684 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			684 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import typing
 | 
						|
 | 
						|
from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld
 | 
						|
from worlds.AutoWorld import WebWorld, World
 | 
						|
from worlds.generic.Rules import add_rule, CollectionRule
 | 
						|
from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
 | 
						|
    chunksanity_special_region_names
 | 
						|
from .Locations import OSRSLocation, LocationRow
 | 
						|
 | 
						|
from .Options import OSRSOptions, StartingArea
 | 
						|
from .Names import LocationNames, ItemNames, RegionNames
 | 
						|
 | 
						|
from .LogicCSV.LogicCSVToPython import data_csv_tag
 | 
						|
from .LogicCSV.items_generated import item_rows
 | 
						|
from .LogicCSV.locations_generated import location_rows
 | 
						|
from .LogicCSV.regions_generated import region_rows
 | 
						|
from .LogicCSV.resources_generated import resource_rows
 | 
						|
from .Regions import RegionRow, ResourceRow
 | 
						|
 | 
						|
 | 
						|
class OSRSWeb(WebWorld):
 | 
						|
    theme = "stone"
 | 
						|
 | 
						|
    setup_en = Tutorial(
 | 
						|
        "Multiworld Setup Guide",
 | 
						|
        "A guide to setting up the Old School Runescape Randomizer connected to an Archipelago Multiworld",
 | 
						|
        "English",
 | 
						|
        "docs/setup_en.md",
 | 
						|
        "setup/en",
 | 
						|
        ["digiholic"]
 | 
						|
    )
 | 
						|
    tutorials = [setup_en]
 | 
						|
 | 
						|
 | 
						|
class OSRSWorld(World):
 | 
						|
    """
 | 
						|
    The best retro fantasy MMORPG on the planet. Old School is RuneScape but… older! This is the open world you know and love, but as it was in 2007.
 | 
						|
    The Randomizer takes the form of a Chunk-Restricted f2p Ironman that takes a brand new account up through defeating
 | 
						|
    the Green Dragon of Crandor and earning a spot in the fabled Champion's Guild!
 | 
						|
    """
 | 
						|
 | 
						|
    game = "Old School Runescape"
 | 
						|
    options_dataclass = OSRSOptions
 | 
						|
    options: OSRSOptions
 | 
						|
    topology_present = True
 | 
						|
    web = OSRSWeb()
 | 
						|
    base_id = 0x070000
 | 
						|
    data_version = 1
 | 
						|
 | 
						|
    item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
 | 
						|
    location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
 | 
						|
 | 
						|
    region_name_to_data: typing.Dict[str, Region]
 | 
						|
    location_name_to_data: typing.Dict[str, OSRSLocation]
 | 
						|
 | 
						|
    location_rows_by_name: typing.Dict[str, LocationRow]
 | 
						|
    region_rows_by_name: typing.Dict[str, RegionRow]
 | 
						|
    resource_rows_by_name: typing.Dict[str, ResourceRow]
 | 
						|
    item_rows_by_name: typing.Dict[str, ItemRow]
 | 
						|
 | 
						|
    starting_area_item: str
 | 
						|
 | 
						|
    locations_by_category: typing.Dict[str, typing.List[LocationRow]]
 | 
						|
 | 
						|
    def __init__(self, multiworld: MultiWorld, player: int):
 | 
						|
        super().__init__(multiworld, player)
 | 
						|
        self.region_name_to_data = {}
 | 
						|
        self.location_name_to_data = {}
 | 
						|
 | 
						|
        self.location_rows_by_name = {}
 | 
						|
        self.region_rows_by_name = {}
 | 
						|
        self.resource_rows_by_name = {}
 | 
						|
        self.item_rows_by_name = {}
 | 
						|
 | 
						|
        self.starting_area_item = ""
 | 
						|
 | 
						|
        self.locations_by_category = {}
 | 
						|
 | 
						|
    def generate_early(self) -> None:
 | 
						|
        location_categories = [location_row.category for location_row in location_rows]
 | 
						|
        self.locations_by_category = {category:
 | 
						|
                                          [location_row for location_row in location_rows if
 | 
						|
                                           location_row.category == category]
 | 
						|
                                      for category in location_categories}
 | 
						|
 | 
						|
        self.location_rows_by_name = {loc_row.name: loc_row for loc_row in location_rows}
 | 
						|
        self.region_rows_by_name = {reg_row.name: reg_row for reg_row in region_rows}
 | 
						|
        self.resource_rows_by_name = {rec_row.name: rec_row for rec_row in resource_rows}
 | 
						|
        self.item_rows_by_name = {it_row.name: it_row for it_row in item_rows}
 | 
						|
 | 
						|
        rnd = self.random
 | 
						|
        starting_area = self.options.starting_area
 | 
						|
        
 | 
						|
        #UT specific override, if we are in normal gen, resolve starting area, we will get it from slot_data in UT
 | 
						|
        if not hasattr(self.multiworld, "generation_is_fake"): 
 | 
						|
            if starting_area.value == StartingArea.option_any_bank:
 | 
						|
                self.starting_area_item = rnd.choice(starting_area_dict)
 | 
						|
            elif starting_area.value < StartingArea.option_chunksanity:
 | 
						|
                self.starting_area_item = starting_area_dict[starting_area.value]
 | 
						|
            else:
 | 
						|
                self.starting_area_item = rnd.choice(chunksanity_starting_chunks)
 | 
						|
 | 
						|
            # Set Starting Chunk
 | 
						|
            self.multiworld.push_precollected(self.create_item(self.starting_area_item))
 | 
						|
 | 
						|
    """
 | 
						|
    This function pulls from LogicCSVToPython so that it sends the correct tag of the repository to the client.
