KH2: init cleanup and random visit locking fix and docs update. (#1652)
Random Visit Locking wasn't copying correctly init cleanup and moved itempool population to create_items Updated docs due to a lot of people having issues setting it up.
This commit is contained in:
@@ -1,4 +1,3 @@
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from BaseClasses import Tutorial, ItemClassification
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import logging
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@@ -41,6 +40,10 @@ class KH2World(World):
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def __init__(self, multiworld: "MultiWorld", player: int):
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super().__init__(multiworld, player)
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self.visitlocking_dict = None
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self.plando_locations = None
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self.luckyemblemamount = None
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self.luckyemblemrequired = None
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self.BountiesRequired = None
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self.BountiesAmount = None
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self.hitlist = None
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@@ -57,15 +60,14 @@ class KH2World(World):
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self.growth_list = list()
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for x in range(4):
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self.growth_list.extend(Movement_Table.keys())
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self.visitlocking_dict = Progression_Dicts["AllVisitLocking"]
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def fill_slot_data(self) -> dict:
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return {"hitlist": self.hitlist,
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"LocalItems": self.LocalItems,
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"Goal": self.multiworld.Goal[self.player].value,
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"FinalXemnas": self.multiworld.FinalXemnas[self.player].value,
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"LuckyEmblemsRequired": self.multiworld.LuckyEmblemsRequired[self.player].value,
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"BountyRequired": self.multiworld.BountyRequired[self.player].value}
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return {"hitlist": self.hitlist,
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"LocalItems": self.LocalItems,
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"Goal": self.multiworld.Goal[self.player].value,
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"FinalXemnas": self.multiworld.FinalXemnas[self.player].value,
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"LuckyEmblemsRequired": self.multiworld.LuckyEmblemsRequired[self.player].value,
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"BountyRequired": self.multiworld.BountyRequired[self.player].value}
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def create_item(self, name: str, ) -> Item:
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data = item_dictionary_table[name]
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@@ -78,185 +80,10 @@ class KH2World(World):
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return created_item
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def generate_early(self) -> None:
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# Item Quantity dict because Abilities can be a problem for KH2's Software.
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for item, data in item_dictionary_table.items():
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self.item_quantity_dict[item] = data.quantity
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if self.multiworld.KeybladeAbilities[self.player] == "support":
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self.sora_keyblade_ability_pool.extend(SupportAbility_Table.keys())
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elif self.multiworld.KeybladeAbilities[self.player] == "action":
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self.sora_keyblade_ability_pool.extend(ActionAbility_Table.keys())
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else:
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# both action and support on keyblades.
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# TODO: make option to just exclude scom
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self.sora_keyblade_ability_pool.extend(ActionAbility_Table.keys())
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self.sora_keyblade_ability_pool.extend(SupportAbility_Table.keys())
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for item, value in self.multiworld.start_inventory[self.player].value.items():
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if item in ActionAbility_Table.keys() or item in SupportAbility_Table.keys() or exclusionItem_table["StatUps"]:
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# cannot have more than the quantity for abilties
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if value > item_dictionary_table[item].quantity:
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logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} cannot have more than {item_dictionary_table[item].quantity} of {item}"
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f"Changing the amount to the max amount")
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value = item_dictionary_table[item].quantity
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self.item_quantity_dict[item] -= value
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# Option to turn off Promise Charm Item
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if not self.multiworld.Promise_Charm[self.player]:
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self.item_quantity_dict[ItemName.PromiseCharm] = 0
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for ability in self.multiworld.BlacklistKeyblade[self.player].value:
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if ability in self.sora_keyblade_ability_pool:
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self.sora_keyblade_ability_pool.remove(ability)
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# Option to turn off all superbosses. Can do this individually but its like 20+ checks
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if not self.multiworld.SuperBosses[self.player] and not self.multiworld.Goal[self.player] == "hitlist":
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for superboss in exclusion_table["Datas"]:
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self.multiworld.exclude_locations[self.player].value.add(superboss)
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for superboss in exclusion_table["SuperBosses"]:
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self.multiworld.exclude_locations[self.player].value.add(superboss)
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# Option to turn off Olympus Colosseum Cups.
