505 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			505 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | # Python standard libraries | ||
|  | from collections import defaultdict | ||
|  | from math import ceil | ||
|  | from typing import Any, ClassVar, Callable, Union, cast | ||
|  | 
 | ||
|  | # Archipelago imports | ||
|  | import settings | ||
|  | from worlds.AutoWorld import World, WebWorld | ||
|  | from worlds.LauncherComponents import components, Component, launch_subprocess, Type, icon_paths | ||
|  | from BaseClasses import (Item, | ||
|  |                          ItemClassification as ItemClass, | ||
|  |                          Tutorial, | ||
|  |                          CollectionState) | ||
|  | from Options import OptionGroup | ||
|  | 
 | ||
|  | # Jak imports | ||
|  | from . import options | ||
|  | from .game_id import jak1_id, jak1_name, jak1_max | ||
|  | from .items import (JakAndDaxterItem, | ||
|  |                     OrbAssoc, | ||
|  |                     item_table, | ||
|  |                     cell_item_table, | ||
|  |                     scout_item_table, | ||
|  |                     special_item_table, | ||
|  |                     move_item_table, | ||
|  |                     orb_item_table, | ||
|  |                     trap_item_table) | ||
|  | from .levels import level_table, level_table_with_global | ||
|  | from .locations import (JakAndDaxterLocation, | ||
|  |                         location_table, | ||
|  |                         cell_location_table, | ||
|  |                         scout_location_table, | ||
|  |                         special_location_table, | ||
|  |                         cache_location_table, | ||
|  |                         orb_location_table) | ||
|  | from .regions import create_regions | ||
|  | from .rules import (enforce_multiplayer_limits, | ||
|  |                     enforce_singleplayer_limits, | ||
|  |                     verify_orb_trade_amounts, | ||
|  |                     set_orb_trade_rule) | ||
|  | from .locs import (cell_locations as cells, | ||
|  |                    scout_locations as scouts, | ||
|  |                    special_locations as specials, | ||
|  |                    orb_cache_locations as caches, | ||
|  |                    orb_locations as orbs) | ||
|  | from .regs.region_base import JakAndDaxterRegion | ||
|  | 
 | ||
|  | 
 | ||
|  | def launch_client(): | ||
|  |     from . import client | ||
|  |     launch_subprocess(client.launch, name="JakAndDaxterClient") | ||
|  | 
 | ||
|  | 
 | ||
|  | components.append(Component("Jak and Daxter Client", | ||
|  |                             func=launch_client, | ||
|  |                             component_type=Type.CLIENT, | ||
|  |                             icon="precursor_orb")) | ||
|  | 
 | ||
|  | icon_paths["precursor_orb"] = f"ap:{__name__}/icons/precursor_orb.png" | ||
|  | 
 | ||
|  | 
 | ||
|  | class JakAndDaxterSettings(settings.Group): | ||
|  |     class RootDirectory(settings.UserFolderPath): | ||
|  |         """Path to folder containing the ArchipelaGOAL mod executables (gk.exe and goalc.exe).
 | ||
|  |         Ensure this path contains forward slashes (/) only. This setting only applies if | ||
|  |         Auto Detect Root Directory is set to false."""
 | ||
|  |         description = "ArchipelaGOAL Root Directory" | ||
|  | 
 | ||
|  |     class AutoDetectRootDirectory(settings.Bool): | ||
|  |         """Attempt to find the OpenGOAL installation and the mod executables (gk.exe and goalc.exe)
 | ||
|  |         automatically. If set to true, the ArchipelaGOAL Root Directory setting is ignored."""
 | ||
|  |         description = "ArchipelaGOAL Auto Detect Root Directory" | ||
|  | 
 | ||
|  |     class EnforceFriendlyOptions(settings.Bool): | ||
|  |         """Enforce friendly player options in both single and multiplayer seeds. Disabling this allows for
 | ||
|  |         more disruptive and challenging options, but may impact seed generation. Use at your own risk!"""
