658 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			658 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | import typing | ||
|  | 
 | ||
|  | from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld | ||
|  | from worlds.AutoWorld import WebWorld, World | ||
|  | from worlds.generic.Rules import add_rule, CollectionRule | ||
|  | from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \ | ||
|  |     chunksanity_special_region_names | ||
|  | from .Locations import OSRSLocation, LocationRow | ||
|  | 
 | ||
|  | from .Options import OSRSOptions, StartingArea | ||
|  | from .Names import LocationNames, ItemNames, RegionNames | ||
|  | 
 | ||
|  | from .LogicCSV.LogicCSVToPython import data_csv_tag | ||
|  | from .LogicCSV.items_generated import item_rows | ||
|  | from .LogicCSV.locations_generated import location_rows | ||
|  | from .LogicCSV.regions_generated import region_rows | ||
|  | from .LogicCSV.resources_generated import resource_rows | ||
|  | from .Regions import RegionRow, ResourceRow | ||
|  | 
 | ||
|  | 
 | ||
|  | class OSRSWeb(WebWorld): | ||
|  |     theme = "stone" | ||
|  | 
 | ||
|  |     setup_en = Tutorial( | ||
|  |         "Multiworld Setup Guide", | ||
|  |         "A guide to setting up the Old School Runescape Randomizer connected to an Archipelago Multiworld", | ||
|  |         "English", | ||
|  |         "docs/setup_en.md", | ||
|  |         "setup/en", | ||
|  |         ["digiholic"] | ||
|  |     ) | ||
|  |     tutorials = [setup_en] | ||
|  | 
 | ||
|  | 
 | ||
|  | class OSRSWorld(World): | ||
|  |     game = "Old School Runescape" | ||
|  |     options_dataclass = OSRSOptions | ||
|  |     options: OSRSOptions | ||
|  |     topology_present = True | ||
|  |     web = OSRSWeb() | ||
|  |     base_id = 0x070000 | ||
|  |     data_version = 1 | ||
|  | 
 | ||
|  |     item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))} | ||
|  |     location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))} | ||
|  | 
 | ||
|  |     region_name_to_data: typing.Dict[str, Region] | ||
|  |     location_name_to_data: typing.Dict[str, OSRSLocation] | ||
|  | 
 | ||
|  |     location_rows_by_name: typing.Dict[str, LocationRow] | ||
|  |     region_rows_by_name: typing.Dict[str, RegionRow] | ||
|  |     resource_rows_by_name: typing.Dict[str, ResourceRow] | ||
|  |     item_rows_by_name: typing.Dict[str, ItemRow] | ||
|  | 
 | ||
|  |     starting_area_item: str | ||
|  | 
 | ||
|  |     locations_by_category: typing.Dict[str, typing.List[LocationRow]] | ||
|  | 
 | ||
|  |     def __init__(self, world: MultiWorld, player: int): | ||
|  |         super().__init__(world, player) | ||
|  |         self.region_name_to_data = {} | ||
|  |         self.location_name_to_data = {} | ||
|  | 
 | ||
|  |         self.location_rows_by_name = {} | ||
|  |         self.region_rows_by_name = {} | ||
|  |         self.resource_rows_by_name = {} | ||
|  |         self.item_rows_by_name = {} | ||
|  | 
 | ||
|  |         self.starting_area_item = "" | ||
|  | 
 | ||
|  |         self.locations_by_category = {} | ||
|  | 
 | ||
|  |     def generate_early(self) -> None: | ||
|  |         location_categories = [location_row.category for location_row in location_rows] | ||
|  |         self.locations_by_category = {category: | ||
|  |                                           [location_row for location_row in location_rows if | ||
|  |                                            location_row.category == category] | ||
|  |                                       for category in location_categories} | ||
|  | 
 | ||
|  |         self.location_rows_by_name = {loc_row.name: loc_row for loc_row in location_rows} | ||
|  |         self.region_rows_by_name = {reg_row.name: reg_row for reg_row in region_rows} | ||
|  |         self.resource_rows_by_name = {rec_row.name: rec_row for rec_row in resource_rows} | ||
|  |         self.item_rows_by_name = {it_row.name: it_row for it_row in item_rows} | ||
|  | 
 | ||
|  |         rnd = self.random | ||
|  |         starting_area = self.options.starting_area | ||
|  | 
 | ||
|  |         if starting_area.value == StartingArea.option_any_bank: | ||
|  |             self.starting_area_item = rnd.choice(starting_area_dict) | ||
|  |         elif starting_area.value < StartingArea.option_chunksanity: | ||
|  |             self.starting_area_item = starting_area_dict[starting_area.value] | ||
|  |         else: | ||
|  |             self.starting_area_item = rnd.choice(chunksanity_starting_chunks) | ||
|  | 
 | ||
|  |         # Set Starting Chunk | ||
|  |         self.multiworld.push_precollected(self.create_item(self.starting_area_item)) | ||
