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* Terraria integration * Precollected items for debugging * Fix item classification * Golem requires Plantera's Bulb * Pumpkin Moon requires Dungeon * Progressive Dungeon * Reorg, Options.py work * Items are boss flags * Removed unused option * Removed nothing * Wall, Plantera, and Zenith goals * Achievements and items * Fixed The Cavalry and Completely Awesome achievements * Made "Dead Men Tell No Tales" a grindy achievement * Some docs, Python 3.8 compat * docs * Fix extra item and "Head in the Clouds" being included when achievements are disabled * Requested changes * Fix potential thread unsafety, replace Nothing with 50 Silver * Remove a log * Corrected heading * Added incompatible mods list * In-progress calamity integration * Terraria events progress * Rules use events * Removed an intentional crash I accidentally left in * Fixed infinite loop * Moved rules to data file * Moved item rewards to data file * Generating from data file * Fixed broken Mech Boss goal * Changes Calamity makes to vanilla rules, Calamity final bosses goal * Added Deerclops, fixed Zenith goal * Final detailed vanilla pass * Disable calamity goals * Typo * Fixed some reward items not adding to item pool * In-progress unit test fixes * Unit test fixes * `.apworld` compat * Organized rewards file, made Frog Leg and Fllpper available in vanilla * Water Walking Boots and Titan Glove rewards * Add goals to slot data * Fixed Hammush logic in Post-Mech goal * Fixed coin rewards * Updated Terraria docs * Formatted * Deathlink in-progress * Boots of the Hero is grindy * Fixed zenith goal not placing an item * Address review * Gelatin World Tour is grindy * Difficulty notice * Switched some achievements' grindiness * Added "Hey! Listen!" achievement * Terarria Python 3.8 compat * Fixed Terraria You and What Army logic * Calamity minion accessories * Typo * Calamity integration * `deathlink` -> `death_link` Co-authored-by: Zach Parks <zach@alliware.com> * Missing `.` Co-authored-by: Zach Parks <zach@alliware.com> * Incorrect type annotation Co-authored-by: Zach Parks <zach@alliware.com> * `deathlink` -> `death_link` 2 Co-authored-by: Zach Parks <zach@alliware.com> * Style Co-authored-by: Zach Parks <zach@alliware.com> * Markdown style Co-authored-by: Zach Parks <zach@alliware.com> * Markdown style 2 Co-authored-by: Zach Parks <zach@alliware.com> * Address review * Fix bad merge * Terraria utility mod recommendations * Calamity minion armor logic * ArmorMinions -> Armor Minions, boss rush goal, fixed unplaced item * Fixed unplaced item * Started on Terraria 1.4.4 * Crate logic * getfixedboi, 1.4.4 achievements, shimmer, town slimes, `Rule`, `Condition`, etc * More clam getfixedboi logic, bar decraft logic, `NotGetfixedboi` -> `Not Getfixedboi` * Calamity fixes * Calamity crate ore logic * Fixed item accessibility not generating in getfixedboi, fixed not generating with incompatible options, fixed grindy function * Early achievements, separate achievement category options * Infinity +1 Sword achievement can be location in later goals * The Frequent Flyer is impossible in Calamity getfixedboi * Add Enchanted Sword and Starfury for starting inventories * Don't Dread on Me is redundant in Calamity * In Calamity getfixedboi, Queen Bee summons enemies who drop Plague Cell Canisters * Can't use Gelatin Crystal outside Hallow * You can't get the Terminus without flags * Typo * Options difficult warnings * Robbing the Grave is Hardmode * Don't reserve an ID for unused Victory item * Plantera is accessible early in Calamity via Giant Plantera's Bulbs * Unshuffled Life Crystal and Defender Medal items * Comment about Midas' Blessing * Update worlds/terraria/Options.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Remove stray expression Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Review suggestions * Option naming caps consistency, add Laser Drill, Lunatic Cultist alt reqs, fix Eldritch Soul Artifact, Ceaseless Void reqs Dungeon * Cal Clone doesn't drop Broken Hero Sword anymore, Laser Drill is weaker in Calamity Co-authored-by: Seatori <92278897+Seatori@users.noreply.github.com> * Fix Acid Rain logic * Fix XB-∞ Hekate failing accessibility checks (by commenting it out bc it doesn't affect logic) * Hardmode ores being fishable early in Calamity is not a bug anymore * Mecha Mayhem is inaccessible in getfixedboi * Update worlds/terraria/Rules.dsv Co-authored-by: Seafo <92278897+Seatori@users.noreply.github.com> --------- Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com> Co-authored-by: Zach Parks <zach@alliware.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Seatori <92278897+Seatori@users.noreply.github.com>
375 lines
13 KiB
Python
375 lines
13 KiB
Python
# Look at `Rules.dsv` first to get an idea for how this works
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import logging
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from typing import Union, Tuple, List, Dict, Set
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from worlds.AutoWorld import WebWorld, World
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from BaseClasses import Region, ItemClassification, Tutorial, CollectionState
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from .Checks import (
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TerrariaItem,
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TerrariaLocation,
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Condition,
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goals,
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rules,
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rule_indices,
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labels,
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rewards,
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item_name_to_id,
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location_name_to_id,
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COND_ITEM,
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COND_LOC,
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COND_FN,
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COND_GROUP,
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npcs,
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pickaxes,
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hammers,
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mech_bosses,
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progression,
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armor_minions,
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accessory_minions,
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)
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from .Options import TerrariaOptions, Goal
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class TerrariaWeb(WebWorld):
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tutorials = [
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Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Terraria randomizer connected to an Archipelago Multiworld.",
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"English",
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"setup_en.md",
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"setup/en",
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["Seldom"],
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)
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]
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class TerrariaWorld(World):
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"""
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Terraria is a 2D multiplayer sandbox game featuring mining, building, exploration, and combat.