 | 
						|
    _Make sure to update that value whenever the CSVs change!_
 | 
						|
    """
 | 
						|
 | 
						|
    def fill_slot_data(self):
 | 
						|
        data = self.options.as_dict("brutal_grinds")
 | 
						|
        data["data_csv_tag"] = data_csv_tag
 | 
						|
        data["starting_area"] = str(self.starting_area_item) #these aren't actually strings, they just play them on tv
 | 
						|
        return data
 | 
						|
 | 
						|
    def interpret_slot_data(self, slot_data: typing.Dict[str, typing.Any]) -> None:
 | 
						|
        if "starting_area" in slot_data:
 | 
						|
            self.starting_area_item = slot_data["starting_area"]
 | 
						|
            menu_region = self.multiworld.get_region("Menu",self.player)
 | 
						|
            menu_region.exits.clear() #prevent making extra exits if players just reconnect to a differnet slot
 | 
						|
            if self.starting_area_item in chunksanity_special_region_names:
 | 
						|
                starting_area_region = chunksanity_special_region_names[self.starting_area_item]
 | 
						|
            else:
 | 
						|
                starting_area_region = self.starting_area_item[6:]  # len("Area: ")
 | 
						|
            starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
 | 
						|
            starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
 | 
						|
            starting_entrance.connect(self.region_name_to_data[starting_area_region])
 | 
						|
 | 
						|
 | 
						|
    def create_regions(self) -> None:
 | 
						|
        """
 | 
						|
        called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done
 | 
						|
        during generate_early or basic as well.
 | 
						|
        """
 | 
						|
 | 
						|
        # First, create the "Menu" region to start
 | 
						|
        menu_region = self.create_region("Menu")
 | 
						|
 | 
						|
        for region_row in region_rows:
 | 
						|
            self.create_region(region_row.name)
 | 
						|
 | 
						|
        for resource_row in resource_rows:
 | 
						|
            self.create_region(resource_row.name)
