - Stardew Valley * german translation added - clique * translation flexibility - terraria * translation flexibilty - checksfinder * Sudoku Setup - Grammar Fix * Sudoku Main - Fix Grammar * Revert "translation flexibility - ff1" This reverts commit 6df434c. * Revert "Transaltion Flexibilty - SM64" This reverts commit 754bf95. * Revert "translation flexibilty - factorio" This reverts commit db1226a. * Revert "translation flexibility - Super Metroid" This reverts commit ca5bd9a. * Revert "translation flexibilty - kh2" This reverts commit 076534e. * Revert "translation flexibility - Stardew Valley" This reverts commit 4b13701. * Revert "translation flexibility - terraria" This reverts commit a0abfc8. * Revert "translation flexibilty - checksfinder" This reverts commit a4de499. * Sugesstion - Fixes in Grammar (and Typos) One or two suggesstions need to be changed a bit further (such as an incomplete sentence) Co-authored-by: black-sliver <[email protected]> * Apply suggestions from code review Co-authored-by: black-sliver <[email protected]> * Apply suggestions from code review Co-authored-by: black-sliver <[email protected]> * Update guide_de.md * Update setup_de.md * Update de_Sudoku.md * Update __init__.py * Update worlds/oot/docs/setup_de.md Co-authored-by: black-sliver <[email protected]> --------- Co-authored-by: black-sliver <[email protected]>
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Lingo: Turn The Colorful into a countdown achievement (#2710)
The Colorful currently, in logic, does not expect you to solve the achievement panel until all of the doors are opened. This is not enforced by the client in complex door shuffle. It is also not typical of how achievements in Lingo usually work, and it ended up this way because of the fact that The Colorful is, uniquely, not a countdown panel. This change modifies logic so that solving each panel within The Colorful is required in order to access the achievement, rather than opening all of the doors. This will be accompanied by a change to the client that will turn the achievement panel into a countdown.
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V6: Use new options api (#2668)
* v6: Use new options API * v6: Add display names for some options
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The Witness: Local Laser Shuffle + Option Presets (#2590)
Co-authored-by: Exempt-Medic <[email protected]>
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CI: flake8: max-complexity=14 (#2731)
The value of 10 does not really fit some of our world patterns and values up to 15 may be acceptable. Looking at some worlds, 14 seems to be achievable without too much work and reduces the noise in test output, making it more usable.
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Commits on Jan 18, 2024
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Commits on Jan 19, 2024
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Noita: Update to use new Options API (#2370)
Reworking the options to make it work with the new options API. Also reworked stuff in several spots to use world: NoitaWorld instead of multiworld: MultiWorld
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Commits on Jan 21, 2024
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SoE: fix naming of atlas medallion (#2747)
In pyevermizer, it's called Atlas Medallion, not Amulet, leading to an empty group and to code not considering them as an alchemy ingredient when swapping out for a trap or an energy core fragment. Also adds a test.
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Commits on Jan 28, 2024
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Commits on Jan 29, 2024
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KH2: Fix empty location groups (#2757)
Co-authored-by: Aaron Wagener <[email protected]>
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Commits on Jan 30, 2024
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Tests: test that item/location name groups are not empty (#2748)
* Tests: test that item/location name groups are not empty * Tests: better name for test_groups TestCase --------- Co-authored-by: Fabian Dill <[email protected]>
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Docs: fixed typo in Stardew Valley setup guide (#2770)
* fix typo * fix another typo * Update worlds/stardew_valley/docs/en_Stardew Valley.md Co-authored-by: Nicholas Saylor <[email protected]> --------- Co-authored-by: Nicholas Saylor <[email protected]>
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Tests: use strict equality in some tests # (#2778)
* Tests: replace .assertLess/GreaterEqual() with .assertEqual() in two tests where strict equality seems more correct
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Docs: world api general cleanup/overhaul (#2598)
* Docs: world api general cleanup/overhaul * add pep-0287 to style doc * some cleanup, reorganization, and grammar improvements * reorder item and region creation * address review comments * fix indent * linter grammar Co-authored-by: Exempt-Medic <[email protected]> --------- Co-authored-by: Exempt-Medic <[email protected]>
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Commits on Jan 31, 2024
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LTTP: Update playerSettings.yaml to require AP version 0.4.4 (#2737)
Updating yaml to make sure people have the proper required version if they ever use this template to play with KDS
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Commits on Feb 3, 2024
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Commits on Feb 4, 2024
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Core: Purge the evil (
world: MultiWorld
) (#2749)* Purge the evil * Some files didn't save * Fix a couple of missed string references * multi_world -> multiworld
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Commits on Feb 5, 2024
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Commits on Feb 10, 2024
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Commits on Feb 11, 2024
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FFMQ: fix __version__ import in Output.py (#2791)
Importing from Main is a recursive import during Generate, also it's not listed in Main.__all__ (and pycharm warns about this).