 | ||
|  |         description = "ArchipelaGOAL Enforce Friendly Options" | ||
|  | 
 | ||
|  |     root_directory: RootDirectory = RootDirectory( | ||
|  |         "%programfiles%/OpenGOAL-Launcher/features/jak1/mods/JakMods/archipelagoal") | ||
|  |     # Don't ever change these type hints again. | ||
|  |     auto_detect_root_directory: Union[AutoDetectRootDirectory, bool] = True | ||
|  |     enforce_friendly_options: Union[EnforceFriendlyOptions, bool] = True | ||
|  | 
 | ||
|  | 
 | ||
|  | class JakAndDaxterWebWorld(WebWorld): | ||
|  |     setup_en = Tutorial( | ||
|  |         "Multiworld Setup Guide", | ||
|  |         "A guide to setting up ArchipelaGOAL (Archipelago on OpenGOAL).", | ||
|  |         "English", | ||
|  |         "setup_en.md", | ||
|  |         "setup/en", | ||
|  |         ["markustulliuscicero"] | ||
|  |     ) | ||
|  | 
 | ||
|  |     tutorials = [setup_en] | ||
|  |     bug_report_page = "https://github.com/ArchipelaGOAL/Archipelago/issues" | ||
|  | 
 | ||
|  |     option_groups = [ | ||
|  |         OptionGroup("Orbsanity", [ | ||
|  |             options.EnableOrbsanity, | ||
|  |             options.GlobalOrbsanityBundleSize, | ||
|  |             options.PerLevelOrbsanityBundleSize, | ||
|  |         ]), | ||
|  |         OptionGroup("Power Cell Counts", [ | ||
|  |             options.EnableOrderedCellCounts, | ||
|  |             options.FireCanyonCellCount, | ||
|  |             options.MountainPassCellCount, | ||
|  |             options.LavaTubeCellCount, | ||
|  |         ]), | ||
|  |         OptionGroup("Orb Trade Counts", [ | ||
|  |             options.CitizenOrbTradeAmount, | ||
|  |             options.OracleOrbTradeAmount, | ||
|  |         ]), | ||
|  |         OptionGroup("Traps", [ | ||
|  |             options.FillerPowerCellsReplacedWithTraps, | ||
|  |             options.FillerOrbBundlesReplacedWithTraps, | ||
|  |             options.TrapEffectDuration, | ||
|  |             options.TrapWeights, | ||
|  |         ]), | ||
|  |     ] | ||
|  | 
 | ||
|  | 
 | ||
|  | class JakAndDaxterWorld(World): | ||
|  |     """
 | ||
|  |     Jak and Daxter: The Precursor Legacy is a 2001 action platformer developed by Naughty Dog | ||
|  |     for the PlayStation 2. The game follows the eponymous protagonists, a young boy named Jak | ||
|  |     and his friend Daxter, who has been transformed into an ottsel. With the help of Samos | ||
|  |     the Sage of Green Eco and his daughter Keira, the pair travel north in search of a cure for Daxter, | ||
|  |     discovering artifacts created by an ancient race known as the Precursors along the way. When the | ||
|  |     rogue sages Gol and Maia Acheron plan to flood the world with Dark Eco, they must stop their evil plan | ||
|  |     and save the world. | ||
|  |     """
 | ||
|  |     # ID, name, version | ||
|  |     game = jak1_name | ||
|  |     required_client_version = (0, 5, 0) | ||
|  | 
 | ||
|  |     # Options | ||
|  |     settings: ClassVar[JakAndDaxterSettings] | ||
|  |     options_dataclass = options.JakAndDaxterOptions | ||
|  |     options: options.JakAndDaxterOptions | ||
|  | 
 | ||
|  |     # Web world | ||
|  |     web = JakAndDaxterWebWorld() | ||
|  | 
 | ||
|  |     # Stored as {ID: Name} pairs, these must now be swapped to {Name: ID} pairs. | ||
|  |     # Remember, the game ID and various offsets for each item type have already been calculated. | ||
|  |     item_name_to_id = {name: k for k, name in item_table.items()} | ||
|  |     location_name_to_id = {name: k for k, name in location_table.items()} | ||
|  |     item_name_groups = { | ||
|  |         "Power Cells": set(cell_item_table.values()), | ||
|  |         "Scout Flies": set(scout_item_table.values()), | ||
|  |         "Specials": set(special_item_table.values()), | ||
|  |         "Moves": set(move_item_table.values()), | ||
|  |         "Precursor Orbs": set(orb_item_table.values()), | ||
|  |         "Traps": set(trap_item_table.values()), | ||
