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Super Mario World: Implement New Game (#1045)
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253
worlds/smw/__init__.py
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253
worlds/smw/__init__.py
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import os
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import typing
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import math
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import threading
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from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
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from .Items import SMWItem, ItemData, item_table
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from .Locations import SMWLocation, all_locations, setup_locations
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from .Options import smw_options
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from .Regions import create_regions, connect_regions
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from .Levels import full_level_list, generate_level_list, location_id_to_level_id
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from .Rules import set_rules
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from ..generic.Rules import add_rule
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from .Names import ItemName, LocationName
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from ..AutoWorld import WebWorld, World
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from .Rom import LocalRom, patch_rom, get_base_rom_path, SMWDeltaPatch
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import Patch
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class SMWWeb(WebWorld):
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theme = "grass"
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setup_en = Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Super Mario World randomizer connected to an Archipelago Multiworld.",
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"English",
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"setup_en.md",
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"setup/en",
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["PoryGone"]
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)
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tutorials = [setup_en]
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class SMWWorld(World):
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"""
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Super Mario World is an action platforming game.
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The Princess has been kidnapped by Bowser again, but Mario has somehow
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lost all of his abilities. Can he get them back in time to save the Princess?
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"""
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game: str = "Super Mario World"
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option_definitions = smw_options
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topology_present = False
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data_version = 1
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required_client_version = (0, 3, 5)
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = all_locations
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active_level_dict: typing.Dict[int,int]
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web = SMWWeb()
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def __init__(self, world: MultiWorld, player: int):
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self.rom_name_available_event = threading.Event()
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super().__init__(world, player)
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@classmethod
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def stage_assert_generate(cls, world):
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rom_file = get_base_rom_path()
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if not os.path.exists(rom_file):
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raise FileNotFoundError(rom_file)
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def _get_slot_data(self):
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return {
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#"death_link": self.world.death_link[self.player].value,
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"active_levels": self.active_level_dict,
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}
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def _create_items(self, name: str):
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data = item_table[name]
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return [self.create_item(name)] * data.quantity
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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for option_name in smw_options:
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option = getattr(self.world, option_name)[self.player]
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slot_data[option_name] = option.value
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return slot_data
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def generate_basic(self):
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itempool: typing.List[SMWItem] = []
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self.active_level_dict = dict(zip(generate_level_list(self.world, self.player), full_level_list))
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self.topology_present = self.world.level_shuffle[self.player]
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connect_regions(self.world, self.player, self.active_level_dict)
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# Add Boss Token amount requirements for Worlds
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add_rule(self.world.get_region(LocationName.donut_plains_1_tile, self.player).entrances[0], lambda state: state.has(ItemName.koopaling, self.player, 1))
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add_rule(self.world.get_region(LocationName.vanilla_dome_1_tile, self.player).entrances[0], lambda state: state.has(ItemName.koopaling, self.player, 2))
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add_rule(self.world.get_region(LocationName.forest_of_illusion_1_tile, self.player).entrances[0], lambda state: state.has(ItemName.koopaling, self.player, 4))
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add_rule(self.world.get_region(LocationName.chocolate_island_1_tile, self.player).entrances[0], lambda state: state.has(ItemName.koopaling, self.player, 5))
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add_rule(self.world.get_region(LocationName.valley_of_bowser_1_tile, self.player).entrances[0], lambda state: state.has(ItemName.koopaling, self.player, 6))
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total_required_locations = 96
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if self.world.dragon_coin_checks[self.player]:
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total_required_locations += 49
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itempool += [self.create_item(ItemName.mario_run)]
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itempool += [self.create_item(ItemName.mario_carry)]
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itempool += [self.create_item(ItemName.mario_swim)]
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itempool += [self.create_item(ItemName.mario_spin_jump)]
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itempool += [self.create_item(ItemName.mario_climb)]
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itempool += [self.create_item(ItemName.yoshi_activate)]
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itempool += [self.create_item(ItemName.p_switch)]
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itempool += [self.create_item(ItemName.p_balloon)]
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itempool += [self.create_item(ItemName.super_star_active)]
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itempool += [self.create_item(ItemName.progressive_powerup)] * 3
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itempool += [self.create_item(ItemName.yellow_switch_palace)]
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itempool += [self.create_item(ItemName.green_switch_palace)]
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itempool += [self.create_item(ItemName.red_switch_palace)]
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itempool += [self.create_item(ItemName.blue_switch_palace)]
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if self.world.goal[self.player] == "yoshi_egg_hunt":
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itempool += [self.create_item(ItemName.yoshi_egg)] * self.world.number_of_yoshi_eggs[self.player]
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self.world.get_location(LocationName.yoshis_house, self.player).place_locked_item(self.create_item(ItemName.victory))
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else:
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self.world.get_location(LocationName.bowser, self.player).place_locked_item(self.create_item(ItemName.victory))
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junk_count = total_required_locations - len(itempool)
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trap_weights = []
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trap_weights += ([ItemName.ice_trap] * self.world.ice_trap_weight[self.player].value)