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The Witness: Change all option name comparisons to strings instead of…
… numeric values (#2503) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * Another was missed * This would create a really bad merge error
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TUNIC: Add an ER static connection, modify an nmg rule (#2802)
* Add laurels connection at monastery front * Removed an entrance rule to prevent people from being expected to softlock themselves
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Commits on Feb 13, 2024
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SM64: Move Randomizer Content Update (#2569)
* Super Mario 64: Move Randomizer Update Co-authored-by: RBman <[email protected]> Signed-off-by: Magnemania <[email protected]> * Fixed logic for Vanish Cap Under the Moat Signed-off-by: Magnemania <[email protected]>
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CI: Add a workflow which automates some labeling (#2812)
* Initial content-based labeling * Improve labeling rules around docs and /worlds/generic * Improve labeling rules around docs and webhost * Formatting * Update matching for webhost * back to square 1 on is:docu * Try a better glob for docs * Formatting * Manage PR state labels * Correct syntax for conditions * Correct syntax for conditions * add trigger on reopening * add trigger on closing * keep labels in sync as pr updates * Change edit event to sync * Restrict only to PRs to main * address review comments * apply only to PRs into main
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LADX: Added some resilience to non-ASCII player names (#2642)
* Added some resilience to non-ASCII player names or items * Also the client, not even sure if switching to ascii is useful here * Split a long line in two
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The Witness: Event System & Item Classification System revamp (#2652)
Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
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Lingo: Detach Art Gallery Exit from Progressive Art Gallery (#2739)
The final stage of Progressive Art Gallery opens up the four-way intersection between the Art Gallery, Orange Tower Fifth Floor, The Bearer, and Outside The Initiated. This is a very useful door, and it would be cool to be able to open it without having to get five progressive items. The original reason this was included in the progression was because getting into the back of Art Gallery early would cause sequence breaks. At this point, the way the client handles the Art Gallery has changed enough that it does not matter if the player can go through this door before getting all progressive art galleries.
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Core: remove module level AutoWorld import (#2790)
With BaseClasses running `worlds.__init__.py` and worlds importing `from BaseClasses`, this is likely to result in some extra code being run because of partial recursive imports. This now lazily loads `worlds` when needed, at which point `sys.modules` should be properly populated.
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Core: APPatch interface (#2808)
define interface that has only the bare minimum required for `Patch.create_rom_file`
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Lingo: Various item/location renames (#2746)
## What is this fixing or adding? - Roof MASTERY panels are now technically in individual regions with more descriptive names, so they can be displayed better on the tracker. - Orange Tower Seventh Floor - Mastery has been renamed to simply Mastery. - The Optimistic is its own region now. - The misnamed CEILING in Room Room has been fixed. - The misnamed CHEESE in Challenge Room has been fixed. - The misnamed SOUND in Outside the Bold has been fixed. - "The Bearer - Shortcut to The Bold" is now "The Bearer - Entrance". - HUB ROOM - NEAR, FAR and the Warts Straw and Leaf Feel Areas have now been semantically combined into the "Symmetry Room". They are still logically three separate regions. - The FACTS chain in Challenge Room has been reindexed, and the full chain panel is now indicated as such. - The Room Room floors have been reindexed. - Panels in The Observant are now named by their questions, not answers. - Added a (1) subscript to several panels in Orange Tower Fourth Floor, Outside The Initiated, and The Seeker. The validate_config.rb script has also been updated to check that all items and locations have an ID. This change should not impact generation logic at all. It is just changing item and location names.