|  | 
 | ||
|  |     """
 | ||
|  |     This function pulls from LogicCSVToPython so that it sends the correct tag of the repository to the client. | ||
|  |     _Make sure to update that value whenever the CSVs change!_ | ||
|  |     """
 | ||
|  | 
 | ||
|  |     def fill_slot_data(self): | ||
|  |         data = self.options.as_dict("brutal_grinds") | ||
|  |         data["data_csv_tag"] = data_csv_tag | ||
|  |         return data | ||
|  | 
 | ||
|  |     def create_regions(self) -> None: | ||
|  |         """
 | ||
|  |         called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done | ||
|  |         during generate_early or basic as well. | ||
|  |         """
 | ||
|  | 
 | ||
|  |         # First, create the "Menu" region to start | ||
|  |         menu_region = self.create_region("Menu") | ||
|  | 
 | ||
|  |         for region_row in region_rows: | ||
|  |             self.create_region(region_row.name) | ||
|  | 
 | ||
|  |         for resource_row in resource_rows: | ||
|  |             self.create_region(resource_row.name) | ||
|  | 
 | ||
|  |         # Removes the word "Area: " from the item name to get the region it applies to. | ||
|  |         # I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse | ||
|  |         if self.starting_area_item in chunksanity_special_region_names: | ||
|  |             starting_area_region = chunksanity_special_region_names[self.starting_area_item] | ||
|  |         else: | ||
|  |             starting_area_region = self.starting_area_item[6:]  # len("Area: ") | ||
|  |         starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}") | ||
|  |         starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player) | ||
|  |         starting_entrance.connect(self.region_name_to_data[starting_area_region]) | ||
|  | 
 | ||
|  |         # Create entrances between regions | ||
|  |         for region_row in region_rows: | ||
|  |             region = self.region_name_to_data[region_row.name] | ||
|  | 
 | ||
|  |             for outbound_region_name in region_row.connections: | ||
|  |                 parsed_outbound = outbound_region_name.replace('*', '') | ||
|  |                 entrance = region.create_exit(f"{region_row.name}->{parsed_outbound}") | ||
|  |                 entrance.connect(self.region_name_to_data[parsed_outbound]) | ||
|  | 
 | ||
|  |                 item_name = self.region_rows_by_name[parsed_outbound].itemReq | ||
|  |                 if "*" not in outbound_region_name and "*" not in item_name: | ||
|  |                     entrance.access_rule = lambda state, item_name=item_name: state.has(item_name, self.player) | ||
|  |                     continue | ||
|  | 
 | ||
|  |                 self.generate_special_rules_for(entrance, region_row, outbound_region_name) | ||
|  | 
 | ||
|  |             for resource_region in region_row.resources: | ||
|  |                 if not resource_region: | ||
|  |                     continue | ||
|  | 
 | ||
|  |                 entrance = region.create_exit(f"{region_row.name}->{resource_region.replace('*', '')}") | ||
|  |                 if "*" not in resource_region: | ||
|  |                     entrance.connect(self.region_name_to_data[resource_region]) | ||
|  |                 else: | ||
|  |                     self.generate_special_rules_for(entrance, region_row, resource_region) | ||
|  |                     entrance.connect(self.region_name_to_data[resource_region.replace('*', '')]) | ||
|  | 
 | ||
|  |         self.roll_locations() | ||
|  | 
 | ||
|  |     def generate_special_rules_for(self, entrance, region_row, outbound_region_name): | ||
|  |         # print(f"Special rules required to access region {outbound_region_name} from {region_row.name}") | ||
|  |         if outbound_region_name == RegionNames.Cooks_Guild: | ||
|  |             item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '') | ||
|  |             cooking_level_rule = self.get_skill_rule("cooking", 32) | ||
|  |             entrance.access_rule = lambda state: state.has(item_name, self.player) and \ | ||
|  |                                                  cooking_level_rule(state) | ||
|  |             return | ||
|  |         if outbound_region_name == RegionNames.Crafting_Guild: | ||
|  |             item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '') | ||
|  |             crafting_level_rule = self.get_skill_rule("crafting", 40) | ||
|  |             entrance.access_rule = lambda state: state.has(item_name, self.player) and \ | ||
|  |                                                  crafting_level_rule(state) | ||