 | 
						|
 | 
						|
        # Removes the word "Area: " from the item name to get the region it applies to.
 | 
						|
        # I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse
 | 
						|
        if self.starting_area_item != "": #if area hasn't been set, then we shouldn't connect it
 | 
						|
            if self.starting_area_item in chunksanity_special_region_names:
 | 
						|
                starting_area_region = chunksanity_special_region_names[self.starting_area_item]
 | 
						|
            else:
 | 
						|
                starting_area_region = self.starting_area_item[6:]  # len("Area: ")
 | 
						|
            starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
 | 
						|
            starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
 | 
						|
            starting_entrance.connect(self.region_name_to_data[starting_area_region])
 | 
						|
 | 
						|
        # Create entrances between regions
 | 
						|
        for region_row in region_rows:
 | 
						|
            region = self.region_name_to_data[region_row.name]
 | 
						|
 | 
						|
            for outbound_region_name in region_row.connections:
 | 
						|
                parsed_outbound = outbound_region_name.replace('*', '')
 | 
						|
                entrance = region.create_exit(f"{region_row.name}->{parsed_outbound}")
 | 
						|
                entrance.connect(self.region_name_to_data[parsed_outbound])
 | 
						|
 | 
						|
                item_name = self.region_rows_by_name[parsed_outbound].itemReq
 | 
						|
                if "*" not in outbound_region_name and "*" not in item_name:
 | 
						|
                    entrance.access_rule = lambda state, item_name=item_name: state.has(item_name, self.player)
 | 
						|
                    continue
 | 
						|
 | 
						|
                self.generate_special_rules_for(entrance, region_row, outbound_region_name)
 | 
						|
 | 
						|
            for resource_region in region_row.resources:
 | 
						|
                if not resource_region:
 | 
						|
                    continue
 | 
						|
 | 
						|
                entrance = region.create_exit(f"{region_row.name}->{resource_region.replace('*', '')}")
 | 
						|
                if "*" not in resource_region:
 | 
						|
                    entrance.connect(self.region_name_to_data[resource_region])
 | 
						|
                else:
 | 
						|
                    self.generate_special_rules_for(entrance, region_row, resource_region)
 | 
						|
                    entrance.connect(self.region_name_to_data[resource_region.replace('*', '')])
 | 
						|
 | 
						|
        self.roll_locations()
 | 
						|
 | 
						|
    def generate_special_rules_for(self, entrance, region_row, outbound_region_name):
 | 
						|
        # print(f"Special rules required to access region {outbound_region_name} from {region_row.name}")
 | 
						|
        if outbound_region_name == RegionNames.Cooks_Guild:
 | 
						|
            item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
 | 
						|
            cooking_level_rule = self.get_skill_rule("cooking", 32)
 | 
						|
            entrance.access_rule = lambda state: state.has(item_name, self.player) and \
 | 
						|
                                                 cooking_level_rule(state)
 | 
						|
            return
 | 
						|
        if outbound_region_name == RegionNames.Crafting_Guild:
 | 
						|
            item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
 | 
						|
            crafting_level_rule = self.get_skill_rule("crafting", 40)
 | 
						|
            entrance.access_rule = lambda state: state.has(item_name, self.player) and \
 | 
						|
                                                 crafting_level_rule(state)
 | 
						|
            return
 | 
						|
        if outbound_region_name == RegionNames.Corsair_Cove:
 | 
						|
            item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
 | 
						|
            # Need to be able to start Corsair Curse in addition to having the item
 | 
						|
            entrance.access_rule = lambda state: state.has(item_name, self.player) and \
 | 
						|
                                                 state.can_reach(RegionNames.Falador_Farm, "Region", self.player)
 | 
						|
            self.multiworld.register_indirect_condition(
 | 
						|
                self.multiworld.get_region(RegionNames.Falador_Farm, self.player), entrance)
 | 
						|
 | 
						|
            return
 | 
						|
        if outbound_region_name == "Camdozaal*":
 | 
						|
            item_name = self.region_rows_by_name[outbound_region_name.replace('*', '')].itemReq
 | 
						|
            entrance.access_rule = lambda state: state.has(item_name, self.player) and \
 | 
						|
                                                 state.has(ItemNames.QP_Below_Ice_Mountain, self.player)
 | 
						|
            return
 | 
						|
        if region_row.name == "Dwarven Mountain Pass" and outbound_region_name == "Anvil*":
 | 
						|
            entrance.access_rule = lambda state: state.has(ItemNames.QP_Dorics_Quest, self.player)
 | 
						|
            return
 | 
						|
        # Special logic for canoes
 | 
						|
        canoe_regions = [RegionNames.Lumbridge, RegionNames.South_Of_Varrock, RegionNames.Barbarian_Village,
 | 
						|
                         RegionNames.Edgeville, RegionNames.Wilderness]
 | 
						|
        if region_row.name in canoe_regions:
 | 
						|
            # Skill rules for greater distances
 | 
						|
            woodcutting_rule_d1 = self.get_skill_rule("woodcutting", 12)
 | 
						|
            woodcutting_rule_d2 = self.get_skill_rule("woodcutting", 27)
 | 
						|
            woodcutting_rule_d3 = self.get_skill_rule("woodcutting", 42)
 | 
						|
            woodcutting_rule_all = self.get_skill_rule("woodcutting", 57)
 | 
						|
 | 
						|
            if region_row.name == RegionNames.Lumbridge:
 | 
						|
                # Canoe Tree access for the Location
 | 
