Files
Grinch-AP/worlds/kh1/__init__.py
gaithern 1322ce866e Kingdom Hearts: Adding a bunch of new features (#5078)
* Change vanilla_emblem_pieces to randomize_emblem_pieces

* Add jungle slider and starting tools options

* Update option name and add preset

* GICU changes

* unnecessary

* Update Options.py

* Fix has_all

* Update Options.py

* Update Options.py

* Some potenitial logic changes

* Oops

* Oops 2

* Cups choice options

* typos

* Logic tweaks

* Ice Titan and Superboss changes

* Suggested change and one more

* Updating some other option descriptions for clarity/typos

* Update Locations.py

* commit

* SYNTHESIS

* commit

* commit

* commit

* Add command to change communication path

I'm not a python programmer, so do excuse the code etiquette. This aims to allow Linux users to communicate to their proton directory.

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* Update Client.py

* Update Locations.py

* Update Regions.py

* commit

* commit

* commit

* Update Rules.py

* commit

* commit

* commit

* commit logic changes and linux fix from other branch

* commit

* commit

* Update __init__.py

* Update Rules.py

* commit

* commit

* commit

* commit

* add starting accessory setting

* fix starting accessories bug

* Update Locations.py

* commit

* add ap cost rando

* fix some problem locations

* add raft materials

* Update Client.py

* OK WORK THIS TIME PLEASE

* Corrected typos

* setting up for logic difficulty

* commit 1

* commit 2

* commit 3

* minor error fix

* some logic changes and fixed some typos

* tweaks

* commit

* SYNTHESIS

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* commit

* Update Client.py

* Update Locations.py

* Update Regions.py

* commit

* commit

* commit

* Update Rules.py

* commit

* commit

* commit

* commit logic changes and linux fix from other branch

* commit

* commit

* Update __init__.py

* Update Rules.py

* commit

* commit

* commit

* commit

* add starting accessory setting

* fix starting accessories bug

* Update Locations.py

* commit

* add ap cost rando

* fix some problem locations

* add raft materials

* Update Client.py

* cleanup

* commit 4

* tweaks 2

* tweaks 3

* Reset

* Update __init__.py

* Change vanilla_emblem_pieces to randomize_emblem_pieces

* Add jungle slider and starting tools options

* unnecessary

* Vanilla Puppies Part 1

The easy part

* Update __init__.py

I'm not certain this is the exact right chest for Tea Party Garden, Waterfall Cavern, HT Cemetery, or Neverland Hold but logically it's the same. 
Will do a test run later and fix if need be

* Vanilla Puppies Part 3

Wrong toggle cause I just copied over Emblem Pieces oops

* Vanilla Puppies Part 4

Forgor commented out code

* Vanilla Puppies Part 5

I now realize how this works and that what I had before was redundant

* Update __init__.py

Learning much about strings

* cleanup

* Update __init__.py

Only missed one!

* Update option name and add preset

* GICU changes

* Update Options.py

* Fix has_all

* Update Options.py

* Update Options.py

* Cups choice options

* typos

* Ice Titan and Superboss changes

* Some potenitial logic changes

* Oops

* Oops 2

* Logic tweaks

* Suggested change and one more

* Updating some other option descriptions for clarity/typos

* Update Locations.py

* Add command to change communication path

I'm not a python programmer, so do excuse the code etiquette. This aims to allow Linux users to communicate to their proton directory.

* Moving over changes from REVAMP

* whoops

* Fix patch files on the website

* Update test_goal.py

* commit

* Update worlds/kh1/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* change some default options

* Missed a condition

* let's try that

* Update Options.py

* unnecessary sub check

* Some more cleanup

* tuples

* add icon

* merge cleanup

* merge cleanup 2

* merge clean up 3

* Update Data.py

* Fix cups option

* commit

* Update Rules.py

* Update Rules.py

* phantom tweak

* review commit

* minor fixes

* review 2

* minor typo fix

* minor logic tweak

* Update Client.py

* Update __init__.py

* Update Rules.py

* Olympus Cup fixes

* Update Options.py

* even MORE tweaks

* commit

* Update Options.py

* Update has_x_worlds

* Update Rules.py

* commit

* Update Options.py

* Update Options.py

* Update Options.py

* tweak 5

* Add Stacking Key Items and Halloween Town Key Item Bundle

* Update worlds/kh1/Rules.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update Rules.py

* commit

* Update worlds/kh1/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update __init__.py

* Update __init__.py

* whoops

* Update Rules.py

* Update Rules.py

* Fix documentation styling

* Clean up option help text

* Reordering options so they're consistent and fixing a logic bug when EOTW Unlock is item but door is emblems