|  |             return | ||
|  |         if outbound_region_name == RegionNames.Corsair_Cove: | ||
|  |             item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '') | ||
|  |             # Need to be able to start Corsair Curse in addition to having the item | ||
|  |             entrance.access_rule = lambda state: state.has(item_name, self.player) and \ | ||
|  |                                                  state.can_reach(RegionNames.Falador_Farm, "Region", self.player) | ||
|  |             self.multiworld.register_indirect_condition( | ||
|  |                 self.multiworld.get_region(RegionNames.Falador_Farm, self.player), entrance) | ||
|  | 
 | ||
|  |             return | ||
|  |         if outbound_region_name == "Camdozaal*": | ||
|  |             item_name = self.region_rows_by_name[outbound_region_name.replace('*', '')].itemReq | ||
|  |             entrance.access_rule = lambda state: state.has(item_name, self.player) and \ | ||
|  |                                                  state.has(ItemNames.QP_Below_Ice_Mountain, self.player) | ||
|  |             return | ||
|  |         if region_row.name == "Dwarven Mountain Pass" and outbound_region_name == "Anvil*": | ||
|  |             entrance.access_rule = lambda state: state.has(ItemNames.QP_Dorics_Quest, self.player) | ||
|  |             return | ||
|  |         # Special logic for canoes | ||
|  |         canoe_regions = [RegionNames.Lumbridge, RegionNames.South_Of_Varrock, RegionNames.Barbarian_Village, | ||
|  |                          RegionNames.Edgeville, RegionNames.Wilderness] | ||
|  |         if region_row.name in canoe_regions: | ||
|  |             # Skill rules for greater distances | ||
|  |             woodcutting_rule_d1 = self.get_skill_rule("woodcutting", 12) | ||
|  |             woodcutting_rule_d2 = self.get_skill_rule("woodcutting", 27) | ||
|  |             woodcutting_rule_d3 = self.get_skill_rule("woodcutting", 42) | ||
|  |             woodcutting_rule_all = self.get_skill_rule("woodcutting", 57) | ||
|  | 
 | ||
|  |             if region_row.name == RegionNames.Lumbridge: | ||
|  |                 # Canoe Tree access for the Location | ||
|  |                 if outbound_region_name == RegionNames.Canoe_Tree: | ||
|  |                     entrance.access_rule = \ | ||
|  |                         lambda state: (state.can_reach_region(RegionNames.South_Of_Varrock, self.player) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Barbarian_Village) | ||
|  |                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Edgeville) | ||
|  |                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Wilderness) | ||
|  |                                        and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance) | ||
|  |                 # Access to other chunks based on woodcutting settings | ||
|  |                 # South of Varrock does not need to be checked, because it's already adjacent | ||
|  |                 if outbound_region_name == RegionNames.Barbarian_Village: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 27 | ||
|  |                 if outbound_region_name == RegionNames.Edgeville: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 42 | ||
|  |                 if outbound_region_name == RegionNames.Wilderness: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_all(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 57 | ||
|  | 
 | ||
|  |             if region_row.name == RegionNames.South_Of_Varrock: | ||
|  |                 if outbound_region_name == RegionNames.Canoe_Tree: | ||
|  |                     entrance.access_rule = \ | ||
|  |                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Barbarian_Village) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Edgeville) | ||
|  |                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Wilderness) | ||
|  |                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance) | ||
|  |                 # Access to other chunks based on woodcutting settings | ||
|  |                 # Lumbridge does not need to be checked, because it's already adjacent | ||
|  |                 if outbound_region_name == RegionNames.Barbarian_Village: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d1(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 12 | ||
|  |                 if outbound_region_name == RegionNames.Edgeville: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 27 | ||
|  |                 if outbound_region_name == RegionNames.Wilderness: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_all(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 42 | ||