						|
                if outbound_region_name == RegionNames.Canoe_Tree:
 | 
						|
                    entrance.access_rule = \
 | 
						|
                        lambda state: (state.can_reach_region(RegionNames.South_Of_Varrock, self.player)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Barbarian_Village)
 | 
						|
                                       and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Edgeville)
 | 
						|
                                       and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Wilderness)
 | 
						|
                                       and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
 | 
						|
                # Access to other chunks based on woodcutting settings
 | 
						|
                # South of Varrock does not need to be checked, because it's already adjacent
 | 
						|
                if outbound_region_name == RegionNames.Barbarian_Village:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 27
 | 
						|
                if outbound_region_name == RegionNames.Edgeville:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 42
 | 
						|
                if outbound_region_name == RegionNames.Wilderness:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_all(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 57
 | 
						|
 | 
						|
            if region_row.name == RegionNames.South_Of_Varrock:
 | 
						|
                if outbound_region_name == RegionNames.Canoe_Tree:
 | 
						|
                    entrance.access_rule = \
 | 
						|
                        lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Barbarian_Village)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Edgeville)
 | 
						|
                                       and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Wilderness)
 | 
						|
                                       and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
 | 
						|
                # Access to other chunks based on woodcutting settings
 | 
						|
                # Lumbridge does not need to be checked, because it's already adjacent
 | 
						|
                if outbound_region_name == RegionNames.Barbarian_Village:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 12
 | 
						|
                if outbound_region_name == RegionNames.Edgeville:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 27
 | 
						|
                if outbound_region_name == RegionNames.Wilderness:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_all(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 42
 | 
						|
            if region_row.name == RegionNames.Barbarian_Village:
 | 
						|
                if outbound_region_name == RegionNames.Canoe_Tree:
 | 
						|
                    entrance.access_rule = \
 | 
						|
                        lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
 | 
						|
                                       and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.South_Of_Varrock)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Edgeville)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Wilderness)
 | 
						|
                                       and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
 | 
						|
                # Access to other chunks based on woodcutting settings
 | 
						|
                if outbound_region_name == RegionNames.Lumbridge:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 27
 | 
						|
                if outbound_region_name == RegionNames.South_Of_Varrock:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 12
 | 
						|
                # Edgeville does not need to be checked, because it's already adjacent
 | 
						|
                if outbound_region_name == RegionNames.Wilderness:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 42
 | 
						|
            if region_row.name == RegionNames.Edgeville:
 | 
						|
                if outbound_region_name == RegionNames.Canoe_Tree:
 | 
						|
                    entrance.access_rule = \
 | 
						|
                        lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
 | 
						|
                                       and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.South_Of_Varrock)
 | 
						|
                                       and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Barbarian_Village)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Wilderness)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
 | 
						|
                # Access to other chunks based on woodcutting settings
 | 
						|
                if outbound_region_name == RegionNames.Lumbridge:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 42
 | 
						|
                if outbound_region_name == RegionNames.South_Of_Varrock:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 27
 | 
						|
                # Barbarian Village does not need to be checked, because it's already adjacent
 | 
						|
                # Wilderness does not need to be checked, because it's already adjacent
 | 
						|
            if region_row.name == RegionNames.Wilderness:
 | 
						|
                if outbound_region_name == RegionNames.Canoe_Tree:
 | 
						|
                    entrance.access_rule = \
 | 
						|
                        lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
 | 
						|
                                       and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.South_Of_Varrock)
 | 
						|
                                       and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Barbarian_Village)
 | 
						|
                                       and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
 | 
						|
                                      (state.can_reach_region(RegionNames.Edgeville)
 | 
						|
                                       and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
 | 
						|
                    self.multiworld.register_indirect_condition(
 | 
