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MultiServer: add all worlds goal completion message #2956

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merged 5 commits into from
Apr 14, 2024

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Silvris
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@Silvris Silvris commented Mar 15, 2024

What is this fixing or adding?

Upon the last world in a team sending goal completion, a message is sent to all players congratulating the team.

How was this tested?

Several games of multiple Clique, confirming that the message would only be sent on the final goal completion.

If this makes graphical changes, please attach screenshots.

image

@github-actions github-actions bot added affects: core Issues/PRs that touch core and may need additional validation. waiting-on: peer-review Issue/PR has not been reviewed by enough people yet. labels Mar 15, 2024
@beauxq
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beauxq commented Mar 15, 2024

Is it tested with item links? (since item links make fake player slots)

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Silvris commented Mar 15, 2024

Is it tested with item links? (since item links make fake player slots)

Just tested, groups are always considered goal completed by the server. They cause no issue for this implementation.

@remyjette remyjette added the is: enhancement Issues requesting new features or pull requests implementing new features. label Mar 15, 2024
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A nice fun bit of celebration when a multiworld finishes, I like it

Tested with three Cliques, two of which shared their buttons in an item link Everything worked as expected.

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Code LGTM. I think this is the first time I've seen a for/else in real code (and liked it).

MultiServer.py Outdated
@@ -1839,6 +1839,15 @@ def update_client_status(ctx: Context, client: Client, new_status: ClientStatus)
if current != ClientStatus.CLIENT_GOAL: # can't undo goal completion
if new_status == ClientStatus.CLIENT_GOAL:
ctx.on_goal_achieved(client)
relevant_players = [player for player in ctx.player_names
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Maybe rest_of_team or other_players_in_team would be even clearer?

@Exempt-Medic Exempt-Medic added waiting-on: core-review Issue/PR has been peer-reviewed and is ready to be merged or needs input from a core maintainer. and removed waiting-on: peer-review Issue/PR has not been reviewed by enough people yet. labels Mar 28, 2024
MultiServer.py Outdated
Comment on lines 1842 to 1850
relevant_players = [player for player in ctx.player_names
if player[0] == client.team and player[1] != client.slot]
for player in relevant_players:
if player not in ctx.client_game_state:
break # player has yet to ever connect to the server
if ctx.client_game_state[player] != ClientStatus.CLIENT_GOAL:
break
else:
ctx.broadcast_text_all(f"Team #{client.team + 1} has completed all of their games! Congratulations!")
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Suggested change
relevant_players = [player for player in ctx.player_names
if player[0] == client.team and player[1] != client.slot]
for player in relevant_players:
if player not in ctx.client_game_state:
break # player has yet to ever connect to the server
if ctx.client_game_state[player] != ClientStatus.CLIENT_GOAL:
break
else:
ctx.broadcast_text_all(f"Team #{client.team + 1} has completed all of their games! Congratulations!")
if all(player in ctx.client_game_state and ctx.client_game_state[player] == ClientStatus.CLIENT_GOAL for player in ctx.player_names if player[0] in client.team):
ctx.broadcast_text_all(f"Team #{client.team + 1} has completed all of their games! Congratulations!")

didn't test, just wrote it up in github.

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You'd need to ignore the current player (since ctx.client_game_state is not changed yet), but this probably works. I'll test it soon.

MultiServer.py Show resolved Hide resolved
MultiServer.py Outdated Show resolved Hide resolved
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
@Berserker66 Berserker66 merged commit f176589 into ArchipelagoMW:main Apr 14, 2024
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EmilyV99 pushed a commit to EmilyV99/Archipelago that referenced this pull request Apr 15, 2024
EmilyV99 pushed a commit to EmilyV99/Archipelago that referenced this pull request Apr 15, 2024
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6 participants