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Landstalker: implement new game (#1808)
Co-authored-by: Anthony Demarcy <anthony.demarcy@lumiplan.com> Co-authored-by: Phar <zach@alliware.com>
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262
worlds/landstalker/__init__.py
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262
worlds/landstalker/__init__.py
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from typing import ClassVar, Set
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from BaseClasses import LocationProgressType, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .Hints import *
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from .Items import *
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from .Locations import *
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from .Options import JewelCount, LandstalkerGoal, LandstalkerOptions, ProgressiveArmors, TeleportTreeRequirements
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from .Regions import *
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from .Rules import *
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class LandstalkerWeb(WebWorld):
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theme = "grass"
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Landstalker Randomizer software on your computer.",
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"English",
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"landstalker_setup_en.md",
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"landstalker_setup/en",
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["Dinopony"]
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)]
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class LandstalkerWorld(World):
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"""
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Landstalker: The Treasures of King Nole is a classic Action-RPG with an isometric view (also known as "2.5D").
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You play Nigel, a treasure hunter exploring the island of Mercator trying to find the legendary treasure.
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Roam freely on the island, get stronger to beat dungeons and gather the required key items in order to reach the
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hidden palace and claim the treasure.
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"""
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game = "Landstalker - The Treasures of King Nole"
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options_dataclass = LandstalkerOptions
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options: LandstalkerOptions
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required_client_version = (0, 4, 4)
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web = LandstalkerWeb()
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item_name_to_id = build_item_name_to_id_table()
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location_name_to_id = build_location_name_to_id_table()
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cached_spheres: ClassVar[List[Set[Location]]]
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def __init__(self, multiworld, player):
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super().__init__(multiworld, player)
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self.regions_table: Dict[str, LandstalkerRegion] = {}
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self.dark_dungeon_id = "None"
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self.dark_region_ids = []
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self.teleport_tree_pairs = []
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self.jewel_items = []
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def fill_slot_data(self) -> dict:
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# Generate hints.
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self.adjust_shop_prices()
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hints = Hints.generate_random_hints(self)
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hints["Lithograph"] = Hints.generate_lithograph_hint(self)
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hints["Oracle Stone"] = f"It shows {self.dark_dungeon_id}\nenshrouded in darkness."
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# Put options, locations' contents and some additional data inside slot data
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options = [
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"goal", "jewel_count", "progressive_armors", "use_record_book", "use_spell_book", "shop_prices_factor",
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"combat_difficulty", "teleport_tree_requirements", "shuffle_trees", "ensure_ekeeke_in_shops",
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"remove_gumi_boulder", "allow_whistle_usage_behind_trees", "handle_damage_boosting_in_logic",
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"handle_enemy_jumping_in_logic", "handle_tree_cutting_glitch_in_logic", "hint_count", "death_link",
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"revive_using_ekeeke",
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]
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slot_data = self.options.as_dict(*options)
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slot_data["spawn_region"] = self.options.spawn_region.current_key
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slot_data["seed"] = self.random.randint(0, 2 ** 32 - 1)
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slot_data["dark_region"] = self.dark_dungeon_id
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slot_data["hints"] = hints
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slot_data["teleport_tree_pairs"] = [[pair[0]["name"], pair[1]["name"]] for pair in self.teleport_tree_pairs]
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# Type hinting for location.
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location: LandstalkerLocation
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slot_data["location_prices"] = {
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location.name: location.price for location in self.multiworld.get_locations(self.player) if location.price}
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return slot_data
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def generate_early(self):
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# Randomly pick a set of dark regions where Lantern is needed
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darkenable_regions = get_darkenable_regions()
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self.dark_dungeon_id = self.random.choice(list(darkenable_regions))
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self.dark_region_ids = darkenable_regions[self.dark_dungeon_id]
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def create_regions(self):
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self.regions_table = Regions.create_regions(self)
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Locations.create_locations(self.player, self.regions_table, self.location_name_to_id)
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self.create_teleportation_trees()
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def create_item(self, name: str, classification_override: Optional[ItemClassification] = None) -> LandstalkerItem:
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data = item_table[name]
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classification = classification_override or data.classification
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item = LandstalkerItem(name, classification, BASE_ITEM_ID + data.id, self.player)
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item.price_in_shops = data.price_in_shops
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return item
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def create_event(self, name: str) -> LandstalkerItem:
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return LandstalkerItem(name, ItemClassification.progression, None, self.player)
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def get_filler_item_name(self) -> str:
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return "EkeEke"
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def create_items(self):
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item_pool: List[LandstalkerItem] = []
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for name, data in item_table.items():
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# If item is an armor and progressive armors are enabled, transform it into a progressive armor item
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if self.options.progressive_armors and "Breast" in name:
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name = "Progressive Armor"
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item_pool += [self.create_item(name) for _ in range(data.quantity)]
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# If the appropriate setting is on, place one EkeEke in one shop in every town in the game
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if self.options.ensure_ekeeke_in_shops:
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shops_to_fill = [
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"Massan: Shop item #1",
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"Gumi: Inn item #1",
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"Ryuma: Inn item",
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"Mercator: Shop item #1",
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"Verla: Shop item #1",
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"Destel: Inn item",
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"Route to Lake Shrine: Greedly's shop item #1",
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"Kazalt: Shop item #1"
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]
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for location_name in shops_to_fill:
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self.multiworld.get_location(location_name, self.player).place_locked_item(self.create_item("EkeEke"))
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# Add a fixed amount of progression Life Stock for a specific requirement (Fahl)
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fahl_lifestock_req = 15
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item_pool += [self.create_item("Life Stock", ItemClassification.progression) for _ in range(fahl_lifestock_req)]
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# Add a unique progression EkeEke for a specific requirement (Cutter)
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item_pool.append(self.create_item("EkeEke", ItemClassification.progression))
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# Add a variable amount of "useful" Life Stock to the pool, depending on the amount of starting Life Stock
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# (i.e. on the starting location)
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starting_lifestocks = self.get_starting_health() - 4
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lifestock_count = 80 - starting_lifestocks - fahl_lifestock_req
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item_pool += [self.create_item("Life Stock") for _ in range(lifestock_count)]
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# Add jewels to the item pool depending on the number of jewels set in generation settings
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self.jewel_items = [self.create_item(name) for name in self.get_jewel_names(self.options.jewel_count)]
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item_pool += self.jewel_items
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# Add a pre-placed fake win condition item
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self.multiworld.get_location("End", self.player).place_locked_item(self.create_event("King Nole's Treasure"))
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# Fill the rest of the item pool with EkeEke
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remaining_items = len(self.multiworld.get_unfilled_locations(self.player)) - len(item_pool)
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item_pool += [self.create_item(self.get_filler_item_name()) for _ in range(remaining_items)]
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self.multiworld.itempool += item_pool
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def create_teleportation_trees(self):
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self.teleport_tree_pairs = load_teleport_trees()
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def pairwise(iterable):
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"""Yields pairs of elements from the given list -> [0,1], [2,3]..."""
