mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00

* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Implement New Game (#1) * Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3) * Jak 1: Update to 0.4.6. Decouple locations from items, support filler items. * Jak 1: Total revamp of Items. This is where everything broke. * Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders. * Jak 1: correct regions/rules, account for sequential oracle/miner locations. * Jak 1: make nicer strings. * Jak 1: Add logic for finished game. First full run complete! * Jak 1: update group names. * Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update * Jak 1: Overhaul of regions, rules, and special locations. Updated game info page. * Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners. * Alpha Updates (#15) * Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs. * Jak 1: Update setup guide. * Jak 1: Load title screen, save states of in/outboxes. * Logging Update (#16) * Jak 1: Separate info and debug logs. * Jak 1: Update world info to refer to Archipelago Options menu. * Deathlink (#18) * Jak 1: Implement Deathlink. TODO: make it optional... * Jak 1: Issue a proper send-event for deathlink deaths. * Jak 1: Added cause of death to deathlink, fixed typo. * Jak 1: Make Deathlink toggleable. * Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink. * Jak 1: Fix death text in client logger. * Move Randomizer (#26) * Finally remove debug-segment text, update Python imports to relative paths. * HUGE refactor to Regions/Rules to support move rando, first hub area coded. * More refactoring. * Another refactor - may squash. * Fix some Rules, reuse some code by returning key regions from build_regions. * More regions added. A couple of TODOs. * Fixed trade logic, added LPC regions. * Added Spider, Snowy, Boggy. Fixed Misty's orbs. * Fix circular import, assert orb counts per level, fix a few naming errors. * Citadel added, missing locs and connections fixed. First move rando seed generated. * Add Move Rando to Options class. * Fixed rules for prerequisite moves. * Implement client functionality for move rando, add blurbs to game info page. * Fix wrong address for cache checks. * Fix byte alignment of offsets, refactor read_memory for better code reuse. * Refactor memory offsets and add some unit tests. * Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations. * Move rando fixes (#29) * Fix virtual regions in Snowy. Fix some GMC problems. * Fix Deathlink on sunken slides. * Removed unncessary code causing build failure. * Orbsanity (#32) * My big dumb shortcut: a 2000 item array. * A better idea: bundle orbs as a numerical option and make array variable size. * Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic. * Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option. * Per-level Orbsanity implemented w/ orb bundle factory. * Implement Orbsanity for client, fix some things up for regions. * Fix location name/id mappings. * Fix client orb collection on connection. * Fix minor Deathlink bug, add Update instructions. * Finishing Touches (#36) * Set up connector level thresholds, completion goal choices. * Send AP sender/recipient info to game via client. * Slight refactors. * Refactor option checking, add DataStorage handling of traded orbs. * Update instructions to change order of load/connect. * Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region. * Need some height move to get LPC sunken chamber cell. * Rename completion_condition to jak_completion_condition (#41) * The Afterparty (#42) * Fixes to Jak client, rules, options, and more. * Post-rebase fixes. * Remove orbsanity reset code, optimize game text in client. * More game text optimization. * Added more specific troubleshooting/setup instructions. * Add known issue about large releases taking time. (Dodge 6,666th commit.) * Remove "Bundle of", Add location name groups, set better default RootDirectory for new players. * Make orb trade amounts configurable, make orbsanity defaults more reasonable. * Add HUD info to doc. * Exempt's Code Review Updates (#43) * Round 1 of code review updates, the easy stuff. * Factor options checking away from region/rule creation. * Code review updates round 2, more complex stuff. * Code review updates round 3: the mental health annihilator * Code review updates part 4: redemption. * More code review feedback, simplifying code, etc. * Added a host.yaml option to override friendly limits, plus a couple of code review updates. * Added singleplayer limits, player names to enforcement rules. * Updated friendly limits to be more strict, optimized recalculate logic. * Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher * Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT. * Fix deathlink reset stalls on a busy client. (#47) * Jak & Daxter Client : queue game text messages to get items faster during release (#48) * queue game text messages to write them during the main_tick function and empty the message queue faster during release * wrap comment for code style character limit Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * remove useless blank line Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * whitespace code style Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Move JsonMessageData dataclass outside of ReplClient class for code clarity --------- Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Item Classifications (and REPL