Files
Grinch-AP/worlds/civ_6/Regions.py
Carter Hesterman 5f73c245fc New Game Implementation: Civilization VI (#3736)
* Init

* remove submodule

* Init

* Update docs

* Fix tests

* Update to use apcivvi

* Update Readme and codeowners

* Minor changes

* Remove .value from options (except starting hint)

* Minor updates

* remove unnecessary property

* Cleanup Rules and Region

* Fix output file generation

* Implement feedback

* Remove 'AP' tag and fix issue with format strings and using same quotes

* Update worlds/civ_6/__init__.py

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

* Minor docs changes

* minor updates

* Small rework of create items

* Minor updates

* Remove unused variable

* Move client to Launcher Components with rest of similar clients

* Revert "Move client to Launcher Components with rest of similar clients"

This reverts commit f9fd5df9fdf19eaf4f1de54e21e3c33a74f02364.

* modify component

* Fix generation issues

* Fix tests

* Minor change

* Add improvement and test case

* Minor options changes

* .

* Preliminary Review

* Fix failing test due to slot data serialization

* Format json

* Remove exclude missable boosts

* Update options (update goody hut text, make research multiplier a range)

* Update docs punctuation and slot data init

* Move priority/excluded locations into options

* Implement docs PR feedback

* PR Feedback for options

* PR feedback misc

* Update location classification and fix client type

* Fix typings

* Update research cost multiplier

* Remove unnecessary location priority code

* Remove extrenous use of items()

* WIP PR Feedback

* WIP PR Feedback

* Add victory event

* Add option set for death link effect

* PR improvements

* Update post fill hint to support items with multiple classifications

* remove unnecessary len

* Move location exclusion logic

* Update test to use set instead of accidental dict

* Update docs around progressive eras and boost locations

* Update docs for options to be more readable

* Fix issue with filler items and prehints

* Update filler_data to be static

* Update links in docs

* Minor updates and PR feedback

* Update boosts data

* Update era required items

* Update existing techs

* Update existing techs

* move boost data class

* Update reward data

* Update prereq data

* Update new items and progressive districts

* Remove unused code

* Make filler item name func more efficient

* Update death link text

* Move Civ6 to the end of readme

* Fix bug with hidden locations and location.name

* Partial PR Feedback Implementation

* Format changes

* Minor review feedback

* Modify access rules to use list created in generate_early

* Modify boost rules to precalculate requirements

* Remove option checks from access rules

* Fix issue with pre initialized dicts

* Add inno setup for civ6 client

* Update inno_setup.iss

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-03-10 14:53:26 +01:00

129 lines
4.5 KiB
Python

from typing import TYPE_CHECKING, Dict, List, Optional, Set, Union
from BaseClasses import CollectionState, LocationProgressType, Region
from worlds.generic.Rules import add_rule, set_rule
from .Data import (
get_boosts_data,
)
from .Enum import EraType
from .Locations import GOODY_HUT_LOCATION_NAMES, CivVILocation
if TYPE_CHECKING:
from . import CivVIWorld
def has_progressive_eras(
state: CollectionState, era: EraType, world: "CivVIWorld"
) -> bool:
return state.has(
"Progressive Era", world.player, world.era_required_progressive_era_counts[era]
)
def has_non_progressive_items(
state: CollectionState, era: EraType, world: "CivVIWorld"
) -> bool:
return state.has_all(world.era_required_non_progressive_items[era], world.player)
def has_progressive_items(
state: CollectionState, era: EraType, world: "CivVIWorld"
) -> bool:
return state.has_all_counts(
world.era_required_progressive_items_counts[era], world.player
)
def create_regions(world: "CivVIWorld"):
menu = Region("Menu", world.player, world.multiworld)
world.multiworld.regions.append(menu)
optional_location_inclusions: Dict[str, Union[bool, int]] = {
"ERA": world.options.progression_style
== world.options.progression_style.option_eras_and_districts,
"GOODY": world.options.shuffle_goody_hut_rewards.value,
"BOOST": world.options.boostsanity.value,
}
regions: List[Region] = []
previous_era: EraType = EraType.ERA_ANCIENT
for era in EraType:
era_region = Region(era.value, world.player, world.multiworld)
era_locations: Dict[str, Optional[int]] = {}
for key, location in world.location_by_era[era.value].items():
category = key.split("_")[0]
if optional_location_inclusions.get(category, True):
era_locations[location.name] = location.code
era_region.add_locations(era_locations, CivVILocation)
regions.append(era_region)
world.multiworld.regions.append(era_region)
# Connect era to previous era if not ancient era
if era == EraType.ERA_ANCIENT:
menu.connect(world.get_region(EraType.ERA_ANCIENT.value))
continue
connection = world.get_region(previous_era.value).connect(
world.get_region(era.value)
)
# Access rules for eras
add_rule(
connection,
lambda state, previous_era=previous_era, world=world: has_non_progressive_items(
state, previous_era, world
),
)
if world.options.progression_style == "eras_and_districts":
add_rule(
connection,
lambda state, previous_era=previous_era, world=world: has_progressive_eras(
state, previous_era, world
),
)
if world.options.progression_style != "none":
add_rule(
connection,
lambda state, previous_era=previous_era, world=world: has_progressive_items(
state, previous_era, world
),
)
previous_era = era
future_era = world.get_region(EraType.ERA_FUTURE.value)
victory = CivVILocation(world.player, "Complete a victory type", None, future_era)
victory.place_locked_item(world.create_event("Victory"))
future_era.locations.append(victory)
set_rule(
victory,
lambda state: state.can_reach_region(EraType.ERA_FUTURE.value, world.player),
)
world.multiworld.completion_condition[world.player] = lambda state: state.has(
"Victory", world.player
)
exclude_necessary_locations(world)
def exclude_necessary_locations(world: "CivVIWorld"):
forced_excluded_location_names: Set[str] = set()
if world.options.shuffle_goody_hut_rewards:
forced_excluded_location_names.update(GOODY_HUT_LOCATION_NAMES)
if world.options.boostsanity:
boost_data_list = get_boosts_data()
excluded_boosts = {
boost_data.Type
for boost_data in boost_data_list
if boost_data.Classification == "EXCLUDED"
}
forced_excluded_location_names.update(excluded_boosts)
for location_name in forced_excluded_location_names:
location = world.get_location(location_name)
location.progress_type = LocationProgressType.EXCLUDED