|  |     } | ||
|  |     location_name_groups = { | ||
|  |         "Power Cells": set(cell_location_table.values()), | ||
|  |         "Power Cells - GR": set(cells.locGR_cellTable.values()), | ||
|  |         "Power Cells - SV": set(cells.locSV_cellTable.values()), | ||
|  |         "Power Cells - FJ": set(cells.locFJ_cellTable.values()), | ||
|  |         "Power Cells - SB": set(cells.locSB_cellTable.values()), | ||
|  |         "Power Cells - MI": set(cells.locMI_cellTable.values()), | ||
|  |         "Power Cells - FC": set(cells.locFC_cellTable.values()), | ||
|  |         "Power Cells - RV": set(cells.locRV_cellTable.values()), | ||
|  |         "Power Cells - PB": set(cells.locPB_cellTable.values()), | ||
|  |         "Power Cells - LPC": set(cells.locLPC_cellTable.values()), | ||
|  |         "Power Cells - BS": set(cells.locBS_cellTable.values()), | ||
|  |         "Power Cells - MP": set(cells.locMP_cellTable.values()), | ||
|  |         "Power Cells - VC": set(cells.locVC_cellTable.values()), | ||
|  |         "Power Cells - SC": set(cells.locSC_cellTable.values()), | ||
|  |         "Power Cells - SM": set(cells.locSM_cellTable.values()), | ||
|  |         "Power Cells - LT": set(cells.locLT_cellTable.values()), | ||
|  |         "Power Cells - GMC": set(cells.locGMC_cellTable.values()), | ||
|  |         "Scout Flies": set(scout_location_table.values()), | ||
|  |         "Scout Flies - GR": set(scouts.locGR_scoutTable.values()), | ||
|  |         "Scout Flies - SV": set(scouts.locSV_scoutTable.values()), | ||
|  |         "Scout Flies - FJ": set(scouts.locFJ_scoutTable.values()), | ||
|  |         "Scout Flies - SB": set(scouts.locSB_scoutTable.values()), | ||
|  |         "Scout Flies - MI": set(scouts.locMI_scoutTable.values()), | ||
|  |         "Scout Flies - FC": set(scouts.locFC_scoutTable.values()), | ||
|  |         "Scout Flies - RV": set(scouts.locRV_scoutTable.values()), | ||
|  |         "Scout Flies - PB": set(scouts.locPB_scoutTable.values()), | ||
|  |         "Scout Flies - LPC": set(scouts.locLPC_scoutTable.values()), | ||
|  |         "Scout Flies - BS": set(scouts.locBS_scoutTable.values()), | ||
|  |         "Scout Flies - MP": set(scouts.locMP_scoutTable.values()), | ||
|  |         "Scout Flies - VC": set(scouts.locVC_scoutTable.values()), | ||
|  |         "Scout Flies - SC": set(scouts.locSC_scoutTable.values()), | ||
|  |         "Scout Flies - SM": set(scouts.locSM_scoutTable.values()), | ||
|  |         "Scout Flies - LT": set(scouts.locLT_scoutTable.values()), | ||
|  |         "Scout Flies - GMC": set(scouts.locGMC_scoutTable.values()), | ||
|  |         "Specials": set(special_location_table.values()), | ||
|  |         "Orb Caches": set(cache_location_table.values()), | ||
|  |         "Precursor Orbs": set(orb_location_table.values()), | ||
|  |         "Precursor Orbs - GR": set(orbs.locGR_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - SV": set(orbs.locSV_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - FJ": set(orbs.locFJ_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - SB": set(orbs.locSB_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - MI": set(orbs.locMI_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - FC": set(orbs.locFC_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - RV": set(orbs.locRV_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - PB": set(orbs.locPB_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - LPC": set(orbs.locLPC_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - BS": set(orbs.locBS_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - MP": set(orbs.locMP_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - VC": set(orbs.locVC_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - SC": set(orbs.locSC_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - SM": set(orbs.locSM_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - LT": set(orbs.locLT_orbBundleTable.values()), | ||