fixes) (#49) * Changes to item classifications * Bugfixes to power cell thresholds. * Fix bugs in item_type_helper. * Refactor 100 cell door to pass unit tests. * Quick fix to ReplClient. * Not so quick fix to ReplClient. * Display friendly limits in options tooltips. * Use math.ceil like a normal person. * Missed a space. * Fix non-accessibility due to bad orb calculation. * Updated documentation. * More Options, More Docs, More Tests (#51) * Reorder cell counts, require punch for Klaww. * Friendlier friendly friendlies. * Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language. * Increased breadth of unit tests. * Clean imports of unit tests. * Create OptionGroups. * Fix region rule bug with Punch for Klaww. * Include Punch For Klaww in slot data. * Update worlds/jakanddaxter/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Temper and Harden Text Client (#52) * Provide config path so OpenGOAL can use mod-specific saves and settings. * Add versioning to MemoryReader. Harden the client against user errors. * Updated comments. * Add Deathlink as a "statement of intent" to the YAML. Small updates to client. * Revert deathlink changes. * Update error message. * Added color markup to log messages printed in text client. * Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously. * Refactor MemoryReader callbacks from main_tick to constructor. * Make callback names more... informative. * Give users explicit instructions in error messages. * Stellar Messaging (#54) * Use new ap-messenger functions for text writing. * Remove Powershell requirement, bump memory version to 3. * Error message update w/ instructions for game crash. * Create no console window for gk. * ISO Data Enhancement (#58) * Add iso-path as argument to GOAL compiler. # Conflicts: # worlds/jakanddaxter/Client.py * More resilient handling of iso_path. * Fixed scout fly ID mismatches. * Corrected iso_data subpath. * Update memory version to 4. * Docs update for iso_data. * Auto Detect OpenGOAL Install (#63) * Auto detect OpenGOAL install path. Also fix Deathlink on server connection. * Updated docs, add instructions to error messages. * Slight tweak to error text. * J&D : add per region location groups (#64) * add per region power cells location group * add per region scout flies location group * add per zone orb bundle groups (I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication) * guess who forgot 9 very important characters in each line of the last commit * Rearrange location group names, quick fix to client error handling. * Fix pycharm warnings. * Fix more pycharm warnings. * Light cleanup: fix icons, add bug report page, remove py 3.8 code. * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Code review updates on comments, tooltips, and type hints. * Update type hint for lists in regions. * Missed todo removal. * More type hint updates. * Small region updates for location accessibility, small updates to world guide and README.md. * Add GMC scout fly location group. * Improved sanitization of game text. * Traps 2 (#70) * Add trap items, relevant options, and citadel orb caches. * Update REPL to send traps to game. * Fix item counter. * Allow player to select which traps to use. * Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5. * Alter some trap names. * Update world doc. * Add health trap. * Added 3 more trap types. * Protect against empty trap list. * Reword traps paragraph in world doc. * Another update to trap paragraph. * Concisify trap option docstring. * Timestamp on game log file. * Update client to handle waiting on title screen. * Send slot name and seed to game. * Use self.random instead. * Update setup doc for new title screen. * Quick clarification of orb caches in world doc. * Sanitize slot info earlier. * Added to and improved unit tests. * Light cleanup on world. * Optimizations to movement rules, docs: known issues update. * Quick fixes for beta 0.5.0 release: template options and LPC logic. * Quick fix to spoiler counts. * Reorganize world guide for faster navigation. * Fix links. * Update HUD section. * Found a way to render apostrophes in item names. * March Refactors (#77) * Reorg imports, small fix to Rock Village movement. * Fix wait-on-title message never going to ready message. * Colorama init fix. * Swap trap list for a dictionary of trap weights. * The more laws, the less justice. * Quick readability update. * Have memory reader provide instructions for slow booting games. * Revert some things. * Update setup_en.md * Update HUD mode lingo for combined msgs. * Remade launcher icon, sized correctly. * I don't know why I can't be satisfied with things. * Apply suggestions from Scipio Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Properly use the settings API instead of Utils. * Newline on requirements.txt. * Add __init__ files for frozen builds. * Replace an ap_inform function with a CommonClient built-in. * Resize icon to match kivymd expected size. * First round of Treble code reviews. * Second round of Treble code reviews. * Third round of Treble code reviews. * Missed an unncessary if condition. * Missed unnecessary comments. * Fourth round of Treble code reviews. * Switch trap dictionary to OptionCounter. * Use existing slot name/seed from network protocol. * Violet code review updates. * Violet code review updates part 2. * Refactor to avoid floating imports (Violet part 3). * Found a few more valid characters for messaging. * Move tests out of init, add colon to game name (now that it's safe). * But don't include those chars for file text. * Implement Vi suggestion on webhost-capable friendly limits. * Revert "Implement Vi suggestion on webhost-capable friendly limits." This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86. * Rename all files for PEP8. * Refactor how maximums work on webhost. * Fix rogue UT. * Don't rush. * Fix client post-PEP8. --------- Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com> Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
