Files
Grinch-AP/worlds/tunic/__init__.py
Scipio Wright c64c80aac0 TUNIC: Location groups for each area of the game (#3024)
* huzzah, location groups

* scope creep pog

* Apply suggestion to the other spot it is applicable at too

* apply berserker's suggestion

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

* Remove extra location group for shops

* Fire rod for magic wand

* Capitalize itme name groups

* Update docs to capitalize item name groups, remove the little section on aliases

since the aliases bit is really more for someone misremembering the name than anything else, like "fire rod" is because you played a lot of LttP, or Orb instead of Magic Orb is clear.

* Fix rule with item group name

* Capitalization is cool

* Fix merge mistake

* Add Flask group, remove Potions group

* Update docs to detail how to find item and location groups

* Revise per Vi's comment

* Fix test

* fuzzy matching please stop

* Remove test change that was meant for a different branch

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-05-02 10:02:59 +02:00

326 lines
16 KiB
Python

from typing import Dict, List, Any
from logging import warning
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification
from .items import item_name_to_id, item_table, item_name_groups, fool_tiers, filler_items, slot_data_item_names
from .locations import location_table, location_name_groups, location_name_to_id, hexagon_locations
from .rules import set_location_rules, set_region_rules, randomize_ability_unlocks, gold_hexagon
from .er_rules import set_er_location_rules
from .regions import tunic_regions
from .er_scripts import create_er_regions
from .er_data import portal_mapping
from .options import TunicOptions
from worlds.AutoWorld import WebWorld, World
from decimal import Decimal, ROUND_HALF_UP
class TunicWeb(WebWorld):
tutorials = [
Tutorial(
tutorial_name="Multiworld Setup Guide",
description="A guide to setting up the TUNIC Randomizer for Archipelago multiworld games.",
language="English",
file_name="setup_en.md",
link="setup/en",
authors=["SilentDestroyer"]
)
]
theme = "grassFlowers"
game = "TUNIC"
class TunicItem(Item):
game: str = "TUNIC"
class TunicLocation(Location):
game: str = "TUNIC"
class TunicWorld(World):
"""
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game
about a small fox on a big adventure. Stranded on a mysterious beach, armed with only your own curiosity, you will
confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets. Be brave, tiny fox!
"""
game = "TUNIC"
web = TunicWeb()
options: TunicOptions
options_dataclass = TunicOptions
item_name_groups = item_name_groups
location_name_groups = location_name_groups
item_name_to_id = item_name_to_id
location_name_to_id = location_name_to_id
ability_unlocks: Dict[str, int]
slot_data_items: List[TunicItem]
tunic_portal_pairs: Dict[str, str]
er_portal_hints: Dict[int, str]
def generate_early(self) -> None:
# Universal tracker stuff, shouldn't do anything in standard gen
if hasattr(self.multiworld, "re_gen_passthrough"):
if "TUNIC" in self.multiworld.re_gen_passthrough:
passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.options.start_with_sword.value = passthrough["start_with_sword"]
self.options.keys_behind_bosses.value = passthrough["keys_behind_bosses"]
self.options.sword_progression.value = passthrough["sword_progression"]
self.options.ability_shuffling.value = passthrough["ability_shuffling"]
self.options.logic_rules.value = passthrough["logic_rules"]
self.options.lanternless.value = passthrough["lanternless"]
self.options.maskless.value = passthrough["maskless"]
self.options.hexagon_quest.value = passthrough["hexagon_quest"]
self.options.entrance_rando.value = passthrough["entrance_rando"]
self.options.shuffle_ladders.value = passthrough["shuffle_ladders"]
def create_item(self, name: str) -> TunicItem:
item_data = item_table[name]
return TunicItem(name, item_data.classification, self.item_name_to_id[name], self.player)
def create_items(self) -> None:
keys_behind_bosses = self.options.keys_behind_bosses
hexagon_quest = self.options.hexagon_quest
sword_progression = self.options.sword_progression
tunic_items: List[TunicItem] = []
self.slot_data_items = []
items_to_create: Dict[str, int] = {item: data.quantity_in_item_pool for item, data in item_table.items()}
for money_fool in fool_tiers[self.options.fool_traps]:
items_to_create["Fool Trap"] += items_to_create[money_fool]
items_to_create[money_fool] = 0
if self.options.start_with_sword:
self.multiworld.push_precollected(self.create_item("Sword"))
