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@Jouramie Jouramie commented Apr 9, 2025

What is this fixing or adding?

This explicitly remove seasons from the state instead of removing all precollected. I think it will be easier to understand in the future, since the precollected starting season is the reason why we needed to reset the state in the first place.

I wish I could have use remove_by_name from WorldTestBase, but it finds items in the itempool, which does not work for precollected items.

How was this tested?

Yes

If this makes graphical changes, please attach screenshots.

No

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Vastly out of scope for both this PR and mine, but I am planning to completely delete multiworld.state at some point so I would recommend taking a look at removing your dependency on it whenever you get a chance. For TestBase I was planning to have self.state so that shouldn't be too awful to move to (though you'd need to set it yourself manually for now).

@alwaysintreble alwaysintreble merged commit f735088 into alwaysintreble:player_state Apr 9, 2025
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@Jouramie Jouramie deleted the player_state branch April 9, 2025 13:49
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Jouramie commented Apr 9, 2025

I've already created a PR ArchipelagoMW#4621 to replace the dependencies on state with a helper method for finding the collection state. It currently has some merge conflicts, but I will update it when I have time. I plan to do the same for create_item; a helper method already exists for this specific use case. After these changes, moving the state to TestBase should be straightforward.

alwaysintreble pushed a commit that referenced this pull request Apr 18, 2025
* Fully updates requirements.py to live LADXR (#19)

* Updates dungeon2.py to LADXR-Live (#20)

No logic changes or bugfix are in this file. It is only code cleanup.

* Update dungeon1.py (#21)

- The Three of a Kind with Bomb is moved from Normal to Hard Logic

The rest is code cleanup.

lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference

* Fully updates dungeon3.py to LADXR-live (#22)

Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot

Everything else is cleanup.

* Fully update dungeon4.py to LADXR-live logic (#23)

Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam

The rest is code cleanup

* Updates dungeon5.py mostly to LADXR-Live Logic (#24)

Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)

The rest is cleanup.

The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69

* Fully update dungeon6.py logic (#25)

Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases

Everything else is cleanup

* Fully update dungeon7.py to LADXR-live logic (#26)

Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only

Everything else is code cleanup

* Fully updates dungeon8.py to LADXR-live (ArchipelagoMW#27)

Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way


The rest is code cleanup

* Fully update dungeonColor.py to LADXR-live (ArchipelagoMW#28)

Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs

Everything else is code cleanup

* Updating overworld.py (ArchipelagoMW#29)

* Updating overworld.py

This tries to update all logic of the Overworld.

Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps

I stopped counting and need to go over this again.

Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.

* remove featherless fisher under bridge from hard

it was moved to hell upstream and its already present in our code

---------

Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>

* fixes

* add test messages

* Adds Pegasus Boots to the test (ArchipelagoMW#31)

* Fix d6 boss_key logic (ArchipelagoMW#30)

* restore hardmode logic

* higher logic fixes

* add bush requirement to the raft
in case the player needs to farm rupees to play again

---------

Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
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