505 lines
26 KiB
Python
505 lines
26 KiB
Python
# Python standard libraries
|
|
from collections import defaultdict
|
|
from math import ceil
|
|
from typing import Any, ClassVar, Callable, Union, cast
|
|
|
|
# Archipelago imports
|
|
import settings
|
|
from worlds.AutoWorld import World, WebWorld
|
|
from worlds.LauncherComponents import components, Component, launch_subprocess, Type, icon_paths
|
|
from BaseClasses import (Item,
|
|
ItemClassification as ItemClass,
|
|
Tutorial,
|
|
CollectionState)
|
|
from Options import OptionGroup
|
|
|
|
# Jak imports
|
|
from . import options
|
|
from .game_id import jak1_id, jak1_name, jak1_max
|
|
from .items import (JakAndDaxterItem,
|
|
OrbAssoc,
|
|
item_table,
|
|
cell_item_table,
|
|
scout_item_table,
|
|
special_item_table,
|
|
move_item_table,
|
|
orb_item_table,
|
|
trap_item_table)
|
|
from .levels import level_table, level_table_with_global
|
|
from .locations import (JakAndDaxterLocation,
|
|
location_table,
|
|
cell_location_table,
|
|
scout_location_table,
|
|
special_location_table,
|
|
cache_location_table,
|
|
orb_location_table)
|
|
from .regions import create_regions
|
|
from .rules import (enforce_multiplayer_limits,
|
|
enforce_singleplayer_limits,
|
|
verify_orb_trade_amounts,
|
|
set_orb_trade_rule)
|
|
from .locs import (cell_locations as cells,
|
|
scout_locations as scouts,
|
|
special_locations as specials,
|
|
orb_cache_locations as caches,
|
|
orb_locations as orbs)
|
|
from .regs.region_base import JakAndDaxterRegion
|
|
|
|
|
|
def launch_client():
|
|
from . import client
|
|
launch_subprocess(client.launch, name="JakAndDaxterClient")
|
|
|
|
|
|
components.append(Component("Jak and Daxter Client",
|
|
func=launch_client,
|
|
component_type=Type.CLIENT,
|
|
icon="precursor_orb"))
|
|
|
|
icon_paths["precursor_orb"] = f"ap:{__name__}/icons/precursor_orb.png"
|
|
|
|
|
|
class JakAndDaxterSettings(settings.Group):
|
|
class RootDirectory(settings.UserFolderPath):
|
|
"""Path to folder containing the ArchipelaGOAL mod executables (gk.exe and goalc.exe).
|
|
Ensure this path contains forward slashes (/) only. This setting only applies if
|
|
Auto Detect Root Directory is set to false."""
|
|
description = "ArchipelaGOAL Root Directory"
|
|
|
|
class AutoDetectRootDirectory(settings.Bool):
|
|
"""Attempt to find the OpenGOAL installation and the mod executables (gk.exe and goalc.exe)
|
|
automatically. If set to true, the ArchipelaGOAL Root Directory setting is ignored."""
|
|
description = "ArchipelaGOAL Auto Detect Root Directory"
|
|
|
|
class EnforceFriendlyOptions(settings.Bool):
|
|
"""Enforce friendly player options in both single and multiplayer seeds. Disabling this allows for
|
|
more disruptive and challenging options, but may impact seed generation. Use at your own risk!"""
|
|
description = "ArchipelaGOAL Enforce Friendly Options"
|
|
|
|
root_directory: RootDirectory = RootDirectory(
|
|
"%programfiles%/OpenGOAL-Launcher/features/jak1/mods/JakMods/archipelagoal")
|
|
# Don't ever change these type hints again.
|
|
auto_detect_root_directory: Union[AutoDetectRootDirectory, bool] = True
|
|
enforce_friendly_options: Union[EnforceFriendlyOptions, bool] = True
|
|
|
|
|
|
class JakAndDaxterWebWorld(WebWorld):
|
|
setup_en = Tutorial(
|
|
"Multiworld Setup Guide",
|
|
"A guide to setting up ArchipelaGOAL (Archipelago on OpenGOAL).",
|
|
"English",
|
|
"setup_en.md",
|
|
"setup/en",
|
|
["markustulliuscicero"]
|
|
)
|
|
|
|
tutorials = [setup_en]
|
|
bug_report_page = "https://github.com/ArchipelaGOAL/Archipelago/issues"
|
|
|
|
option_groups = [
|
|
OptionGroup("Orbsanity", [
|
|
options.EnableOrbsanity,
|
|
options.GlobalOrbsanityBundleSize,
|
|
options.PerLevelOrbsanityBundleSize,
|
|
]),
|
|
OptionGroup("Power Cell Counts", [
|
|
options.EnableOrderedCellCounts,
|
|
options.FireCanyonCellCount,
|
|
options.MountainPassCellCount,
|
|
options.LavaTubeCellCount,
|
|
]),
|
|
OptionGroup("Orb Trade Counts", [
|
|
options.CitizenOrbTradeAmount,
|
|
options.OracleOrbTradeAmount,
|
|
]),
|
|
OptionGroup("Traps", [
|
|
options.FillerPowerCellsReplacedWithTraps,
|
|
options.FillerOrbBundlesReplacedWithTraps,
|
|
options.TrapEffectDuration,
|
|
options.TrapWeights,
|
|
]),
|
|
]
|
|
|
|
|
|
class JakAndDaxterWorld(World):
|
|
"""
|
|
Jak and Daxter: The Precursor Legacy is a 2001 action platformer developed by Naughty Dog
|
|
for the PlayStation 2. The game follows the eponymous protagonists, a young boy named Jak
|
|
and his friend Daxter, who has been transformed into an ottsel. With the help of Samos
|
|
the Sage of Green Eco and his daughter Keira, the pair travel north in search of a cure for Daxter,
|
|
discovering artifacts created by an ancient race known as the Precursors along the way. When the
|
|
rogue sages Gol and Maia Acheron plan to flood the world with Dark Eco, they must stop their evil plan
|
|
and save the world.
