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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:
74
worlds/minecraft/Items.py
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74
worlds/minecraft/Items.py
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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import typing
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class ItemData(typing.NamedTuple):
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code: int
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progression: bool
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class MinecraftItem(Item):
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game: str = "Minecraft"
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def __init__(self, name: str, progression: bool, code: int, player: int):
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super().__init__(name, progression, code if code else None, player)
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item_table = {
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"Archery": ItemData(45000, True),
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"Ingot Crafting": ItemData(45001, True),
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"Resource Blocks": ItemData(45002, True),
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"Brewing": ItemData(45003, True),
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"Enchanting": ItemData(45004, True),
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"Bucket": ItemData(45005, True),
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"Flint and Steel": ItemData(45006, True),
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"Bed": ItemData(45007, True),
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"Bottles": ItemData(45008, True),
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"Shield": ItemData(45009, True),
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"Fishing Rod": ItemData(45010, True),
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"Campfire": ItemData(45011, True),
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"Progressive Weapons": ItemData(45012, True),
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"Progressive Tools": ItemData(45013, True),
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"Progressive Armor": ItemData(45014, True),
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"8 Netherite Scrap": ItemData(45015, True),
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"8 Emeralds": ItemData(45016, False),
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"4 Emeralds": ItemData(45017, False),
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"Channeling Book": ItemData(45018, True),
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"Silk Touch Book": ItemData(45019, True),
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"Sharpness III Book": ItemData(45020, False),
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"Piercing IV Book": ItemData(45021, True),
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"Looting III Book": ItemData(45022, False),
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"Infinity Book": ItemData(45023, False),
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"4 Diamond Ore": ItemData(45024, False),
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"16 Iron Ore": ItemData(45025, False),
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"500 XP": ItemData(45026, False),
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"100 XP": ItemData(45027, False),
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"50 XP": ItemData(45028, False),
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"3 Ender Pearls": ItemData(45029, True),
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"4 Lapis Lazuli": ItemData(45030, False),
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"16 Porkchops": ItemData(45031, False),
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"8 Gold Ore": ItemData(45032, False),
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"Rotten Flesh": ItemData(45033, False),
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"Single Arrow": ItemData(45034, False),
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"Victory": ItemData(0, True)
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}
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# If not listed here then has frequency 1
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item_frequencies = {
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"Progressive Weapons": 3,
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"Progressive Tools": 3,
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"Progressive Armor": 2,
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"8 Netherite Scrap": 2,
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"8 Emeralds": 0,
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"4 Emeralds": 8,
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"4 Diamond Ore": 4,
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"16 Iron Ore": 4,
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"500 XP": 4, # 2 after exclusions
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"100 XP": 10, # 4 after exclusions
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"50 XP": 12, # 4 after exclusions
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"3 Ender Pearls": 4,
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"4 Lapis Lazuli": 2,
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"16 Porkchops": 8,
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"8 Gold Ore": 4,
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"Rotten Flesh": 4,
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"Single Arrow": 0
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}
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lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in item_table.items() if data.code}
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