 d20d09e682
			
		
	
	d20d09e682
	
	
	
		
			
			* map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
		
			
				
	
	
		
			291 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			291 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import List, TYPE_CHECKING
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| 
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| from BaseClasses import CollectionState, PlandoOptions
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| from .options import ShufflePortals
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| from ..generic import PlandoConnection
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| 
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| if TYPE_CHECKING:
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|     from . import MessengerWorld
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| 
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| 
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| PORTALS = [
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|     "Autumn Hills",
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|     "Riviere Turquoise",
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|     "Howling Grotto",
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|     "Sunken Shrine",
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|     "Searing Crags",
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|     "Glacial Peak",
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| ]
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| 
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| 
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| REGION_ORDER = [
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|     "Autumn Hills",
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|     "Forlorn Temple",
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|     "Catacombs",
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|     "Bamboo Creek",
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|     "Howling Grotto",
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|     "Quillshroom Marsh",
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|     "Searing Crags",
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|     "Glacial Peak",
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|     "Tower of Time",
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|     "Cloud Ruins",
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|     "Underworld",
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|     "Riviere Turquoise",
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|     "Elemental Skylands",
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|     "Sunken Shrine",
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| ]
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| 
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| 
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| SHOP_POINTS = {
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|     "Autumn Hills": [
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|         "Climbing Claws",
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|         "Hope Path",
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|         "Dimension Climb",
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|         "Leaf Golem",
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|     ],
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|     "Forlorn Temple": [
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|         "Outside",
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|         "Entrance",
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|         "Climb",
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|         "Rocket Sunset",
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|         "Descent",
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|         "Saw Gauntlet",
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|         "Demon King",
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|     ],
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|     "Catacombs": [
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|         "Triple Spike Crushers",
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|         "Ruxxtin",
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|     ],
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|     "Bamboo Creek": [
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|         "Spike Crushers",
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|         "Abandoned",
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|         "Time Loop",
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|     ],
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|     "Howling Grotto": [
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|         "Wingsuit",
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|         "Crushing Pits",
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|         "Emerald Golem",
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|     ],
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|     "Quillshroom Marsh": [
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|         "Spikey Window",
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|         "Sand Trap",
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|         "Queen of Quills",
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|     ],
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|     "Searing Crags": [
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|         "Rope Dart",
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|         "Falling Rocks",
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|         "Searing Mega Shard",
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|         "Before Final Climb",
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|         "Colossuses",
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|         "Key of Strength",
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|     ],
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|     "Glacial Peak": [
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|         "Ice Climbers'",
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|         "Glacial Mega Shard",
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|         "Tower Entrance",
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|     ],
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|     "Tower of Time": [
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|         "Final Chance",
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|         "Arcane Golem",
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|     ],
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|     "Cloud Ruins": [
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|         "Cloud Entrance",
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|         "Pillar Glide",
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|         "Crushers' Descent",
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|         "Seeing Spikes",
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|         "Final Flight",
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|         "Manfred's",
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|     ],
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|     "Underworld": [
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|         "Left",
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|         "Fireball Wave",
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|         "Long Climb",
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|         # "Barm'athaziel",  # not currently valid
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|         "Key of Chaos",
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|     ],
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|     "Riviere Turquoise": [
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|         "Waterfall",
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|         "Launch of Faith",
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|         "Log Flume",
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|         "Log Climb",
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|         "Restock",
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|         "Butterfly Matriarch",
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|     ],
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|     "Elemental Skylands": [
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|         "Air Intro",
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|         "Air Generator",
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|         "Earth Intro",
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|         "Earth Generator",
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|         "Fire Intro",
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|         "Fire Generator",
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|         "Water Intro",
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|         "Water Generator",
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|     ],
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|     "Sunken Shrine": [
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|         "Above Portal",
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|         "Lifeguard",
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|         "Sun Path",
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|         "Tabi Gauntlet",
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|         "Moon Path",
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|     ]
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| }
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| 
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| 
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| CHECKPOINTS = {
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|     "Autumn Hills": [
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|         "Hope Latch",
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|         "Key of Hope",
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|         "Lakeside",
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|         "Double Swing",
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|         "Spike Ball Swing",
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|     ],
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|     "Forlorn Temple": [
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|         "Sunny Day",
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|         "Rocket Maze",
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|     ],
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|     "Catacombs": [
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|         "Death Trap",
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|         "Crusher Gauntlet",
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|         "Dirty Pond",
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|     ],
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|     "Bamboo Creek": [
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|         "Spike Ball Pits",
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|         "Spike Doors",
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|     ],
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|     "Howling Grotto": [
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|         "Lost Woods",
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|         "Breezy Crushers",
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|     ],
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|     "Quillshroom Marsh": [
