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110
worlds/spire/__init__.py
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110
worlds/spire/__init__.py
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import string
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from BaseClasses import Item, MultiWorld, Region, Location, Entrance
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from .Items import item_table, item_pool, event_item_pairs
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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
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from .Options import spire_options
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class SpireWorld(World):
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options = spire_options
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game = "Slay the Spire"
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topology_present = False
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data_version = 1
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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.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
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'character': self.world.character[self.player],
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'ascension': self.world.ascension[self.player],
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'heart_run': self.world.heart_run[self.player]
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}
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def generate_basic(self):
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# Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool
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pool = []
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for name, data in item_table.items():
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if not data.event:
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if name in item_pool:
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card_draw = 0
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for amount in range(item_pool[name]):
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item = SpireItem(name, self.player)
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# This feels wrong but it makes our failure rate drop dramatically
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# makes all but 7 basic card draws trash fill
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if item.name == "Card Draw":
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card_draw += 1
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if card_draw > 7:
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item.advancement = False
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pool.append(item)
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else:
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item = SpireItem(name, self.player)
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pool.append(item)
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self.world.itempool += pool
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# Pair up our event locations with our event items
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for event, item in event_item_pairs.items():
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event_item = SpireItem(item, self.player)
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self.world.get_location(event, self.player).place_locked_item(event_item)
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if self.world.logic[self.player] != 'no logic':
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self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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def set_rules(self):
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set_rules(self.world, self.player)
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def create_item(self, name: str) -> Item:
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item_data = item_table[name]
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return Item(name, item_data.progression, item_data.code, self.player)
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def create_regions(self):
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create_regions(self.world, 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 spire_options:
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option = getattr(self.world, 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 create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, None, name, player)
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ret.world = 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 = SpireLocation(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 SpireLocation(Location):
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game: str = "Slay the Spire"
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def __init__(self, player: int, name: str, address=None, parent=None):
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super(SpireLocation, 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 SpireItem(Item):
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game = "Slay the Spire"
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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(SpireItem, self).__init__(name, item_data.progression, item_data.code, player)
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