|  |             if region_row.name == RegionNames.Barbarian_Village: | ||
|  |                 if outbound_region_name == RegionNames.Canoe_Tree: | ||
|  |                     entrance.access_rule = \ | ||
|  |                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player) | ||
|  |                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.South_Of_Varrock) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Edgeville) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Wilderness) | ||
|  |                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance) | ||
|  |                 # Access to other chunks based on woodcutting settings | ||
|  |                 if outbound_region_name == RegionNames.Lumbridge: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 27 | ||
|  |                 if outbound_region_name == RegionNames.South_Of_Varrock: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d1(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 12 | ||
|  |                 # Edgeville does not need to be checked, because it's already adjacent | ||
|  |                 if outbound_region_name == RegionNames.Wilderness: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 42 | ||
|  |             if region_row.name == RegionNames.Edgeville: | ||
|  |                 if outbound_region_name == RegionNames.Canoe_Tree: | ||
|  |                     entrance.access_rule = \ | ||
|  |                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player) | ||
|  |                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.South_Of_Varrock) | ||
|  |                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Barbarian_Village) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Wilderness) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance) | ||
|  |                 # Access to other chunks based on woodcutting settings | ||
|  |                 if outbound_region_name == RegionNames.Lumbridge: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 42 | ||
|  |                 if outbound_region_name == RegionNames.South_Of_Varrock: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 27 | ||
|  |                 # Barbarian Village does not need to be checked, because it's already adjacent | ||
|  |                 # Wilderness does not need to be checked, because it's already adjacent | ||
|  |             if region_row.name == RegionNames.Wilderness: | ||
|  |                 if outbound_region_name == RegionNames.Canoe_Tree: | ||
|  |                     entrance.access_rule = \ | ||
|  |                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player) | ||
|  |                                        and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.South_Of_Varrock) | ||
|  |                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Barbarian_Village) | ||
|  |                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \ | ||
|  |                                       (state.can_reach_region(RegionNames.Edgeville) | ||
|  |                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance) | ||
|  |                     self.multiworld.register_indirect_condition( | ||
|  |                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance) | ||
|  |                 # Access to other chunks based on woodcutting settings | ||
|  |                 if outbound_region_name == RegionNames.Lumbridge: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_all(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 57 | ||
|  |                 if outbound_region_name == RegionNames.South_Of_Varrock: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 42 | ||
|  |                 if outbound_region_name == RegionNames.Barbarian_Village: | ||
|  |                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \ | ||
|  |                                                          and self.options.max_woodcutting_level >= 27 | ||
|  |                 # Edgeville does not need to be checked, because it's already adjacent | ||
|  | 
 | ||
|  |     def roll_locations(self): | ||
|  |         locations_required = 0 | ||
|  |         generation_is_fake = hasattr(self.multiworld, "generation_is_fake")  # UT specific override | ||
|  |         for item_row in item_rows: | ||
|  |             locations_required += item_row.amount | ||
|  | 
 | ||
|  |         locations_added = 1  # At this point we've already added the starting area, so we start at 1 instead of 0 | ||
|  | 
 | ||