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if self.multiworld.Cups[self.player] == "no_cups":
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for cup in exclusion_table["Cups"]:
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self.multiworld.exclude_locations[self.player].value.add(cup)
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# exclude only hades paradox. If cups and hades paradox then nothing is excluded
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elif self.multiworld.Cups[self.player] == "cups":
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self.multiworld.exclude_locations[self.player].value.add(LocationName.HadesCupTrophyParadoxCups)
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if self.multiworld.Goal[self.player] == "lucky_emblem_hunt":
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luckyemblemamount = self.multiworld.LuckyEmblemsAmount[self.player].value
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luckyemblemrequired = self.multiworld.LuckyEmblemsRequired[self.player].value
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if luckyemblemamount < luckyemblemrequired:
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logging.info(f"Lucky Emblem Amount {self.multiworld.LuckyEmblemsAmount[self.player].value} is less than required "
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f"{self.multiworld.LuckyEmblemsRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
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f" Setting amount to {self.multiworld.LuckyEmblemsRequired[self.player].value}")
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luckyemblemamount = max(luckyemblemamount, luckyemblemrequired)
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self.multiworld.LuckyEmblemsAmount[self.player].value = luckyemblemamount
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self.item_quantity_dict[ItemName.LuckyEmblem] = item_dictionary_table[ItemName.LuckyEmblem].quantity + luckyemblemamount
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# give this proof to unlock the final door once the player has the amount of lucky emblem required
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self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
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# hitlist
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elif self.multiworld.Goal[self.player] == "hitlist":
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self.RandomSuperBoss.extend(exclusion_table["Hitlist"])
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self.BountiesAmount = self.multiworld.BountyAmount[self.player].value
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self.BountiesRequired = self.multiworld.BountyRequired[self.player].value
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for location in self.multiworld.exclude_locations[self.player].value:
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if location in self.RandomSuperBoss:
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self.RandomSuperBoss.remove(location)
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# Testing if the player has the right amount of Bounties for Completion.
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if len(self.RandomSuperBoss) < self.BountiesAmount:
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logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many bounties than bosses."
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f" Setting total bounties to {len(self.RandomSuperBoss)}")
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self.BountiesAmount = len(self.RandomSuperBoss)
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self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
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if len(self.RandomSuperBoss) < self.BountiesRequired:
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logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many required bounties."
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f" Setting required bounties to {len(self.RandomSuperBoss)}")
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self.BountiesRequired = len(self.RandomSuperBoss)
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self.multiworld.BountyRequired[self.player].value = self.BountiesRequired
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if self.BountiesAmount < self.BountiesRequired:
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logging.info(f"Bounties Amount {self.multiworld.BountyAmount[self.player].value} is less than required "
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f"{self.multiworld.BountyRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
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f" Setting amount to {self.multiworld.BountyRequired[self.player].value}")
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self.BountiesAmount = max(self.BountiesAmount, self.BountiesRequired)
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self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
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self.multiworld.start_hints[self.player].value.add(ItemName.Bounty)
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self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
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while len(self.sora_keyblade_ability_pool) < len(self.keyblade_slot_copy):
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self.sora_keyblade_ability_pool.append(
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self.multiworld.per_slot_randoms[self.player].choice(list(SupportAbility_Table.keys())))
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for item in DonaldAbility_Table.keys():
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data = self.item_quantity_dict[item]
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for _ in range(data):
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self.donald_ability_pool.append(item)
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self.item_quantity_dict[item] = 0
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# 32 is the amount of donald abilities
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while len(self.donald_ability_pool) < 32:
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self.donald_ability_pool.append(self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool))
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for item in GoofyAbility_Table.keys():
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data = self.item_quantity_dict[item]
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for _ in range(data):
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self.goofy_ability_pool.append(item)
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self.item_quantity_dict[item] = 0
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# 32 is the amount of goofy abilities
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while len(self.goofy_ability_pool) < 33:
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self.goofy_ability_pool.append(self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool))
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def generate_basic(self):
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itempool: typing.List[KH2Item] = []
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self.hitlist = list()
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self.filler_items.extend(item_groups["Filler"])
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if self.multiworld.FinalXemnas[self.player]:
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self.multiworld.get_location(LocationName.FinalXemnas, self.player).place_locked_item(
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self.create_item(ItemName.Victory))
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else:
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self.multiworld.get_location(LocationName.FinalXemnas, self.player).place_locked_item(
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self.create_item(self.multiworld.per_slot_randoms[self.player].choice(self.filler_items)))