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Tests: assign the world to WorldTestBase, and a default player field (#…
…2385) * Tests: assign the World to WorldTestBase and add a player field (because I like typing self.player far more than random 1's all over the place) * more accurate docstring for world and multiworld * use self.player within the class
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Lingo: Fix non-progressive The Colorful (#2782)
The Colorful did not actually properly split into individual doors when progressive colorful was off. This change refactors the code that handles special cases with progressive items to make things clearer (which is important because I will be introducing another one).
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TUNIC: Universal Tracker Support Update (#2786)
Adds better support for the Universal Tracker (see its channel in the future game design section). This does absolutely nothing regarding standard gen, just adds some checks for an attribute that only exists when UT is being used.
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LttP: Bombless Start and Options/Shops overhaul (#2357)
## What is this fixing or adding? Adds Bombless Start option, along with proper bomb logic. This involves updating `can_kill_most_things` to include checking how many bombs can be held. Many places where the ability to kill enemies was assumed, now have logic. This fixes some possible existing logic issues, for example: Mini Moldorm cave checks currently are always in logic despite the fact that on expert enemy health it would require 12 bombs to kill each mini moldorm. Overhauls options, pulling them out of core and in particular making large changes to how the shop options work. Co-authored-by: espeon65536 <[email protected]> Co-authored-by: black-sliver <[email protected]> Co-authored-by: Bondo <[email protected]> Co-authored-by: espeon65536 <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
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Speedups: no cinit, no pickling (#2851)
* Speedups: remove unnecessary cinit This was meant for (memory) safety, but cython docs clearly state that this is done automatically. The code generated for cinit with args is what triggers a 'possible null deref' in clang's static analyzer, so by removing cinit, we can now use static analysis. * Speedups: disable pickling ... ... of LocationStore and internal classes. This reduces code size and avoids accidentally pickling them.
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CI: add missing core files to "affects: core" labelling (#2824)
* add missing files * Change to wildcard
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Docs: Better description for LocationScouts (#2674)
* Better description for LocationScouts * Update network protocol.md * typo * Update docs/network protocol.md Co-authored-by: Exempt-Medic <[email protected]> * Update docs/network protocol.md Co-authored-by: Exempt-Medic <[email protected]> * Update docs/network protocol.md Co-authored-by: Exempt-Medic <[email protected]> * Update docs/network protocol.md Co-authored-by: Exempt-Medic <[email protected]> --------- Co-authored-by: Exempt-Medic <[email protected]>
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CI: add static analysis for native code / cython (#2852)
* CI: add static analysis for native code / cython * CI: scan-build: also run for requirements.txt
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Docs: Clarify which kinds of options actually support "random" (#2845)
* Clarify which kinds of options actually support "random" The current phrasing of this sentence made me expect "random" to work even on my OptionsDict option. After asking `#archipelago-dev` and checking the `Options.py` code, it's become clear that many option types don't (and can't) support "random". This is my best guess at a more correct wording. * add a sentence about from_text overrides based on black-silver's suggestion
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TUNIC: Fix for incorrect Zig 3 ER rule (#2849)
* Fix for incorrect ER rule in zig 3 * Add nmg logic to this same connection
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TUNIC: Misc Logic Changes, Additions (#2856)
* Add nmg boss scav kill * Add boss quick kills * Fix name of orb * Remove getting into zig with ice grapple * Remove connection from quarry to zig * Add a few missing dependent regions * Separate the atoll statue and portal pad so that it doesn't assume you can get from one to the other without prayer
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Utils: YAML goes brrrt (#2868)
Also tests to validate we dont break the API.