|  |         # Quests are always added | ||
|  |         for i, location_row in enumerate(location_rows): | ||
|  |             if location_row.category in {"quest", "points", "goal"}: | ||
|  |                 self.create_and_add_location(i) | ||
|  |                 if location_row.category == "quest": | ||
|  |                     locations_added += 1 | ||
|  | 
 | ||
|  |         # Build up the weighted Task Pool | ||
|  |         rnd = self.random | ||
|  | 
 | ||
|  |         # Start with the minimum general tasks | ||
|  |         general_tasks = [task for task in self.locations_by_category["general"]] | ||
|  |         if not self.options.progressive_tasks: | ||
|  |             rnd.shuffle(general_tasks) | ||
|  |         else: | ||
|  |             general_tasks.reverse() | ||
|  |         for i in range(self.options.minimum_general_tasks): | ||
|  |             task = general_tasks.pop() | ||
|  |             self.add_location(task) | ||
|  |             locations_added += 1 | ||
|  | 
 | ||
|  |         general_weight = self.options.general_task_weight if len(general_tasks) > 0 else 0 | ||
|  | 
 | ||
|  |         tasks_per_task_type: typing.Dict[str, typing.List[LocationRow]] = {} | ||
|  |         weights_per_task_type: typing.Dict[str, int] = {} | ||
|  | 
 | ||
|  |         task_types = ["prayer", "magic", "runecraft", "mining", "crafting", | ||
|  |                       "smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"] | ||
|  |         for task_type in task_types: | ||
|  |             max_level_for_task_type = getattr(self.options, f"max_{task_type}_level") | ||
|  |             max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks") | ||
|  |             tasks_for_this_type = [task for task in self.locations_by_category[task_type] | ||
|  |                                    if task.skills[0].level <= max_level_for_task_type] | ||
|  |             if not self.options.progressive_tasks: | ||
|  |                 rnd.shuffle(tasks_for_this_type) | ||
|  |             else: | ||
|  |                 tasks_for_this_type.reverse() | ||
|  | 
 | ||
|  |             tasks_for_this_type = tasks_for_this_type[:max_amount_for_task_type] | ||
|  |             weight_for_this_type = getattr(self.options, | ||
|  |                                                        f"{task_type}_task_weight") | ||
|  |             if weight_for_this_type > 0 and tasks_for_this_type: | ||
|  |                 tasks_per_task_type[task_type] = tasks_for_this_type | ||
|  |                 weights_per_task_type[task_type] = weight_for_this_type | ||
|  | 
 | ||
|  |         # Build a list of collections and weights in a matching order for rnd.choices later | ||
|  |         all_tasks = [] | ||
|  |         all_weights = [] | ||
|  |         for task_type in task_types: | ||
|  |             if task_type in tasks_per_task_type: | ||
|  |                 all_tasks.append(tasks_per_task_type[task_type]) | ||
|  |                 all_weights.append(weights_per_task_type[task_type]) | ||
|  | 
 | ||
|  |         # Even after the initial forced generals, they can still be rolled randomly | ||
|  |         if general_weight > 0: | ||
|  |             all_tasks.append(general_tasks) | ||
|  |             all_weights.append(general_weight) | ||
|  | 
 | ||
|  |         while locations_added < locations_required or (generation_is_fake and len(all_tasks) > 0): | ||
|  |             if all_tasks: | ||
|  |                 chosen_task = rnd.choices(all_tasks, all_weights)[0] | ||
|  |                 if chosen_task: | ||
|  |                     task = chosen_task.pop() | ||
|  |                     self.add_location(task) | ||
|  |                     locations_added += 1 | ||
|  | 
 | ||
|  |                 # This isn't an else because chosen_task can become empty in the process of resolving the above block | ||
|  |                 # We still want to clear this list out while we're doing that | ||
|  |                 if not chosen_task: | ||
|  |                     index = all_tasks.index(chosen_task) | ||
|  |                     del all_tasks[index] | ||
|  |                     del all_weights[index] | ||
|  | 
 | ||
|  |             else: | ||
|  |                 if len(general_tasks) == 0: | ||
|  |                     raise Exception(f"There are not enough available tasks to fill the remaining pool for OSRS " + | ||
|  |                                     f"Please adjust {self.player_name}'s settings to be less restrictive of tasks.") | ||
|  |                 task = general_tasks.pop() | ||
|  |                 self.add_location(task) | ||
|  |                 locations_added += 1 | ||