* Make have x world logic consider if the player has HAW on or not

* Fix Atlantica beginner logic things, vanilla keyblade stats being broken, and some behind boss locations

* Fix vanilla puppy option

* hotfix for crabclaw logic

* Fix defaults and some boss locations

* Fix server spam

* Remove 3 High Jump Item Workshop Logic, small client changes

* Updates for PR

---------

Co-authored-by: esutley <ecsutley@gmail.com>
Co-authored-by: Goblin God <37878138+esutley@users.noreply.github.com>
Co-authored-by: River Buizel <4911928+rocket0634@users.noreply.github.com>
Co-authored-by: omnises <OmnisGamers@gmail.com>
Co-authored-by: Omnises Nihilis <38057571+Omnises@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-09-10 23:49:32 +02:00

615 lines
38 KiB
Python

import logging
import re
from typing import List
from math import ceil
from BaseClasses import Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import KH1Item, KH1ItemData, event_item_table, get_items_by_category, item_table, item_name_groups
from .Locations import KH1Location, location_table, get_locations_by_type, location_name_groups
from .Options import KH1Options, kh1_option_groups
from .Regions import connect_entrances, create_regions
from .Rules import set_rules
from .Presets import kh1_option_presets
from worlds.LauncherComponents import Component, components, Type, launch as launch_component, icon_paths
from .GenerateJSON import generate_json
from .Data import VANILLA_KEYBLADE_STATS, VANILLA_PUPPY_LOCATIONS, CHAR_TO_KH, VANILLA_ABILITY_AP_COSTS, WORLD_KEY_ITEMS
from worlds.LauncherComponents import Component, components, Type, launch_subprocess
def launch_client():
from .Client import launch
launch_component(launch, name="KH1 Client")
components.append(Component("KH1 Client", "KH1Client", func=launch_client, component_type=Type.CLIENT, icon="kh1_heart"))
icon_paths["kh1_heart"] = f"ap:{__name__}/icons/kh1_heart.png"
class KH1Web(WebWorld):
theme = "ocean"
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Kingdom Hearts Randomizer software on your computer."
"This guide covers single-player, multiworld, and related software.",
"English",
"kh1_en.md",
"kh1/en",
["Gicu"]
)]
option_groups = kh1_option_groups
options_presets = kh1_option_presets
class KH1World(World):
"""
Kingdom Hearts is an action RPG following Sora on his journey
through many worlds to find Riku and Kairi.
"""
game = "Kingdom Hearts"
options_dataclass = KH1Options
options: KH1Options
topology_present = True
web = KH1Web()
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = {name: data.code for name, data in location_table.items()}
item_name_groups = item_name_groups
location_name_groups = location_name_groups
fillers = {}
fillers.update(get_items_by_category("Item"))
fillers.update(get_items_by_category("Camping"))
fillers.update(get_items_by_category("Stat Ups"))
slot_2_levels: list[int]
keyblade_stats: list[dict[str, int]]
starting_accessory_locations: list[str]
starting_accessories: list[str]
ap_costs: list[dict[str, str | int | bool]]
def __init__(self, multiworld, player):
super(KH1World, self).__init__(multiworld, player)
self.slot_2_levels = None
self.keyblade_stats = None
self.starting_accessory_locations = None
self.starting_accessories = None
self.ap_costs = None
def create_items(self):
self.place_predetermined_items()
# Handle starting worlds
starting_worlds = []
if self.options.starting_worlds > 0:
possible_starting_worlds = ["Wonderland", "Olympus Coliseum", "Deep Jungle", "Agrabah", "Monstro", "Halloween Town", "Neverland", "Hollow Bastion"]
if self.options.atlantica:
possible_starting_worlds.append("Atlantica")
if self.options.destiny_islands:
possible_starting_worlds.append("Destiny Islands")
if self.options.end_of_the_world_unlock == "item":
possible_starting_worlds.append("End of the World")
starting_worlds = self.random.sample(possible_starting_worlds, min(self.options.starting_worlds.value, len(possible_starting_worlds)))
for starting_world in starting_worlds:
self.multiworld.push_precollected(self.create_item(starting_world))
# Handle starting tools
starting_tools = []
if self.options.starting_tools:
starting_tools = ["Scan", "Dodge Roll"]
self.multiworld.push_precollected(self.create_item("Scan"))
self.multiworld.push_precollected(self.create_item("Dodge Roll"))
# Handle starting party member accessories
starting_party_member_accessories = []
starting_party_member_locations = []
starting_party_member_locations = self.get_starting_accessory_locations()
starting_party_member_accessories = self.get_starting_accessories()