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The Witness: New hint type ("area hints") (#2494)
This new type of "area hint" will instead give you general information about one of the named geographical areas in your world. Example: ``` There are 4 progression items in the "Quarry" region. Of them, 2 are for other players. Also, one of them is a laser for this world. ``` This also renames some of the locations in the game to better fit into an "area", such as the "River Obelisk" being renamed to the "Mountainside Obelisk". --------- Co-authored-by: Exempt-Medic <[email protected]> Co-authored-by: Scipio Wright <[email protected]>
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DKC3: Long-overdue World code cleanup (#2820)
Co-authored-by: Silvris <[email protected]>
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Docs: mention that IDs for items and locations can overlap (#2854)
* Docs: mention that IDs for items and locations can overlap * Update docs/world api.md Co-authored-by: Ixrec <[email protected]> --------- Co-authored-by: Ixrec <[email protected]>
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Docs: Add Spanish Guide for Pokemon Emerald (#2696)
* Docs: Add Spanish Guide for Pokemon Emerald * Docs: Add Spanish Guide for Pokémon Emerald * Docs: Add Spanish Guide for Pokemon Emerald * Docs: Add Spanish Guide for Pokemon Emerald * Docs: Add Spanish Guide for Pokemon Emerald
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Core: typing: return type of
fill_slot_data
toMapping
(#2876)* Core: typing: return type of `fill_slot_data` to `Mapping` type checker be like: "Wait a minute! If you give this mutable dict to those sussy sketchbags, they might mutate it and invalidate your more specific typing!" Note that this doesn't mean the return value needs to be immutable. It just means the caller won't mutate it (which matches current `Main.py` implementation). I've seen some talk of introducing ownership to the type system. https://discuss.python.org/t/we-may-need-better-specification-for-existing-and-future-refinement-types-in-the-type-system/43955/5 Then maybe I could say: "Do whatever you want with it, because I'm giving up ownership." But that doesn't exist in the type system currently. * in docs too * docs talk less about type and more about json * keep `dict` to be safe with .net client and json
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Core: Default YAML header updates (#2723)
* Cleaning up (#4) Cleanup * Adressed change about spaces no longer being replaced to underscores. Added a "that" to remove an ambiguity * Update data/options.yaml Combined the two sentences into one, per suggestion Co-authored-by: Nicholas Saylor <[email protected]> --------- Co-authored-by: Nicholas Saylor <[email protected]>
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The Witness: Allow specifying custom trap weights (#2835)
* Trap weights * Slightly change the way the option works * Wording one more time * Non optional to bring in line with Ixrec's implementation * Be clear that it's not an absolute amount, but a weight * E x c l a m a t i o n p o i n t * Update worlds/witness/items.py Co-authored-by: Exempt-Medic <[email protected]> * Wait I can just do this now lol --------- Co-authored-by: Exempt-Medic <[email protected]>
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MultiServer: make !hint without further arguments only reply to the i…
…nstigating player (#2339)
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Lingo: Add a third location to Starting Room (#2839)
Despite earlier efforts, there were still rare fill errors when door shuffle and color shuffle were on and early color hallways was off, because sphere 1 was too small. This turns "Starting Room - HI" back into a location, which should give the algorithm more room. The "forced good item" pool has been reconsidered. The problem with the specific item that caused the recent failure (Welcome Back - Shortcut to Starting Room) is that it only provided one location when color shuffle was on, which is a net of zero considering that the GOOD LUCK check was forced. It will no longer show up as a good item unless color shuffle is off. On an opposite vein, Rhyme Room Doors will now show up even if color shuffle is on, because it gives color hallways access by itself. A good item will only be forced onto GOOD LUCK now if there is more than one player.