|  |         "Precursor Orbs - GMC": set(orbs.locGMC_orbBundleTable.values()), | ||
|  |         "Trades": {location_table[cells.to_ap_id(k)] for k in | ||
|  |                    {11, 12, 31, 32, 33, 96, 97, 98, 99, 13, 14, 34, 35, 100, 101}}, | ||
|  |         "'Free 7 Scout Flies' Power Cells": set(cells.loc7SF_cellTable.values()), | ||
|  |     } | ||
|  | 
 | ||
|  |     # These functions and variables are Options-driven, keep them as instance variables here so that we don't clog up | ||
|  |     # the seed generation routines with options checking. So we set these once, and then just use them as needed. | ||
|  |     can_trade: Callable[[CollectionState, int, int | None], bool] | ||
|  |     total_orbs: int = 2000 | ||
|  |     orb_bundle_item_name: str = "" | ||
|  |     orb_bundle_size: int = 0 | ||
|  |     total_trade_orbs: int = 0 | ||
|  |     total_prog_orb_bundles: int = 0 | ||
|  |     total_trap_orb_bundles: int = 0 | ||
|  |     total_filler_orb_bundles: int = 0 | ||
|  |     total_power_cells: int = 101 | ||
|  |     total_prog_cells: int = 0 | ||
|  |     total_trap_cells: int = 0 | ||
|  |     total_filler_cells: int = 0 | ||
|  |     power_cell_thresholds: list[int] | ||
|  |     power_cell_thresholds_minus_one: list[int] | ||
|  |     trap_weights: tuple[list[str], list[int]] | ||
|  | 
 | ||
|  |     # Store these dictionaries for speed improvements. | ||
|  |     level_to_regions: dict[str, list[JakAndDaxterRegion]]  # Contains all levels and regions. | ||
|  |     level_to_orb_regions: dict[str, list[JakAndDaxterRegion]]  # Contains only regions which contain orbs. | ||
|  | 
 | ||
|  |     # Handles various options validation, rules enforcement, and caching of important information. | ||
|  |     def generate_early(self) -> None: | ||
|  | 
 | ||
|  |         # Initialize the level-region dictionary. | ||
|  |         self.level_to_regions = defaultdict(list) | ||
|  |         self.level_to_orb_regions = defaultdict(list) | ||
|  | 
 | ||
|  |         # Cache the power cell threshold values for quicker reference. | ||
|  |         self.power_cell_thresholds = [ | ||
|  |             self.options.fire_canyon_cell_count.value, | ||
|  |             self.options.mountain_pass_cell_count.value, | ||
|  |             self.options.lava_tube_cell_count.value, | ||
|  |             100,  # The 100 Power Cell Door. | ||
|  |         ] | ||
|  | 
 | ||
|  |         # Order the thresholds ascending and set the options values to the new order. | ||
|  |         if self.options.enable_ordered_cell_counts: | ||
|  |             self.power_cell_thresholds.sort() | ||
|  |             self.options.fire_canyon_cell_count.value = self.power_cell_thresholds[0] | ||
|  |             self.options.mountain_pass_cell_count.value = self.power_cell_thresholds[1] | ||
|  |             self.options.lava_tube_cell_count.value = self.power_cell_thresholds[2] | ||
|  | 
 | ||
|  |         # Store this for remove function. | ||
|  |         self.power_cell_thresholds_minus_one = [x - 1 for x in self.power_cell_thresholds] | ||
|  | 
 | ||
|  |         # For the fairness of other players in a multiworld game, enforce some friendly limitations on our options, | ||
|  |         # so we don't cause chaos during seed generation. These friendly limits should **guarantee** a successful gen. | ||
|  |         # We would have done this earlier, but we needed to sort the power cell thresholds first. | ||
|  |         enforce_friendly_options = self.settings.enforce_friendly_options | ||
|  |         if enforce_friendly_options: | ||
|  |             if self.multiworld.players > 1: | ||
|  |                 enforce_multiplayer_limits(self) | ||
|  |             else: | ||
|  |                 enforce_singleplayer_limits(self) | ||
|  | 
 | ||
|  |         # Calculate the number of power cells needed for full region access, the number being replaced by traps, | ||
|  |         # and the number of remaining filler. | ||