						|
                        self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
 | 
						|
                # Access to other chunks based on woodcutting settings
 | 
						|
                if outbound_region_name == RegionNames.Lumbridge:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_all(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 57
 | 
						|
                if outbound_region_name == RegionNames.South_Of_Varrock:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 42
 | 
						|
                if outbound_region_name == RegionNames.Barbarian_Village:
 | 
						|
                    entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
 | 
						|
                                                         and self.options.max_woodcutting_level >= 27
 | 
						|
                # Edgeville does not need to be checked, because it's already adjacent
 | 
						|
 | 
						|
    def roll_locations(self):
 | 
						|
        locations_required = 0
 | 
						|
        generation_is_fake = hasattr(self.multiworld, "generation_is_fake")  # UT specific override
 | 
						|
        for item_row in item_rows:
 | 
						|
            locations_required += item_row.amount
 | 
						|
 | 
						|
        locations_added = 1  # At this point we've already added the starting area, so we start at 1 instead of 0
 | 
						|
 | 
						|
        # Quests are always added
 | 
						|
        for i, location_row in enumerate(location_rows):
 | 
						|
            if location_row.category in {"quest", "points", "goal"}:
 | 
						|
                self.create_and_add_location(i)
 | 
						|
                if location_row.category == "quest":
 | 
						|
                    locations_added += 1
 | 
						|
 | 
						|
        # Build up the weighted Task Pool
 | 
						|
        rnd = self.random
 | 
						|
 | 
						|
        # Start with the minimum general tasks
 | 
						|
        general_tasks = [task for task in self.locations_by_category["general"]]
 | 
						|
        if not self.options.progressive_tasks:
 | 
						|
            rnd.shuffle(general_tasks)
 | 
						|
        else:
 | 
						|
            general_tasks.reverse()
 | 
						|
        for i in range(self.options.minimum_general_tasks):
 | 
						|
            task = general_tasks.pop()
 | 
						|
            self.add_location(task)
 | 
						|
            locations_added += 1
 | 
						|
 | 
						|
        general_weight = self.options.general_task_weight if len(general_tasks) > 0 else 0
 | 
						|
 | 
						|
        tasks_per_task_type: typing.Dict[str, typing.List[LocationRow]] = {}
 | 
						|
        weights_per_task_type: typing.Dict[str, int] = {}
 | 
						|
 | 
						|
        task_types = ["prayer", "magic", "runecraft", "mining", "crafting",
 | 
						|
                      "smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
 | 
						|
        for task_type in task_types:
 | 
						|
            max_level_for_task_type = getattr(self.options, f"max_{task_type}_level")
 | 
						|
            max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks")
 | 
						|
            tasks_for_this_type = [task for task in self.locations_by_category[task_type]
 | 
						|
                                   if task.skills[0].level <= max_level_for_task_type]
 | 
						|
            if not self.options.progressive_tasks:
 | 
						|
                rnd.shuffle(tasks_for_this_type)
 | 
						|
            else:
 | 
						|
                tasks_for_this_type.reverse()
 | 
						|
 | 
						|
            tasks_for_this_type = tasks_for_this_type[:max_amount_for_task_type]
 | 
						|
            weight_for_this_type = getattr(self.options,
 | 
						|
                                                       f"{task_type}_task_weight")
 | 
						|
            if weight_for_this_type > 0 and tasks_for_this_type:
 | 
						|
                tasks_per_task_type[task_type] = tasks_for_this_type
 | 
						|
                weights_per_task_type[task_type] = weight_for_this_type
 | 
						|
 | 
						|
        # Build a list of collections and weights in a matching order for rnd.choices later
 | 
						|
        all_tasks = []
 | 
						|
        all_weights = []
 | 
						|
        for task_type in task_types:
 | 
						|
            if task_type in tasks_per_task_type:
 | 
						|
                all_tasks.append(tasks_per_task_type[task_type])
 | 
						|
                all_weights.append(weights_per_task_type[task_type])
 | 
						|
 | 
						|
        # Even after the initial forced generals, they can still be rolled randomly
 | 
						|
        if general_weight > 0:
 | 
						|
            all_tasks.append(general_tasks)
 | 
						|
            all_weights.append(general_weight)
 | 
						|
 | 
						|
        while locations_added < locations_required or (generation_is_fake and len(all_tasks) > 0):
 | 
						|
            if all_tasks:
 | 
						|
                chosen_task = rnd.choices(all_tasks, all_weights)[0]
 | 
						|
                if chosen_task:
 | 
						|
                    task = chosen_task.pop()
 | 
						|
                    self.add_location(task)
 | 
						|
                    locations_added += 1
 | 
						|
 | 
						|
                # This isn't an else because chosen_task can become empty in the process of resolving the above block
 | 
						|
                # We still want to clear this list out while we're doing that
 | 
						|
                if not chosen_task:
 | 
						|
                    index = all_tasks.index(chosen_task)
 | 
						|
                    del all_tasks[index]
 | 
						|
                    del all_weights[index]
 | 
						|
 | 
						|
            else:
 | 
						|
                if len(general_tasks) == 0:
 | 
						|
                    raise Exception(f"There are not enough available tasks to fill the remaining pool for OSRS " +
 | 
						|
                                    f"Please adjust {self.player_name}'s settings to be less restrictive of tasks.")