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self.totalLocations -= 1
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if self.multiworld.Goal[self.player] == "hitlist":
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for bounty in range(self.BountiesAmount):
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randomBoss = self.multiworld.per_slot_randoms[self.player].choice(self.RandomSuperBoss)
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self.multiworld.get_location(randomBoss, self.player).place_locked_item(
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self.create_item(ItemName.Bounty))
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self.hitlist.append(self.location_name_to_id[randomBoss])
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self.RandomSuperBoss.remove(randomBoss)
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self.totalLocations -= 1
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# Kingdom Key cannot have No Experience so plandoed here instead of checking 26 times if its kingdom key
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
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while random_ability == ItemName.NoExperience:
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
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self.multiworld.get_location(LocationName.KingdomKeySlot, self.player).place_locked_item(self.create_item(random_ability))
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self.item_quantity_dict[random_ability] -= 1
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self.sora_keyblade_ability_pool.remove(random_ability)
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self.totalLocations -= 1
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# plando keyblades because they can only have abilities
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for keyblade in self.keyblade_slot_copy:
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
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self.multiworld.get_location(keyblade, self.player).place_locked_item(self.create_item(random_ability))
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self.item_quantity_dict[random_ability] -= 1
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self.sora_keyblade_ability_pool.remove(random_ability)
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self.totalLocations -= 1
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# Placing Donald Abilities on donald locations
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for donaldLocation in Locations.Donald_Checks.keys():
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool)
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self.multiworld.get_location(donaldLocation, self.player).place_locked_item(
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self.create_item(random_ability))
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self.totalLocations -= 1
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self.donald_ability_pool.remove(random_ability)
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# Placing Goofy Abilities on goofy locations
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for goofyLocation in Locations.Goofy_Checks.keys():
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool)
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self.multiworld.get_location(goofyLocation, self.player).place_locked_item(self.create_item(random_ability))
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self.totalLocations -= 1
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self.goofy_ability_pool.remove(random_ability)
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# same item placed because you can only get one of these 2 locations
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# they are both under the same flag so the player gets both locations just one of the two items
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random_stt_item = self.multiworld.per_slot_randoms[self.player].choice(self.filler_items)
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self.multiworld.get_location(LocationName.JunkChampionBelt, self.player).place_locked_item(
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self.create_item(random_stt_item))
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self.multiworld.get_location(LocationName.JunkMedal, self.player).place_locked_item(
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self.create_item(random_stt_item))
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self.totalLocations -= 2
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def create_items(self) -> None:
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itempool: typing.List[Item] = []
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self.visitlocking_dict = Progression_Dicts["AllVisitLocking"].copy()
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if self.multiworld.Schmovement[self.player] != "level_0":
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for _ in range(self.multiworld.Schmovement[self.player].value):
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for name in {ItemName.HighJump, ItemName.QuickRun, ItemName.DodgeRoll, ItemName.AerialDodge,
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@@ -273,17 +100,15 @@ class KH2World(World):
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self.growth_list.remove(random_growth)
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self.multiworld.push_precollected(self.create_item(random_growth))
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# no visit locking
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if self.multiworld.Visitlocking[self.player] == "no_visit_locking":
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for item, amount in Progression_Dicts["AllVisitLocking"].items():
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for _ in range(amount):
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self.multiworld.push_precollected(self.create_item(item))
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self.item_quantity_dict[item] -= 1
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self.visitlocking_dict[item] -= 1
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if self.visitlocking_dict[item] == 0:
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self.visitlocking_dict.pop(item)
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self.visitlocking_dict[item] -= 1
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# first and second visit locking
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elif self.multiworld.Visitlocking[self.player] == "second_visit_locking":
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for item in Progression_Dicts["2VisitLocking"]:
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self.item_quantity_dict[item] -= 1
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@@ -303,7 +128,227 @@ class KH2World(World):
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self.visitlocking_dict.pop(item)
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self.multiworld.push_precollected(self.create_item(item))
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# there are levels but level 1 is there to keep code clean
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for item in item_dictionary_table:
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data = self.item_quantity_dict[item]
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itempool += [self.create_item(item) for _ in range(data)]
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# Creating filler for unfilled locations
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itempool += [self.create_filler()
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for _ in range(self.totalLocations-len(itempool))]
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self.multiworld.itempool += itempool
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def generate_early(self) -> None:
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# Item Quantity dict because Abilities can be a problem for KH2's Software.