for i in range(len(starting_party_member_locations)):
self.get_location(self.starting_accessory_locations[i]).place_locked_item(self.create_item(self.starting_accessories[i]))
item_pool: List[KH1Item] = []
possible_level_up_item_pool = []
level_up_item_pool = []
# Calculate Level Up Items
# Fill pool with mandatory items
for _ in range(self.options.item_slot_increase):
level_up_item_pool.append("Item Slot Increase")
for _ in range(self.options.accessory_slot_increase):
level_up_item_pool.append("Accessory Slot Increase")
# Create other pool
for _ in range(self.options.strength_increase):
possible_level_up_item_pool.append("Strength Increase")
for _ in range(self.options.defense_increase):
possible_level_up_item_pool.append("Defense Increase")
for _ in range(self.options.hp_increase):
possible_level_up_item_pool.append("Max HP Increase")
for _ in range(self.options.mp_increase):
possible_level_up_item_pool.append("Max MP Increase")
for _ in range(self.options.ap_increase):
possible_level_up_item_pool.append("Max AP Increase")
# Fill remaining pool with items from other pool
self.random.shuffle(possible_level_up_item_pool)
level_up_item_pool = level_up_item_pool + possible_level_up_item_pool[:(99 - len(level_up_item_pool))]
level_up_locations = list(get_locations_by_type("Level Slot 1").keys())
self.random.shuffle(level_up_item_pool)
current_level_index_for_placing_stats = self.options.force_stats_on_levels.value - 2 # Level 2 is index 0, Level 3 is index 1, etc
if self.options.remote_items.current_key == "off" and self.options.force_stats_on_levels.value != 2:
logging.info(f"{self.player_name}'s value {self.options.force_stats_on_levels.value} for force_stats_on_levels was changed\n"
f"Set to 2 as remote_items if \"off\"")
self.options.force_stats_on_levels.value = 2
current_level_index_for_placing_stats = 0
while len(level_up_item_pool) > 0 and current_level_index_for_placing_stats < self.options.level_checks: # With all levels in location pool, 99 level ups so need to go index 0-98
self.get_location(level_up_locations[current_level_index_for_placing_stats]).place_locked_item(self.create_item(level_up_item_pool.pop()))
current_level_index_for_placing_stats += 1
# Calculate prefilled locations and items
exclude_items = ["Final Door Key", "Lucky Emblem"]
if not self.options.randomize_emblem_pieces:
exclude_items = exclude_items + ["Emblem Piece (Flame)", "Emblem Piece (Chest)", "Emblem Piece (Fountain)", "Emblem Piece (Statue)"]
total_locations = len(self.multiworld.get_unfilled_locations(self.player))
non_filler_item_categories = ["Key", "Magic", "Worlds", "Trinities", "Cups", "Summons", "Abilities", "Shared Abilities", "Keyblades", "Accessory", "Weapons", "Puppies"]
if self.options.hundred_acre_wood:
non_filler_item_categories.append("Torn Pages")
for name, data in item_table.items():
quantity = data.max_quantity
if data.category not in non_filler_item_categories:
continue
if name in starting_worlds or name in starting_tools or name in starting_party_member_accessories:
continue
if self.options.stacking_world_items and name in WORLD_KEY_ITEMS.keys() and name not in ("Crystal Trident", "Jack-In-The-Box"): # Handling these special cases separately
item_pool += [self.create_item(WORLD_KEY_ITEMS[name]) for _ in range(0, 1)]
elif self.options.halloween_town_key_item_bundle and name == "Jack-In-The-Box":
continue
elif name == "Puppy":
if self.options.randomize_puppies:
item_pool += [self.create_item(name) for _ in range(ceil(99/self.options.puppy_value.value))]
elif name == "Atlantica":
if self.options.atlantica:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "Mermaid Kick":
if self.options.atlantica and self.options.extra_shared_abilities:
item_pool += [self.create_item(name) for _ in range(0, 2)]
else:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "Crystal Trident":
if self.options.atlantica:
if self.options.stacking_world_items:
item_pool += [self.create_item(WORLD_KEY_ITEMS[name]) for _ in range(0, 1)]
else:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "High Jump":
if self.options.extra_shared_abilities:
item_pool += [self.create_item(name) for _ in range(0, 3)]
else:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "Progressive Glide":
if self.options.extra_shared_abilities:
item_pool += [self.create_item(name) for _ in range(0, 4)]
else:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "End of the World":
if self.options.end_of_the_world_unlock.current_key == "item":
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "EXP Zero":