|  |         if self.options.jak_completion_condition == options.CompletionCondition.option_open_100_cell_door: | ||
|  |             self.total_prog_cells = 100 | ||
|  |         else: | ||
|  |             self.total_prog_cells = max(self.power_cell_thresholds[:3]) | ||
|  |         non_prog_cells = self.total_power_cells - self.total_prog_cells | ||
|  |         self.total_trap_cells = min(self.options.filler_power_cells_replaced_with_traps.value, non_prog_cells) | ||
|  |         self.options.filler_power_cells_replaced_with_traps.value = self.total_trap_cells | ||
|  |         self.total_filler_cells = non_prog_cells - self.total_trap_cells | ||
|  | 
 | ||
|  |         # Verify that we didn't overload the trade amounts with more orbs than exist in the world. | ||
|  |         # This is easy to do by accident even in a singleplayer world. | ||
|  |         self.total_trade_orbs = (9 * self.options.citizen_orb_trade_amount) + (6 * self.options.oracle_orb_trade_amount) | ||
|  |         verify_orb_trade_amounts(self) | ||
|  | 
 | ||
|  |         # Cache the orb bundle size and item name for quicker reference. | ||
|  |         if self.options.enable_orbsanity == options.EnableOrbsanity.option_per_level: | ||
|  |             self.orb_bundle_size = self.options.level_orbsanity_bundle_size.value | ||
|  |             self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size] | ||
|  |         elif self.options.enable_orbsanity == options.EnableOrbsanity.option_global: | ||
|  |             self.orb_bundle_size = self.options.global_orbsanity_bundle_size.value | ||
|  |             self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size] | ||
|  |         else: | ||
|  |             self.orb_bundle_size = 0 | ||
|  |             self.orb_bundle_item_name = "" | ||
|  | 
 | ||
|  |         # Calculate the number of orb bundles needed for trades, the number being replaced by traps, | ||
|  |         # and the number of remaining filler. If Orbsanity is off, default values of 0 will prevail for all. | ||
|  |         if self.orb_bundle_size > 0: | ||
|  |             total_orb_bundles = self.total_orbs // self.orb_bundle_size | ||
|  |             self.total_prog_orb_bundles = ceil(self.total_trade_orbs / self.orb_bundle_size) | ||
|  |             non_prog_orb_bundles = total_orb_bundles - self.total_prog_orb_bundles | ||
|  |             self.total_trap_orb_bundles = min(self.options.filler_orb_bundles_replaced_with_traps.value, | ||
|  |                                               non_prog_orb_bundles) | ||
|  |             self.options.filler_orb_bundles_replaced_with_traps.value = self.total_trap_orb_bundles | ||
|  |             self.total_filler_orb_bundles = non_prog_orb_bundles - self.total_trap_orb_bundles | ||
|  |         else: | ||
|  |             self.options.filler_orb_bundles_replaced_with_traps.value = 0 | ||
|  | 
 | ||
|  |         self.trap_weights = self.options.trap_weights.weights_pair | ||
|  | 
 | ||
|  |         # Options drive which trade rules to use, so they need to be setup before we create_regions. | ||
|  |         set_orb_trade_rule(self) | ||
|  | 
 | ||
|  |     # This will also set Locations, Location access rules, Region access rules, etc. | ||
|  |     def create_regions(self) -> None: | ||
|  |         create_regions(self) | ||
|  | 
 | ||
|  |         # Don't forget to add the created regions to the multiworld! | ||
|  |         for level in self.level_to_regions: | ||
|  |             self.multiworld.regions.extend(self.level_to_regions[level]) | ||
|  | 
 | ||
|  |             # As a lazy measure, let's also fill level_to_orb_regions here. | ||
|  |             # This should help speed up orbsanity calculations. | ||
|  |             self.level_to_orb_regions[level] = [reg for reg in self.level_to_regions[level] if reg.orb_count > 0] | ||
|  | 
 | ||
|  |         # from Utils import visualize_regions | ||
|  |         # visualize_regions(self.multiworld.get_region("Menu", self.player), "jakanddaxter.puml") | ||