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Options: add a DeathLinkMixin dataclass to easily standardize death_l…
…ink (#2355) * Options: add a DeathLinkOption dataclass to easily standardize death_link * rename to DeathLinkMixin * Update worlds/messenger/options.py
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Zillion: apworld-compatible package data (#2860)
* Zillion: apworld-compatible module data * fixed `World` import
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TLOZ: Fix Logic for Gleeok guarded locations (#2734)
Turns out you can't kill Gleeok with bombs or a candle as I happened to find out in a community async. While I'll be fine, a rare combination of settings could put all 4 possible weapons (the three levels of sword and the Magical Rod) to kill Gleeoks behind killing Gleeoks. This fix should prevent that from happening. Note: Even though there are technically 5 weapons that can kill Gleeok in the pool because at the moment we have an extra copy of the base Sword, I want to future-proof this incase we make changes to the item pool later. Co-authored-by: black-sliver <[email protected]>
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Zillion: remove rom requirement for generation (#2875)
* in the middle of work towards no rom for generation (not working) * no rom needed for Zillion generation * revert core changes
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Core: Allow common collections in OptionSet and OptionList constructo…
…rs (#2874) * allow common collection in set and list option constructors * allow any iterable of strings * add return None --------- Co-authored-by: beauxq <[email protected]>
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Core: fix (typing) mistake in PR #2887 (#2891)
I made this variable for more compatible and safer type narrowing, and then I didn't use if for the type narrowing.
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Pokemon RB: Fix exceptions raised by /bank (#2836)
* If the user tried to run `/bank` with no arguments to see the current value while disconnected, previously it threw an exception `KeyError: 'EnergyLinkNone'`. Now it informs the user that they must be connected and in-game, like `/bank deposit` and `/bank withdraw` do. I'm also open to adding another `if` branch to make `/bank` only check for `ctx.server` instead of combining it with the other bank commands, to allow connecting to check the bank before the game save is loaded. If that's preferred let me know. * If the user tried to run `/bank` or `/bank deposit` when the EnergyLink hadn't been used yet, they would get a `TypeError` exception. Trying `/bank withdraw` would give no output and would crash the lua connector script. Now it treats a `None` EnergyLink as `0` and works properly.
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BizHawkClient: Add README (#2689)
Co-authored-by: Nicholas Saylor <[email protected]>
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Docs: Add review expectations to contributing.md (#2843)
Co-authored-by: BadMagic100 <[email protected]> Co-authored-by: Exempt-Medic <[email protected]>
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Kirby's Dream Land 3: Implement New Game (#2119)
Co-authored-by: Alchav <[email protected]> Co-authored-by: Aaron Wagener <[email protected]> Co-authored-by: Doug Hoskisson <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
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The Witness: Bump required client version (#2897)
Bump required client version from 0.4.4 to 0.4.5. The [client](https://github.com/NewSoupVi/The-Witness-Randomizer-for-Archipelago/releases/tag/v5.0.0p14) now connects with version 0.4.5.
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TLOZ: use proper rule for completion condition (#2872)
Was pointed out that using `state.locations.checked` is not the best solution, even if it's for a completion condition and the Ganon event location would always have the Triforce of Power event item. So let's just check for the Triforce of Power instead. Thank you Zunawe for pointing it out and Silvris for providing the proper rule to use.
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Pokemon R/B: The Big Door Shuffle Update (#2861)
- Perhaps most critically, adds the ability for the door shuffle code to catch door shuffle exceptions and try again. Will try up to 10 times. Should mean Door Shuffle does not need to be disallowed in the big async🤞 - Door Shuffle code has been made drastically faster by searching for the first dead end instead of sorting the whole list of entrances by whether they are dead ends. - Renames Full to Interiors, and adds a new Full door shuffle that shuffles interior-to-interior doors separately from exterior-to-interior doors. - Adds a new Decoupled door shuffle. - Warp Tile Shuffle now has 3 separate options, Vanilla, Shuffle, and Mixed. Shuffle shuffles the warp tiles among themselves, Mixed mixes them into the Door Shuffle pool. - Safari Zone connections are now shuffled on Full, Insanity, and Decoupled. - On Simple Door Shuffle, the Town Map is updated to show the new dungeon locations. The Town Map has been updated to show the locations of dungeons that previously were not shown unless you opened the map within them, and the Sea Cottage has been removed from it. - Adds Auto Level Scaling that chooses the level scaling mode based on the Door Shuffle choice. - Fixes issues with Flash and Fly move interventions (where it ensures an available Pokémon that can learn it is reachable depending on settings). - Fixes a possible generation crash with type chart randomization. - Should fix an issue where `stage_fill_hook` was able to remove the wrong item from the item pool resulting in a duplicated item reference existing. - Adds a stage_post_fill function which searches for Pokémon in order of spheres, setting all but the first advancement Pokémon event found to `useful` so that spoiler playthrough calculation skips them. In a solo game gen test, this cut gen time from 15 seconds to 10 seconds with same seed number. Difference is likely to be much more massive in larger multiworlds.