|  | 
 | ||
|  |     def add_location(self, location): | ||
|  |         index = [i for i in range(len(location_rows)) if location_rows[i].name == location.name][0] | ||
|  |         self.create_and_add_location(index) | ||
|  | 
 | ||
|  |     def create_items(self) -> None: | ||
|  |         for item_row in item_rows: | ||
|  |             if item_row.name != self.starting_area_item: | ||
|  |                 for c in range(item_row.amount): | ||
|  |                     item = self.create_item(item_row.name) | ||
|  |                     self.multiworld.itempool.append(item) | ||
|  | 
 | ||
|  |     def get_filler_item_name(self) -> str: | ||
|  |         return self.random.choice( | ||
|  |             [ItemNames.Progressive_Armor, ItemNames.Progressive_Weapons, ItemNames.Progressive_Magic, | ||
|  |              ItemNames.Progressive_Tools, ItemNames.Progressive_Range_Armor, ItemNames.Progressive_Range_Weapon]) | ||
|  | 
 | ||
|  |     def create_and_add_location(self, row_index) -> None: | ||
|  |         location_row = location_rows[row_index] | ||
|  |         # print(f"Adding task {location_row.name}") | ||
|  | 
 | ||
|  |         # Create Location | ||
|  |         location_id = self.base_id + row_index | ||
|  |         if location_row.category == "points" or location_row.category == "goal": | ||
|  |             location_id = None | ||
|  |         location = OSRSLocation(self.player, location_row.name, location_id) | ||
|  |         self.location_name_to_data[location_row.name] = location | ||
|  | 
 | ||
|  |         # Add the location to its first region, or if it doesn't belong to one, to Menu | ||
|  |         region = self.region_name_to_data["Menu"] | ||
|  |         if location_row.regions: | ||
|  |             region = self.region_name_to_data[location_row.regions[0]] | ||
|  |         location.parent_region = region | ||
|  |         region.locations.append(location) | ||
|  | 
 | ||
|  |     def set_rules(self) -> None: | ||
|  |         """
 | ||
|  |         called to set access and item rules on locations and entrances. | ||
|  |         """
 | ||
|  |         quest_attr_names = ["Cooks_Assistant", "Demon_Slayer", "Restless_Ghost", "Romeo_Juliet", | ||
|  |                             "Sheep_Shearer", "Shield_of_Arrav", "Ernest_the_Chicken", "Vampyre_Slayer", | ||
|  |                             "Imp_Catcher", "Prince_Ali_Rescue", "Dorics_Quest", "Black_Knights_Fortress", | ||
|  |                             "Witchs_Potion", "Knights_Sword", "Goblin_Diplomacy", "Pirates_Treasure", | ||
|  |                             "Rune_Mysteries", "Misthalin_Mystery", "Corsair_Curse", "X_Marks_the_Spot", | ||
|  |                             "Below_Ice_Mountain"] | ||
|  |         for qp_attr_name in quest_attr_names: | ||
|  |             loc_name = getattr(LocationNames, f"QP_{qp_attr_name}") | ||
|  |             item_name = getattr(ItemNames, f"QP_{qp_attr_name}") | ||
|  |             self.multiworld.get_location(loc_name, self.player) \ | ||
|  |                 .place_locked_item(self.create_event(item_name)) | ||
|  | 
 | ||
|  |         for quest_attr_name in quest_attr_names: | ||
|  |             qp_loc_name = getattr(LocationNames, f"QP_{quest_attr_name}") | ||
|  |             q_loc_name = getattr(LocationNames, f"Q_{quest_attr_name}") | ||
|  |             add_rule(self.multiworld.get_location(qp_loc_name, self.player), lambda state, q_loc_name=q_loc_name: ( | ||
|  |                 self.multiworld.get_location(q_loc_name, self.player).can_reach(state) | ||
|  |             )) | ||
|  | 
 | ||
|  |         # place "Victory" at "Dragon Slayer" and set collection as win condition | ||
|  |         self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \ | ||
|  |             .place_locked_item(self.create_event("Victory")) | ||
|  |         self.multiworld.completion_condition[self.player] = lambda state: (state.has("Victory", self.player)) | ||
|  | 
 | ||
|  |         for location_name, location in self.location_name_to_data.items(): | ||
|  |             location_row = self.location_rows_by_name[location_name] | ||
|  |             # Set up requirements for region | ||
|  |             for region_required_name in location_row.regions: | ||
|  |                 region_required = self.region_name_to_data[region_required_name] | ||
|  |                 add_rule(location, | ||
|  |                          lambda state, region_required=region_required: state.can_reach(region_required, "Region", | ||
|  |                                                                                         self.player)) | ||
