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https://github.com/MarioSpore/Grinch-AP.git
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Shifted Minecraft to the new AutoWorld system
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@@ -1,26 +1,10 @@
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from .Locations import MinecraftAdvancement, advancement_table
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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def minecraft_create_regions(world: MultiWorld, player: int):
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def MCRegion(region_name: str, exits=[]):
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ret = Region(region_name, None, region_name, player)
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ret.world = world
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ret.locations = [ MinecraftAdvancement(player, loc_name, loc_data.id, ret)
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for loc_name, loc_data in advancement_table.items()
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if loc_data.region == region_name ]
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for exit in exits:
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ret.exits.append(Entrance(player, exit, ret))
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return ret
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world.regions += [MCRegion(*r) for r in mc_regions]
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def link_minecraft_structures(world, player: int):
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# Link mandatory connections first
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for (exit, region) in mandatory_connections:
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world.get_entrance(exit, player).connect(world.get_region(region, player))
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def link_minecraft_structures(world: MultiWorld, player: int):
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# Get all unpaired exits and all regions without entrances (except the Menu)
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# This function is destructive on these lists.
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exits = [exit.name for r in world.regions if r.player == player for exit in r.exits if exit.connected_region == None]
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@@ -1,81 +1,90 @@
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from random import Random
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from .Items import MinecraftItem, item_table, item_frequencies
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from .Locations import exclusion_table, events_table
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from .Regions import link_minecraft_structures
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from .Locations import MinecraftAdvancement, advancement_table, exclusion_table, events_table
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from .Regions import mc_regions, link_minecraft_structures
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from .Rules import set_rules
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from BaseClasses import MultiWorld
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from BaseClasses import Region, Entrance
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from Options import minecraft_options
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from ..AutoWorld import World
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client_version = (0, 3)
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class MinecraftWorld(World):
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game: str = "Minecraft"
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client_version = (0, 3)
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def _get_mc_data(self):
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exits = ["Overworld Structure 1", "Overworld Structure 2", "Nether Structure 1", "Nether Structure 2",
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"The End Structure"]
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return {
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'world_seed': self.world.slot_seeds[self.player].getrandbits(32),
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# consistent and doesn't interfere with other generation
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'seed_name': self.world.seed_name,
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'player_name': self.world.get_player_names(self.player),
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'player_id': self.player,
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'client_version': client_version,
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'structures': {exit: self.world.get_entrance(exit, self.player).connected_region.name for exit in exits}
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}
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def get_mc_data(world: MultiWorld, player: int):
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exits = ["Overworld Structure 1", "Overworld Structure 2", "Nether Structure 1", "Nether Structure 2",
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"The End Structure"]
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return {
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'world_seed': world.slot_seeds[player].getrandbits(32),
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# consistent and doesn't interfere with other generation
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'seed_name': world.seed_name,
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'player_name': world.get_player_names(player),
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'player_id': player,
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'client_version': client_version,
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'structures': {exit: world.get_entrance(exit, player).connected_region.name for exit in exits}
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}
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def generate_basic(self):
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link_minecraft_structures(self.world, self.player)
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pool = []
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for item_name, item_data in item_table.items():
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for count in range(item_frequencies.get(item_name, 1)):
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pool.append(MinecraftItem(item_name, item_data.progression, item_data.code, self.player))
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prefill_pool = {}
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prefill_pool.update(events_table)
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exclusion_pools = ['hard', 'insane', 'postgame']
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for key in exclusion_pools:
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if not getattr(self.world, f"include_{key}_advancements")[self.player]:
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prefill_pool.update(exclusion_table[key])
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for loc_name, item_name in prefill_pool.items():
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item_data = item_table[item_name]
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location = self.world.get_location(loc_name, self.player)
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item = MinecraftItem(item_name, item_data.progression, item_data.code, self.player)
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self.world.push_item(location, item, collect=False)
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pool.remove(item)
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location.event = item_data.progression
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location.locked = True
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self.world.itempool += pool
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def generate_mc_data(world: MultiWorld, player: int):
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import base64, json
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from Utils import output_path
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data = get_mc_data(world, player)
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filename = f"AP_{world.seed_name}_P{player}_{world.get_player_names(player)}.apmc"
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with open(output_path(filename), 'wb') as f:
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f.write(base64.b64encode(bytes(json.dumps(data), 'utf-8')))
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def set_rules(self):
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set_rules(self.world, self.player)
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def fill_minecraft_slot_data(world: MultiWorld, player: int):
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slot_data = get_mc_data(world, player)
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for option_name in minecraft_options:
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option = getattr(world, option_name)[player]
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slot_data[option_name] = int(option.value)
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return slot_data
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def create_regions(self):
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def MCRegion(region_name: str, exits=[]):
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ret = Region(region_name, None, region_name, self.player)
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ret.world = self.world
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ret.locations = [ MinecraftAdvancement(self.player, loc_name, loc_data.id, ret)
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for loc_name, loc_data in advancement_table.items()
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if loc_data.region == region_name ]
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for exit in exits:
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ret.exits.append(Entrance(self.player, exit, ret))
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return ret
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self.world.regions += [MCRegion(*r) for r in mc_regions]
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# Generates the item pool given the table and frequencies in Items.py.
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def minecraft_gen_item_pool(world: MultiWorld, player: int):
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pool = []
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for item_name, item_data in item_table.items():
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for count in range(item_frequencies.get(item_name, 1)):
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pool.append(MinecraftItem(item_name, item_data.progression, item_data.code, player))
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def generate_output(self):
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import base64, json
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from Utils import output_path
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prefill_pool = {}
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prefill_pool.update(events_table)
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exclusion_pools = ['hard', 'insane', 'postgame']
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for key in exclusion_pools:
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if not getattr(world, f"include_{key}_advancements")[player]:
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prefill_pool.update(exclusion_table[key])
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for loc_name, item_name in prefill_pool.items():
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item_data = item_table[item_name]
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location = world.get_location(loc_name, player)
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item = MinecraftItem(item_name, item_data.progression, item_data.code, player)
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world.push_item(location, item, collect=False)
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pool.remove(item)
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location.event = item_data.progression
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location.locked = True
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world.itempool += pool
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data = self._get_mc_data()
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filename = f"AP_{self.world.seed_name}_P{self.player}_{self.world.get_player_names(self.player)}.apmc"
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with open(output_path(filename), 'wb') as f:
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f.write(base64.b64encode(bytes(json.dumps(data), 'utf-8')))
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# Generate Minecraft world.
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def gen_minecraft(world: MultiWorld, player: int):
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link_minecraft_structures(world, player)
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minecraft_gen_item_pool(world, player)
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set_rules(world, player)
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def fill_slot_data(self):
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slot_data = self._get_mc_data()
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for option_name in minecraft_options:
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option = getattr(self.world, option_name)[self.player]
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slot_data[option_name] = int(option.value)
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return slot_data
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