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Celeste 64: Implement New Game (#2798)
Co-authored-by: chandler05 <[email protected]> Co-authored-by: Silvris <[email protected]> Co-authored-by: Zach Parks <[email protected]>
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Commits on Mar 6, 2024
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Fill: Improve clarity of remaining_fill messages (#2894)
* Update Fill.py Make the fill message more descriptive * Removing kwarg
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SNIClient: dynamically generate patch file identifier (#2870)
Co-authored-by: beauxq <[email protected]>
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KDL3: Post-PR adjustments (#2917)
* logic adjustments, add patch_suffix * forgot the other two consumables
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The Witness: Fix... I don't know how to explain this one (#2920)
``` for hint in generated_hints: hint = generated_hints.pop(0) ``` lmao
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Core: Remove extra " character in /forbid_release help message (#2923)
Was pointed out in the Discord: https://discord.com/channels/731205301247803413/731205301818359821/1215882443261870190
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Docs: Fix typos in Minecraft info page (#2686)
Fixed typos in game page
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LADX: shuffle instruments (#2804)
* ladx: shuffle instruments * set correct default for shuffled instruments
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Bumper Stickers: logic fixes for "off-by-one" errors (#2855)
* Corrected logic error. Per discussion here: https://discord.com/channels/731205301247803413/1148330200891932742/1192138309120577646 At the moment, the logic expects Treasure Bumper 2 to require 1 bumper, Treasure Bumper 3 to require 2, etc., and for Treasure Bumper 1 to be in Sphere 1. This is incorrect, each Bumper check should require 1 Bumper item of it's type. This corrects that. I've verified I was able to generate with it by editing my apworld locally, but I'm also not a programmer and don't know anything about tests. However, I'd think this is a simple change. * Correct logic in Bumper Sticker unit tests Off By One errors were rampant in the Bumper Stickers unit test logic. This should correct those errors. * Correct use of "range" function The function setting the access rules for Treasure and Booster Bumpers was stopping one short of being applied to all the related locations. This has been corrected. * Restoring and clarifying designer's original level access intent The original creator of the AP version of Bumper Stickers intentionally set the Treasure Bumper requirements to logically reach each level 1 higher than the actual game requires, and logic tests were built based on this. This design decision has now been restored. * Revert "Restoring and clarifying designer's original level access intent" This reverts commit 5186c5f. * Correct test logic for level 5 While 33 Treasure Bumpers are generated, only 32 are needed to reach level 5. This push corrects the unit test for the level 5 checks. * Rename generically-named variables Change variables from generic names (x, y, n) to more meaningful names, for ease of readability. --------- Co-authored-by: The T <[email protected]>
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Core: create the per world random object in the world constructor (#2083
) * Core: create the per world random object in the world constructor * remove the check that multiworld exists * add a deprecation warning to per_slot_randoms * move random import and fix conflicts * assert worlds don't exist before setting the multiworld seed * fix the dlcq and sdv tests * actually use the seed
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Commits on Mar 11, 2024
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MultiServer: Improve command response to help troubleshooting (#2833)
* Update MultiServer.py * Improve logging again * Add to other log as well * Update MultiServer.py
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Tests: add test for 2-player-multiworlds (#2386)