if sword_progression:
items_to_create["Stick"] = 0
items_to_create["Sword"] = 0
else:
items_to_create["Sword Upgrade"] = 0
if self.options.laurels_location:
laurels = self.create_item("Hero's Laurels")
if self.options.laurels_location == "6_coins":
self.multiworld.get_location("Coins in the Well - 6 Coins", self.player).place_locked_item(laurels)
elif self.options.laurels_location == "10_coins":
self.multiworld.get_location("Coins in the Well - 10 Coins", self.player).place_locked_item(laurels)
elif self.options.laurels_location == "10_fairies":
self.multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", self.player).place_locked_item(laurels)
self.slot_data_items.append(laurels)
items_to_create["Hero's Laurels"] = 0
if keys_behind_bosses:
for rgb_hexagon, location in hexagon_locations.items():
hex_item = self.create_item(gold_hexagon if hexagon_quest else rgb_hexagon)
self.multiworld.get_location(location, self.player).place_locked_item(hex_item)
self.slot_data_items.append(hex_item)
items_to_create[rgb_hexagon] = 0
items_to_create[gold_hexagon] -= 3
# Filler items in the item pool
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
item_table[filler].classification == ItemClassification.filler]
# Remove filler to make room for other items
def remove_filler(amount: int) -> None:
for _ in range(0, amount):
if not available_filler:
fill = "Fool Trap"
else:
fill = self.random.choice(available_filler)
if items_to_create[fill] == 0:
raise Exception("No filler items left to accommodate options selected. Turn down fool trap amount.")
items_to_create[fill] -= 1
if items_to_create[fill] == 0:
available_filler.remove(fill)
if self.options.shuffle_ladders:
ladder_count = 0
for item_name, item_data in item_table.items():
if item_data.item_group == "Ladders":
items_to_create[item_name] = 1
ladder_count += 1
remove_filler(ladder_count)
if hexagon_quest:
# Calculate number of hexagons in item pool
hexagon_goal = self.options.hexagon_goal
extra_hexagons = self.options.extra_hexagon_percentage
items_to_create[gold_hexagon] += int((Decimal(100 + extra_hexagons) / 100 * hexagon_goal).to_integral_value(rounding=ROUND_HALF_UP))
# Replace pages and normal hexagons with filler
for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
filler_name = self.get_filler_item_name()
items_to_create[filler_name] += items_to_create[replaced_item]
if items_to_create[filler_name] >= 1 and filler_name not in available_filler:
available_filler.append(filler_name)
items_to_create[replaced_item] = 0
remove_filler(items_to_create[gold_hexagon])
if self.options.maskless:
mask_item = TunicItem("Scavenger Mask", ItemClassification.useful, self.item_name_to_id["Scavenger Mask"], self.player)
tunic_items.append(mask_item)
items_to_create["Scavenger Mask"] = 0
if self.options.lanternless:
lantern_item = TunicItem("Lantern", ItemClassification.useful, self.item_name_to_id["Lantern"], self.player)
tunic_items.append(lantern_item)
items_to_create["Lantern"] = 0
for item, quantity in items_to_create.items():
for i in range(0, quantity):
tunic_item: TunicItem = self.create_item(item)
if item in slot_data_item_names:
self.slot_data_items.append(tunic_item)
tunic_items.append(tunic_item)
self.multiworld.itempool += tunic_items
def create_regions(self) -> None:
self.tunic_portal_pairs = {}
self.er_portal_hints = {}
self.ability_unlocks = randomize_ability_unlocks(self.random, self.options)
# stuff for universal tracker support, can be ignored for standard gen
if hasattr(self.multiworld, "re_gen_passthrough"):
if "TUNIC" in self.multiworld.re_gen_passthrough:
passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.ability_unlocks["Pages 24-25 (Prayer)"] = passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = passthrough["Hexagon Quest Icebolt"]
# ladder rando uses ER with vanilla connections, so that we're not managing more rules files
if self.options.entrance_rando or self.options.shuffle_ladders:
portal_pairs = create_er_regions(self)
if self.options.entrance_rando:
# these get interpreted by the game to tell it which entrances to connect
for portal1, portal2 in portal_pairs.items():
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
else:
# for non-ER, non-ladders
for region_name in tunic_regions:
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
for region_name, exits in tunic_regions.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_exits(exits)
for location_name, location_id in self.location_name_to_id.items():
