Setup release notes and version
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Main.py
3
Main.py
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from collections import OrderedDict
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import copy
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import copy
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from itertools import zip_longest
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from itertools import zip_longest
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import json
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import json
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@@ -32,7 +31,7 @@ from Utils import output_path, parse_player_names
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from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
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from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
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__version__ = '1.0.3.0-v'
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__version__ = '1.0.0.0-u'
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from source.classes.BabelFish import BabelFish
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from source.classes.BabelFish import BabelFish
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# Volatile Notes
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## New Features
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## New Features
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## Restricted Item Placement Algorithm
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## Restricted Item Placement Algorithm
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@@ -112,98 +110,4 @@ The map and compass are logically required to defeat a boss. This prevents both
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##### dungeon
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##### dungeon
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Same as above but both small keys and bigs keys of the dungeon are not allowed on a boss. (Note: this does not affect universal keys as they are not dungeon-specific)
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Same as above but both small keys and bigs keys of the dungeon are not allowed on a boss. (Note: this does not affect universal keys as they are not dungeon-specific)
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# Unstable Notes
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## New Features
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### Shuffle SFX
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Shuffles a large portion of the sounds effects. Can be used with the adjuster.
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CLI: ```--shuffle_sfx```
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### Bomb Logic
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When enabling this option, you do not start with bomb capacity but rather you must find 1 of 2 bomb bags. (They are represented by the +10 capacity item.) Bomb capacity upgrades are otherwise unavailable.
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CLI: ```--bombbag```
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## Bug Fixes and Notes.
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* 0.5.1.7
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* Baserom update
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* Fix for Inverted Mode: Dark Lake Hylia shop defaults to selling a blue potion
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* Fix for Ijwu's enemizer: Boss door in Thieves' Town no longer closes after the maiden hint if Blind is shuffled to Theives' Town in boss shuffle + crossed mode
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* No logic now sets the AllowAccidentalMajorGlitches flag in the rom appropriately
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* Houlihan room now exits wherever Link's House is shuffled to
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* Rom fixes from Catobat and Codemann8. Thanks!
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* 0.5.1.6
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* Rules fixes for TT (Boss and Cell) can now have TT Big Key if not otherwise required (boss shuffle + crossed dungeon)
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* BUg fix for money balancing
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* Add some bomb assumptions for bosses in bombbag mode
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* 0.5.1.5
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* Fix for hard pool capacity upgrades missing
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* Bonk Fairy (Light) is no longer in logic for ER Standard and is forbidden to be a connector, so rain state isn't exitable
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* Bug fix for retro + enemizer and arrows appearing under pots
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* Added bombbag and shufflelinks to settings code
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* Catobat fixes:
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* Fairy refills in spoiler
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* Subweights support in mystery
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* More defaults for mystery weights
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* Less camera jank for straight stair transitions
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* Bug with Straight stairs with vanilla doors where Link's walking animation stopped early is fixed
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* 0.5.1.4
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* Revert quadrant glitch fix for baserom
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* Fix for inverted
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* 0.5.1.3
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* Certain lobbies forbidden in standard when rupee bow is enabled
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* PoD EG disarmed when mirroring (except in nologic)
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* Fixed issue with key logic
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* Updated baserom
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* 0.5.1.2
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* Allowed Blind's Cell to be shuffled anywhere if Blind is not the boss of Thieves Town
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* Remove unique annotation from a FastEnum that was causing problems
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* Updated prevent mixed_travel setting to prevent more mixed travel
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* Prevent key door loops on the same supertile where you could have spent 2 keys on one logical door
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* Promoted dynamic soft-lock prevention on "stonewalls" from experimental to be the primary prevention (Stonewalls are now never pre-opened)
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* Fix to money balancing algorithm with small item_pool, thanks Catobat
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* Many fixes and refinements to key logic and generation
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* 0.5.1.1
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* Shop hints in ER are now more generic instead of using "near X" because they aren't near that anymore
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* Added memory location for mutliworld scripts to read what item was just obtain (longer than one frame)
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* Fix for bias in boss shuffle "full"
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* Fix for certain lone big chests in keysanity (allowed you to get contents without big key)
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* Fix for pinball checking
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* Fix for multi-entrance dungeons
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* 2 fixes for big key placement logic
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* ensure big key is placed early if the validator assumes it)
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* Open big key doors appropriately when generating rules and big key is forced somewhere
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* Updated cutoff entrances for intensity 3
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* 0.5.1.0
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* Large logic refactor introducing a new method of key logic
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* Some performance optimization
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* Some outstanding bug fixes (boss shuffle "full" picks three unique bosses to be duplicated, e.g.)
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* 0.5.0.3
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* Fixed a bug in retro+vanilla and big key placement
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* Fixed a problem with shops not registering in the Multiclient until you visit one
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* Fixed a bug in the Mystery code with sfx
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* 0.5.0.2
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* --shuffle_sfx option added
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* 0.5.0.1
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* --bombbag option added
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* 0.5.0.0
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* Handles headered roms for enemizer (Thanks compiling)
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* Warning added for earlier version of python (Thanks compiling)
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* Minor logic issue for defeating Aga in standard (Thanks compiling)
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* Fix for boss music in non-DR modes (Thanks codemann8)
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# Known Issues
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* Shopsanity Issues
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* Hints for items in shops can be misleading (ER)
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* Forfeit in Multiworld not granting all shop items
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* Potential keylocks in multi-entrance dungeons
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* Incorrect vanilla key logic for Mire
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