* Tests: add test for all games multiworld and test for two player multiworld per game * make assertSteps behave like call_all * review improvements * fix stage calling and loc copying in accessibility * add docstrings * lttp is on the options api now * skip the all games multiworld for now. likely needs to be modified to test specific worlds * move skip to the class
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The Messenger: content update (#2823)
* map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <[email protected]> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <[email protected]> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <[email protected]> Co-authored-by: Doug Hoskisson <[email protected]> Co-authored-by: Doug Hoskisson <[email protected]> Co-authored-by: Sean Dempsey <[email protected]> Co-authored-by: qwint <[email protected]>
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KDL3: fix invalid inno_setup components and deathlink messages (#2922)
* remove component checking * fix missing deathlink messages * move reads under deathlink check
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Core: Fix OptionList and OptionSet to allow Iterable of Iterable (#2911)
* fix, maybe * typegard for iterable of any * wow I'm so tired I just changed the method name without changing what it actually does... * also exclude bytes in is_iterable_but_str * apply pr comments * Update Utils.py Co-authored-by: Doug Hoskisson <[email protected]> * Revert "also exclude bytes in is_iterable_but_str" This reverts commit cf087d2. --------- Co-authored-by: Doug Hoskisson <[email protected]>
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Docs: Added snes9x-nwa as recommended emulator to the setup guides fo…
…r SNES games (#1778) * Added snes9x-nwa as recommended emulator to the setup guides * Removed snes9x-nwa from the setup guides of DKC3 and SMW * Update worlds/alttp/docs/multiworld_en.md Co-authored-by: Aaron Wagener <[email protected]> * Removed duplicate text Minor grammar and spelling fixes * Unified required software for SM, SMZ3 and SoE with ALTTP * Added instructions for usage of BSNES-Plus for ALTTP, SM and SMZ3 --------- Co-authored-by: Aaron Wagener <[email protected]>
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KH2: Update all instances of multiworld.option_name to option.option_…
…name (#2634) * update the multiworld to options * Update worlds/kh2/Rules.py Co-authored-by: Exempt-Medic <[email protected]> * does this work * namine sketches * wrong branch :) --------- Co-authored-by: Exempt-Medic <[email protected]>
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Commits on Mar 12, 2024
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Docs: improve AutoWorld method docstrings (#2509)
* clarify some autoworld docstrings * revert accidental change
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SMW: v2.0 Content Update (#2762)
Changelog: Features: - New optional Location Checks - 3-Up Moons - Hidden 1-Ups - Bonus Blocks - Blocksanity - All blocks that contain coins or items are included, with the exception of: - Blocks in Top Secret Area & Front Door/Bowser Castle - Blocks that are unreachable without glitches/unreasonable movement - New Items - Special Zone Clear - New Filler Items - 1 Coin - 5 Coins - 10 Coins - 50 Coins - New Trap Items - Reverse Trap - Thwimp Trap - SFX Shuffle - Palette Shuffle Overhaul - New Curated Palette can now be used for the Overworld and Level Palette Shuffle options - Foreground and Background Shuffle options have been merged into a single setting - Max possible Yoshi Egg value is 255 - UI in-game is updated to handle 3-digits - New `Display Received Item Popups` option: `progression_minus_yoshi_eggs` Quality of Life: - In-Game Indicators are now displayed on the map screen for location checks and received items - In-level sprites are displayed upon receiving certain items - The Camera Scroll unlocking is now only enabled on levels where it needs to be - SMW can now handle receiving more than 255 items - Significant World Code cleanup - New Options API - Removal of `world: MultiWorld` across the world - The PopTracker pack now has tabs for every level/sublevel, and can automatically swap tabs while playing if connected to the server Bug Fixes: - Several logic tweaks/fixes "Major credit to @TheLX5 for being the driving force for almost all of this update. We've been collaborating on design and polish of the features for the last few months, but all of the heavy lifting was all @TheLX5."