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for item, data in item_dictionary_table.items():
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self.item_quantity_dict[item] = data.quantity
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# Dictionary to mark locations with their plandoed item
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# Example. Final Xemnas: Victory
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self.plando_locations = dict()
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self.hitlist = []
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self.starting_invo_verify()
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# Option to turn off Promise Charm Item
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if not self.multiworld.Promise_Charm[self.player]:
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self.item_quantity_dict[ItemName.PromiseCharm] = 0
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self.set_excluded_locations()
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if self.multiworld.Goal[self.player] == "lucky_emblem_hunt":
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self.luckyemblemamount = self.multiworld.LuckyEmblemsAmount[self.player].value
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self.luckyemblemrequired = self.multiworld.LuckyEmblemsRequired[self.player].value
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self.emblem_verify()
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# hitlist
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elif self.multiworld.Goal[self.player] == "hitlist":
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self.RandomSuperBoss.extend(exclusion_table["Hitlist"])
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self.BountiesAmount = self.multiworld.BountyAmount[self.player].value
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self.BountiesRequired = self.multiworld.BountyRequired[self.player].value
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self.hitlist_verify()
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for bounty in range(self.BountiesAmount):
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randomBoss = self.multiworld.per_slot_randoms[self.player].choice(self.RandomSuperBoss)
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self.plando_locations[randomBoss] = ItemName.Bounty
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self.hitlist.append(self.location_name_to_id[randomBoss])
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self.RandomSuperBoss.remove(randomBoss)
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self.totalLocations -= 1
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self.donald_fill()
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self.goofy_fill()
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self.keyblade_fill()
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if self.multiworld.FinalXemnas[self.player]:
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self.plando_locations[LocationName.FinalXemnas] = ItemName.Victory
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else:
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self.plando_locations[LocationName.FinalXemnas] = self.create_filler().name
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# same item placed because you can only get one of these 2 locations
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# they are both under the same flag so the player gets both locations just one of the two items
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random_stt_item = self.create_filler().name
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for location in {LocationName.JunkMedal, LocationName.JunkMedal}:
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self.plando_locations[location] = random_stt_item
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self.level_subtraction()
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# subtraction from final xemnas and stt
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self.totalLocations -= 3
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def pre_fill(self):
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for location, item in self.plando_locations.items():
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self.multiworld.get_location(location, self.player).place_locked_item(
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self.create_item(item))
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def create_regions(self):
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location_table = setup_locations()
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create_regions(self.multiworld, self.player, location_table)
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connect_regions(self.multiworld, 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 generate_output(self, output_directory: str):
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patch_kh2(self, output_directory)
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def donald_fill(self):
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for item in DonaldAbility_Table:
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data = self.item_quantity_dict[item]
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for _ in range(data):
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self.donald_ability_pool.append(item)
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self.item_quantity_dict[item] = 0
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# 32 is the amount of donald abilities
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while len(self.donald_ability_pool) < 32:
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self.donald_ability_pool.append(
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self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool))
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# Placing Donald Abilities on donald locations
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for donaldLocation in Locations.Donald_Checks.keys():
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool)
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self.plando_locations[donaldLocation] = random_ability
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self.totalLocations -= 1
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self.donald_ability_pool.remove(random_ability)
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def goofy_fill(self):
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for item in GoofyAbility_Table.keys():
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data = self.item_quantity_dict[item]
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for _ in range(data):
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self.goofy_ability_pool.append(item)
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self.item_quantity_dict[item] = 0
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# 32 is the amount of goofy abilities
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while len(self.goofy_ability_pool) < 33:
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self.goofy_ability_pool.append(
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self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool))
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# Placing Goofy Abilities on goofy locations
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for goofyLocation in Locations.Goofy_Checks.keys():
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random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool)
|
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self.plando_locations[goofyLocation] = random_ability
|
||||
self.totalLocations -= 1
|
||||
self.goofy_ability_pool.remove(random_ability)
|
||||
|
||||
def keyblade_fill(self):
|
||||
if self.multiworld.KeybladeAbilities[self.player] == "support":
|
||||
self.sora_keyblade_ability_pool.extend(SupportAbility_Table.keys())
|
||||
elif self.multiworld.KeybladeAbilities[self.player] == "action":
|
||||
self.sora_keyblade_ability_pool.extend(ActionAbility_Table.keys())
|
||||
else:
|
||||
# both action and support on keyblades.
|
||||
# TODO: make option to just exclude scom
|
||||
self.sora_keyblade_ability_pool.extend(ActionAbility_Table.keys())
|
||||
self.sora_keyblade_ability_pool.extend(SupportAbility_Table.keys())
|
||||
|
||||
for ability in self.multiworld.BlacklistKeyblade[self.player].value:
|
||||
if ability in self.sora_keyblade_ability_pool:
|
||||
self.sora_keyblade_ability_pool.remove(ability)
|
||||
|
||||
while len(self.sora_keyblade_ability_pool) < len(self.keyblade_slot_copy):
|
||||
self.sora_keyblade_ability_pool.append(
|
||||
self.multiworld.per_slot_randoms[self.player].choice(list(SupportAbility_Table.keys())))
|
||||
|
||||
# Kingdom Key cannot have No Experience so plandoed here instead of checking 26 times if its kingdom key
|
||||
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
|
||||
while random_ability == ItemName.NoExperience:
|
||||
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
|
||||
self.plando_locations[LocationName.KingdomKeySlot] = random_ability
|
||||
self.item_quantity_dict[random_ability] -= 1
|
||||
self.sora_keyblade_ability_pool.remove(random_ability)
|
||||
|
||||
# plando keyblades because they can only have abilities
|
||||
for keyblade in self.keyblade_slot_copy:
|
||||
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
|
||||
self.plando_locations[keyblade] = random_ability
|
||||
self.item_quantity_dict[random_ability] -= 1
|
||||
self.sora_keyblade_ability_pool.remove(random_ability)
|
||||
self.totalLocations -= 1
|
||||
|
||||
def starting_invo_verify(self):
|
||||
for item, value in self.multiworld.start_inventory[self.player].value.items():
|
||||
if item in ActionAbility_Table \
|
||||
or item in SupportAbility_Table or exclusionItem_table["StatUps"]:
|
||||
# cannot have more than the quantity for abilties
|
||||
if value > item_dictionary_table[item].quantity:
|
||||
logging.info(
|
||||
f"{self.multiworld.get_file_safe_player_name(self.player)} cannot have more than {item_dictionary_table[item].quantity} of {item}"
|
||||
f"Changing the amount to the max amount")
|
||||
value = item_dictionary_table[item].quantity
|
||||
self.item_quantity_dict[item] -= value
|
||||
|
||||
def emblem_verify(self):
|
||||
if self.luckyemblemamount < self.luckyemblemrequired:
|
||||
logging.info(
|
||||
f"Lucky Emblem Amount {self.multiworld.LuckyEmblemsAmount[self.player].value} is less than required "
|
||||
f"{self.multiworld.LuckyEmblemsRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
|
||||
f" Setting amount to {self.multiworld.LuckyEmblemsRequired[self.player].value}")
|
||||
luckyemblemamount = max(self.luckyemblemamount, self.luckyemblemrequired)
|
||||
self.multiworld.LuckyEmblemsAmount[self.player].value = luckyemblemamount
|
||||
|
||||
self.item_quantity_dict[ItemName.LuckyEmblem] = item_dictionary_table[
|
||||
ItemName.LuckyEmblem].quantity + self.luckyemblemamount
|
||||
# give this proof to unlock the final door once the player has the amount of lucky emblem required
|
||||
self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
|
||||
|
||||
def hitlist_verify(self):
|
||||
for location in self.multiworld.exclude_locations[self.player].value:
|
||||
if location in self.RandomSuperBoss:
|
||||
self.RandomSuperBoss.remove(location)
|
||||
|
||||
# Testing if the player has the right amount of Bounties for Completion.
|
||||
if len(self.RandomSuperBoss) < self.BountiesAmount:
|
||||
logging.info(
|
||||
f"{self.multiworld.get_file_safe_player_name(self.player)} has more bounties than bosses."
