Files
Grinch-AP/worlds/civ_6/Locations.py
2025-10-17 16:35:44 +02:00

160 lines
4.3 KiB
Python

from collections import defaultdict
from dataclasses import dataclass
from typing import Optional, Dict
from BaseClasses import Location, Region
from .Data import get_boosts_data, get_new_civics_data, get_new_techs_data
from .Enum import CivVICheckType, EraType
CIV_VI_AP_LOCATION_ID_BASE = 5041000
# Locs that should not have progression items
GOODY_HUT_LOCATION_NAMES = [
"GOODY_HUT_1",
"GOODY_HUT_2",
"GOODY_HUT_3",
"GOODY_HUT_4",
"GOODY_HUT_5",
"GOODY_HUT_6",
"GOODY_HUT_7",
"GOODY_HUT_8",
"GOODY_HUT_9",
"GOODY_HUT_10",
]
@dataclass
class CivVILocationData:
name: str
cost: int
uiTreeRow: int
civ_id: int
era_type: str
location_type: CivVICheckType
game: str = "Civilization VI"
@property
def code(self):
return self.civ_id + CIV_VI_AP_LOCATION_ID_BASE
class CivVILocation(Location):
game: str = "Civilization VI"
location_type: CivVICheckType
def __init__(
self,
player: int,
name: str = "",
address: Optional[int] = None,
parent: Optional[Region] = None,
):
super().__init__(player, name, address, parent)
category = name.split("_")[0]
if "victory" in category:
self.location_type = CivVICheckType.EVENT
else:
self.location_type = CivVICheckType(category)
def generate_flat_location_table() -> Dict[str, CivVILocationData]:
"""
Generates a flat location table in the following format:
{
"TECH_AP_ANCIENT_00": CivVILocationData,
"TECH_AP_ANCIENT_01": CivVILocationData,
"CIVIC_AP_ANCIENT_00": CivVILocationData,
...
}
"""
era_locations = generate_era_location_table()
flat_locations: Dict[str, CivVILocationData] = {}
for locations in era_locations.values():
for location_id, location_data in locations.items():
flat_locations[location_id] = location_data
return flat_locations
def generate_era_location_table() -> Dict[str, Dict[str, CivVILocationData]]:
"""
Uses the data from existing_tech.json to generate a location table in the following format:
{
"ERA_ANCIENT": {
"TECH_AP_ANCIENT_00": CivVILocationData,
"TECH_AP_ANCIENT_01": CivVILocationData,
"CIVIC_AP_ANCIENT_00": CivVILocationData,
},
...
}
"""
new_techs = get_new_techs_data()
era_locations: Dict[str, Dict[str, CivVILocationData]] = defaultdict(dict)
id_base = 0
# Techs
for data in new_techs:
era_type = data["EraType"]
era_locations[era_type][data["Type"]] = CivVILocationData(
data["Type"],
data["Cost"],
data["UITreeRow"],
id_base,
era_type,
CivVICheckType.TECH,
)
id_base += 1
# Civics
new_civics = get_new_civics_data()
for data in new_civics:
era_type = data["EraType"]
era_locations[era_type][data["Type"]] = CivVILocationData(
data["Type"],
data["Cost"],
data["UITreeRow"],
id_base,
era_type,
CivVICheckType.CIVIC,
)
id_base += 1
# Eras
for era in EraType:
if era == EraType.ERA_ANCIENT:
continue
era_locations[era.name][era.name] = CivVILocationData(
era.name, 0, 0, id_base, era.name, CivVICheckType.ERA
)
id_base += 1
# Goody Huts, defaults to 10 goody huts as location checks (rarely will a player get more than this)
for i in range(10):
era_locations[EraType.ERA_ANCIENT.value]["GOODY_HUT_" + str(i + 1)] = (
CivVILocationData(
"GOODY_HUT_" + str(i + 1),
0,
0,
id_base,
EraType.ERA_ANCIENT.value,
CivVICheckType.GOODY,
)
)
id_base += 1
# Boosts
boosts = get_boosts_data()
for boost in boosts:
location = CivVILocationData(
boost.Type, 0, 0, id_base, boost.EraType, CivVICheckType.BOOST
)
# If EraRequired is True, place the boost in its actual era
# Otherwise, place it in ERA_ANCIENT for early access
target_era = boost.EraType if boost.EraRequired else "ERA_ANCIENT"
era_locations[target_era][boost.Type] = location
id_base += 1
return era_locations