Files
Grinch-AP/worlds/wargroove/__init__.py
Fly Hyping defdf34e60 Wargroove: apworld (#4764)
- Players and AI can sacrifice their own units and upload them to the multiworld.
- Players and AI can summon random units from the multiworld.
- Has 4 new separate options for how many sacrifices and summons either the player or the AI can make per level attempt.
- New /sacrifice_summon command to toggle sacrifices and summons on/off. Useful if the AI makes a level impossible with their summons.
- Linux Support.
- Is an apworld now.


---------

Co-authored-by: Raspberry Floof <raspberry@rosenthalcastle.org>
Co-authored-by: KScl <ks@rosenthalcastle.org>
Co-authored-by: Abigail Fox <Raspberryfloof@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2025-05-22 01:00:45 +02:00

175 lines
6.7 KiB
Python

import settings
import string
import typing
from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification
from .Items import item_table, faction_table
from .Locations import location_table
from .Regions import create_regions
from .Rules import set_rules
from worlds.AutoWorld import World, WebWorld
from .Options import WargrooveOptions, wargroove_option_groups
from worlds.LauncherComponents import Component, components, Type, launch as launch_component
def launch_client(*args: str):
from .Client import launch
launch_component(launch, name="WargrooveClient", args=args)
components.append(Component("Wargroove Client", game_name="Wargroove", func=launch_client, component_type=Type.CLIENT))
class WargrooveSettings(settings.Group):
class RootDirectory(settings.UserFolderPath):
"""
Locates the Wargroove root directory on your system.
This is used by the Wargroove client, so it knows where to send communication files to.
"""
description = "Wargroove root directory"
class SaveDirectory(settings.UserFolderPath):
"""
Locates the Wargroove save file directory on your system.
This is used by the Wargroove client, so it knows where to send mod and save files to.
"""
description = "Wargroove save file/appdata directory"
def browse(self, **kwargs):
from Utils import messagebox
messagebox("AppData folder not found",
"WargrooveClient couldn't detect a path to the AppData folder.\n"
"Please select the folder containing the \"/Chucklefish/Wargroove/\" directories.")
super().browse(**kwargs)
root_directory: RootDirectory = RootDirectory("C:/Program Files (x86)/Steam/steamapps/common/Wargroove")
save_directory: SaveDirectory = SaveDirectory("%APPDATA%")
class WargrooveWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up Wargroove for Archipelago.",
"English",
"wargroove_en.md",
"wargroove/en",
["Fly Sniper"]
)]
option_groups = wargroove_option_groups
class WargrooveWorld(World):
"""
Command an army, in this retro style turn based strategy game!
"""
options: WargrooveOptions
options_dataclass = WargrooveOptions
settings: typing.ClassVar[WargrooveSettings]
game = "Wargroove"
topology_present = True
web = WargrooveWeb()
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = location_table
def _get_slot_data(self):
return {
'seed': "".join(self.random.choice(string.ascii_letters) for i in range(16)),
'income_boost': self.options.income_boost.value,
'commander_defense_boost': self.options.commander_defense_boost.value,
'can_choose_commander': self.options.commander_choice.value != 0,
'commander_choice': self.options.commander_choice.value,
'player_sacrifice_limit': self.options.player_sacrifice_limit.value,
'player_summon_limit': self.options.player_summon_limit.value,
'ai_sacrifice_limit': self.options.ai_sacrifice_limit.value,
'ai_summon_limit': self.options.ai_summon_limit.value,
'death_link': self.options.death_link.value,
'starting_groove_multiplier': 20 # Backwards compatibility in case this ever becomes an option
}
def generate_early(self):
# Selecting a random starting faction
if self.options.commander_choice.value == 2:
factions = [faction for faction in faction_table.keys() if faction != "Starter"]
starting_faction = WargrooveItem(self.multiworld.random.choice(factions) + ' Commanders', self.player)
self.multiworld.push_precollected(starting_faction)
def create_items(self):
# Fill out our pool with our items from the item table
pool = []
precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
ignore_faction_items = self.options.commander_choice.value == 0
for name, data in item_table.items():
if data.code is not None and name not in precollected_item_names and not data.classification == ItemClassification.filler:
if name.endswith(' Commanders') and ignore_faction_items:
continue
item = WargrooveItem(name, self.player)
pool.append(item)
# Matching number of unfilled locations with filler items
locations_remaining = len(location_table) - 1 - len(pool)
while locations_remaining > 0:
# Filling the pool equally with both types of filler items
pool.append(WargrooveItem("Commander Defense Boost", self.player))
locations_remaining -= 1
if locations_remaining > 0:
pool.append(WargrooveItem("Income Boost", self.player))
locations_remaining -= 1
self.multiworld.itempool += pool
# Placing victory event at final location
victory = WargrooveItem("Wargroove Victory", self.player)
self.multiworld.get_location("Wargroove Finale: Victory", self.player).place_locked_item(victory)
self.multiworld.completion_condition[self.player] = lambda state: state.has("Wargroove Victory", self.player)
def set_rules(self):
set_rules(self.multiworld, self.player)
def create_item(self, name: str) -> Item:
return WargrooveItem(name, self.player)
def create_regions(self):
create_regions(self.multiworld, self.player)
def fill_slot_data(self) -> dict:
slot_data = self._get_slot_data()
return slot_data
def get_filler_item_name(self) -> str:
return self.multiworld.random.choice(["Commander Defense Boost", "Income Boost"])
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
if locations:
for location in locations:
loc_id = location_table.get(location, 0)
location = WargrooveLocation(player, location, loc_id, ret)
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
class WargrooveLocation(Location):
game: str = "Wargroove"
class WargrooveItem(Item):
game = "Wargroove"
def __init__(self, name, player: int = None):
item_data = item_table[name]
super(WargrooveItem, self).__init__(
name,
item_data.classification,
item_data.code,
player
)