region = self.multiworld.get_region(location_table[location_name].region, self.player)
location = TunicLocation(self.player, location_name, location_id, region)
region.locations.append(location)
victory_region = self.multiworld.get_region("Spirit Arena", self.player)
victory_location = TunicLocation(self.player, "The Heir", None, victory_region)
victory_location.place_locked_item(TunicItem("Victory", ItemClassification.progression, None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
victory_region.locations.append(victory_location)
def set_rules(self) -> None:
if self.options.entrance_rando or self.options.shuffle_ladders:
set_er_location_rules(self, self.ability_unlocks)
else:
set_region_rules(self, self.ability_unlocks)
set_location_rules(self, self.ability_unlocks)
def get_filler_item_name(self) -> str:
return self.random.choice(filler_items)
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]) -> None:
if self.options.entrance_rando:
hint_data.update({self.player: {}})
# all state seems to have efficient paths
all_state = self.multiworld.get_all_state(True)
all_state.update_reachable_regions(self.player)
paths = all_state.path
portal_names = [portal.name for portal in portal_mapping]
for location in self.multiworld.get_locations(self.player):
# skipping event locations
if not location.address:
continue
path_to_loc = []
previous_name = "placeholder"
try:
name, connection = paths[location.parent_region]
except KeyError:
# logic bug, proceed with warning since it takes a long time to update AP
warning(f"{location.name} is not logically accessible for "
f"{self.multiworld.get_file_safe_player_name(self.player)}. "
"Creating entrance hint Inaccessible. "
"Please report this to the TUNIC rando devs.")
hint_text = "Inaccessible"
else:
while connection != ("Menu", None):
name, connection = connection
# for LS entrances, we just want to give the portal name
if "(LS)" in name:
name = name.split(" (LS) ", 1)[0]
# was getting some cases like Library Grave -> Library Grave -> other place
if name in portal_names and name != previous_name:
previous_name = name
path_to_loc.append(name)
hint_text = " -> ".join(reversed(path_to_loc))
if hint_text:
hint_data[self.player][location.address] = hint_text
def fill_slot_data(self) -> Dict[str, Any]:
slot_data: Dict[str, Any] = {
"seed": self.random.randint(0, 2147483647),
"start_with_sword": self.options.start_with_sword.value,
"keys_behind_bosses": self.options.keys_behind_bosses.value,
"sword_progression": self.options.sword_progression.value,
"ability_shuffling": self.options.ability_shuffling.value,
"hexagon_quest": self.options.hexagon_quest.value,
"fool_traps": self.options.fool_traps.value,
"logic_rules": self.options.logic_rules.value,
"lanternless": self.options.lanternless.value,
"maskless": self.options.maskless.value,
"entrance_rando": int(bool(self.options.entrance_rando.value)),
"shuffle_ladders": self.options.shuffle_ladders.value,
"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
"Hexagon Quest Icebolt": self.ability_unlocks["Pages 52-53 (Icebolt)"],
"Hexagon Quest Goal": self.options.hexagon_goal.value,
"Entrance Rando": self.tunic_portal_pairs
}
for tunic_item in filter(lambda item: item.location is not None and item.code is not None, self.slot_data_items):
if tunic_item.name not in slot_data:
slot_data[tunic_item.name] = []
if tunic_item.name == gold_hexagon and len(slot_data[gold_hexagon]) >= 6:
continue
slot_data[tunic_item.name].extend([tunic_item.location.name, tunic_item.location.player])
for start_item in self.options.start_inventory_from_pool:
if start_item in slot_data_item_names:
if start_item not in slot_data:
slot_data[start_item] = []
for i in range(0, self.options.start_inventory_from_pool[start_item]):
slot_data[start_item].extend(["Your Pocket", self.player])
for plando_item in self.multiworld.plando_items[self.player]:
if plando_item["from_pool"]:
items_to_find = set()
for item_type in [key for key in ["item", "items"] if key in plando_item]:
for item in plando_item[item_type]:
items_to_find.add(item)
for item in items_to_find:
if item in slot_data_item_names:
slot_data[item] = []
for item_location in self.multiworld.find_item_locations(item, self.player):
slot_data[item].extend([item_location.name, item_location.player])
return slot_data
# for the universal tracker, doesn't get called in standard gen
@staticmethod
def interpret_slot_data(slot_data: Dict[str, Any]) -> Dict[str, Any]:
# returning slot_data so it regens, giving it back in multiworld.re_gen_passthrough
return slot_data