Wargroove: Implement New Game (#1401)
This adds Wargroove to the list of supported games. Wargroove uses a custom non-linear campaign over the vanilla and double trouble campaigns. A Wargroove client has been added which does a lot of heavy lifting for the Wargroove implementation and must be always on during gameplay. The mod source files can be found here: https://github.com/FlySniper/WargrooveArchipelagoMod
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139
worlds/wargroove/__init__.py
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139
worlds/wargroove/__init__.py
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import os
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import string
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import json
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from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification
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from .Items import item_table, faction_table
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from .Locations import location_table
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from .Regions import create_regions
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from .Rules import set_rules
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from ..AutoWorld import World, WebWorld
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from .Options import wargroove_options
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class WargrooveWeb(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up Wargroove for Archipelago.",
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"English",
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"wargroove_en.md",
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"wargroove/en",
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["Fly Sniper"]
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)]
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class WargrooveWorld(World):
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"""
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Command an army, in this retro style turn based strategy game!
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"""
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option_definitions = wargroove_options
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game = "Wargroove"
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topology_present = True
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data_version = 1
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web = WargrooveWeb()
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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 = location_table
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def _get_slot_data(self):
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return {
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'seed': "".join(self.multiworld.per_slot_randoms[self.player].choice(string.ascii_letters) for i in range(16)),
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'income_boost': self.multiworld.income_boost[self.player],
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'commander_defense_boost': self.multiworld.commander_defense_boost[self.player],
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'can_choose_commander': self.multiworld.commander_choice[self.player] != 0,
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'starting_groove_multiplier': 20 # Backwards compatibility in case this ever becomes an option
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}
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def generate_early(self):
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# Selecting a random starting faction
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if self.multiworld.commander_choice[self.player] == 2:
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factions = [faction for faction in faction_table.keys() if faction != "Starter"]
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starting_faction = WargrooveItem(self.multiworld.random.choice(factions) + ' Commanders', self.player)
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self.multiworld.push_precollected(starting_faction)
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def generate_basic(self):
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# Fill out our pool with our items from the item table
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pool = []
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precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
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ignore_faction_items = self.multiworld.commander_choice[self.player] == 0
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for name, data in item_table.items():
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if data.code is not None and name not in precollected_item_names and not data.classification == ItemClassification.filler:
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if name.endswith(' Commanders') and ignore_faction_items:
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continue
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item = WargrooveItem(name, self.player)
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pool.append(item)
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# Matching number of unfilled locations with filler items
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locations_remaining = len(location_table) - 1 - len(pool)
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while locations_remaining > 0:
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# Filling the pool equally with both types of filler items
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pool.append(WargrooveItem("Commander Defense Boost", self.player))
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locations_remaining -= 1
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if locations_remaining > 0:
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pool.append(WargrooveItem("Income Boost", self.player))
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locations_remaining -= 1
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self.multiworld.itempool += pool
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# Placing victory event at final location
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victory = WargrooveItem("Wargroove Victory", self.player)
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self.multiworld.get_location("Wargroove Finale: Victory", self.player).place_locked_item(victory)
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self.multiworld.completion_condition[self.player] = lambda state: state.has("Wargroove Victory", self.player)
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def set_rules(self):
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set_rules(self.multiworld, self.player)
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def create_item(self, name: str) -> Item:
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return WargrooveItem(name, self.player)
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def create_regions(self):
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create_regions(self.multiworld, self.player)
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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 wargroove_options:
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option = getattr(self.multiworld, 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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def get_filler_item_name(self) -> str:
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return self.multiworld.random.choice(["Commander Defense Boost", "Income Boost"])
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, player, world)
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if locations:
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for location in locations:
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loc_id = location_table.get(location, 0)
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location = WargrooveLocation(player, location, loc_id, ret)
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ret.locations.append(location)
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if exits:
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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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class WargrooveLocation(Location):
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game: str = "Wargroove"
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def __init__(self, player: int, name: str, address=None, parent=None):
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super(WargrooveLocation, self).__init__(player, name, address, parent)
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if address is None:
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self.event = True
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self.locked = True
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class WargrooveItem(Item):
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game = "Wargroove"
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def __init__(self, name, player: int = None):
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item_data = item_table[name]
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super(WargrooveItem, self).__init__(
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name,
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item_data.classification,
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item_data.code,
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player
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)
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