|  | 
 | ||
|  |     def item_data_helper(self, item: int) -> list[tuple[int, ItemClass, OrbAssoc, int]]: | ||
|  |         """
 | ||
|  |         Helper function to reuse some nasty if/else trees. This outputs a list of pairs of item count and class. | ||
|  |         For instance, not all 101 power cells need to be marked progression if you only need 72 to beat the game. | ||
|  |         So we will have 72 Progression Power Cells, and 29 Filler Power Cells. | ||
|  |         """
 | ||
|  |         data: list[tuple[int, ItemClass, OrbAssoc, int]] = [] | ||
|  | 
 | ||
|  |         # Make N Power Cells. We only want AP's Progression Fill routine to handle the amount of cells we need | ||
|  |         # to reach the furthest possible region. Even for early completion goals, all areas in the game must be | ||
|  |         # reachable or generation will fail. TODO - Option-driven region creation would be an enormous refactor. | ||
|  |         if item in range(jak1_id, jak1_id + scouts.fly_offset): | ||
|  |             data.append((self.total_prog_cells, ItemClass.progression_skip_balancing, OrbAssoc.IS_POWER_CELL, 0)) | ||
|  |             data.append((self.total_filler_cells, ItemClass.filler, OrbAssoc.IS_POWER_CELL, 0)) | ||
|  | 
 | ||
|  |         # Make 7 Scout Flies per level. | ||
|  |         elif item in range(jak1_id + scouts.fly_offset, jak1_id + specials.special_offset): | ||
|  |             data.append((7, ItemClass.progression_skip_balancing, OrbAssoc.NEVER_UNLOCKS_ORBS, 0)) | ||
|  | 
 | ||
|  |         # Make only 1 of each Special Item. | ||
|  |         elif item in range(jak1_id + specials.special_offset, jak1_id + caches.orb_cache_offset): | ||
|  |             data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0)) | ||
|  | 
 | ||
|  |         # Make only 1 of each Move Item. | ||
|  |         elif item in range(jak1_id + caches.orb_cache_offset, jak1_id + orbs.orb_offset): | ||
|  |             data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0)) | ||
|  | 
 | ||
|  |         # Make N Precursor Orb bundles. Like Power Cells, only a fraction of these will be marked as Progression | ||
|  |         # with the remainder as Filler, but they are still entirely fungible. See collect function for why these | ||
|  |         # are OrbAssoc.NEVER_UNLOCKS_ORBS. | ||
|  |         elif item in range(jak1_id + orbs.orb_offset, jak1_max - max(trap_item_table)): | ||
|  |             data.append((self.total_prog_orb_bundles, ItemClass.progression_skip_balancing, | ||
|  |                          OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size)) | ||
|  |             data.append((self.total_filler_orb_bundles, ItemClass.filler, | ||
|  |                          OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size)) | ||
|  | 
 | ||
|  |         # We will manually create trap items as needed. | ||
|  |         elif item in range(jak1_max - max(trap_item_table), jak1_max): | ||
|  |             data.append((0, ItemClass.trap, OrbAssoc.NEVER_UNLOCKS_ORBS, 0)) | ||
|  | 
 | ||
|  |         # We will manually create filler items as needed. | ||
|  |         elif item == jak1_max: | ||
|  |             data.append((0, ItemClass.filler, OrbAssoc.NEVER_UNLOCKS_ORBS, 0)) | ||
|  | 
 | ||
|  |         # If we try to make items with ID's higher than we've defined, something has gone wrong. | ||
|  |         else: | ||
|  |             raise KeyError(f"Tried to fill item pool with unknown ID {item}.") | ||
|  | 
 | ||
|  |         return data | ||
|  | 
 | ||
|  |     def create_items(self) -> None: | ||
|  |         items_made: int = 0 | ||
|  |         for item_name in self.item_name_to_id: | ||
|  |             item_id = self.item_name_to_id[item_name] | ||
|  | 
 | ||
|  |             # Handle Move Randomizer option. | ||
|  |             # If it is OFF, put all moves in your starting inventory instead of the item pool, | ||