|
|
"""
|
|
# ID, name, version
|
|
game = jak1_name
|
|
required_client_version = (0, 5, 0)
|
|
|
|
# Options
|
|
settings: ClassVar[JakAndDaxterSettings]
|
|
options_dataclass = options.JakAndDaxterOptions
|
|
options: options.JakAndDaxterOptions
|
|
|
|
# Web world
|
|
web = JakAndDaxterWebWorld()
|
|
|
|
# Stored as {ID: Name} pairs, these must now be swapped to {Name: ID} pairs.
|
|
# Remember, the game ID and various offsets for each item type have already been calculated.
|
|
item_name_to_id = {name: k for k, name in item_table.items()}
|
|
location_name_to_id = {name: k for k, name in location_table.items()}
|
|
item_name_groups = {
|
|
"Power Cells": set(cell_item_table.values()),
|
|
"Scout Flies": set(scout_item_table.values()),
|
|
"Specials": set(special_item_table.values()),
|
|
"Moves": set(move_item_table.values()),
|
|
"Precursor Orbs": set(orb_item_table.values()),
|
|
"Traps": set(trap_item_table.values()),
|
|
}
|
|
location_name_groups = {
|
|
"Power Cells": set(cell_location_table.values()),
|
|
"Power Cells - GR": set(cells.locGR_cellTable.values()),
|
|
"Power Cells - SV": set(cells.locSV_cellTable.values()),
|
|
"Power Cells - FJ": set(cells.locFJ_cellTable.values()),
|
|
"Power Cells - SB": set(cells.locSB_cellTable.values()),
|
|
"Power Cells - MI": set(cells.locMI_cellTable.values()),
|
|
"Power Cells - FC": set(cells.locFC_cellTable.values()),
|
|
"Power Cells - RV": set(cells.locRV_cellTable.values()),
|
|
"Power Cells - PB": set(cells.locPB_cellTable.values()),
|
|
"Power Cells - LPC": set(cells.locLPC_cellTable.values()),
|
|
"Power Cells - BS": set(cells.locBS_cellTable.values()),
|
|
"Power Cells - MP": set(cells.locMP_cellTable.values()),
|
|
"Power Cells - VC": set(cells.locVC_cellTable.values()),
|
|
"Power Cells - SC": set(cells.locSC_cellTable.values()),
|
|
"Power Cells - SM": set(cells.locSM_cellTable.values()),
|
|
"Power Cells - LT": set(cells.locLT_cellTable.values()),
|
|
"Power Cells - GMC": set(cells.locGMC_cellTable.values()),
|
|
"Scout Flies": set(scout_location_table.values()),
|
|
"Scout Flies - GR": set(scouts.locGR_scoutTable.values()),
|
|
"Scout Flies - SV": set(scouts.locSV_scoutTable.values()),
|
|
"Scout Flies - FJ": set(scouts.locFJ_scoutTable.values()),
|
|
"Scout Flies - SB": set(scouts.locSB_scoutTable.values()),
|
|
"Scout Flies - MI": set(scouts.locMI_scoutTable.values()),
|
|
"Scout Flies - FC": set(scouts.locFC_scoutTable.values()),
|
|
"Scout Flies - RV": set(scouts.locRV_scoutTable.values()),
|
|
"Scout Flies - PB": set(scouts.locPB_scoutTable.values()),
|
|
"Scout Flies - LPC": set(scouts.locLPC_scoutTable.values()),
|
|
"Scout Flies - BS": set(scouts.locBS_scoutTable.values()),
|
|
"Scout Flies - MP": set(scouts.locMP_scoutTable.values()),
|
|
"Scout Flies - VC": set(scouts.locVC_scoutTable.values()),
|
|
"Scout Flies - SC": set(scouts.locSC_scoutTable.values()),
|
|
"Scout Flies - SM": set(scouts.locSM_scoutTable.values()),
|
|
"Scout Flies - LT": set(scouts.locLT_scoutTable.values()),
|
|
"Scout Flies - GMC": set(scouts.locGMC_scoutTable.values()),
|
|