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|         "Seashell",
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|         "Quicksand",
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|         "Spike Wave",
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|     ],
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|     "Searing Crags": [
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|         "Triple Ball Spinner",
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|         "Raining Rocks",
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|     ],
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|     "Glacial Peak": [
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|         "Projectile Spike Pit",
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|         "Air Swag",
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|         "Free Climbing",
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|     ],
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|     "Tower of Time": [
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|         "First",
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|         "Second",
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|         "Third",
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|         "Fourth",
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|         "Fifth",
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|         "Sixth",
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|     ],
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|     "Cloud Ruins": [
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|         "Spike Float",
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|         "Ghost Pit",
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|         "Toothbrush Alley",
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|         "Saw Pit",
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|     ],
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|     "Underworld": [
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|         "Hot Dip",
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|         "Hot Tub",
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|         "Lava Run",
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|     ],
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|     "Riviere Turquoise": [
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|         "Flower Flight",
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|     ],
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|     "Elemental Skylands": [
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|         "Air Seal",
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|     ],
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|     "Sunken Shrine": [
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|         "Lightfoot Tabi",
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|         "Sun Crest",
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|         "Waterfall Paradise",
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|         "Moon Crest",
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|     ]
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| }
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| 
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| 
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| def shuffle_portals(world: "MessengerWorld") -> None:
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|     def create_mapping(in_portal: str, warp: str) -> None:
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|         nonlocal available_portals
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|         parent = out_to_parent[warp]
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|         exit_string = f"{parent.strip(' ')} - "
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| 
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|         if "Portal" in warp:
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|             exit_string += "Portal"
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|             world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}00"))
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|         elif warp_point in SHOP_POINTS[parent]:
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|             exit_string += f"{warp_point} Shop"
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|             world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}1{SHOP_POINTS[parent].index(warp_point)}"))
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|         else:
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|             exit_string += f"{warp_point} Checkpoint"
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|             world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}2{CHECKPOINTS[parent].index(warp_point)}"))
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| 
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|         world.spoiler_portal_mapping[in_portal] = exit_string
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|         connect_portal(world, in_portal, exit_string)
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| 
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|         available_portals.remove(warp)
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|         if shuffle_type < ShufflePortals.option_anywhere:
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|             available_portals = [port for port in available_portals if port not in shop_points[parent]]
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| 
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|     def handle_planned_portals(plando_connections: List[PlandoConnection]) -> None:
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|         for connection in plando_connections:
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|             if connection.entrance not in PORTALS:
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|                 continue
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|             # let it crash here if input is invalid
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|             create_mapping(connection.entrance, connection.exit)
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|             world.plando_portals.append(connection.entrance)
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| 
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|     shuffle_type = world.options.shuffle_portals
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|     shop_points = SHOP_POINTS.copy()
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|     for portal in PORTALS:
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|         shop_points[portal].append(f"{portal} Portal")
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|     if shuffle_type > ShufflePortals.option_shops:
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|         shop_points.update(CHECKPOINTS)
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|     out_to_parent = {checkpoint: parent for parent, checkpoints in shop_points.items() for checkpoint in checkpoints}
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|     available_portals = [val for zone in shop_points.values() for val in zone]
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| 
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|     plando = world.multiworld.plando_connections[world.player]
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|     if plando and world.multiworld.plando_options & PlandoOptions.connections:
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|         handle_planned_portals(plando)
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|         world.multiworld.plando_connections[world.player] = [connection for connection in plando
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|                                                              if connection.entrance not in PORTALS]
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|     for portal in PORTALS:
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|         warp_point = world.random.choice(available_portals)
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|         create_mapping(portal, warp_point)
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| 
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| 
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| def connect_portal(world: "MessengerWorld", portal: str, out_region: str) -> None:
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|     entrance = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
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|     entrance.connect(world.multiworld.get_region(out_region, world.player))
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| 
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| 
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| def disconnect_portals(world: "MessengerWorld") -> None:
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|     for portal in [port for port in PORTALS if port not in world.plando_portals]:
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|         entrance = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
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|         entrance.connected_region.entrances.remove(entrance)
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|         entrance.connected_region = None
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|         if portal in world.spoiler_portal_mapping:
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|             del world.spoiler_portal_mapping[portal]
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|     if len(world.portal_mapping) > len(world.spoiler_portal_mapping):
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|         world.portal_mapping = world.portal_mapping[:len(world.spoiler_portal_mapping)]
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| 
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| 
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| def validate_portals(world: "MessengerWorld") -> bool:
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|     # if world.options.shuffle_transitions:
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|     #     return True
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|     new_state = CollectionState(world.multiworld)
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|     new_state.update_reachable_regions(world.player)
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|     reachable_locs = 0
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|     for loc in world.multiworld.get_locations(world.player):
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|         reachable_locs += loc.can_reach(new_state)
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|         if reachable_locs > 5:
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|             return True
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|     return False
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| 
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| 
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| def add_closed_portal_reqs(world: "MessengerWorld") -> None:
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|     closed_portals = [entrance for entrance in PORTALS if f"{entrance} Portal" not in world.starting_portals]
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|     for portal in closed_portals:
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|         tower_exit = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
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|         tower_exit.access_rule = lambda state: state.has(portal, world.player)
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