|  |             # then fill the item pool with a corresponding amount of filler items. | ||
|  |             if item_name in self.item_name_groups["Moves"] and not self.options.enable_move_randomizer: | ||
|  |                 self.multiworld.push_precollected(self.create_item(item_name)) | ||
|  |                 self.multiworld.itempool.append(self.create_filler()) | ||
|  |                 items_made += 1 | ||
|  |                 continue | ||
|  | 
 | ||
|  |             # Handle Orbsanity option. | ||
|  |             # If it is OFF, don't add any orb bundles to the item pool, period. | ||
|  |             # If it is ON, don't add any orb bundles that don't match the chosen option. | ||
|  |             if (item_name in self.item_name_groups["Precursor Orbs"] | ||
|  |                     and (self.options.enable_orbsanity == options.EnableOrbsanity.option_off | ||
|  |                          or item_name != self.orb_bundle_item_name)): | ||
|  |                 continue | ||
|  | 
 | ||
|  |             # Skip Traps for now. | ||
|  |             if item_name in self.item_name_groups["Traps"]: | ||
|  |                 continue | ||
|  | 
 | ||
|  |             # In almost every other scenario, do this. Not all items with the same name will have the same item class. | ||
|  |             data = self.item_data_helper(item_id) | ||
|  |             for (count, classification, orb_assoc, orb_amount) in data: | ||
|  |                 self.multiworld.itempool += [JakAndDaxterItem(item_name, classification, item_id, | ||
|  |                                                               self.player, orb_assoc, orb_amount) | ||
|  |                                              for _ in range(count)] | ||
|  |                 items_made += count | ||
|  | 
 | ||
|  |         # Handle Traps (for real). | ||
|  |         # Manually fill the item pool with a weighted assortment of trap items, equal to the sum of | ||
|  |         # total_trap_cells + total_trap_orb_bundles. Only do this if one or more traps have weights > 0. | ||
|  |         names, weights = self.trap_weights | ||
|  |         if sum(weights): | ||
|  |             total_traps = self.total_trap_cells + self.total_trap_orb_bundles | ||
|  |             trap_list = self.random.choices(names, weights=weights, k=total_traps) | ||
|  |             self.multiworld.itempool += [self.create_item(trap_name) for trap_name in trap_list] | ||
|  |             items_made += total_traps | ||
|  | 
 | ||
|  |         # Handle Unfilled Locations. | ||
|  |         # Add an amount of filler items equal to the number of locations yet to be filled. | ||
|  |         # This is the final set of items we will add to the pool. | ||
|  |         all_regions = self.multiworld.get_regions(self.player) | ||
|  |         total_locations = sum(reg.location_count for reg in cast(list[JakAndDaxterRegion], all_regions)) | ||
|  |         total_filler = total_locations - items_made | ||
|  |         self.multiworld.itempool += [self.create_filler() for _ in range(total_filler)] | ||
|  | 
 | ||
|  |     def create_item(self, name: str) -> Item: | ||
|  |         item_id = self.item_name_to_id[name] | ||
|  | 
 | ||
|  |         # Use first tuple (will likely be the most important). | ||
|  |         _, classification, orb_assoc, orb_amount = self.item_data_helper(item_id)[0] | ||
|  |         return JakAndDaxterItem(name, classification, item_id, self.player, orb_assoc, orb_amount) | ||
|  | 
 | ||
|  |     def get_filler_item_name(self) -> str: | ||
|  |         return "Green Eco Pill" | ||
|  | 
 | ||
|  |     def collect(self, state: CollectionState, item: JakAndDaxterItem) -> bool: | ||
|  |         change = super().collect(state, item) | ||
|  |         if change: | ||
|  |             # Orbsanity as an option is no-factor to these conditions. Matching the item name implies Orbsanity is ON, | ||
|  |             # so we don't need to check the option. When Orbsanity is OFF, there won't even be any orb bundle items | ||