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Features 18 bosses and 4 classes.
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"""
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game = "Terraria"
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web = TerrariaWeb()
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options_dataclass = TerrariaOptions
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options: TerrariaOptions
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item_name_to_id = item_name_to_id
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location_name_to_id = location_name_to_id
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calamity = False
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getfixedboi = False
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ter_items: List[str]
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ter_locations: List[str]
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ter_goals: Dict[str, str]
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goal_items: Set[str]
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goal_locations: Set[str]
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def generate_early(self) -> None:
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goal, goal_locations = goals[self.options.goal.value]
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ter_goals = {}
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goal_items = set()
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for location in goal_locations:
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flags = rules[rule_indices[location]].flags
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if not self.options.calamity.value and "Calamity" in flags:
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logging.warning(
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f"Terraria goal `{Goal.name_lookup[self.options.goal.value]}`, which requires Calamity, was selected with Calamity disabled; enabling Calamity"
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)
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self.options.calamity.value = True
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item = flags.get("Item") or f"Post-{location}"
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ter_goals[item] = location
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goal_items.add(item)
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location_count = 0
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locations = []
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item_count = 0
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items = []
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for rule in rules[:goal]:
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early = "Early" in rule.flags
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grindy = "Grindy" in rule.flags
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fishing = "Fishing" in rule.flags
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if (
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(not self.options.getfixedboi.value and "Getfixedboi" in rule.flags)
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or (self.options.getfixedboi.value and "Not Getfixedboi" in rule.flags)
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or (not self.options.calamity.value and "Calamity" in rule.flags)
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or (self.options.calamity.value and "Not Calamity" in rule.flags)
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or (
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self.options.getfixedboi.value
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and self.options.calamity.value
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and "Not Calamity Getfixedboi" in rule.flags
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)
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or (not self.options.early_achievements.value and early)
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or (
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not self.options.normal_achievements.value
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and "Achievement" in rule.flags
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and not early
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and not grindy
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and not fishing
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)
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or (not self.options.grindy_achievements.value and grindy)
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or (not self.options.fishing_achievements.value and fishing)
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) and rule.name not in goal_locations:
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continue
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if "Location" in rule.flags or "Achievement" in rule.flags:
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# Location
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location_count += 1
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locations.append(rule.name)
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elif (
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"Achievement" not in rule.flags
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and "Location" not in rule.flags
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and "Item" not in rule.flags
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):
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# Event
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locations.append(rule.name)
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if "Item" in rule.flags and not (
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"Achievement" in rule.flags and rule.name not in goal_locations
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):
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# Item
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item_count += 1
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if rule.name not in goal_locations:
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items.append(rule.name)
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elif (
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"Achievement" not in rule.flags
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and "Location" not in rule.flags
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and "Item" not in rule.flags
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):
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# Event
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items.append(rule.name)
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ordered_rewards = [
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reward
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for reward in labels["ordered"]
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if self.options.calamity.value or "Calamity" not in rewards[reward]
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]
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while (
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self.options.fill_extra_checks_with.value == 1
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and item_count < location_count
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and ordered_rewards
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):
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items.append(ordered_rewards.pop(0))
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item_count += 1
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random_rewards = [
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reward
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for reward in labels["random"]
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if self.options.calamity.value or "Calamity" not in rewards[reward]
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]
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self.multiworld.random.shuffle(random_rewards)
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while (
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self.options.fill_extra_checks_with.value == 1
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and item_count < location_count
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and random_rewards
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):
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items.append(random_rewards.pop(0))
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item_count += 1
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while item_count < location_count:
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items.append("Reward: Coins")
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item_count += 1
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self.ter_items = items
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self.ter_locations = locations
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self.ter_goals = ter_goals
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self.goal_items = goal_items
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self.goal_locations = goal_locations
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def create_regions(self) -> None:
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menu = Region("Menu", self.player, self.multiworld)
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for location in self.ter_locations:
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menu.locations.append(
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TerrariaLocation(
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self.player, location, location_name_to_id.get(location), menu
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)
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)
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self.multiworld.regions.append(menu)
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def create_item(self, item: str) -> TerrariaItem:
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if item in progression:
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classification = ItemClassification.progression
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else:
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classification = ItemClassification.filler
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return TerrariaItem(item, classification, item_name_to_id[item], self.player)
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def create_items(self) -> None:
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for item in self.ter_items:
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if (rule_index := rule_indices.get(item)) is not None:
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rule = rules[rule_index]
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if "Item" in rule.flags:
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name = rule.flags.get("Item") or f"Post-{item}"
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else:
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continue
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else:
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name = item
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self.multiworld.itempool.append(self.create_item(name))
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locked_items = {}
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for location in self.ter_locations:
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rule = rules[rule_indices[location]]