"Specials": set(special_location_table.values()),
|
|
"Orb Caches": set(cache_location_table.values()),
|
|
"Precursor Orbs": set(orb_location_table.values()),
|
|
"Precursor Orbs - GR": set(orbs.locGR_orbBundleTable.values()),
|
|
"Precursor Orbs - SV": set(orbs.locSV_orbBundleTable.values()),
|
|
"Precursor Orbs - FJ": set(orbs.locFJ_orbBundleTable.values()),
|
|
"Precursor Orbs - SB": set(orbs.locSB_orbBundleTable.values()),
|
|
"Precursor Orbs - MI": set(orbs.locMI_orbBundleTable.values()),
|
|
"Precursor Orbs - FC": set(orbs.locFC_orbBundleTable.values()),
|
|
"Precursor Orbs - RV": set(orbs.locRV_orbBundleTable.values()),
|
|
"Precursor Orbs - PB": set(orbs.locPB_orbBundleTable.values()),
|
|
"Precursor Orbs - LPC": set(orbs.locLPC_orbBundleTable.values()),
|
|
"Precursor Orbs - BS": set(orbs.locBS_orbBundleTable.values()),
|
|
"Precursor Orbs - MP": set(orbs.locMP_orbBundleTable.values()),
|
|
"Precursor Orbs - VC": set(orbs.locVC_orbBundleTable.values()),
|
|
"Precursor Orbs - SC": set(orbs.locSC_orbBundleTable.values()),
|
|
"Precursor Orbs - SM": set(orbs.locSM_orbBundleTable.values()),
|
|
"Precursor Orbs - LT": set(orbs.locLT_orbBundleTable.values()),
|
|
"Precursor Orbs - GMC": set(orbs.locGMC_orbBundleTable.values()),
|
|
"Trades": {location_table[cells.to_ap_id(k)] for k in
|
|
{11, 12, 31, 32, 33, 96, 97, 98, 99, 13, 14, 34, 35, 100, 101}},
|
|
"'Free 7 Scout Flies' Power Cells": set(cells.loc7SF_cellTable.values()),
|
|
}
|
|
|
|
# These functions and variables are Options-driven, keep them as instance variables here so that we don't clog up
|
|
# the seed generation routines with options checking. So we set these once, and then just use them as needed.
|
|
can_trade: Callable[[CollectionState, int, int | None], bool]
|
|
total_orbs: int = 2000
|
|
orb_bundle_item_name: str = ""
|
|
orb_bundle_size: int = 0
|
|
total_trade_orbs: int = 0
|
|
total_prog_orb_bundles: int = 0
|
|
total_trap_orb_bundles: int = 0
|
|
total_filler_orb_bundles: int = 0
|
|
total_power_cells: int = 101
|
|
total_prog_cells: int = 0
|
|
total_trap_cells: int = 0
|
|
total_filler_cells: int = 0
|
|
power_cell_thresholds: list[int]
|
|
power_cell_thresholds_minus_one: list[int]
|
|
trap_weights: tuple[list[str], list[int]]
|
|
|
|
# Store these dictionaries for speed improvements.
|
|
level_to_regions: dict[str, list[JakAndDaxterRegion]] # Contains all levels and regions.
|
|
level_to_orb_regions: dict[str, list[JakAndDaxterRegion]] # Contains only regions which contain orbs.
|
|
|
|
# Handles various options validation, rules enforcement, and caching of important information.
|
|
def generate_early(self) -> None:
|
|
|
|
# Initialize the level-region dictionary.
|
|
self.level_to_regions = defaultdict(list)
|
|
self.level_to_orb_regions = defaultdict(list)
|
|
|
|
# Cache the power cell threshold values for quicker reference.
|
|
self.power_cell_thresholds = [
|
|
self.options.fire_canyon_cell_count.value,
|
|
self.options.mountain_pass_cell_count.value,
|
|
self.options.lava_tube_cell_count.value,
|
|
100, # The 100 Power Cell Door.
