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Grinch-AP/worlds/jakanddaxter/locs/cell_locations.py

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Jak and Daxter: Implement New Game (#3291) * Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Implement New Game (#1) * Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3) * Jak 1: Update to 0.4.6. Decouple locations from items, support filler items. * Jak 1: Total revamp of Items. This is where everything broke. * Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders. * Jak 1: correct regions/rules, account for sequential oracle/miner locations. * Jak 1: make nicer strings. * Jak 1: Add logic for finished game. First full run complete! * Jak 1: update group names. * Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update * Jak 1: Overhaul of regions, rules, and special locations. Updated game info page. * Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners. * Alpha Updates (#15) * Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs. * Jak 1: Update setup guide. * Jak 1: Load title screen, save states of in/outboxes. * Logging Update (#16) * Jak 1: Separate info and debug logs. * Jak 1: Update world info to refer to Archipelago Options menu. * Deathlink (#18) * Jak 1: Implement Deathlink. TODO: make it optional... * Jak 1: Issue a proper send-event for deathlink deaths. * Jak 1: Added cause of death to deathlink, fixed typo. * Jak 1: Make Deathlink toggleable. * Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink. * Jak 1: Fix death text in client logger. * Move Randomizer (#26) * Finally remove debug-segment text, update Python imports to relative paths. * HUGE refactor to Regions/Rules to support move rando, first hub area coded. * More refactoring. * Another refactor - may squash. * Fix some Rules, reuse some code by returning key regions from build_regions. * More regions added. A couple of TODOs. * Fixed trade logic, added LPC regions. * Added Spider, Snowy, Boggy. Fixed Misty's orbs. * Fix circular import, assert orb counts per level, fix a few naming errors. * Citadel added, missing locs and connections fixed. First move rando seed generated. * Add Move Rando to Options class. * Fixed rules for prerequisite moves. * Implement client functionality for move rando, add blurbs to game info page. * Fix wrong address for cache checks. * Fix byte alignment of offsets, refactor read_memory for better code reuse. * Refactor memory offsets and add some unit tests. * Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations. * Move rando fixes (#29) * Fix virtual regions in Snowy. Fix some GMC problems. * Fix Deathlink on sunken slides. * Removed unncessary code causing build failure. * Orbsanity (#32) * My big dumb shortcut: a 2000 item array. * A better idea: bundle orbs as a numerical option and make array variable size. * Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic. * Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option. * Per-level Orbsanity implemented w/ orb bundle factory. * Implement Orbsanity for client, fix some things up for regions. * Fix location name/id mappings. * Fix client orb collection on connection. * Fix minor Deathlink bug, add Update instructions. * Finishing Touches (#36) * Set up connector level thresholds, completion goal choices. * Send AP sender/recipient info to game via client. * Slight refactors. * Refactor option checking, add DataStorage handling of traded orbs. * Update instructions to change order of load/connect. * Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region. * Need some height move to get LPC sunken chamber cell. * Rename completion_condition to jak_completion_condition (#41) * The Afterparty (#42) * Fixes to Jak client, rules, options, and more. * Post-rebase fixes. * Remove orbsanity reset code, optimize game text in client. * More game text optimization. * Added more specific troubleshooting/setup instructions. * Add known issue about large releases taking time. (Dodge 6,666th commit.) * Remove "Bundle of", Add location name groups, set better default RootDirectory for new players. * Make orb trade amounts configurable, make orbsanity defaults more reasonable. * Add HUD info to doc. * Exempt's Code Review Updates (#43) * Round 1 of code review updates, the easy stuff. * Factor options checking away from region/rule creation. * Code review updates round 2, more complex stuff. * Code review updates round 3: the mental health annihilator * Code review updates part 4: redemption. * More code review feedback, simplifying code, etc. * Added a host.yaml option to override friendly limits, plus a couple of code review updates. * Added singleplayer limits, player names to enforcement rules. * Updated friendly limits to be more strict, optimized recalculate logic. * Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher * Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT. * Fix deathlink reset stalls on a busy client. (#47) * Jak & Daxter Client : queue game text messages to get items faster during release (#48) * queue game text messages to write them during the main_tick function and empty the message queue faster during release * wrap comment for code style character limit Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * remove useless blank line Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * whitespace code style Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Move JsonMessageData dataclass outside of ReplClient class for code clarity --------- Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Item Classifications (and REPL fixes) (#49) * Changes to item classifications * Bugfixes to power cell thresholds. * Fix bugs in item_type_helper. * Refactor 100 cell door to pass unit tests. * Quick fix to ReplClient. * Not so quick fix to