if self.options.exp_zero_in_pool:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "Postcard":
if self.options.randomize_postcards.current_key == "chests":
item_pool += [self.create_item(name) for _ in range(0, 3)]
if self.options.randomize_postcards.current_key == "all":
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "Orichalcum":
item_pool += [self.create_item(name) for _ in range(0, self.options.orichalcum_in_pool.value)]
elif name == "Mythril":
item_pool += [self.create_item(name) for _ in range(0, self.options.mythril_in_pool.value)]
elif name == "Destiny Islands":
if self.options.destiny_islands:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
elif name == "Raft Materials":
if self.options.destiny_islands:
item_pool += [self.create_item(name) for _ in range(0, self.options.materials_in_pool.value)]
elif name not in exclude_items:
item_pool += [self.create_item(name) for _ in range(0, quantity)]
for i in range(self.determine_lucky_emblems_in_pool()):
item_pool += [self.create_item("Lucky Emblem")]
while len(item_pool) < total_locations and len(level_up_item_pool) > 0:
item_pool += [self.create_item(level_up_item_pool.pop())]
# Fill any empty locations with filler items.
while len(item_pool) < total_locations:
item_pool.append(self.create_item(self.get_filler_item_name()))
self.multiworld.itempool += item_pool
def place_predetermined_items(self) -> None:
if self.options.final_rest_door_key.current_key not in ["puppies", "postcards", "lucky_emblems"]:
goal_dict = {
"sephiroth": "Olympus Coliseum Defeat Sephiroth Ansem's Report 12",
"unknown": "Hollow Bastion Defeat Unknown Ansem's Report 13",
"final_rest": "End of the World Final Rest Chest"
}
goal_location_name = goal_dict[self.options.final_rest_door_key.current_key]
elif self.options.final_rest_door_key.current_key == "postcards":
lpad_number = str(self.options.required_postcards).rjust(2, "0")
goal_location_name = "Traverse Town Mail Postcard " + lpad_number + " Event"
elif self.options.final_rest_door_key.current_key == "puppies":
required_puppies = self.options.required_puppies.value
goal_location_name = "Traverse Town Piano Room Return " + str(required_puppies) + " Puppies"
if required_puppies == 50 or required_puppies == 99:
goal_location_name = goal_location_name + " Reward 2"
if self.options.final_rest_door_key.current_key != "lucky_emblems":
self.get_location(goal_location_name).place_locked_item(self.create_item("Final Door Key"))
self.get_location("Final Ansem").place_locked_item(self.create_event("Victory"))
if not self.options.randomize_emblem_pieces:
self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Flame)").place_locked_item(self.create_item("Emblem Piece (Flame)"))
self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Statue)").place_locked_item(self.create_item("Emblem Piece (Statue)"))
self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Fountain)").place_locked_item(self.create_item("Emblem Piece (Fountain)"))
self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Chest)").place_locked_item(self.create_item("Emblem Piece (Chest)"))
if self.options.randomize_postcards != "all":
self.get_location("Traverse Town Item Shop Postcard").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town 1st District Safe Postcard").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town Gizmo Shop Postcard 1").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town Gizmo Shop Postcard 2").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town Item Workshop Postcard").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town 3rd District Balcony Postcard").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town Geppetto's House Postcard").place_locked_item(self.create_item("Postcard"))
if self.options.randomize_postcards.current_key == "vanilla":
self.get_location("Traverse Town 1st District Accessory Shop Roof Chest").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town 2nd District Boots and Shoes Awning Chest").place_locked_item(self.create_item("Postcard"))
self.get_location("Traverse Town 1st District Blue Trinity Balcony Chest").place_locked_item(self.create_item("Postcard"))
if not self.options.randomize_puppies:
if self.options.puppy_value.value != 3:
self.options.puppy_value.value = 3
logging.info(f"{self.player_name}'s value of {self.options.puppy_value.value} for puppy value was changed to 3 as Randomize Puppies is OFF")
for i, location in enumerate(VANILLA_PUPPY_LOCATIONS):
self.get_location(location).place_locked_item(self.create_item("Puppy"))