|
|
]
|
|
|
|
# Order the thresholds ascending and set the options values to the new order.
|
|
if self.options.enable_ordered_cell_counts:
|
|
self.power_cell_thresholds.sort()
|
|
self.options.fire_canyon_cell_count.value = self.power_cell_thresholds[0]
|
|
self.options.mountain_pass_cell_count.value = self.power_cell_thresholds[1]
|
|
self.options.lava_tube_cell_count.value = self.power_cell_thresholds[2]
|
|
|
|
# Store this for remove function.
|
|
self.power_cell_thresholds_minus_one = [x - 1 for x in self.power_cell_thresholds]
|
|
|
|
# For the fairness of other players in a multiworld game, enforce some friendly limitations on our options,
|
|
# so we don't cause chaos during seed generation. These friendly limits should **guarantee** a successful gen.
|
|
# We would have done this earlier, but we needed to sort the power cell thresholds first.
|
|
enforce_friendly_options = self.settings.enforce_friendly_options
|
|
if enforce_friendly_options:
|
|
if self.multiworld.players > 1:
|
|
enforce_multiplayer_limits(self)
|
|
else:
|
|
enforce_singleplayer_limits(self)
|
|
|
|
# Calculate the number of power cells needed for full region access, the number being replaced by traps,
|
|
# and the number of remaining filler.
|
|
if self.options.jak_completion_condition == options.CompletionCondition.option_open_100_cell_door:
|
|
self.total_prog_cells = 100
|
|
else:
|
|
self.total_prog_cells = max(self.power_cell_thresholds[:3])
|
|
non_prog_cells = self.total_power_cells - self.total_prog_cells
|
|
self.total_trap_cells = min(self.options.filler_power_cells_replaced_with_traps.value, non_prog_cells)
|
|
self.options.filler_power_cells_replaced_with_traps.value = self.total_trap_cells
|
|
self.total_filler_cells = non_prog_cells - self.total_trap_cells
|
|
|
|
# Verify that we didn't overload the trade amounts with more orbs than exist in the world.
|
|
# This is easy to do by accident even in a singleplayer world.
|
|
self.total_trade_orbs = (9 * self.options.citizen_orb_trade_amount) + (6 * self.options.oracle_orb_trade_amount)
|
|
verify_orb_trade_amounts(self)
|
|
|
|
# Cache the orb bundle size and item name for quicker reference.
|
|
if self.options.enable_orbsanity == options.EnableOrbsanity.option_per_level:
|
|
self.orb_bundle_size = self.options.level_orbsanity_bundle_size.value
|
|
self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size]
|
|
elif self.options.enable_orbsanity == options.EnableOrbsanity.option_global:
|
|
self.orb_bundle_size = self.options.global_orbsanity_bundle_size.value
|
|
self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size]
|
|
else:
|
|
self.orb_bundle_size = 0
|
|
self.orb_bundle_item_name = ""
|
|
|
|
# Calculate the number of orb bundles needed for trades, the number being replaced by traps,
|
|
# and the number of remaining filler. If Orbsanity is off, default values of 0 will prevail for all.
|
|
if self.orb_bundle_size > 0:
|
|
total_orb_bundles = self.total_orbs // self.orb_bundle_size
|
|
self.total_prog_orb_bundles = ceil(self.total_trade_orbs / self.orb_bundle_size)
|
|
non_prog_orb_bundles = total_orb_bundles - self.total_prog_orb_bundles
|
|
self.total_trap_orb_bundles = min(self.options.filler_orb_bundles_replaced_with_traps.value,
|
|
non_prog_orb_bundles)
|
|
self.options.filler_orb_bundles_replaced_with_traps.value = self.total_trap_orb_bundles
|
|
self.total_filler_orb_bundles = non_prog_orb_bundles - self.total_trap_orb_bundles
|
|
else:
|
|
self.options.filler_orb_bundles_replaced_with_traps.value = 0
|
|
|
|
self.trap_weights = self.options.trap_weights.weights_pair
|
|
|
|
# Options drive which trade rules to use, so they need to be setup before we create_regions.
|
|
set_orb_trade_rule(self)
|
|
|
|
# This will also set Locations, Location access rules, Region access rules, etc.
|
|
def create_regions(self) -> None:
|
|
create_regions(self)
|
|
|
|
# Don't forget to add the created regions to the multiworld!
|
|
for level in self.level_to_regions:
|
|
self.multiworld.regions.extend(self.level_to_regions[level])
|
|
|
|
# As a lazy measure, let's also fill level_to_orb_regions here.
|
|
# This should help speed up orbsanity calculations.
|
|
self.level_to_orb_regions[level] = [reg for reg in self.level_to_regions[level] if reg.orb_count > 0]
|
|
|
|
# from Utils import visualize_regions
|
|
# visualize_regions(self.multiworld.get_region("Menu", self.player), "jakanddaxter.puml")
|
|
|
|
def item_data_helper(self, item: int) -> list[tuple[int, ItemClass, OrbAssoc, int]]:
|
|
"""
|
|
Helper function to reuse some nasty if/else trees. This outputs a list of pairs of item count and class.