 | 
						|
                task = general_tasks.pop()
 | 
						|
                self.add_location(task)
 | 
						|
                locations_added += 1
 | 
						|
 | 
						|
    def add_location(self, location):
 | 
						|
        index = [i for i in range(len(location_rows)) if location_rows[i].name == location.name][0]
 | 
						|
        self.create_and_add_location(index)
 | 
						|
 | 
						|
    def create_items(self) -> None:
 | 
						|
        for item_row in item_rows:
 | 
						|
            if item_row.name != self.starting_area_item:
 | 
						|
                for c in range(item_row.amount):
 | 
						|
                    item = self.create_item(item_row.name)
 | 
						|
                    self.multiworld.itempool.append(item)
 | 
						|
 | 
						|
    def get_filler_item_name(self) -> str:
 | 
						|
        return self.random.choice(
 | 
						|
            [ItemNames.Progressive_Armor, ItemNames.Progressive_Weapons, ItemNames.Progressive_Magic,
 | 
						|
             ItemNames.Progressive_Tools, ItemNames.Progressive_Range_Armor, ItemNames.Progressive_Range_Weapon])
 | 
						|
 | 
						|
    def create_and_add_location(self, row_index) -> None:
 | 
						|
        location_row = location_rows[row_index]
 | 
						|
        # print(f"Adding task {location_row.name}")
 | 
						|
 | 
						|
        # Create Location
 | 
						|
        location_id = self.base_id + row_index
 | 
						|
        if location_row.category == "points" or location_row.category == "goal":
 | 
						|
            location_id = None
 | 
						|
        location = OSRSLocation(self.player, location_row.name, location_id)
 | 
						|
        self.location_name_to_data[location_row.name] = location
 | 
						|
 | 
						|
        # Add the location to its first region, or if it doesn't belong to one, to Menu
 | 
						|
        region = self.region_name_to_data["Menu"]
 | 
						|
        if location_row.regions:
 | 
						|
            region = self.region_name_to_data[location_row.regions[0]]
 | 
						|
        location.parent_region = region
 | 
						|
        region.locations.append(location)
 | 
						|
 | 
						|
    def set_rules(self) -> None:
 | 
						|
        """
 | 
						|
        called to set access and item rules on locations and entrances.
 | 
						|
        """
 | 
						|
        quest_attr_names = ["Cooks_Assistant", "Demon_Slayer", "Restless_Ghost", "Romeo_Juliet",
 | 
						|
                            "Sheep_Shearer", "Shield_of_Arrav", "Ernest_the_Chicken", "Vampyre_Slayer",
 | 
						|
                            "Imp_Catcher", "Prince_Ali_Rescue", "Dorics_Quest", "Black_Knights_Fortress",
 | 
						|
                            "Witchs_Potion", "Knights_Sword", "Goblin_Diplomacy", "Pirates_Treasure",
 | 
						|
                            "Rune_Mysteries", "Misthalin_Mystery", "Corsair_Curse", "X_Marks_the_Spot",
 | 
						|
                            "Below_Ice_Mountain"]
 | 
						|
        for qp_attr_name in quest_attr_names:
 | 
						|
            loc_name = getattr(LocationNames, f"QP_{qp_attr_name}")
 | 
						|
            item_name = getattr(ItemNames, f"QP_{qp_attr_name}")
 | 
						|
            self.multiworld.get_location(loc_name, self.player) \
 | 
						|
                .place_locked_item(self.create_event(item_name))
 | 
						|
 | 
						|
        for quest_attr_name in quest_attr_names:
 | 
						|
            qp_loc_name = getattr(LocationNames, f"QP_{quest_attr_name}")
 | 
						|
            q_loc_name = getattr(LocationNames, f"Q_{quest_attr_name}")
 | 
						|
            add_rule(self.multiworld.get_location(qp_loc_name, self.player), lambda state, q_loc_name=q_loc_name: (
 | 
						|
                self.multiworld.get_location(q_loc_name, self.player).can_reach(state)
 | 
						|
            ))
 | 
						|
 | 
						|
        # place "Victory" at "Dragon Slayer" and set collection as win condition
 | 
						|
        self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \
 | 
						|
            .place_locked_item(self.create_event("Victory"))
 | 
						|
        self.multiworld.completion_condition[self.player] = lambda state: (state.has("Victory", self.player))
 | 
						|
 | 
						|
        for location_name, location in self.location_name_to_data.items():
 | 
						|
            location_row = self.location_rows_by_name[location_name]
 | 
						|
            # Set up requirements for region
 | 
						|
            for region_required_name in location_row.regions:
 | 
						|
                region_required = self.region_name_to_data[region_required_name]
 | 
						|
                add_rule(location,
 | 
						|
                         lambda state, region_required=region_required: state.can_reach(region_required, "Region",
 | 
						|
                                                                                        self.player))
 | 
						|
            for skill_req in location_row.skills:
 | 
						|
                add_rule(location, self.get_skill_rule(skill_req.skill, skill_req.level))
 | 
						|
            for item_req in location_row.items:
 | 
						|
                add_rule(location, lambda state, item_req=item_req: state.has(item_req, self.player))
 | 
						|
            if location_row.qp:
 | 
						|
                add_rule(location, lambda state, location_row=location_row: self.quest_points(state) > location_row.qp)
 | 
						|
 | 
						|
    def create_region(self, name: str) -> "Region":
 | 
						|
        region = Region(name, self.player, self.multiworld)
 | 
						|
        self.region_name_to_data[name] = region
 | 
						|
        self.multiworld.regions.append(region)
 | 
						|
        return region
 | 
						|
 | 
						|
    def create_item(self, item_name: str) -> "Item":
 | 
						|
        items = [item for item in item_rows if item.name == item_name]
 | 
						|
        assert len(items) > 0, f"No matching item found for name {item_name} for player {self.player_name}"
 | 
						|
        item = items[0]
 | 
						|
        index = item_rows.index(item)
 | 
						|
        return OSRSItem(item.name, item.progression, self.base_id + index, self.player)
 | 
						|
 | 
						|
    def create_event(self, event: str):
 | 
						|
        # while we are at it, we can also add a helper to create events
 | 
						|
        return OSRSItem(event, ItemClassification.progression, None, self.player)
 | 
						|
 | 
						|
    def quest_points(self, state):
 | 
						|
        qp = 0
 | 
						|
        for qp_event in QP_Items:
 | 
						|
            if state.has(qp_event, self.player):
 | 
						|
                qp += int(qp_event[0])
 | 
						|
        return qp
 | 
						|
 | 
						|
    """
 | 
						|
    Ensures a target level can be reached with available resources
 | 
						|
    """
 | 
						|
 | 
						|
    def get_skill_rule(self, skill, level) -> CollectionRule:
 | 
						|
        if skill.lower() == "fishing":
 | 
						|
            if self.options.brutal_grinds or level < 5:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player)
 | 
						|
            if level < 20:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Port_Sarim, "Region", self.player)
 | 
						|
            else:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Port_Sarim, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Fly_Fish, "Region", self.player)
 | 
						|
        if skill.lower() == "mining":
 | 
						|
            if self.options.brutal_grinds or level < 15:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or \
 | 
						|
                                     state.can_reach(RegionNames.Clay_Rock, "Region", self.player)
 | 
						|
            else:
 | 
						|
                # Iron is the best way to train all the way to 99, so having access to iron is all you need to check for
 | 
						|
                return lambda state: (state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or
 | 
						|
                                      state.can_reach(RegionNames.Clay_Rock, "Region", self.player)) and \
 | 
						|
                                     state.can_reach(RegionNames.Iron_Rock, "Region", self.player)
 | 
						|
        if skill.lower() == "woodcutting":
 | 
						|
            if self.options.brutal_grinds or level < 15:
 | 
						|
                # I've checked. There is not a single chunk in the f2p that does not have at least one normal tree.
 | 
						|
                # Even the desert.
 | 
						|
                return lambda state: True
 | 
						|
            if level < 30:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player)
 | 
						|
            else:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Willow_Tree, "Region", self.player)
 | 
						|
        if skill.lower() == "smithing":
 | 
						|
            if self.options.brutal_grinds:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Furnace, "Region", self.player)
 | 
						|
            if level < 15:
 | 
						|
                # Lumbridge has a special bronze-only anvil. This is the only anvil of its type so it's not included
 | 
						|
                # in the "Anvil" resource region. We still need to check for it though.
 | 
						|
                return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Furnace, "Region", self.player) and \
 | 
						|
                                     (state.can_reach(RegionNames.Anvil, "Region", self.player) or
 | 
						|
                                      state.can_reach(RegionNames.Lumbridge, "Region", self.player))
 | 
						|
            if level < 30:
 | 
						|
                # For levels between 15 and 30, the lumbridge anvil won't cut it. Only a real one will do
 | 
						|
                return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Furnace, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Anvil, "Region", self.player)
 | 
						|
            else:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Coal_Rock, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Furnace, "Region", self.player) and \
 | 
						|
                                     state.can_reach(RegionNames.Anvil, "Region", self.player)
 | 
						|
        if skill.lower() == "crafting":
 | 
						|
            # Crafting is really complex. Need a lot of sub-rules to make this even remotely readable
 | 
						|
            def can_spin(state):
 | 
						|
                return state.can_reach(RegionNames.Sheep, "Region", self.player) and \
 | 
						|
                    state.can_reach(RegionNames.Spinning_Wheel, "Region", self.player)
 | 
						|
 | 
						|
            def can_pot(state):
 | 
						|
                return state.can_reach(RegionNames.Clay_Rock, "Region", self.player) and \
 | 
						|
                    state.can_reach(RegionNames.Barbarian_Village, "Region", self.player)
 | 
						|
 | 
						|
            def can_tan(state):
 | 
						|
                return state.can_reach(RegionNames.Milk, "Region", self.player) and \
 | 
						|
                    state.can_reach(RegionNames.Al_Kharid, "Region", self.player)
 | 
						|
 | 
						|
            def mould_access(state):
 | 
						|
                return state.can_reach(RegionNames.Al_Kharid, "Region", self.player) or \
 | 
						|
                    state.can_reach(RegionNames.Rimmington, "Region", self.player)
 | 
						|
 | 
						|
            def can_silver(state):
 | 
						|
 | 
						|
                return state.can_reach(RegionNames.Silver_Rock, "Region", self.player) and \
 | 
						|
                    state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state)
 | 
						|
 | 
						|
            def can_gold(state):
 | 
						|
                return state.can_reach(RegionNames.Gold_Rock, "Region", self.player) and \
 | 
						|
                    state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state)
 | 
						|
 | 
						|
            if self.options.brutal_grinds or level < 5:
 | 
						|
                return lambda state: can_spin(state) or can_pot(state) or can_tan(state)
 | 
						|
 | 
						|
            can_smelt_gold = self.get_skill_rule("smithing", 40)
 | 
						|
            can_smelt_silver = self.get_skill_rule("smithing", 20)
 | 
						|
            if level < 16:
 | 
						|
                return lambda state: can_pot(state) or can_tan(state) or (can_gold(state) and can_smelt_gold(state))
 | 
						|
            else:
 | 
						|
                return lambda state: can_tan(state) or (can_silver(state) and can_smelt_silver(state)) or \
 | 
						|
                                     (can_gold(state) and can_smelt_gold(state))
 | 
						|
        if skill.lower() == "cooking":
 | 
						|
            if self.options.brutal_grinds or level < 15:
 | 
						|
                return lambda state: state.can_reach(RegionNames.Milk, "Region", self.player) or \
 | 
						|
                                     state.can_reach(RegionNames.Egg, "Region", self.player) or \
 | 
						|
                                     state.can_reach(RegionNames.Shrimp, "Region", self.player) or \
 | 
						|
                                     (state.can_reach(RegionNames.Wheat, "Region", self.player) and
 | 
						|
                                      state.can_reach(RegionNames.Windmill, "Region", self.player))
 | 
						|
            else:
 | 
						|
                can_catch_fly_fish = self.get_skill_rule("fishing", 20)
 | 
						|
                return lambda state: state.can_reach(RegionNames.Fly_Fish, "Region", self.player) and \
 | 
						|
                                     can_catch_fly_fish(state) and \
 | 
						|
                                     (state.can_reach(RegionNames.Milk, "Region", self.player) or
 | 
						|
                                      state.can_reach(RegionNames.Egg, "Region", self.player) or
 | 
						|
                                      state.can_reach(RegionNames.Shrimp, "Region", self.player) or
 | 
						|
                                      (state.can_reach(RegionNames.Wheat, "Region", self.player) and
 | 
						|
                                       state.can_reach(RegionNames.Windmill, "Region", self.player)))
 | 
						|
        if skill.lower() == "runecraft":
 | 
						|
            return lambda state: state.has(ItemNames.QP_Rune_Mysteries, self.player)
 | 
						|
        if skill.lower() == "magic":
 | 
						|
            return lambda state: state.can_reach(RegionNames.Mind_Runes, "Region", self.player)
 | 
						|
 | 
						|
        return lambda state: True
 |