|
||||
f" Setting total bounties to {len(self.RandomSuperBoss)}")
|
||||
self.BountiesAmount = len(self.RandomSuperBoss)
|
||||
self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
|
||||
|
||||
if len(self.RandomSuperBoss) < self.BountiesRequired:
|
||||
logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many required bounties."
|
||||
f" Setting required bounties to {len(self.RandomSuperBoss)}")
|
||||
self.BountiesRequired = len(self.RandomSuperBoss)
|
||||
self.multiworld.BountyRequired[self.player].value = self.BountiesRequired
|
||||
|
||||
if self.BountiesAmount < self.BountiesRequired:
|
||||
logging.info(f"Bounties Amount {self.multiworld.BountyAmount[self.player].value} is less than required "
|
||||
f"{self.multiworld.BountyRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
|
||||
f" Setting amount to {self.multiworld.BountyRequired[self.player].value}")
|
||||
self.BountiesAmount = max(self.BountiesAmount, self.BountiesRequired)
|
||||
self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
|
||||
|
||||
self.multiworld.start_hints[self.player].value.add(ItemName.Bounty)
|
||||
self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
|
||||
|
||||
def set_excluded_locations(self):
|
||||
# Option to turn off all superbosses. Can do this individually but its like 20+ checks
|
||||
if not self.multiworld.SuperBosses[self.player] and not self.multiworld.Goal[self.player] == "hitlist":
|
||||
for superboss in exclusion_table["Datas"]:
|
||||
self.multiworld.exclude_locations[self.player].value.add(superboss)
|
||||
for superboss in exclusion_table["SuperBosses"]:
|
||||
self.multiworld.exclude_locations[self.player].value.add(superboss)
|
||||
|
||||
# Option to turn off Olympus Colosseum Cups.
|
||||
if self.multiworld.Cups[self.player] == "no_cups":
|
||||
for cup in exclusion_table["Cups"]:
|
||||
self.multiworld.exclude_locations[self.player].value.add(cup)
|
||||
# exclude only hades paradox. If cups and hades paradox then nothing is excluded
|
||||
elif self.multiworld.Cups[self.player] == "cups":
|
||||
self.multiworld.exclude_locations[self.player].value.add(LocationName.HadesCupTrophyParadoxCups)
|
||||
|
||||
def level_subtraction(self):
|
||||
# there are levels but level 1 is there for the yamls
|
||||
if self.multiworld.LevelDepth[self.player] == "level_99_sanity":
|
||||
# level 99 sanity
|
||||
self.totalLocations -= 1
|
||||
@@ -317,24 +362,5 @@ class KH2World(World):
|
||||
# level 50/99 since they contain the same amount of levels
|
||||
self.totalLocations -= 76
|
||||
|
||||
for item in item_dictionary_table:
|
||||
data = self.item_quantity_dict[item]
|
||||
for _ in range(data):
|
||||
itempool.append(self.create_item(item))
|
||||
|
||||
# Creating filler for unfilled locations
|
||||
while len(itempool) < self.totalLocations:
|
||||
item = self.multiworld.per_slot_randoms[self.player].choice(self.filler_items)
|
||||
itempool += [self.create_item(item)]
|
||||
self.multiworld.itempool += itempool
|
||||
|
||||
def create_regions(self):
|
||||
location_table = setup_locations()
|
||||
create_regions(self.multiworld, self.player, location_table)
|
||||
connect_regions(self.multiworld, self.player)
|
||||
|
||||
def set_rules(self):
|
||||
set_rules(self.multiworld, self.player)
|
||||
|
||||
def generate_output(self, output_directory: str):
|
||||
patch_kh2(self, output_directory)
|
||||
def get_filler_item_name(self) -> str:
|
||||
return self.multiworld.random.choice([ItemName.PowerBoost, ItemName.MagicBoost, ItemName.DefenseBoost, ItemName.APBoost])
|
||||
|
||||
Reference in New Issue
Block a user