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Core: typing for
Option.default
and a few other ClassVars (#2899)* Core: typing for `Option.default` and a few other `Option` class variables This is a replacement for #2173 You can read discussion there for issues we found for why we can't have more specific typing on `default` instead of setting a default in `Option` (where we don't know the type), we check in the metaclass to make sure they have a default. * NumericOption doesn't need the type annotation that brings out the mypy bug * SoE default ClassVar
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Core: add list/dict merging feature to triggers (#2793)
* proof of concept * add dict support, block top/game level merge * prevent key error when option being merged is new * update triggers guide * Add documentation about add/remove/replace * move to trailing name instead of proper tag * update docs * confirm types * Update Utils.py * Update Generate.py * pep8 * move to + syntax * forgot to support sets * specify received type of type error * Update Generate.py Co-authored-by: Fabian Dill <[email protected]> * Apply suggestion from review * add test for update weights * move test to new test case * Apply suggestions from code review Co-authored-by: black-sliver <[email protected]> --------- Co-authored-by: Fabian Dill <[email protected]> Co-authored-by: black-sliver <[email protected]>
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CI: build: create setup (#2936)
* CI: build: create setup also add /DNO_SIGNTOOL to inno_setup.iss * CI: build: trigger when changing setup-related files
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Shivers: Renaming for clarity and consistency (#2869)
* Moves plaque location to front for better tracker referencing. * Tiki should be Shaman. * Hanging should be Gallows. * Merrick spelling. * Clarity change.
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FFMQ: Update Map Shuffle Seed description (#2658)
* Update Map Shuffle Seed description * Update worlds/ffmq/Options.py Co-authored-by: Exempt-Medic <[email protected]> --------- Co-authored-by: Exempt-Medic <[email protected]>
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Commits on Mar 13, 2024
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Commits on Mar 14, 2024
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Core: add layer for patches that don't use
Patch.py
(#2889)* Core: add layer for patches that don't use `Patch.py` * bump container version * APAutoPatchInterface name * mystic quest change * OoT and Adventure changes * missed name in docstring * container version compatibility
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Stardew Valley: 5.x.x - The Allsanity Update (#2764)
Major Content update for Stardew Valley, including the following features - Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time - Randomized Farm Type - Bundles rework (Remixed Bundles and Missing Bundle!) - New Settings: * Shipsanity - Shipping individual items * Monstersanity - Slaying monsters * Cooksanity - Cooking individual recipes * Chefsanity - Learning individual recipes * Craftsanity - Crafting individual items - New Goals: * Protector of the Valley - Complete every monster slayer goal * Full Shipment - Ship every item * Craftmaster - Craft every item * Gourmet Chef - Cook every recipe * Legend - Earn 10 000 000g * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt) * Allsanity - Complete every check in your slot - Building Shuffle: Cheaper options - Tool Shuffle: Cheaper options - Money rework - New traps - New isolated checks and items, including the farm cave, the movie theater, etc - Mod Support: SVE [Albrekka] - Mod Support: Distant Lands [Albrekka] - Mod Support: Hat Mouse Lacey [Albrekka] - Mod Support: Boarding House [Albrekka] Co-authored-by: Witchybun <[email protected]> Co-authored-by: Witchybun <[email protected]> Co-authored-by: Jouramie <[email protected]> Co-authored-by: Alchav <[email protected]>
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Stardew Valley: Added a Great Combat requirement to an entrance that …
…could block its own key (#2959)
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Adds HotS, LotV and NCO campaigns to SC2 game. The world's name has changed to reflect that (it's not only Wings of Liberty now) The client was patched in a way that can still join to games generated prior this change --------- Co-authored-by: Magnemania <[email protected]> Co-authored-by: EnvyDragon <[email protected]> Co-authored-by: Matthew <[email protected]> Co-authored-by: hopop201 <[email protected]> Co-authored-by: Salzkorn <[email protected]> Co-authored-by: genderdruid <[email protected]> Co-authored-by: MadiMadsen <[email protected]> Co-authored-by: neocerber <[email protected]> Co-authored-by: Exempt-Medic <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
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Zork Grand Inquisitor: Implement New Game (#2539)
Adds Archipelago support for Zork Grand Inquisitor, the 1997 point-and-click PC adventure game. The client (based on `CommonClient`), on top of its regular Archipelago duties, fully handles the randomization of the game and the monitoring / modification of the game state. No game modding needed at all; the player is ready to play an Archipelago seed if they can play the vanilla game through ScummVM. The "reverse engineering" (there's likely a better term for this...) of the game is my own original work and I included an MIT license at the root of my world directory. A PopTracker pack was also created to help people learn the game: https://github.com/SerpentAI/ZorkGrandInquisitorAPTracker
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