Clique: Refactors and Additional Features supported by v1.5 (#1989)

This commit is contained in:
Zach Parks
2023-07-19 17:16:03 -05:00
committed by GitHub
parent 1a29caffcb
commit ca46a64abc
8 changed files with 170 additions and 64 deletions

View File

@@ -1,15 +1,12 @@
from BaseClasses import Entrance, Item, ItemClassification, Location, MultiWorld, Region, Tutorial
from typing import List
from BaseClasses import Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from worlds.generic.Rules import set_rule
from .Items import CliqueItem, item_data_table, item_table
from .Locations import CliqueLocation, location_data_table, location_table, locked_locations
from .Options import clique_options
class CliqueItem(Item):
game = "Clique"
class CliqueLocation(Location):
game = "Clique"
from .Regions import region_data_table
from .Rules import get_button_rule
class CliqueWebWorld(WebWorld):
@@ -27,71 +24,69 @@ class CliqueWebWorld(WebWorld):
class CliqueWorld(World):
"""The greatest game ever designed. Full of exciting gameplay!"""
"""The greatest game of all time."""
game = "Clique"
data_version = 2
data_version = 3
web = CliqueWebWorld()
option_definitions = clique_options
# Yes, I'm like 12 for this.
location_name_to_id = {
"The Big Red Button": 69696969,
"The Item on the Desk": 69696968,
}
item_name_to_id = {
"Feeling of Satisfaction": 69696969,
"Button Activation": 69696968,
}
location_name_to_id = location_table
item_name_to_id = item_table
def create_item(self, name: str) -> CliqueItem:
return CliqueItem(name, ItemClassification.progression, self.item_name_to_id[name], self.player)
return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
def create_items(self) -> None:
self.multiworld.itempool.append(self.create_item("Feeling of Satisfaction"))
self.multiworld.priority_locations[self.player].value.add("The Big Red Button")
item_pool: List[CliqueItem] = []
for name, item in item_data_table.items():
if item.code and item.can_create(self.multiworld, self.player):
item_pool.append(self.create_item(name))
if self.multiworld.hard_mode[self.player]:
self.multiworld.itempool.append(self.create_item("Button Activation"))
self.multiworld.itempool += item_pool
def create_regions(self) -> None:
if self.multiworld.hard_mode[self.player]:
self.multiworld.regions += [
create_region(self.multiworld, self.player, "Menu", None, ["The entrance to the button."]),
create_region(self.multiworld, self.player, "The realm of the button.", self.location_name_to_id)
]
else:
self.multiworld.regions += [
create_region(self.multiworld, self.player, "Menu", None, ["The entrance to the button."]),
create_region(self.multiworld, self.player, "The realm of the button.", {
"The Big Red Button": 69696969
})]
# Create regions.
for region_name in region_data_table.keys():
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
self.multiworld.get_entrance("The entrance to the button.", self.player) \
.connect(self.multiworld.get_region("The realm of the button.", self.player))
# Create locations.
for region_name, region_data in region_data_table.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_locations({
location_name: location_data.address for location_name, location_data in location_data_table.items()
if location_data.region == region_name and location_data.can_create(self.multiworld, self.player)
}, CliqueLocation)
region.add_exits(region_data_table[region_name].connecting_regions)
# Place locked locations.
for location_name, location_data in locked_locations.items():
# Ignore locations we never created.
if not location_data.can_create(self.multiworld, self.player):
continue
locked_item = self.create_item(location_data_table[location_name].locked_item)
self.multiworld.get_location(location_name, self.player).place_locked_item(locked_item)
# Set priority location for the Big Red Button!
self.multiworld.priority_locations[self.player].value.add("The Big Red Button")
def get_filler_item_name(self) -> str:
return self.multiworld.random.choice(self.item_name_to_id)
return "A Cool Filler Item (No Satisfaction Guaranteed)"
def set_rules(self) -> None:
if self.multiworld.hard_mode[self.player]:
set_rule(
self.multiworld.get_location("The Big Red Button", self.player),
lambda state: state.has("Button Activation", self.player))
button_rule = get_button_rule(self.multiworld, self.player)
self.multiworld.get_location("The Big Red Button", self.player).access_rule = button_rule
self.multiworld.get_location("In the Player's Mind", self.player).access_rule = button_rule
self.multiworld.completion_condition[self.player] = lambda state: \
state.has("Feeling of Satisfaction", self.player)
# Do not allow button activations on buttons.
self.multiworld.get_location("The Big Red Button", self.player).item_rule =\
lambda item: item.name != "Button Activation"
# Completion condition.
self.multiworld.completion_condition[self.player] = lambda state: state.has("The Urge to Push", self.player)
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
region = Region(name, player, world)
if locations:
for location_name in locations.keys():
region.locations.append(CliqueLocation(player, location_name, locations[location_name], region))
if exits:
for _exit in exits:
region.exits.append(Entrance(player, _exit, region))
return region
def fill_slot_data(self):
return {
"color": getattr(self.multiworld, "color")[self.player].current_key
}