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a = iter(iterable)
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return zip(a, a)
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# Shuffle teleport tree pairs if the matching setting is on
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if self.options.shuffle_trees:
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all_trees = [item for pair in self.teleport_tree_pairs for item in pair]
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self.random.shuffle(all_trees)
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self.teleport_tree_pairs = [[x, y] for x, y in pairwise(all_trees)]
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# If a specific setting is set, teleport trees are potentially active without visiting both sides.
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# This means we need to add those as explorable paths for the generation algorithm.
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teleport_trees_mode = self.options.teleport_tree_requirements.value
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created_entrances = []
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if teleport_trees_mode in [TeleportTreeRequirements.option_none, TeleportTreeRequirements.option_clear_tibor]:
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for pair in self.teleport_tree_pairs:
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entrances = create_entrance(pair[0]["region"], pair[1]["region"], True, self.regions_table)
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created_entrances += entrances
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# Teleport trees are open but require access to Tibor to work
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if teleport_trees_mode == TeleportTreeRequirements.option_clear_tibor:
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for entrance in created_entrances:
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entrance.access_rule = make_path_requirement_lambda(self.player, [], [self.regions_table["tibor"]])
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def set_rules(self):
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Rules.create_rules(self)
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# In "Reach Kazalt" goal, player doesn't have access to Kazalt, King Nole's Labyrinth & King Nole's Palace.
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# As a consequence, all locations inside those regions must be excluded, and the teleporter from
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# King Nole's Cave to Kazalt must go to the end region instead.
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if self.options.goal == LandstalkerGoal.option_reach_kazalt:
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kazalt_tp = self.multiworld.get_entrance("king_nole_cave -> kazalt", self.player)
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kazalt_tp.connected_region = self.regions_table["end"]
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excluded_regions = [
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"kazalt",
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"king_nole_labyrinth_pre_door",
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"king_nole_labyrinth_post_door",
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"king_nole_labyrinth_exterior",
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"king_nole_labyrinth_fall_from_exterior",
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"king_nole_labyrinth_raft_entrance",
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"king_nole_labyrinth_raft",
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"king_nole_labyrinth_sacred_tree",
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"king_nole_labyrinth_path_to_palace",
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"king_nole_palace"
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]
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for location in self.multiworld.get_locations(self.player):
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if location.parent_region.name in excluded_regions:
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location.progress_type = LocationProgressType.EXCLUDED
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def get_starting_health(self):
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spawn_id = self.options.spawn_region.current_key
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if spawn_id == "destel":
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return 20
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elif spawn_id == "verla":
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return 16
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elif spawn_id in ["waterfall", "mercator", "greenmaze"]:
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return 10
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else:
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return 4
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@classmethod
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def stage_post_fill(cls, multiworld):
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# Cache spheres for hint calculation after fill completes.
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cls.cached_spheres = list(multiworld.get_spheres())
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@classmethod
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def stage_modify_multidata(cls, *_):
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# Clean up all references in cached spheres after generation completes.
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del cls.cached_spheres
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def adjust_shop_prices(self):
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# Calculate prices for items in shops once all items have their final position
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unknown_items_price = 250
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earlygame_price_factor = 1.0
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endgame_price_factor = 2.0
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factor_diff = endgame_price_factor - earlygame_price_factor
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global_price_factor = self.options.shop_prices_factor / 100.0
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spheres = self.cached_spheres
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sphere_count = len(spheres)
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for sphere_id, sphere in enumerate(spheres):
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location: LandstalkerLocation # after conditional, we guarantee it's this kind of location.
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for location in sphere:
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if location.player != self.player or location.type_string != "shop":
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continue
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current_playthrough_progression = sphere_id / sphere_count
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progression_price_factor = earlygame_price_factor + (current_playthrough_progression * factor_diff)
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price = location.item.price_in_shops \
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if location.item.game == "Landstalker - The Treasures of King Nole" else unknown_items_price
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price *= progression_price_factor
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price *= global_price_factor
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price -= price % 5
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price = max(price, 5)
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location.price = int(price)
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@staticmethod
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def get_jewel_names(count: JewelCount):
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if count < 6:
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return ["Red Jewel", "Purple Jewel", "Green Jewel", "Blue Jewel", "Yellow Jewel"][:count]
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return ["Kazalt Jewel"] * count
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