SoE: use new AP API and naming and make APworld (#2701)

* SoE: new file naming

also fixes test base deprecation

* SoE: use options_dataclass

* SoE: moar typing

* SoE: no more multiworld.random

* SoE: replace LogicMixin by SoEPlayerLogic object

* SoE: add test that rocket parts always exist

* SoE: Even moar typing

* SoE: can haz apworld now

* SoE: pep up test naming

* SoE: use self.options for trap chances

* SoE: remove unused import with outdated comment

* SoE: move flag and trap extraction to dataclass

as suggested by beauxq

* SoE: test trap option parsing and item generation
This commit is contained in:
black-sliver
2024-01-12 01:07:40 +01:00
committed by GitHub
parent 47dd36456e
commit e00b5a7d17
12 changed files with 298 additions and 219 deletions

View File

@@ -4,18 +4,20 @@ import os.path
import threading
import typing
# from . import pyevermizer # as part of the source tree
import pyevermizer # from package
import settings
from BaseClasses import Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
from Utils import output_path
from worlds.AutoWorld import WebWorld, World
from worlds.generic.Rules import add_item_rule, set_rule
from BaseClasses import Entrance, Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
from Utils import output_path
from .logic import SoEPlayerLogic
from .options import AvailableFragments, Difficulty, EnergyCore, RequiredFragments, SoEOptions, TrapChance
from .patch import SoEDeltaPatch, get_base_rom_path
import pyevermizer # from package
# from . import pyevermizer # as part of the source tree
from . import Logic # load logic mixin
from .Options import soe_options, Difficulty, EnergyCore, RequiredFragments, AvailableFragments
from .Patch import SoEDeltaPatch, get_base_rom_path
if typing.TYPE_CHECKING:
from BaseClasses import MultiWorld, CollectionState
"""
In evermizer:
@@ -24,17 +26,17 @@ Items are uniquely defined by a pair of (type, id).
For most items this is their vanilla location (i.e. CHECK_GOURD, number).
Items have `provides`, which give the actual progression
instead of providing multiple events per item, we iterate through them in Logic.py
instead of providing multiple events per item, we iterate through them in logic.py
e.g. Found any weapon
Locations have `requires` and `provides`.
Requirements have to be converted to (access) rules for AP
e.g. Chest locked behind having a weapon
Provides could be events, but instead we iterate through the entire logic in Logic.py
Provides could be events, but instead we iterate through the entire logic in logic.py
e.g. NPC available after fighting a Boss
Rules are special locations that don't have a physical location
instead of implementing virtual locations and virtual items, we simply use them in Logic.py
instead of implementing virtual locations and virtual items, we simply use them in logic.py
e.g. 2DEs+Wheel+Gauge = Rocket
Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
@@ -84,8 +86,8 @@ _other_items = (
)
def _match_item_name(item, substr: str) -> bool:
sub = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
def _match_item_name(item: pyevermizer.Item, substr: str) -> bool:
sub: str = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
return sub == substr or sub == substr+'s'
@@ -158,8 +160,9 @@ class SoEWorld(World):
Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
space station where the final boss must be defeated.
"""
game: str = "Secret of Evermore"
option_definitions = soe_options
game: typing.ClassVar[str] = "Secret of Evermore"
options_dataclass = SoEOptions
options: SoEOptions
settings: typing.ClassVar[SoESettings]
topology_present = False
data_version = 4
@@ -170,31 +173,21 @@ class SoEWorld(World):
location_name_to_id, location_id_to_raw = _get_location_mapping()
item_name_groups = _get_item_grouping()
trap_types = [name[12:] for name in option_definitions if name.startswith('trap_chance_')]
logic: SoEPlayerLogic
evermizer_seed: int
connect_name: str
energy_core: int
sequence_breaks: int
out_of_bounds: int
available_fragments: int
required_fragments: int
_halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
def __init__(self, *args, **kwargs):
def __init__(self, multiworld: "MultiWorld", player: int):
self.connect_name_available_event = threading.Event()
super(SoEWorld, self).__init__(*args, **kwargs)
super(SoEWorld, self).__init__(multiworld, player)
def generate_early(self) -> None:
# store option values that change logic
self.energy_core = self.multiworld.energy_core[self.player].value
self.sequence_breaks = self.multiworld.sequence_breaks[self.player].value
self.out_of_bounds = self.multiworld.out_of_bounds[self.player].value
self.required_fragments = self.multiworld.required_fragments[self.player].value
if self.required_fragments > self.multiworld.available_fragments[self.player].value:
self.multiworld.available_fragments[self.player].value = self.required_fragments
self.available_fragments = self.multiworld.available_fragments[self.player].value
# create logic from options
if self.options.required_fragments.value > self.options.available_fragments.value:
self.options.available_fragments.value = self.options.required_fragments.value
self.logic = SoEPlayerLogic(self.player, self.options)
def create_event(self, event: str) -> Item:
return SoEItem(event, ItemClassification.progression, None, self.player)
@@ -214,20 +207,20 @@ class SoEWorld(World):
return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
@classmethod
def stage_assert_generate(cls, multiworld):
def stage_assert_generate(cls, _: "MultiWorld") -> None:
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def create_regions(self):
def create_regions(self) -> None:
# exclude 'hidden' on easy
max_difficulty = 1 if self.multiworld.difficulty[self.player] == Difficulty.option_easy else 256
max_difficulty = 1 if self.options.difficulty == Difficulty.option_easy else 256
# TODO: generate *some* regions from locations' requirements?
menu = Region('Menu', self.player, self.multiworld)
self.multiworld.regions += [menu]
def get_sphere_index(evermizer_loc):
def get_sphere_index(evermizer_loc: pyevermizer.Location) -> int:
"""Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
return 2
@@ -252,18 +245,18 @@ class SoEWorld(World):
# mark some as excluded based on numbers above
for trash_sphere, fills in trash_fills.items():
for typ, counts in fills.items():
count = counts[self.multiworld.difficulty[self.player].value]
for location in self.multiworld.random.sample(spheres[trash_sphere][typ], count):
count = counts[self.options.difficulty.value]
for location in self.random.sample(spheres[trash_sphere][typ], count):
assert location.name != "Energy Core #285", "Error in sphere generation"
location.progress_type = LocationProgressType.EXCLUDED
def sphere1_blocked_items_rule(item):
def sphere1_blocked_items_rule(item: pyevermizer.Item) -> bool:
if isinstance(item, SoEItem):
# disable certain items in sphere 1
if item.name in {"Gauge", "Wheel"}:
return False
# and some more for non-easy, non-mystery
if self.multiworld.difficulty[item.player] not in (Difficulty.option_easy, Difficulty.option_mystery):
if self.options.difficulty not in (Difficulty.option_easy, Difficulty.option_mystery):
if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
return False
return True
@@ -273,13 +266,13 @@ class SoEWorld(World):
add_item_rule(location, sphere1_blocked_items_rule)
# make some logically late(r) bosses priority locations to increase complexity
if self.multiworld.difficulty[self.player] == Difficulty.option_mystery:
late_count = self.multiworld.random.randint(0, 2)
if self.options.difficulty == Difficulty.option_mystery:
late_count = self.random.randint(0, 2)
else:
late_count = self.multiworld.difficulty[self.player].value
late_count = self.options.difficulty.value
late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
"Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
late_locations = self.multiworld.random.sample(late_bosses, late_count)
late_locations = self.random.sample(late_bosses, late_count)
# add locations to the world
for sphere in spheres.values():
@@ -293,17 +286,17 @@ class SoEWorld(World):
menu.connect(ingame, "New Game")
self.multiworld.regions += [ingame]
def create_items(self):
def create_items(self) -> None:
# add regular items to the pool
exclusions: typing.List[str] = []
if self.energy_core != EnergyCore.option_shuffle:
if self.options.energy_core != EnergyCore.option_shuffle:
exclusions.append("Energy Core") # will be placed in generate_basic or replaced by a fragment below
items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
# remove one pair of wings that will be placed in generate_basic
items.remove(self.create_item("Wings"))
def is_ingredient(item):
def is_ingredient(item: pyevermizer.Item) -> bool:
for ingredient in _ingredients:
if _match_item_name(item, ingredient):
return True
@@ -311,84 +304,74 @@ class SoEWorld(World):
# add energy core fragments to the pool
ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
if self.energy_core == EnergyCore.option_fragments:
if self.options.energy_core == EnergyCore.option_fragments:
items.append(self.create_item("Energy Core Fragment")) # replaces the vanilla energy core
for _ in range(self.available_fragments - 1):
for _ in range(self.options.available_fragments - 1):
if len(ingredients) < 1:
break # out of ingredients to replace
r = self.multiworld.random.choice(ingredients)
r = self.random.choice(ingredients)
ingredients.remove(r)
items[r] = self.create_item("Energy Core Fragment")
# add traps to the pool
trap_count = self.multiworld.trap_count[self.player].value
trap_chances = {}
trap_names = {}
trap_count = self.options.trap_count.value
trap_names: typing.List[str] = []
trap_weights: typing.List[int] = []
if trap_count > 0:
for trap_type in self.trap_types:
trap_option = getattr(self.multiworld, f'trap_chance_{trap_type}')[self.player]
trap_chances[trap_type] = trap_option.value
trap_names[trap_type] = trap_option.item_name
trap_chances_total = sum(trap_chances.values())
if trap_chances_total == 0:
for trap_type in trap_chances:
trap_chances[trap_type] = 1
trap_chances_total = len(trap_chances)
for trap_option in self.options.trap_chances:
trap_names.append(trap_option.item_name)
trap_weights.append(trap_option.value)
if sum(trap_weights) == 0:
trap_weights = [1 for _ in trap_weights]
def create_trap() -> Item:
v = self.multiworld.random.randrange(trap_chances_total)
for t, c in trap_chances.items():
if v < c:
return self.create_item(trap_names[t])
v -= c
assert False, "Bug in create_trap"
return self.create_item(self.random.choices(trap_names, trap_weights)[0])
for _ in range(trap_count):
if len(ingredients) < 1:
break # out of ingredients to replace
r = self.multiworld.random.choice(ingredients)
r = self.random.choice(ingredients)
ingredients.remove(r)
items[r] = create_trap()
self.multiworld.itempool += items
def set_rules(self):
def set_rules(self) -> None:
self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
# set Done from goal option once we have multiple goals
set_rule(self.multiworld.get_location('Done', self.player),
lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.multiworld, self.player))
lambda state: self.logic.has(state, pyevermizer.P_FINAL_BOSS))
set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
for loc in _locations:
location = self.multiworld.get_location(loc.name, self.player)
set_rule(location, self.make_rule(loc.requires))
def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
def rule(state) -> bool:
def rule(state: "CollectionState") -> bool:
for count, progress in requires:
if not state.soe_has(progress, self.multiworld, self.player, count):
if not self.logic.has(state, progress, count):
return False
return True
return rule
def make_item_type_limit_rule(self, item_type: int):
return lambda item: item.player != self.player or self.item_id_to_raw[item.code].type == item_type
def generate_basic(self):
def generate_basic(self) -> None:
# place Victory event
self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
# place wings in halls NE to avoid softlock
wings_location = self.multiworld.random.choice(self._halls_ne_chest_names)
wings_location = self.random.choice(self._halls_ne_chest_names)
wings_item = self.create_item('Wings')
self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
# place energy core at vanilla location for vanilla mode
if self.energy_core == EnergyCore.option_vanilla:
if self.options.energy_core == EnergyCore.option_vanilla:
energy_core = self.create_item('Energy Core')
self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
# generate stuff for later
self.evermizer_seed = self.multiworld.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
self.evermizer_seed = self.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
def generate_output(self, output_directory: str) -> None:
from dataclasses import asdict
def generate_output(self, output_directory: str):
player_name = self.multiworld.get_player_name(self.player)
self.connect_name = player_name[:32]
while len(self.connect_name.encode('utf-8')) > 32:
@@ -397,24 +380,21 @@ class SoEWorld(World):
placement_file = ""
out_file = ""
try:
money = self.multiworld.money_modifier[self.player].value
exp = self.multiworld.exp_modifier[self.player].value
money = self.options.money_modifier.value
exp = self.options.exp_modifier.value
switches: typing.List[str] = []
if self.multiworld.death_link[self.player].value:
if self.options.death_link.value:
switches.append("--death-link")
if self.energy_core == EnergyCore.option_fragments:
switches.extend(('--available-fragments', str(self.available_fragments),
'--required-fragments', str(self.required_fragments)))
if self.options.energy_core == EnergyCore.option_fragments:
switches.extend(('--available-fragments', str(self.options.available_fragments.value),
'--required-fragments', str(self.options.required_fragments.value)))
rom_file = get_base_rom_path()
out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
out_file = out_base + '.sfc'
placement_file = out_base + '.txt'
patch_file = out_base + '.apsoe'
flags = 'l' # spoiler log
for option_name in self.option_definitions:
option = getattr(self.multiworld, option_name)[self.player]
if hasattr(option, 'to_flag'):
flags += option.to_flag()
flags += self.options.flags
with open(placement_file, "wb") as f: # generate placement file
for location in self.multiworld.get_locations(self.player):
@@ -448,7 +428,7 @@ class SoEWorld(World):
except FileNotFoundError:
pass
def modify_multidata(self, multidata: dict):
def modify_multidata(self, multidata: typing.Dict[str, typing.Any]) -> None:
# wait for self.connect_name to be available.
self.connect_name_available_event.wait()
# we skip in case of error, so that the original error in the output thread is the one that gets raised
@@ -457,7 +437,7 @@ class SoEWorld(World):
multidata["connect_names"][self.connect_name] = payload
def get_filler_item_name(self) -> str:
return self.multiworld.random.choice(list(self.item_name_groups["Ingredients"]))
return self.random.choice(list(self.item_name_groups["Ingredients"]))
class SoEItem(Item):