mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Minecraft Randomizer
Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
This commit is contained in:
@@ -169,6 +169,11 @@ class MultiWorld():
|
||||
def factorio_player_ids(self):
|
||||
yield from (player for player in range(1, self.players + 1) if self.game[player] == "Factorio")
|
||||
|
||||
@property
|
||||
def minecraft_player_ids(self):
|
||||
yield from (player for player in range(1, self.players + 1) if self.game[player] == "Minecraft")
|
||||
|
||||
|
||||
def get_name_string_for_object(self, obj) -> str:
|
||||
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
|
||||
|
||||
@@ -234,6 +239,7 @@ class MultiWorld():
|
||||
|
||||
def soft_collect(item):
|
||||
if item.game == "A Link to the Past" and item.name.startswith('Progressive '):
|
||||
# ALttP items
|
||||
if 'Sword' in item.name:
|
||||
if ret.has('Golden Sword', item.player):
|
||||
pass
|
||||
@@ -806,6 +812,91 @@ class CollectionState(object):
|
||||
rules.append(self.has('Moon Pearl', player))
|
||||
return all(rules)
|
||||
|
||||
# Minecraft logic functions
|
||||
def has_iron_ingots(self, player: int):
|
||||
return self.has('Progressive Tools', player) and self.has('Ingot Crafting', player)
|
||||
|
||||
def has_gold_ingots(self, player: int):
|
||||
return self.has('Ingot Crafting', player) and (self.has('Progressive Tools', player, 2) or self.can_reach('The Nether', 'Region', player))
|
||||
|
||||
def has_diamond_pickaxe(self, player: int):
|
||||
return self.has('Progressive Tools', player, 3) and self.has_iron_ingots(player)
|
||||
|
||||
def craft_crossbow(self, player: int):
|
||||
return self.has('Archery', player) and self.has_iron_ingots(player)
|
||||
|
||||
def has_bottle_mc(self, player: int):
|
||||
return self.has('Bottles', player) and self.has('Ingot Crafting', player)
|
||||
|
||||
def can_enchant(self, player: int):
|
||||
return self.has('Enchanting', player) and self.has_diamond_pickaxe(player) # mine obsidian and lapis
|
||||
|
||||
def can_use_anvil(self, player: int):
|
||||
return self.has('Enchanting', player) and self.has('Resource Blocks', player) and self.has_iron_ingots(player)
|
||||
|
||||
def fortress_loot(self, player: int): # saddles, blaze rods, wither skulls
|
||||
return self.can_reach('Nether Fortress', 'Region', player) and self.basic_combat(player)
|
||||
|
||||
def can_brew_potions(self, player: int):
|
||||
return self.fortress_loot(player) and self.has('Brewing', player) and self.has_bottle_mc(player)
|
||||
|
||||
def can_piglin_trade(self, player: int):
|
||||
return self.has_gold_ingots(player) and (self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region', player))
|
||||
|
||||
def enter_stronghold(self, player: int):
|
||||
return self.fortress_loot(player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player)
|
||||
|
||||
# Difficulty-dependent functions
|
||||
def combat_difficulty(self, player: int):
|
||||
return self.world.combat_difficulty[player].get_option_name()
|
||||
|
||||
def can_adventure(self, player: int):
|
||||
if self.combat_difficulty(player) == 'easy':
|
||||
return self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player)
|
||||
elif self.combat_difficulty(player) == 'hard':
|
||||
return True
|
||||
return self.has('Progressive Weapons', player) and (self.has('Ingot Crafting', player) or self.has('Campfire', player))
|
||||
|
||||
def basic_combat(self, player: int):
|
||||
if self.combat_difficulty(player) == 'easy':
|
||||
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \
|
||||
self.has('Shield', player) and self.has_iron_ingots(player)
|
||||
elif self.combat_difficulty(player) == 'hard':
|
||||
return True
|
||||
return self.has('Progressive Weapons', player) and (self.has('Progressive Armor', player) or self.has('Shield', player)) and self.has_iron_ingots(player)
|
||||
|
||||
def complete_raid(self, player: int):
|
||||
reach_regions = self.can_reach('Village', 'Region', player) and self.can_reach('Pillager Outpost', 'Region', player)
|
||||
if self.combat_difficulty(player) == 'easy':
|
||||
return reach_regions and \
|
||||
self.has('Progressive Weapons', player, 3) and self.has('Progressive Armor', player, 2) and \
|
||||
self.has('Shield', player) and self.has('Archery', player) and \
|
||||
self.has('Progressive Tools', player, 2) and self.has_iron_ingots(player)
|
||||
elif self.combat_difficulty(player) == 'hard': # might be too hard?