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trap_weights += ([ItemName.stun_trap] * self.world.stun_trap_weight[self.player].value)
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trap_weights += ([ItemName.literature_trap] * self.world.literature_trap_weight[self.player].value)
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trap_count = 0 if (len(trap_weights) == 0) else math.ceil(junk_count * (self.world.trap_fill_percentage[self.player].value / 100.0))
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junk_count -= trap_count
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trap_pool = []
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for i in range(trap_count):
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trap_item = self.world.random.choice(trap_weights)
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trap_pool += [self.create_item(trap_item)]
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itempool += trap_pool
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itempool += [self.create_item(ItemName.one_up_mushroom)] * junk_count
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boss_location_names = [LocationName.yoshis_island_koopaling, LocationName.donut_plains_koopaling, LocationName.vanilla_dome_koopaling,
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LocationName.twin_bridges_koopaling, LocationName.forest_koopaling, LocationName.chocolate_koopaling,
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LocationName.valley_koopaling, LocationName.vanilla_reznor, LocationName.forest_reznor, LocationName.chocolate_reznor, LocationName.valley_reznor]
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for location_name in boss_location_names:
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self.world.get_location(location_name, self.player).place_locked_item(self.create_item(ItemName.koopaling))
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self.world.itempool += itempool
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def generate_output(self, output_directory: str):
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try:
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world = self.world
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player = self.player
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rom = LocalRom(get_base_rom_path())
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patch_rom(self.world, rom, self.player, self.active_level_dict)
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outfilepname = f'_P{player}'
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outfilepname += f"_{world.player_name[player].replace(' ', '_')}" \
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if world.player_name[player] != 'Player%d' % player else ''
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rompath = os.path.join(output_directory, f'AP_{world.seed_name}{outfilepname}.sfc')
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rom.write_to_file(rompath)
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self.rom_name = rom.name
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patch = SMWDeltaPatch(os.path.splitext(rompath)[0]+SMWDeltaPatch.patch_file_ending, player=player,
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player_name=world.player_name[player], patched_path=rompath)
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patch.write()
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except:
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raise
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finally:
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if os.path.exists(rompath):
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os.unlink(rompath)
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self.rom_name_available_event.set() # make sure threading continues and errors are collected
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def modify_multidata(self, multidata: dict):
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import base64
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# wait for self.rom_name to be available.
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self.rom_name_available_event.wait()
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rom_name = getattr(self, "rom_name", None)
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# we skip in case of error, so that the original error in the output thread is the one that gets raised
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if rom_name:
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new_name = base64.b64encode(bytes(self.rom_name)).decode()
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multidata["connect_names"][new_name] = multidata["connect_names"][self.world.player_name[self.player]]
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def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]):
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if self.topology_present:
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world_names = [
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LocationName.yoshis_island_region,
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LocationName.donut_plains_region,
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LocationName.vanilla_dome_region,
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LocationName.twin_bridges_region,
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LocationName.forest_of_illusion_region,
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LocationName.chocolate_island_region,
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LocationName.valley_of_bowser_region,
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LocationName.star_road_region,
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LocationName.special_zone_region,
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]
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world_cutoffs = [
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0x07,
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0x13,
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0x1F,
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0x26,
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0x30,
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0x39,
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0x44,
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0x4F,
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0x59
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]
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er_hint_data = {}
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for loc_name, level_data in location_id_to_level_id.items():
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level_id = level_data[0]
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if level_id not in self.active_level_dict:
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continue
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keys_list = list(self.active_level_dict.keys())
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level_index = keys_list.index(level_id)
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for i in range(len(world_cutoffs)):
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if level_index >= world_cutoffs[i]:
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continue
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if self.world.dragon_coin_checks[self.player].value == 0 and "Dragon Coins" in loc_name:
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continue
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location = self.world.get_location(loc_name, self.player)
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er_hint_data[location.address] = world_names[i]
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break
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hint_data[self.player] = er_hint_data
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def create_regions(self):
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location_table = setup_locations(self.world, self.player)
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create_regions(self.world, self.player, location_table)
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def create_item(self, name: str, force_non_progression=False) -> Item:
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data = item_table[name]
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if force_non_progression:
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classification = ItemClassification.filler
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elif name == ItemName.yoshi_egg:
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classification = ItemClassification.progression_skip_balancing
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elif data.progression:
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classification = ItemClassification.progression
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elif data.trap:
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classification = ItemClassification.trap
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else:
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classification = ItemClassification.filler
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created_item = SMWItem(name, classification, data.code, self.player)
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return created_item
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def set_rules(self):
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set_rules(self.world, self.player)
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