|  |             for skill_req in location_row.skills: | ||
|  |                 add_rule(location, self.get_skill_rule(skill_req.skill, skill_req.level)) | ||
|  |             for item_req in location_row.items: | ||
|  |                 add_rule(location, lambda state, item_req=item_req: state.has(item_req, self.player)) | ||
|  |             if location_row.qp: | ||
|  |                 add_rule(location, lambda state, location_row=location_row: self.quest_points(state) > location_row.qp) | ||
|  | 
 | ||
|  |     def create_region(self, name: str) -> "Region": | ||
|  |         region = Region(name, self.player, self.multiworld) | ||
|  |         self.region_name_to_data[name] = region | ||
|  |         self.multiworld.regions.append(region) | ||
|  |         return region | ||
|  | 
 | ||
|  |     def create_item(self, item_name: str) -> "Item": | ||
|  |         item = [item for item in item_rows if item.name == item_name][0] | ||
|  |         index = item_rows.index(item) | ||
|  |         return OSRSItem(item.name, item.progression, self.base_id + index, self.player) | ||
|  | 
 | ||
|  |     def create_event(self, event: str): | ||
|  |         # while we are at it, we can also add a helper to create events | ||
|  |         return OSRSItem(event, ItemClassification.progression, None, self.player) | ||
|  | 
 | ||
|  |     def quest_points(self, state): | ||
|  |         qp = 0 | ||
|  |         for qp_event in QP_Items: | ||
|  |             if state.has(qp_event, self.player): | ||
|  |                 qp += int(qp_event[0]) | ||
|  |         return qp | ||
|  | 
 | ||
|  |     """
 | ||
|  |     Ensures a target level can be reached with available resources | ||
|  |     """
 | ||
|  | 
 | ||
|  |     def get_skill_rule(self, skill, level) -> CollectionRule: | ||
|  |         if skill.lower() == "fishing": | ||
|  |             if self.options.brutal_grinds or level < 5: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) | ||
|  |             if level < 20: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Port_Sarim, "Region", self.player) | ||
|  |             else: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Port_Sarim, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Fly_Fish, "Region", self.player) | ||
|  |         if skill.lower() == "mining": | ||
|  |             if self.options.brutal_grinds or level < 15: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or \ | ||
|  |                                      state.can_reach(RegionNames.Clay_Rock, "Region", self.player) | ||
|  |             else: | ||
|  |                 # Iron is the best way to train all the way to 99, so having access to iron is all you need to check for | ||
|  |                 return lambda state: (state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or | ||
|  |                                       state.can_reach(RegionNames.Clay_Rock, "Region", self.player)) and \ | ||
|  |                                      state.can_reach(RegionNames.Iron_Rock, "Region", self.player) | ||
|  |         if skill.lower() == "woodcutting": | ||
|  |             if self.options.brutal_grinds or level < 15: | ||
|  |                 # I've checked. There is not a single chunk in the f2p that does not have at least one normal tree. | ||
|  |                 # Even the desert. | ||
|  |                 return lambda state: True | ||
|  |             if level < 30: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player) | ||
|  |             else: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Willow_Tree, "Region", self.player) | ||
|  |         if skill.lower() == "smithing": | ||
|  |             if self.options.brutal_grinds: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Furnace, "Region", self.player) | ||
|  |             if level < 15: | ||
|  |                 # Lumbridge has a special bronze-only anvil. This is the only anvil of its type so it's not included | ||
|  |                 # in the "Anvil" resource region. We still need to check for it though. | ||
|  |                 return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Furnace, "Region", self.player) and \ | ||
|  |                                      (state.can_reach(RegionNames.Anvil, "Region", self.player) or | ||
|  |                                       state.can_reach(RegionNames.Lumbridge, "Region", self.player)) | ||
|  |             if level < 30: | ||
|  |                 # For levels between 15 and 30, the lumbridge anvil won't cut it. Only a real one will do | ||
|  |                 return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Furnace, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Anvil, "Region", self.player) | ||