ReplClient. * Display friendly limits in options tooltips. * Use math.ceil like a normal person. * Missed a space. * Fix non-accessibility due to bad orb calculation. * Updated documentation. * More Options, More Docs, More Tests (#51) * Reorder cell counts, require punch for Klaww. * Friendlier friendly friendlies. * Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language. * Increased breadth of unit tests. * Clean imports of unit tests. * Create OptionGroups. * Fix region rule bug with Punch for Klaww. * Include Punch For Klaww in slot data. * Update worlds/jakanddaxter/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Temper and Harden Text Client (#52) * Provide config path so OpenGOAL can use mod-specific saves and settings. * Add versioning to MemoryReader. Harden the client against user errors. * Updated comments. * Add Deathlink as a "statement of intent" to the YAML. Small updates to client. * Revert deathlink changes. * Update error message. * Added color markup to log messages printed in text client. * Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously. * Refactor MemoryReader callbacks from main_tick to constructor. * Make callback names more... informative. * Give users explicit instructions in error messages. * Stellar Messaging (#54) * Use new ap-messenger functions for text writing. * Remove Powershell requirement, bump memory version to 3. * Error message update w/ instructions for game crash. * Create no console window for gk. * ISO Data Enhancement (#58) * Add iso-path as argument to GOAL compiler. # Conflicts: # worlds/jakanddaxter/Client.py * More resilient handling of iso_path. * Fixed scout fly ID mismatches. * Corrected iso_data subpath. * Update memory version to 4. * Docs update for iso_data. * Auto Detect OpenGOAL Install (#63) * Auto detect OpenGOAL install path. Also fix Deathlink on server connection. * Updated docs, add instructions to error messages. * Slight tweak to error text. * J&D : add per region location groups (#64) * add per region power cells location group * add per region scout flies location group * add per zone orb bundle groups (I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication) * guess who forgot 9 very important characters in each line of the last commit * Rearrange location group names, quick fix to client error handling. * Fix pycharm warnings. * Fix more pycharm warnings. * Light cleanup: fix icons, add bug report page, remove py 3.8 code. * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Code review updates on comments, tooltips, and type hints. * Update type hint for lists in regions. * Missed todo removal. * More type hint updates. * Small region updates for location accessibility, small updates to world guide and README.md. * Add GMC scout fly location group. * Improved sanitization of game text. * Traps 2 (#70) * Add trap items, relevant options, and citadel orb caches. * Update REPL to send traps to game. * Fix item counter. * Allow player to select which traps to use. * Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5. * Alter some trap names. * Update world doc. * Add health trap. * Added 3 more trap types. * Protect against empty trap list. * Reword traps paragraph in world doc. * Another update to trap paragraph. * Concisify trap option docstring. * Timestamp on game log file. * Update client to handle waiting on title screen. * Send slot name and seed to game. * Use self.random instead. * Update setup doc for new title screen. * Quick clarification of orb caches in world doc. * Sanitize slot info earlier. * Added to and improved unit tests. * Light cleanup on world. * Optimizations to movement rules, docs: known issues update. * Quick fixes for beta 0.5.0 release: template options and LPC logic. * Quick fix to spoiler counts. * Reorganize world guide for faster navigation. * Fix links. * Update HUD section. * Found a way to render apostrophes in item names. * March Refactors (#77) * Reorg imports, small fix to Rock Village movement. * Fix wait-on-title message never going to ready message. * Colorama init fix. * Swap trap list for a dictionary of trap weights. * The more laws, the less justice. * Quick readability update. * Have memory reader provide instructions for slow booting games. * Revert some things. * Update setup_en.md * Update HUD mode lingo for combined msgs. * Remade launcher icon, sized correctly. * I don't know why I can't be satisfied with things. * Apply suggestions from Scipio Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Properly use the settings API instead of Utils. * Newline on requirements.txt. * Add __init__ files for frozen builds. * Replace an ap_inform function with a CommonClient built-in. * Resize icon to match kivymd expected size. * First round of Treble code reviews. * Second round of Treble code reviews. * Third round of Treble code reviews. * Missed an unncessary if condition. * Missed unnecessary comments. * Fourth round of Treble code reviews. * Switch trap dictionary to OptionCounter. * Use existing slot name/seed from network protocol. * Violet code review updates. * Violet code review updates part 2. * Refactor to avoid floating imports (Violet part 3). * Found a few more valid characters for messaging. * Move tests out of init, add colon to game name (now that it's safe). * But don't include those chars for file text. * Implement Vi suggestion on webhost-capable friendly limits. * Revert "Implement Vi suggestion on webhost-capable friendly limits." This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86. * Rename all files for PEP8. * Refactor how maximums work on webhost. * Fix rogue UT. * Don't rush. * Fix client post-PEP8. --------- Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com> Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 08:12:27 -04:00