|
|
For instance, not all 101 power cells need to be marked progression if you only need 72 to beat the game.
|
|
So we will have 72 Progression Power Cells, and 29 Filler Power Cells.
|
|
"""
|
|
data: list[tuple[int, ItemClass, OrbAssoc, int]] = []
|
|
|
|
# Make N Power Cells. We only want AP's Progression Fill routine to handle the amount of cells we need
|
|
# to reach the furthest possible region. Even for early completion goals, all areas in the game must be
|
|
# reachable or generation will fail. TODO - Option-driven region creation would be an enormous refactor.
|
|
if item in range(jak1_id, jak1_id + scouts.fly_offset):
|
|
data.append((self.total_prog_cells, ItemClass.progression_skip_balancing, OrbAssoc.IS_POWER_CELL, 0))
|
|
data.append((self.total_filler_cells, ItemClass.filler, OrbAssoc.IS_POWER_CELL, 0))
|
|
|
|
# Make 7 Scout Flies per level.
|
|
elif item in range(jak1_id + scouts.fly_offset, jak1_id + specials.special_offset):
|
|
data.append((7, ItemClass.progression_skip_balancing, OrbAssoc.NEVER_UNLOCKS_ORBS, 0))
|
|
|
|
# Make only 1 of each Special Item.
|
|
elif item in range(jak1_id + specials.special_offset, jak1_id + caches.orb_cache_offset):
|
|
data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0))
|
|
|
|
# Make only 1 of each Move Item.
|
|
elif item in range(jak1_id + caches.orb_cache_offset, jak1_id + orbs.orb_offset):
|
|
data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0))
|
|
|
|
# Make N Precursor Orb bundles. Like Power Cells, only a fraction of these will be marked as Progression
|
|
# with the remainder as Filler, but they are still entirely fungible. See collect function for why these
|
|
# are OrbAssoc.NEVER_UNLOCKS_ORBS.
|
|
elif item in range(jak1_id + orbs.orb_offset, jak1_max - max(trap_item_table)):
|
|
data.append((self.total_prog_orb_bundles, ItemClass.progression_skip_balancing,
|
|
OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size))
|
|
data.append((self.total_filler_orb_bundles, ItemClass.filler,
|
|
OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size))
|
|
|
|
# We will manually create trap items as needed.
|
|
elif item in range(jak1_max - max(trap_item_table), jak1_max):
|
|
data.append((0, ItemClass.trap, OrbAssoc.NEVER_UNLOCKS_ORBS, 0))
|
|
|
|
# We will manually create filler items as needed.
|
|
elif item == jak1_max:
|
|
data.append((0, ItemClass.filler, OrbAssoc.NEVER_UNLOCKS_ORBS, 0))
|
|
|
|
# If we try to make items with ID's higher than we've defined, something has gone wrong.
|
|
else:
|
|
raise KeyError(f"Tried to fill item pool with unknown ID {item}.")
|
|
|
|
return data
|
|
|
|
def create_items(self) -> None:
|
|
items_made: int = 0
|
|
for item_name in self.item_name_to_id:
|
|
item_id = self.item_name_to_id[item_name]
|
|
|
|
# Handle Move Randomizer option.
|
|
# If it is OFF, put all moves in your starting inventory instead of the item pool,
|
|
# then fill the item pool with a corresponding amount of filler items.
|
|
if item_name in self.item_name_groups["Moves"] and not self.options.enable_move_randomizer:
|
|
self.multiworld.push_precollected(self.create_item(item_name))
|
|
self.multiworld.itempool.append(self.create_filler())
|
|
items_made += 1
|
|
continue
|
|
|
|
# Handle Orbsanity option.
|
|
# If it is OFF, don't add any orb bundles to the item pool, period.
|
|
# If it is ON, don't add any orb bundles that don't match the chosen option.
|
|
if (item_name in self.item_name_groups["Precursor Orbs"]
|
|
and (self.options.enable_orbsanity == options.EnableOrbsanity.option_off
|
|
or item_name != self.orb_bundle_item_name)):
|
|
continue
|
|
|
|
# Skip Traps for now.
|
|
if item_name in self.item_name_groups["Traps"]:
|
|
continue
|
|
|
|
# In almost every other scenario, do this. Not all items with the same name will have the same item class.
|
|
data = self.item_data_helper(item_id)
|
|
for (count, classification, orb_assoc, orb_amount) in data:
|
|
self.multiworld.itempool += [JakAndDaxterItem(item_name, classification, item_id,
|
|
self.player, orb_assoc, orb_amount)
|
|
for _ in range(count)]