def get_filler_item_name(self) -> str:
weights = [data.weight for data in self.fillers.values()]
return self.random.choices([filler for filler in self.fillers.keys()], weights)[0]
def fill_slot_data(self) -> dict:
slot_data = {
"atlantica": bool(self.options.atlantica),
"auto_attack": bool(self.options.auto_attack),
"auto_save": bool(self.options.auto_save),
"bad_starting_weapons": bool(self.options.bad_starting_weapons),
"beep_hack": bool(self.options.beep_hack),
"consistent_finishers": bool(self.options.consistent_finishers),
"cups": str(self.options.cups.current_key),
"day_2_materials": int(self.options.day_2_materials.value),
"death_link": str(self.options.death_link.current_key),
"destiny_islands": bool(self.options.destiny_islands),
"donald_death_link": bool(self.options.donald_death_link),
"early_skip": bool(self.options.early_skip),
"end_of_the_world_unlock": str(self.options.end_of_the_world_unlock.current_key),
"exp_multiplier": int(self.options.exp_multiplier.value)/16,
"exp_zero_in_pool": bool(self.options.exp_zero_in_pool),
"extra_shared_abilities": bool(self.options.extra_shared_abilities),
"fast_camera": bool(self.options.fast_camera),
"faster_animations": bool(self.options.faster_animations),
"final_rest_door_key": str(self.options.final_rest_door_key.current_key),
"force_stats_on_levels": int(self.options.force_stats_on_levels.value),
"four_by_three": bool(self.options.four_by_three),
"goofy_death_link": bool(self.options.goofy_death_link),
"halloween_town_key_item_bundle": bool(self.options.halloween_town_key_item_bundle),
"homecoming_materials": int(self.options.homecoming_materials.value),
"hundred_acre_wood": bool(self.options.hundred_acre_wood),
"interact_in_battle": bool(self.options.interact_in_battle),
"jungle_slider": bool(self.options.jungle_slider),
"keyblades_unlock_chests": bool(self.options.keyblades_unlock_chests),
"level_checks": int(self.options.level_checks.value),
"logic_difficulty": str(self.options.logic_difficulty.current_key),
"materials_in_pool": int(self.options.materials_in_pool.value),
"max_ap_cost": int(self.options.max_ap_cost.value),
"min_ap_cost": int(self.options.min_ap_cost.value),
"mythril_in_pool": int(self.options.mythril_in_pool.value),
"mythril_price": int(self.options.mythril_price.value),
"one_hp": bool(self.options.one_hp),
"orichalcum_in_pool": int(self.options.orichalcum_in_pool.value),
"orichalcum_price": int(self.options.orichalcum_price.value),
"puppy_value": int(self.options.puppy_value.value),
"randomize_ap_costs": str(self.options.randomize_ap_costs.current_key),
"randomize_emblem_pieces": bool(self.options.exp_zero_in_pool),
"randomize_party_member_starting_accessories": bool(self.options.randomize_party_member_starting_accessories),
"randomize_postcards": str(self.options.randomize_postcards.current_key),
"randomize_puppies": str(self.options.randomize_puppies.current_key),
"remote_items": str(self.options.remote_items.current_key),
"remote_location_ids": self.get_remote_location_ids(),
"required_lucky_emblems_door": self.determine_lucky_emblems_required_to_open_final_rest_door(),
"required_lucky_emblems_eotw": self.determine_lucky_emblems_required_to_open_end_of_the_world(),
"required_postcards": int(self.options.required_postcards.value),
"required_puppies": int(self.options.required_puppies.value),
"seed": self.multiworld.seed_name,
"shorten_go_mode": bool(self.options.shorten_go_mode),
"slot_2_level_checks": int(self.options.slot_2_level_checks.value),
"stacking_world_items": bool(self.options.stacking_world_items),
"starting_items": [item.code for item in self.multiworld.precollected_items[self.player]],
"starting_tools": bool(self.options.starting_tools),
"super_bosses": bool(self.options.super_bosses),
"synthesis_item_name_byte_arrays": self.get_synthesis_item_name_byte_arrays(),
"unlock_0_volume": bool(self.options.unlock_0_volume),
"unskippable": bool(self.options.unskippable),
"warp_anywhere": bool(self.options.warp_anywhere)
}
return slot_data
def create_item(self, name: str) -> KH1Item:
data = item_table[name]
return KH1Item(name, data.classification, data.code, self.player)
def create_event(self, name: str) -> KH1Item:
data = event_item_table[name]
return KH1Item(name, data.classification, data.code, self.player)
def set_rules(self):
set_rules(self)
def create_regions(self):
create_regions(self)
def connect_entrances(self):
connect_entrances(self)
def generate_output(self, output_directory: str):
"""
Generates the json file for use with mod generator.
"""
generate_json(self, output_directory)