from ..game_id import jak1_id
# Power Cells are given ID's between 0 and 116 by the game.
# The game tracks all game-tasks as integers.
# 101 of these ID's correspond directly to power cells, but they are not
# necessarily ordered, nor are they the first 101 in the task list.
# The remaining ones are cutscenes and other events.
# These helper functions do all the math required to get information about each
# power cell and translate its ID between AP and OpenGOAL.
def to_ap_id(game_id: int) -> int:
if game_id >= jak1_id:
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
return jak1_id + game_id
def to_game_id(ap_id: int) -> int:
if ap_id < jak1_id:
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
return ap_id - jak1_id
# The ID's you see below correspond directly to that cell's game-task ID.
# The "Free 7 Scout Flies" Power Cells will be unlocked separately from their respective levels.
loc7SF_cellTable = {
95: "GR: Free 7 Scout Flies",
75: "SV: Free 7 Scout Flies",
7: "FJ: Free 7 Scout Flies",
20: "SB: Free 7 Scout Flies",
28: "MI: Free 7 Scout Flies",
68: "FC: Free 7 Scout Flies",
76: "RV: Free 7 Scout Flies",
57: "PB: Free 7 Scout Flies",
49: "LPC: Free 7 Scout Flies",
43: "BS: Free 7 Scout Flies",
88: "MP: Free 7 Scout Flies",
77: "VC: Free 7 Scout Flies",
85: "SC: Free 7 Scout Flies",
65: "SM: Free 7 Scout Flies",
90: "LT: Free 7 Scout Flies",
91: "GMC: Free 7 Scout Flies",
}
# Geyser Rock
locGR_cellTable = {
92: "GR: Find The Cell On The Path",
93: "GR: Open The Precursor Door",
94: "GR: Climb Up The Cliff",
}
# Sandover Village
locSV_cellTable = {
11: "SV: Bring 90 Orbs To The Mayor",
12: "SV: Bring 90 Orbs to Your Uncle",
10: "SV: Herd The Yakows Into The Pen",
13: "SV: Bring 120 Orbs To The Oracle (1)",
14: "SV: Bring 120 Orbs To The Oracle (2)",
}
# Forbidden Jungle
locFJ_cellTable = {
3: "FJ: Connect The Eco Beams",
4: "FJ: Get To The Top Of The Temple",
2: "FJ: Find The Blue Vent Switch",
6: "FJ: Defeat The Dark Eco Plant",
5: "FJ: Catch 200 Pounds Of Fish",
8: "FJ: Follow The Canyon To The Sea",
9: "FJ: Open The Locked Temple Door",
}
# Sentinel Beach
locSB_cellTable = {
15: "SB: Unblock The Eco Harvesters",
17: "SB: Push The Flut Flut Egg Off The Cliff",
16: "SB: Get The Power Cell From The Pelican",
18: "SB: Chase The Seagulls",
19: "SB: Launch Up To The Cannon Tower",
21: "SB: Explore The Beach",
22: "SB: Climb The Sentinel",
}
# Misty Island
locMI_cellTable = {
23: "MI: Catch The Sculptor's Muse",
24: "MI: Climb The Lurker Ship",
26: "MI: Stop The Cannon",
25: "MI: Return To The Dark Eco Pool",
27: "MI: Destroy the Balloon Lurkers",
29: "MI: Use Zoomer To Reach Power Cell",
30: "MI: Use Blue Eco To Reach Power Cell",