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if "Location" not in rule.flags and "Achievement" not in rule.flags:
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if location in progression:
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classification = ItemClassification.progression
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else:
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classification = ItemClassification.useful
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locked_items[location] = TerrariaItem(
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location, classification, None, self.player
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)
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for item, location in self.ter_goals.items():
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locked_items[location] = self.create_item(item)
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for location, item in locked_items.items():
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self.multiworld.get_location(location, self.player).place_locked_item(item)
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def check_condition(self, state, condition: Condition) -> bool:
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if condition.type == COND_ITEM:
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rule = rules[rule_indices[condition.condition]]
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if "Item" in rule.flags:
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name = rule.flags.get("Item") or f"Post-{condition.condition}"
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else:
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name = condition.condition
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return condition.sign == state.has(name, self.player)
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elif condition.type == COND_LOC:
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rule = rules[rule_indices[condition.condition]]
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return condition.sign == self.check_conditions(
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state, rule.operator, rule.conditions
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)
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elif condition.type == COND_FN:
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if condition.condition == "npc":
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if type(condition.argument) is not int:
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raise Exception("@npc requires an integer argument")
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npc_count = 0
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for npc in npcs:
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if state.has(npc, self.player):
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npc_count += 1
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if npc_count >= condition.argument:
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return condition.sign
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return not condition.sign
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elif condition.condition == "calamity":
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return condition.sign == self.options.calamity.value
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elif condition.condition == "grindy":
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return condition.sign == self.options.grindy_achievements.value
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elif condition.condition == "pickaxe":
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if type(condition.argument) is not int:
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raise Exception("@pickaxe requires an integer argument")
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for pickaxe, power in pickaxes.items():
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if power >= condition.argument and state.has(pickaxe, self.player):
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return condition.sign
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return not condition.sign
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elif condition.condition == "hammer":
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if type(condition.argument) is not int:
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raise Exception("@hammer requires an integer argument")
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for hammer, power in hammers.items():
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if power >= condition.argument and state.has(hammer, self.player):
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return condition.sign
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return not condition.sign
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elif condition.condition == "mech_boss":
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if type(condition.argument) is not int:
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raise Exception("@mech_boss requires an integer argument")
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boss_count = 0
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for boss in mech_bosses:
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if state.has(boss, self.player):
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boss_count += 1
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if boss_count >= condition.argument:
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return condition.sign
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return not condition.sign
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elif condition.condition == "minions":
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if type(condition.argument) is not int:
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raise Exception("@minions requires an integer argument")
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minion_count = 1
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for armor, minions in armor_minions.items():
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if state.has(armor, self.player) and minions + 1 > minion_count:
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minion_count = minions + 1
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if minion_count >= condition.argument:
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return condition.sign
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for accessory, minions in accessory_minions.items():
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if state.has(accessory, self.player):
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minion_count += minions
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if minion_count >= condition.argument:
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return condition.sign
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return not condition.sign
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elif condition.condition == "getfixedboi":
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return condition.sign == self.options.getfixedboi.value
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else:
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raise Exception(f"Unknown function {condition.condition}")
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elif condition.type == COND_GROUP:
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operator, conditions = condition.condition
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return condition.sign == self.check_conditions(state, operator, conditions)
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def check_conditions(
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self,
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state,
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operator: Union[bool, None],
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conditions: List[
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Tuple[
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bool,
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int,
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Union[str, Tuple[Union[bool, None], list]],
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Union[str, int, None],
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]
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],
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) -> bool:
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if operator is None:
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if len(conditions) == 0:
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return True
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if len(conditions) > 1:
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raise Exception("Found multiple conditions without an operator")
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return self.check_condition(state, conditions[0])
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elif operator:
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return any(
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self.check_condition(state, condition) for condition in conditions
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)
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else:
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return all(
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self.check_condition(state, condition) for condition in conditions
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)
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def set_rules(self) -> None:
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for location in self.ter_locations:
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def check(state: CollectionState, location=location):
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rule = rules[rule_indices[location]]
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return self.check_conditions(state, rule.operator, rule.conditions)
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self.multiworld.get_location(location, self.player).access_rule = check
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self.multiworld.completion_condition[self.player] = lambda state: state.has_all(
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self.goal_items, self.player
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)
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def fill_slot_data(self) -> Dict[str, object]:
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return {
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"goal": list(self.goal_locations),
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"deathlink": bool(self.options.death_link),
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# The rest of these are included for trackers
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"calamity": self.options.calamity.value,
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"getfixedboi": self.options.getfixedboi.value,
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"early_achievements": self.options.early_achievements.value,
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"normal_achievements": self.options.normal_achievements.value,
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"grindy_achievements": self.options.grindy_achievements.value,
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"fishing_achievements": self.options.fishing_achievements.value,
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}
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