def generate_early(self):
self.determine_level_checks()
value_names = ["Lucky Emblems to Open End of the World", "Lucky Emblems to Open Final Rest Door", "Lucky Emblems in Pool"]
initial_lucky_emblem_settings = [self.options.required_lucky_emblems_eotw.value, self.options.required_lucky_emblems_door.value, self.options.lucky_emblems_in_pool.value]
self.change_numbers_of_lucky_emblems_to_consider()
new_lucky_emblem_settings = [self.options.required_lucky_emblems_eotw.value, self.options.required_lucky_emblems_door.value, self.options.lucky_emblems_in_pool.value]
for i in range(3):
if initial_lucky_emblem_settings[i] != new_lucky_emblem_settings[i]:
logging.info(f"{self.player_name}'s value {initial_lucky_emblem_settings[i]} for \"{value_names[i]}\" was invalid\n"
f"Setting \"{value_names[i]}\" value to {new_lucky_emblem_settings[i]}")
value_names = ["Day 2 Materials", "Homecoming Materials", "Materials in Pool"]
initial_materials_settings = [self.options.day_2_materials.value, self.options.homecoming_materials.value, self.options.materials_in_pool.value]
self.change_numbers_of_materials_to_consider()
new_materials_settings = [self.options.day_2_materials.value, self.options.homecoming_materials.value, self.options.materials_in_pool.value]
for i in range(3):
if initial_materials_settings[i] != new_materials_settings[i]:
logging.info(f"{self.player_name}'s value {initial_materials_settings[i]} for \"{value_names[i]}\" was invalid\n"
f"Setting \"{value_names[i]}\" value to {new_materials_settings[i]}")
if self.options.stacking_world_items.value and not self.options.halloween_town_key_item_bundle.value:
logging.info(f"{self.player_name}'s value {self.options.halloween_town_key_item_bundle.value} for Halloween Town Key Item Bundle must be TRUE when Stacking World Items is on. Setting to TRUE")
self.options.halloween_town_key_item_bundle.value = True
def change_numbers_of_lucky_emblems_to_consider(self) -> None:
if self.options.end_of_the_world_unlock == "lucky_emblems" and self.options.final_rest_door_key == "lucky_emblems":
self.options.required_lucky_emblems_eotw.value, self.options.required_lucky_emblems_door.value, self.options.lucky_emblems_in_pool.value = sorted(
[self.options.required_lucky_emblems_eotw.value, self.options.required_lucky_emblems_door.value, self.options.lucky_emblems_in_pool.value])
elif self.options.end_of_the_world_unlock == "lucky_emblems":
self.options.required_lucky_emblems_eotw.value, self.options.lucky_emblems_in_pool.value = sorted(
[self.options.required_lucky_emblems_eotw.value, self.options.lucky_emblems_in_pool.value])
elif self.options.final_rest_door_key == "lucky_emblems":
self.options.required_lucky_emblems_door.value, self.options.lucky_emblems_in_pool.value = sorted(
[self.options.required_lucky_emblems_door.value, self.options.lucky_emblems_in_pool.value])
def determine_lucky_emblems_in_pool(self) -> int:
if self.options.end_of_the_world_unlock == "lucky_emblems" or self.options.final_rest_door_key == "lucky_emblems":
return self.options.lucky_emblems_in_pool.value
return 0
def determine_lucky_emblems_required_to_open_end_of_the_world(self) -> int:
if self.options.end_of_the_world_unlock == "lucky_emblems":
return self.options.required_lucky_emblems_eotw.value
return -1
def determine_lucky_emblems_required_to_open_final_rest_door(self) -> int:
if self.options.final_rest_door_key == "lucky_emblems":
return self.options.required_lucky_emblems_door.value
return -1
def change_numbers_of_materials_to_consider(self) -> None:
if self.options.destiny_islands:
self.options.day_2_materials.value, self.options.homecoming_materials.value, self.options.materials_in_pool.value = sorted(
[self.options.day_2_materials.value, self.options.homecoming_materials.value, self.options.materials_in_pool.value])
def get_remote_location_ids(self):
remote_location_ids = []
for location in self.multiworld.get_filled_locations(self.player):
if location.name != "Final Ansem":
location_data = location_table[location.name]
if self.options.remote_items.current_key == "full":
if location_data.type != "Starting Accessory":
remote_location_ids.append(location_data.code)
elif self.player == location.item.player and location.item.name != "Victory":
item_data = item_table[location.item.name]
if location_data.type == "Chest":
if item_data.type in ["Stats"]:
remote_location_ids.append(location_data.code)
if location_data.type == "Reward":
if item_data.type in ["Stats"]:
remote_location_ids.append(location_data.code)
if location_data.type == "Static":