}
# Fire Canyon
locFC_cellTable = {
69: "FC: Reach The End Of Fire Canyon",
}
# Rock Village
locRV_cellTable = {
31: "RV: Bring 90 Orbs To The Gambler",
32: "RV: Bring 90 Orbs To The Geologist",
33: "RV: Bring 90 Orbs To The Warrior",
34: "RV: Bring 120 Orbs To The Oracle (1)",
35: "RV: Bring 120 Orbs To The Oracle (2)",
}
# Precursor Basin
locPB_cellTable = {
54: "PB: Herd The Moles Into Their Hole",
53: "PB: Catch The Flying Lurkers",
52: "PB: Beat Record Time On The Gorge",
56: "PB: Get The Power Cell Over The Lake",
55: "PB: Cure Dark Eco Infected Plants",
58: "PB: Navigate The Purple Precursor Rings",
59: "PB: Navigate The Blue Precursor Rings",
}
# Lost Precursor City
locLPC_cellTable = {
47: "LPC: Raise The Chamber",
45: "LPC: Follow The Colored Pipes",
46: "LPC: Reach The Bottom Of The City",
48: "LPC: Quickly Cross The Dangerous Pool",
44: "LPC: Match The Platform Colors",
50: "LPC: Climb The Slide Tube",
51: "LPC: Reach The Center Of The Complex",
}
# Boggy Swamp
locBS_cellTable = {
37: "BS: Ride The Flut Flut",
36: "BS: Protect Farthy's Snacks",
38: "BS: Defeat The Lurker Ambush",
39: "BS: Break The Tethers To The Zeppelin (1)",
40: "BS: Break The Tethers To The Zeppelin (2)",
41: "BS: Break The Tethers To The Zeppelin (3)",
42: "BS: Break The Tethers To The Zeppelin (4)",
}
# Mountain Pass
locMP_cellTable = {
86: "MP: Defeat Klaww",
87: "MP: Reach The End Of The Mountain Pass",
110: "MP: Find The Hidden Power Cell",
}
# Volcanic Crater
locVC_cellTable = {
96: "VC: Bring 90 Orbs To The Miners (1)",
97: "VC: Bring 90 Orbs To The Miners (2)",
98: "VC: Bring 90 Orbs To The Miners (3)",
99: "VC: Bring 90 Orbs To The Miners (4)",
100: "VC: Bring 120 Orbs To The Oracle (1)",
101: "VC: Bring 120 Orbs To The Oracle (2)",
74: "VC: Find The Hidden Power Cell",
}
# Spider Cave
locSC_cellTable = {
78: "SC: Use Your Goggles To Shoot The Gnawing Lurkers",
79: "SC: Destroy The Dark Eco Crystals",
80: "SC: Explore The Dark Cave",
81: "SC: Climb The Giant Robot",
82: "SC: Launch To The Poles",
83: "SC: Navigate The Spider Tunnel",
84: "SC: Climb the Precursor Platforms",
}
# Snowy Mountain
locSM_cellTable = {
60: "SM: Find The Yellow Vent Switch",
61: "SM: Stop The 3 Lurker Glacier Troops",
66: "SM: Deactivate The Precursor Blockers",
67: "SM: Open The Frozen Crate",
63: "SM: Open The Lurker Fort Gate",
62: "SM: Get Through The Lurker Fort",
64: "SM: Survive The Lurker Infested Cave",
}
# Lava Tube
locLT_cellTable = {
89: "LT: Cross The Lava Tube",
}
# Gol and Maias Citadel
locGMC_cellTable = {
71: "GMC: Free The Blue Sage",
72: "GMC: Free The Red Sage",
73: "GMC: Free The Yellow Sage",
70: "GMC: Free The Green Sage",
}