|
||||
return reach_regions and self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player) and \
|
||||
(self.has('Progressive Armor', player) or self.has('Shield', player))
|
||||
return reach_regions and self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player) and \
|
||||
self.has('Progressive Armor', player) and self.has('Shield', player)
|
||||
|
||||
def can_kill_wither(self, player: int):
|
||||
build_wither = self.fortress_loot(player) and (self.can_reach('The Nether', 'Region', player) or self.can_piglin_trade(player))
|
||||
normal_kill = self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self.can_brew_potions(player) and self.can_enchant(player)
|
||||
if self.combat_difficulty(player) == 'easy':
|
||||
return build_wither and normal_kill and self.has('Archery', player)
|
||||
elif self.combat_difficulty(player) == 'hard': # cheese kill using bedrock ceilings
|
||||
return build_wither and (normal_kill or self.can_reach('The Nether', 'Region', player) or self.can_reach('The End', 'Region', player))
|
||||
return build_wither and normal_kill
|
||||
|
||||
def can_kill_ender_dragon(self, player: int):
|
||||
if self.combat_difficulty(player) == 'easy':
|
||||
return self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self.has('Archery', player) and \
|
||||
self.can_brew_potions(player) and self.can_enchant(player)
|
||||
if self.combat_difficulty(player) == 'hard':
|
||||
return (self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player)) or \
|
||||
(self.has('Progressive Weapons', player, 1) and self.has('Bed', player))
|
||||
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
|
||||
|
||||
|
||||
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
|
||||
if location:
|
||||
self.locations_checked.add(location)
|
||||
@@ -1403,6 +1494,11 @@ class Spoiler(object):
|
||||
for hk_option in Options.hollow_knight_options:
|
||||
res = getattr(self.world, hk_option)[player]
|
||||
outfile.write(f'{hk_option+":":33}{res}\n')
|
||||
if player in self.world.minecraft_player_ids:
|
||||
import Options
|
||||
for mc_option in Options.minecraft_options:
|
||||
res = getattr(self.world, mc_option)[player]
|
||||
outfile.write(f'{mc_option+":":33}{bool_to_text(res) if type(res) == Options.Toggle else res.get_option_name()}\n')
|
||||
if player in self.world.alttp_player_ids:
|
||||
for team in range(self.world.teams):
|
||||
outfile.write('%s%s\n' % (
|
||||
@@ -1418,7 +1514,7 @@ class Spoiler(object):
|
||||
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
|
||||
outfile.write('Retro: %s\n' %
|
||||
('Yes' if self.metadata['retro'][player] else 'No'))
|
||||
outfile.write('Swordless: %s\n' % ('Yes' if self.metadata['swordless'][player] else 'No'))
|
||||
outfile.write('Swordless: %s\n' % ('Yes' if self.metadata['swordless'][player] else 'No'))
|
||||
outfile.write('Goal: %s\n' % self.metadata['goal'][player])
|
||||
if "triforce" in self.metadata["goal"][player]: # triforce hunt
|
||||
outfile.write("Pieces available for Triforce: %s\n" %
|
||||
|
Reference in New Issue
Block a user