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Added /next_progression command, which tells the player what items can be sent that will immediately unlock new locations. #30

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@gjgfuj gjgfuj commented Oct 7, 2024

What is this fixing or adding?

Adds a /next_progression command, which displays what items can be received that will help immediately, and displays how many locations they will unlock.

How was this tested?

Locally, through several worlds, and using both !getitem and /manually_collect, as they both work now, and everything seems to be in order.

If this makes graphical changes, please attach screenshots.

image

(apparently a unit test fails but that must just be a random failure from upstream overcooked 2)

gjgfuj added 5 commits October 7, 2024 18:21

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alexanderbez Aleksandr Bezobchuk
…n be sent that will immediately unlock new locations.

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alexanderbez Aleksandr Bezobchuk
…racker updates.

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alexanderbez Aleksandr Bezobchuk
…to account.

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…r items belonging to the actual game in use rather than adding items belonging to all games in the multiworld.

This also fixes a latent bug where it would reset the manually collected items forcibly as it did not copy the manually collected list.

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alexanderbez Aleksandr Bezobchuk
gjgfuj and others added 3 commits October 8, 2024 08:04

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alexanderbez Aleksandr Bezobchuk
Co-authored-by: SunCat <suncat.game@ya.ru>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

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alexanderbez Aleksandr Bezobchuk
…ly, preprocesses the item list to remove duplicates.

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FarisTheAncient pushed a commit that referenced this pull request Feb 8, 2025

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* 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 (#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 (#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 (#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 (#31)

* Fix d6 boss_key logic (#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>
@Exempt-Medic
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This has conflicts

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3 participants