if item_data.type not in ["Item"]:
remote_location_ids.append(location_data.code)
if location_data.type == "Level Slot 1":
if item_data.category not in ["Level Up", "Limited Level Up"]:
remote_location_ids.append(location_data.code)
if location_data.type == "Level Slot 2":
if item_data.category not in ["Level Up", "Limited Level Up", "Abilities"]:
remote_location_ids.append(location_data.code)
if location_data.type == "Synth":
if item_data.type not in ["Item"]:
remote_location_ids.append(location_data.code)
if location_data.type == "Prize":
if item_data.type not in ["Item"]:
remote_location_ids.append(location_data.code)
return remote_location_ids
def get_slot_2_levels(self):
if self.slot_2_levels is None:
self.slot_2_levels = []
if self.options.max_level_for_slot_2_level_checks - 1 > self.options.level_checks.value:
logging.info(f"{self.player_name}'s value of {self.options.max_level_for_slot_2_level_checks.value} for max level for slot 2 level checks is invalid as it exceeds their value of {self.options.level_checks.value} for Level Checks\n"
f"Setting max level for slot 2 level checks's value to {self.options.level_checks.value + 1}")
self.options.max_level_for_slot_2_level_checks.value = self.options.level_checks.value + 1
if self.options.slot_2_level_checks.value > self.options.level_checks.value:
logging.info(f"{self.player_name}'s value of {self.options.slot_2_level_checks.value} for slot 2 level checks is invalid as it exceeds their value of {self.options.level_checks.value} for Level Checks\n"
f"Setting slot 2 level check's value to {self.options.level_checks.value}")
self.options.slot_2_level_checks.value = self.options.level_checks.value
if self.options.slot_2_level_checks > self.options.max_level_for_slot_2_level_checks - 1:
logging.info(f"{self.player_name}'s value of {self.options.slot_2_level_checks.value} for slot 2 level checks is invalid as it exceeds their value of {self.options.max_level_for_slot_2_level_checks.value} for Max Level for Slot 2 Level Checks\n"
f"Setting slot 2 level check's value to {self.options.max_level_for_slot_2_level_checks.value - 1}")
self.options.slot_2_level_checks.value = self.options.max_level_for_slot_2_level_checks.value - 1
# Range is exclusive of the top, so if max_level_for_slot_2_level_checks is 2 then the top end of the range needs to be 3 as the only level it can choose is 2.
self.slot_2_levels = self.random.sample(range(2,self.options.max_level_for_slot_2_level_checks.value + 1), self.options.slot_2_level_checks.value)
return self.slot_2_levels
def get_keyblade_stats(self):
# Create keyblade stat array from vanilla
keyblade_stats = [x.copy() for x in VANILLA_KEYBLADE_STATS]
# Handle shuffling keyblade stats
if self.options.keyblade_stats != "vanilla":
if self.options.keyblade_stats == "randomize":
# Fix any minimum and max values from settings
min_str_bonus = min(self.options.keyblade_min_str.value, self.options.keyblade_max_str.value)
max_str_bonus = max(self.options.keyblade_min_str.value, self.options.keyblade_max_str.value)
self.options.keyblade_min_str.value = min_str_bonus
self.options.keyblade_max_str.value = max_str_bonus
min_crit_rate = min(self.options.keyblade_min_crit_rate.value, self.options.keyblade_max_crit_rate.value)
max_crit_rate = max(self.options.keyblade_min_crit_rate.value, self.options.keyblade_max_crit_rate.value)
self.options.keyblade_min_crit_rate.value = min_crit_rate
self.options.keyblade_max_crit_rate.value = max_crit_rate
min_crit_str = min(self.options.keyblade_min_crit_str.value, self.options.keyblade_max_crit_str.value)
max_crit_str = max(self.options.keyblade_min_crit_str.value, self.options.keyblade_max_crit_str.value)
self.options.keyblade_min_crit_str.value = min_crit_str
self.options.keyblade_max_crit_str.value = max_crit_str
min_recoil = min(self.options.keyblade_min_recoil.value, self.options.keyblade_max_recoil.value)
max_recoil = max(self.options.keyblade_min_recoil.value, self.options.keyblade_max_recoil.value)
self.options.keyblade_min_recoil.value = min_recoil
self.options.keyblade_max_recoil.value = max_recoil
min_mp_bonus = min(self.options.keyblade_min_mp.value, self.options.keyblade_max_mp.value)
max_mp_bonus = max(self.options.keyblade_min_mp.value, self.options.keyblade_max_mp.value)
self.options.keyblade_min_mp.value = min_mp_bonus
self.options.keyblade_max_mp.value = max_mp_bonus
if self.options.bad_starting_weapons:
starting_weapons = keyblade_stats[:4]
other_weapons = keyblade_stats[4:]
else:
starting_weapons = []
other_weapons = keyblade_stats
for keyblade in other_weapons:
keyblade["STR"] = self.random.randint(min_str_bonus, max_str_bonus)
keyblade["CRR"] = self.random.randint(min_crit_rate, max_crit_rate)
keyblade["CRB"] = self.random.randint(min_crit_str, max_crit_str)
keyblade["REC"] = self.random.randint(min_recoil, max_recoil)
keyblade["MP"] = self.random.randint(min_mp_bonus, max_mp_bonus)
keyblade_stats = starting_weapons + other_weapons
elif self.options.keyblade_stats == "shuffle":
if self.options.bad_starting_weapons:
starting_weapons = keyblade_stats[:4]
other_weapons = keyblade_stats[4:]
self.random.shuffle(other_weapons)
keyblade_stats = starting_weapons + other_weapons
else:
self.random.shuffle(keyblade_stats)
return keyblade_stats
def determine_level_checks(self):
# Handle if remote_items is off and level_checks > number of stats items
total_level_up_items = min(99,
self.options.strength_increase.value +\
self.options.defense_increase.value +\
self.options.hp_increase.value +\
self.options.mp_increase.value +\
self.options.ap_increase.value +\
self.options.accessory_slot_increase.value +\
self.options.item_slot_increase.value)
if self.options.level_checks.value > total_level_up_items and self.options.remote_items.current_key == "off":
logging.info(f"{self.player_name}'s value {self.options.level_checks.value} for level_checks was changed.\n"
f"This value cannot be more than the number of stat items in the pool when \"remote_items\" is \"off\".\n"
f"Set to be equal to number of stat items in pool, {total_level_up_items}.")
self.options.level_checks.value = total_level_up_items
def get_synthesis_item_name_byte_arrays(self):
# Get synth item names to show in synthesis menu
synthesis_byte_arrays = []
for location in self.multiworld.get_filled_locations(self.player):
if location.name != "Final Ansem":
location_data = location_table[location.name]
if location_data.type == "Synth":
item_name = re.sub('[^A-Za-z0-9 ]+', '',str(location.item.name.replace("Progressive", "Prog")))[:14]
byte_array = []
for character in item_name:
byte_array.append(CHAR_TO_KH[character])
synthesis_byte_arrays.append(byte_array)
return synthesis_byte_arrays
def get_starting_accessory_locations(self):
if self.starting_accessory_locations is None:
if self.options.randomize_party_member_starting_accessories:
self.starting_accessory_locations = list(get_locations_by_type("Starting Accessory").keys())
if not self.options.atlantica:
self.starting_accessory_locations.remove("Ariel Starting Accessory 1")
self.starting_accessory_locations.remove("Ariel Starting Accessory 2")
self.starting_accessory_locations.remove("Ariel Starting Accessory 3")
self.starting_accessory_locations = self.random.sample(self.starting_accessory_locations, 10)
else:
self.starting_accessory_locations = []
return self.starting_accessory_locations
def get_starting_accessories(self):
if self.starting_accessories is None:
if self.options.randomize_party_member_starting_accessories:
self.starting_accessories = list(get_items_by_category("Accessory").keys())
self.starting_accessories = self.random.sample(self.starting_accessories, 10)
else:
self.starting_accessories = []
return self.starting_accessories
def get_ap_costs(self):
if self.ap_costs is None:
ap_costs = VANILLA_ABILITY_AP_COSTS.copy()
if self.options.randomize_ap_costs.current_key == "shuffle":
possible_costs = []
for ap_cost in VANILLA_ABILITY_AP_COSTS:
if ap_cost["Randomize"]:
possible_costs.append(ap_cost["AP Cost"])
self.random.shuffle(possible_costs)
for ap_cost in ap_costs:
if ap_cost["Randomize"]:
ap_cost["AP Cost"] = possible_costs.pop(0)
elif self.options.randomize_ap_costs.current_key == "randomize":
for ap_cost in ap_costs:
if ap_cost["Randomize"]:
ap_cost["AP Cost"] = self.random.randint(self.options.min_ap_cost.value, self.options.max_ap_cost.value)
elif self.options.randomize_ap_costs.current_key == "distribute":
total_ap_value = 0
for ap_cost in VANILLA_ABILITY_AP_COSTS:
if ap_cost["Randomize"]:
total_ap_value = total_ap_value + ap_cost["AP Cost"]
for ap_cost in ap_costs:
if ap_cost["Randomize"]:
total_ap_value = total_ap_value - self.options.min_ap_cost.value
ap_cost["AP Cost"] = self.options.min_ap_cost.value
while total_ap_value > 0:
ap_cost = self.random.choice(ap_costs)
if ap_cost["Randomize"]:
if ap_cost["AP Cost"] < self.options.max_ap_cost.value:
amount_to_add = self.random.randint(1, min(self.options.max_ap_cost.value - ap_cost["AP Cost"], total_ap_value))
ap_cost["AP Cost"] = ap_cost["AP Cost"] + amount_to_add
total_ap_value = total_ap_value - amount_to_add
self.ap_costs = ap_costs
return self.ap_costs