|  |             else: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Coal_Rock, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Furnace, "Region", self.player) and \ | ||
|  |                                      state.can_reach(RegionNames.Anvil, "Region", self.player) | ||
|  |         if skill.lower() == "crafting": | ||
|  |             # Crafting is really complex. Need a lot of sub-rules to make this even remotely readable | ||
|  |             def can_spin(state): | ||
|  |                 return state.can_reach(RegionNames.Sheep, "Region", self.player) and \ | ||
|  |                     state.can_reach(RegionNames.Spinning_Wheel, "Region", self.player) | ||
|  | 
 | ||
|  |             def can_pot(state): | ||
|  |                 return state.can_reach(RegionNames.Clay_Rock, "Region", self.player) and \ | ||
|  |                     state.can_reach(RegionNames.Barbarian_Village, "Region", self.player) | ||
|  | 
 | ||
|  |             def can_tan(state): | ||
|  |                 return state.can_reach(RegionNames.Milk, "Region", self.player) and \ | ||
|  |                     state.can_reach(RegionNames.Al_Kharid, "Region", self.player) | ||
|  | 
 | ||
|  |             def mould_access(state): | ||
|  |                 return state.can_reach(RegionNames.Al_Kharid, "Region", self.player) or \ | ||
|  |                     state.can_reach(RegionNames.Rimmington, "Region", self.player) | ||
|  | 
 | ||
|  |             def can_silver(state): | ||
|  | 
 | ||
|  |                 return state.can_reach(RegionNames.Silver_Rock, "Region", self.player) and \ | ||
|  |                     state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state) | ||
|  | 
 | ||
|  |             def can_gold(state): | ||
|  |                 return state.can_reach(RegionNames.Gold_Rock, "Region", self.player) and \ | ||
|  |                     state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state) | ||
|  | 
 | ||
|  |             if self.options.brutal_grinds or level < 5: | ||
|  |                 return lambda state: can_spin(state) or can_pot(state) or can_tan(state) | ||
|  | 
 | ||
|  |             can_smelt_gold = self.get_skill_rule("smithing", 40) | ||
|  |             can_smelt_silver = self.get_skill_rule("smithing", 20) | ||
|  |             if level < 16: | ||
|  |                 return lambda state: can_pot(state) or can_tan(state) or (can_gold(state) and can_smelt_gold(state)) | ||
|  |             else: | ||
|  |                 return lambda state: can_tan(state) or (can_silver(state) and can_smelt_silver(state)) or \ | ||
|  |                                      (can_gold(state) and can_smelt_gold(state)) | ||
|  |         if skill.lower() == "Cooking": | ||
|  |             if self.options.brutal_grinds or level < 15: | ||
|  |                 return lambda state: state.can_reach(RegionNames.Milk, "Region", self.player) or \ | ||
|  |                                      state.can_reach(RegionNames.Egg, "Region", self.player) or \ | ||
|  |                                      state.can_reach(RegionNames.Shrimp, "Region", self.player) or \ | ||
|  |                                      (state.can_reach(RegionNames.Wheat, "Region", self.player) and | ||
|  |                                       state.can_reach(RegionNames.Windmill, "Region", self.player)) | ||
|  |             else: | ||
|  |                 can_catch_fly_fish = self.get_skill_rule("fishing", 20) | ||
|  |                 return lambda state: state.can_reach(RegionNames.Fly_Fish, "Region", self.player) and \ | ||
|  |                                      can_catch_fly_fish(state) and \ | ||
|  |                                      (state.can_reach(RegionNames.Milk, "Region", self.player) or | ||
|  |                                       state.can_reach(RegionNames.Egg, "Region", self.player) or | ||
|  |                                       state.can_reach(RegionNames.Shrimp, "Region", self.player) or | ||
|  |                                       (state.can_reach(RegionNames.Wheat, "Region", self.player) and | ||
|  |                                        state.can_reach(RegionNames.Windmill, "Region", self.player))) | ||
|  |         if skill.lower() == "runecraft": | ||
|  |             return lambda state: state.has(ItemNames.QP_Rune_Mysteries, self.player) | ||
|  |         if skill.lower() == "magic": | ||
|  |             return lambda state: state.can_reach(RegionNames.Mind_Runes, "Region", self.player) | ||
|  | 
 | ||
|  |         return lambda state: True |