|  |             # to collect. | ||
|  | 
 | ||
|  |             # Orb items do not intrinsically unlock anything that contains more Reachable Orbs, so they do not need to | ||
|  |             # set the cache to stale. They just change how many orbs you have to trade with. | ||
|  |             if item.orb_amount > 0: | ||
|  |                 state.prog_items[self.player]["Tradeable Orbs"] += self.orb_bundle_size  # Give a bundle of Trade Orbs | ||
|  | 
 | ||
|  |             # Power Cells DO unlock new regions that contain more Reachable Orbs - the connector levels and new | ||
|  |             # hub levels - BUT they only do that when you have a number of them equal to one of the threshold values. | ||
|  |             elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS | ||
|  |                   or (item.orb_assoc == OrbAssoc.IS_POWER_CELL | ||
|  |                       and state.count("Power Cell", self.player) in self.power_cell_thresholds)): | ||
|  |                 state.prog_items[self.player]["Reachable Orbs Fresh"] = False | ||
|  | 
 | ||
|  |             # However, every other item that does not have an appropriate OrbAssoc that changes the CollectionState | ||
|  |             # should NOT set the cache to stale, because they did not make it possible to reach more orb locations | ||
|  |             # (level unlocks, region unlocks, etc.). | ||
|  |         return change | ||
|  | 
 | ||
|  |     def remove(self, state: CollectionState, item: JakAndDaxterItem) -> bool: | ||
|  |         change = super().remove(state, item) | ||
|  |         if change: | ||
|  | 
 | ||
|  |             # Do the same thing we did in collect, except subtract trade orbs instead of add. | ||
|  |             if item.orb_amount > 0: | ||
|  |                 state.prog_items[self.player]["Tradeable Orbs"] -= self.orb_bundle_size  # Take a bundle of Trade Orbs | ||
|  | 
 | ||
|  |             # Ditto Power Cells, but check thresholds - 1, because we potentially crossed the threshold in the opposite | ||
|  |             # direction. E.g. we've removed the 20th power cell, our count is now 19, so we should stale the cache. | ||
|  |             elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS | ||
|  |                   or (item.orb_assoc == OrbAssoc.IS_POWER_CELL | ||
|  |                       and state.count("Power Cell", self.player) in self.power_cell_thresholds_minus_one)): | ||
|  |                 state.prog_items[self.player]["Reachable Orbs Fresh"] = False | ||
|  | 
 | ||
|  |         return change | ||
|  | 
 | ||
|  |     def fill_slot_data(self) -> dict[str, Any]: | ||
|  |         options_dict = self.options.as_dict("enable_move_randomizer", | ||
|  |                                             "enable_orbsanity", | ||
|  |                                             "global_orbsanity_bundle_size", | ||
|  |                                             "level_orbsanity_bundle_size", | ||
|  |                                             "fire_canyon_cell_count", | ||
|  |                                             "mountain_pass_cell_count", | ||
|  |                                             "lava_tube_cell_count", | ||
|  |                                             "citizen_orb_trade_amount", | ||
|  |                                             "oracle_orb_trade_amount", | ||
|  |                                             "filler_power_cells_replaced_with_traps", | ||
|  |                                             "filler_orb_bundles_replaced_with_traps", | ||
|  |                                             "trap_effect_duration", | ||
|  |                                             "trap_weights", | ||
|  |                                             "jak_completion_condition", | ||
|  |                                             "require_punch_for_klaww", | ||
|  |                                             ) | ||
|  |         return options_dict |