from typing import Dict, Any from BaseClasses import CollectionState, Item, MultiWorld, Tutorial, Region from Options import OptionError from worlds.AutoWorld import LogicMixin, World, WebWorld from .items import item_table, PaintItem, item_data_table, traps, deathlink_traps from .locations import location_table, PaintLocation, location_data_table from .options import PaintOptions class PaintWebWorld(WebWorld): theme = "partyTime" setup_en = Tutorial( tutorial_name="Start Guide", description="A guide to playing Paint in Archipelago.", language="English", file_name="guide_en.md", link="guide/en", authors=["MarioManTAW"] ) tutorials = [setup_en] class PaintWorld(World): """ The classic Microsoft app, reimagined as an Archipelago game! Find your tools, expand your canvas, and paint the greatest image the world has ever seen. """ game = "Paint" options_dataclass = PaintOptions options: PaintOptions web = PaintWebWorld() location_name_to_id = location_table item_name_to_id = item_table origin_region_name = "Canvas" def generate_early(self) -> None: if self.options.canvas_size_increment < 50 and self.options.logic_percent <= 55: if self.multiworld.players == 1: raise OptionError("Logic Percent must be greater than 55 when generating a single-player world with " "Canvas Size Increment below 50.") def get_filler_item_name(self) -> str: if self.random.randint(0, 99) >= self.options.trap_count: return "Additional Palette Color" elif self.options.death_link: return self.random.choice(deathlink_traps) else: return self.random.choice(traps) def create_item(self, name: str) -> PaintItem: item = PaintItem(name, item_data_table[name].type, item_data_table[name].code, self.player) return item def create_items(self) -> None: starting_tools = ["Brush", "Pencil", "Eraser/Color Eraser", "Airbrush", "Line", "Rectangle", "Ellipse", "Rounded Rectangle"] self.push_precollected(self.create_item("Magnifier")) self.push_precollected(self.create_item(starting_tools.pop(self.options.starting_tool))) items_to_create = ["Free-Form Select", "Select", "Fill With Color", "Pick Color", "Text", "Curve", "Polygon"] items_to_create += starting_tools items_to_create += ["Progressive Canvas Width"] * (400 // self.options.canvas_size_increment) items_to_create += ["Progressive Canvas Height"] * (300 // self.options.canvas_size_increment) depth_items = ["Progressive Color Depth (Red)", "Progressive Color Depth (Green)", "Progressive Color Depth (Blue)"] for item in depth_items: self.push_precollected(self.create_item(item)) items_to_create += depth_items * 6 pre_filled = len(items_to_create) to_fill = len(self.get_region("Canvas").locations) if pre_filled > to_fill: raise OptionError(f"{self.player_name}'s Paint world has too few locations for its required items. " "Consider adding more locations by raising logic percent or adding fractional checks. " "Alternatively, increasing the canvas size increment will require fewer items.") while len(items_to_create) < (to_fill - pre_filled) * (self.options.trap_count / 100) + pre_filled: if self.options.death_link: items_to_create += [self.random.choice(deathlink_traps)] else: items_to_create += [self.random.choice(traps)] while len(items_to_create) < to_fill: items_to_create += ["Additional Palette Color"] self.multiworld.itempool += [self.create_item(item) for item in items_to_create] def create_regions(self) -> None: canvas = Region("Canvas", self.player, self.multiworld) canvas.locations += [PaintLocation(self.player, loc_name, loc_data.address, canvas) for loc_name, loc_data in location_data_table.items() if location_exists_with_options(self, loc_data.address)] self.multiworld.regions += [canvas] def set_rules(self) -> None: from .rules import set_completion_rules set_completion_rules(self, self.player) def fill_slot_data(self) -> Dict[str, Any]: return dict(self.options.as_dict("logic_percent", "goal_percent", "goal_image", "death_link", "canvas_size_increment"), version="0.5.2") def collect(self, state: CollectionState, item: Item) -> bool: change = super().collect(state, item) if change: state.paint_percent_stale[self.player] = True return change def remove(self, state: CollectionState, item: Item) -> bool: change = super().remove(state, item) if change: state.paint_percent_stale[self.player] = True return change def location_exists_with_options(world: PaintWorld, location: int): l = location % 198600 return l <= world.options.logic_percent * 4 and (l % 4 == 0 or (l > world.options.half_percent_checks * 4 and l % 2 == 0) or l > world.options.quarter_percent_checks * 4) class PaintState(LogicMixin): paint_percent_available: dict[int, float] # per player paint_percent_stale: dict[int, bool] def init_mixin(self, multiworld: MultiWorld) -> None: self.paint_percent_available = {player: 0 for player in multiworld.get_game_players("Paint")} self.paint_percent_stale = {player: True for player in multiworld.get_game_players("Paint")}