|
|
items_made += count
|
|
|
|
# Handle Traps (for real).
|
|
# Manually fill the item pool with a weighted assortment of trap items, equal to the sum of
|
|
# total_trap_cells + total_trap_orb_bundles. Only do this if one or more traps have weights > 0.
|
|
names, weights = self.trap_weights
|
|
if sum(weights):
|
|
total_traps = self.total_trap_cells + self.total_trap_orb_bundles
|
|
trap_list = self.random.choices(names, weights=weights, k=total_traps)
|
|
self.multiworld.itempool += [self.create_item(trap_name) for trap_name in trap_list]
|
|
items_made += total_traps
|
|
|
|
# Handle Unfilled Locations.
|
|
# Add an amount of filler items equal to the number of locations yet to be filled.
|
|
# This is the final set of items we will add to the pool.
|
|
all_regions = self.multiworld.get_regions(self.player)
|
|
total_locations = sum(reg.location_count for reg in cast(list[JakAndDaxterRegion], all_regions))
|
|
total_filler = total_locations - items_made
|
|
self.multiworld.itempool += [self.create_filler() for _ in range(total_filler)]
|
|
|
|
def create_item(self, name: str) -> Item:
|
|
item_id = self.item_name_to_id[name]
|
|
|
|
# Use first tuple (will likely be the most important).
|
|
_, classification, orb_assoc, orb_amount = self.item_data_helper(item_id)[0]
|
|
return JakAndDaxterItem(name, classification, item_id, self.player, orb_assoc, orb_amount)
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
return "Green Eco Pill"
|
|
|
|
def collect(self, state: CollectionState, item: JakAndDaxterItem) -> bool:
|
|
change = super().collect(state, item)
|
|
if change:
|
|
# Orbsanity as an option is no-factor to these conditions. Matching the item name implies Orbsanity is ON,
|
|
# so we don't need to check the option. When Orbsanity is OFF, there won't even be any orb bundle items
|
|
# to collect.
|
|
|
|
# Orb items do not intrinsically unlock anything that contains more Reachable Orbs, so they do not need to
|
|
# set the cache to stale. They just change how many orbs you have to trade with.
|
|
if item.orb_amount > 0:
|
|
state.prog_items[self.player]["Tradeable Orbs"] += self.orb_bundle_size # Give a bundle of Trade Orbs
|
|
|
|
# Power Cells DO unlock new regions that contain more Reachable Orbs - the connector levels and new
|
|
# hub levels - BUT they only do that when you have a number of them equal to one of the threshold values.
|
|
elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS
|
|
or (item.orb_assoc == OrbAssoc.IS_POWER_CELL
|
|
and state.count("Power Cell", self.player) in self.power_cell_thresholds)):
|
|
state.prog_items[self.player]["Reachable Orbs Fresh"] = False
|
|
|
|
# However, every other item that does not have an appropriate OrbAssoc that changes the CollectionState
|
|
# should NOT set the cache to stale, because they did not make it possible to reach more orb locations
|
|
# (level unlocks, region unlocks, etc.).
|
|
return change
|
|
|
|
def remove(self, state: CollectionState, item: JakAndDaxterItem) -> bool:
|
|
change = super().remove(state, item)
|
|
if change:
|
|
|
|
# Do the same thing we did in collect, except subtract trade orbs instead of add.
|
|
if item.orb_amount > 0:
|
|
state.prog_items[self.player]["Tradeable Orbs"] -= self.orb_bundle_size # Take a bundle of Trade Orbs
|
|
|
|
# Ditto Power Cells, but check thresholds - 1, because we potentially crossed the threshold in the opposite
|
|
# direction. E.g. we've removed the 20th power cell, our count is now 19, so we should stale the cache.
|
|
elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS
|
|
or (item.orb_assoc == OrbAssoc.IS_POWER_CELL
|
|
and state.count("Power Cell", self.player) in self.power_cell_thresholds_minus_one)):
|
|
state.prog_items[self.player]["Reachable Orbs Fresh"] = False
|
|
|
|
return change
|
|
|
|
def fill_slot_data(self) -> dict[str, Any]:
|
|
options_dict = self.options.as_dict("enable_move_randomizer",
|
|
"enable_orbsanity",
|
|
"global_orbsanity_bundle_size",
|
|
"level_orbsanity_bundle_size",
|
|
"fire_canyon_cell_count",
|
|
"mountain_pass_cell_count",
|
|
"lava_tube_cell_count",
|
|
"citizen_orb_trade_amount",
|
|
"oracle_orb_trade_amount",
|
|
"filler_power_cells_replaced_with_traps",
|
|
"filler_orb_bundles_replaced_with_traps",
|
|
"trap_effect_duration",
|
|
"trap_weights",
|
|
"jak_completion_condition",
|
|
"require_punch_for_klaww",
|
|
)
|
|
return options_dict
|