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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 04:01:32 -06:00
SC2: New Settings, Logic improvements (#1110)
* Switched mission item group to a list comprehension to fix missile shuffle errors * Logic for reducing mission and item counts * SC2: Piercing the Shroud/Maw of the Void requirements now DRY * SC2: Logic for All-In, may need further refinement * SC2: Additional mission orders and starting locations * SC2: New Mission Order options for shorter campaigns and smaller item pools * Using location table for hardcoded starter unit * SC2: Options to curate random item pool and control early unit placement * SC2: Proper All-In logic * SC2: Grid, Mini Grid and Blitz mission orders * SC2: Required Tactics and Unit Upgrade options, better connected item handling * SC2: Client compatibility with Grid settings * SC2: Mission rando now uses world random * SC2: Alternate final missions, new logic, fixes * SC2: Handling alternate final missions, identifying final mission on client * SC2: Minor changes to handle edge-case generation failures * SC2: Removed invalid type hints for Python 3.8 * Revert "SC2: Removed invalid type hints for Python 3.8" This reverts commit 7851b9f7a39396c8ee1d85d4e4e46e61e8dc80f6. * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Changed location loop to enumerate * SC2: Passing category names through slot data * SC2: Cleaned up unnecessary _create_items method * SC2: Removed vestigial extra_locations field from MissionInfo * SC2: Client backwards compatibility * SC2: Fixed item generation issue where item is present in both locked and unlocked inventories * SC2: Removed Missile Turret from defense rating on maps without air * SC2: No logic locations point to same access rule Co-authored-by: michaelasantiago <michael.alec.santiago@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
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@@ -155,7 +155,9 @@ class SC2Context(CommonContext):
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items_handling = 0b111
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difficulty = -1
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all_in_choice = 0
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mission_order = 0
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mission_req_table: typing.Dict[str, MissionInfo] = {}
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final_mission: int = 29
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announcements = queue.Queue()
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sc2_run_task: typing.Optional[asyncio.Task] = None
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missions_unlocked: bool = False # allow launching missions ignoring requirements
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@@ -180,9 +182,15 @@ class SC2Context(CommonContext):
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self.difficulty = args["slot_data"]["game_difficulty"]
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self.all_in_choice = args["slot_data"]["all_in_map"]
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slot_req_table = args["slot_data"]["mission_req"]
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# Maintaining backwards compatibility with older slot data
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self.mission_req_table = {
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mission: MissionInfo(**slot_req_table[mission]) for mission in slot_req_table
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mission: MissionInfo(
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**{field: value for field, value in mission_info.items() if field in MissionInfo._fields}
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)
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for mission, mission_info in slot_req_table.items()
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}
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self.mission_order = args["slot_data"].get("mission_order", 0)
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self.final_mission = args["slot_data"].get("final_mission", 29)
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self.build_location_to_mission_mapping()
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@@ -304,7 +312,6 @@ class SC2Context(CommonContext):
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self.refresh_from_launching = True
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self.mission_panel.clear_widgets()
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if self.ctx.mission_req_table:
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self.last_checked_locations = self.ctx.checked_locations.copy()
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self.first_check = False
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@@ -322,17 +329,20 @@ class SC2Context(CommonContext):
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for category in categories:
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category_panel = MissionCategory()
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if category.startswith('_'):
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category_display_name = ''
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else:
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category_display_name = category
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category_panel.add_widget(
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Label(text=category, size_hint_y=None, height=50, outline_width=1))
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Label(text=category_display_name, size_hint_y=None, height=50, outline_width=1))
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for mission in categories[category]:
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text: str = mission
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tooltip: str = ""
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mission_id: int = self.ctx.mission_req_table[mission].id
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# Map has uncollected locations
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if mission in unfinished_missions:
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text = f"[color=6495ED]{text}[/color]"
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elif mission in available_missions:
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text = f"[color=FFFFFF]{text}[/color]"
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# Map requirements not met
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@@ -351,6 +361,16 @@ class SC2Context(CommonContext):
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remaining_location_names: typing.List[str] = [
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self.ctx.location_names[loc] for loc in self.ctx.locations_for_mission(mission)
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if loc in self.ctx.missing_locations]
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if mission_id == self.ctx.final_mission:
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if mission in available_missions:
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text = f"[color=FFBC95]{mission}[/color]"
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else:
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text = f"[color=D0C0BE]{mission}[/color]"
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if tooltip:
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tooltip += "\n"
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tooltip += "Final Mission"
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if remaining_location_names:
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if tooltip:
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tooltip += "\n"
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@@ -360,7 +380,7 @@ class SC2Context(CommonContext):
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mission_button = MissionButton(text=text, size_hint_y=None, height=50)
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mission_button.tooltip_text = tooltip
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mission_button.bind(on_press=self.mission_callback)
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self.mission_id_to_button[self.ctx.mission_req_table[mission].id] = mission_button
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self.mission_id_to_button[mission_id] = mission_button
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category_panel.add_widget(mission_button)
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category_panel.add_widget(Label(text=""))
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@@ -469,6 +489,9 @@ wol_default_categories = [
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"Rebellion", "Rebellion", "Rebellion", "Rebellion", "Rebellion", "Prophecy", "Prophecy", "Prophecy", "Prophecy",
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"Char", "Char", "Char", "Char"
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]
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wol_default_category_names = [
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"Mar Sara", "Colonist", "Artifact", "Covert", "Rebellion", "Prophecy", "Char"
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]
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def calculate_items(items: typing.List[NetworkItem]) -> typing.List[int]:
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@@ -586,7 +609,7 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
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if self.can_read_game:
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if game_state & (1 << 1) and not self.mission_completed:
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if self.mission_id != 29:
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if self.mission_id != self.ctx.final_mission:
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print("Mission Completed")
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await self.ctx.send_msgs(
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[{"cmd": 'LocationChecks',
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@@ -742,13 +765,14 @@ def calc_available_missions(ctx: SC2Context, unlocks=None):
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return available_missions
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def mission_reqs_completed(ctx: SC2Context, mission_name: str, missions_complete):
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def mission_reqs_completed(ctx: SC2Context, mission_name: str, missions_complete: int):
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"""Returns a bool signifying if the mission has all requirements complete and can be done
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Arguments:
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ctx -- instance of SC2Context
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locations_to_check -- the mission string name to check
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missions_complete -- an int of how many missions have been completed
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mission_path -- a list of missions that have already been checked
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"""
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if len(ctx.mission_req_table[mission_name].required_world) >= 1:
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# A check for when the requirements are being or'd
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@@ -766,7 +790,18 @@ def mission_reqs_completed(ctx: SC2Context, mission_name: str, missions_complete
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else:
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req_success = False
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# Grid-specific logic (to avoid long path checks and infinite recursion)
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if ctx.mission_order in (3, 4):
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if req_success:
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return True
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else:
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if req_mission is ctx.mission_req_table[mission_name].required_world[-1]:
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return False
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else:
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continue
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# Recursively check required mission to see if it's requirements are met, in case !collect has been done
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# Skipping recursive check on Grid settings to speed up checks and avoid infinite recursion
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if not mission_reqs_completed(ctx, list(ctx.mission_req_table)[req_mission - 1], missions_complete):
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if not ctx.mission_req_table[mission_name].or_requirements:
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return False
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