660 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			660 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import typing
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| 
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| from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld
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| from worlds.AutoWorld import WebWorld, World
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| from worlds.generic.Rules import add_rule, CollectionRule
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| from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
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|     chunksanity_special_region_names
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| from .Locations import OSRSLocation, LocationRow
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| 
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| from .Options import OSRSOptions, StartingArea
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| from .Names import LocationNames, ItemNames, RegionNames
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| 
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| from .LogicCSV.LogicCSVToPython import data_csv_tag
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| from .LogicCSV.items_generated import item_rows
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| from .LogicCSV.locations_generated import location_rows
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| from .LogicCSV.regions_generated import region_rows
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| from .LogicCSV.resources_generated import resource_rows
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| from .Regions import RegionRow, ResourceRow
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| 
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| 
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| class OSRSWeb(WebWorld):
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|     theme = "stone"
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| 
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|     setup_en = Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to setting up the Old School Runescape Randomizer connected to an Archipelago Multiworld",
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|         "English",
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|         "docs/setup_en.md",
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|         "setup/en",
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|         ["digiholic"]
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|     )
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|     tutorials = [setup_en]
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| 
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| 
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| class OSRSWorld(World):
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|     game = "Old School Runescape"
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|     options_dataclass = OSRSOptions
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|     options: OSRSOptions
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|     topology_present = True
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|     web = OSRSWeb()
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|     base_id = 0x070000
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|     data_version = 1
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| 
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|     item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
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|     location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
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| 
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|     region_name_to_data: typing.Dict[str, Region]
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|     location_name_to_data: typing.Dict[str, OSRSLocation]
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| 
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|     location_rows_by_name: typing.Dict[str, LocationRow]
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|     region_rows_by_name: typing.Dict[str, RegionRow]
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|     resource_rows_by_name: typing.Dict[str, ResourceRow]
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|     item_rows_by_name: typing.Dict[str, ItemRow]
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| 
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|     starting_area_item: str
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| 
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|     locations_by_category: typing.Dict[str, typing.List[LocationRow]]
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| 
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|     def __init__(self, multiworld: MultiWorld, player: int):
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|         super().__init__(multiworld, player)
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|         self.region_name_to_data = {}
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|         self.location_name_to_data = {}
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| 
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|         self.location_rows_by_name = {}
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|         self.region_rows_by_name = {}
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|         self.resource_rows_by_name = {}
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|         self.item_rows_by_name = {}
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| 
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|         self.starting_area_item = ""
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| 
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|         self.locations_by_category = {}
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| 
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|     def generate_early(self) -> None:
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|         location_categories = [location_row.category for location_row in location_rows]
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|         self.locations_by_category = {category:
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|                                           [location_row for location_row in location_rows if
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|                                            location_row.category == category]
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|                                       for category in location_categories}
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| 
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|         self.location_rows_by_name = {loc_row.name: loc_row for loc_row in location_rows}
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|         self.region_rows_by_name = {reg_row.name: reg_row for reg_row in region_rows}
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|         self.resource_rows_by_name = {rec_row.name: rec_row for rec_row in resource_rows}
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|         self.item_rows_by_name = {it_row.name: it_row for it_row in item_rows}
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| 
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|         rnd = self.random
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|         starting_area = self.options.starting_area
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| 
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|         if starting_area.value == StartingArea.option_any_bank:
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|             self.starting_area_item = rnd.choice(starting_area_dict)
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|         elif starting_area.value < StartingArea.option_chunksanity:
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|             self.starting_area_item = starting_area_dict[starting_area.value]
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|         else:
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|             self.starting_area_item = rnd.choice(chunksanity_starting_chunks)
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| 
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|         # Set Starting Chunk
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|         self.multiworld.push_precollected(self.create_item(self.starting_area_item))
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| 
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|     """
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|     This function pulls from LogicCSVToPython so that it sends the correct tag of the repository to the client.
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|     _Make sure to update that value whenever the CSVs change!_
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|     """
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| 
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|     def fill_slot_data(self):
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|         data = self.options.as_dict("brutal_grinds")
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|         data["data_csv_tag"] = data_csv_tag
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|         return data
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| 
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|     def create_regions(self) -> None:
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|         """
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|         called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done
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|         during generate_early or basic as well.
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|         """
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| 
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|         # First, create the "Menu" region to start
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|         menu_region = self.create_region("Menu")
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| 
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|         for region_row in region_rows:
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|             self.create_region(region_row.name)
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| 
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|         for resource_row in resource_rows:
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|             self.create_region(resource_row.name)
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| 
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|         # Removes the word "Area: " from the item name to get the region it applies to.
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|         # I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse
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|         if self.starting_area_item in chunksanity_special_region_names:
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|             starting_area_region = chunksanity_special_region_names[self.starting_area_item]
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|         else:
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|             starting_area_region = self.starting_area_item[6:]  # len("Area: ")
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|         starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
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|         starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
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|         starting_entrance.connect(self.region_name_to_data[starting_area_region])
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| 
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|         # Create entrances between regions
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|         for region_row in region_rows:
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|             region = self.region_name_to_data[region_row.name]
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| 
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|             for outbound_region_name in region_row.connections:
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|                 parsed_outbound = outbound_region_name.replace('*', '')
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|                 entrance = region.create_exit(f"{region_row.name}->{parsed_outbound}")
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|                 entrance.connect(self.region_name_to_data[parsed_outbound])
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| 
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|                 item_name = self.region_rows_by_name[parsed_outbound].itemReq
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|                 if "*" not in outbound_region_name and "*" not in item_name:
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|                     entrance.access_rule = lambda state, item_name=item_name: state.has(item_name, self.player)
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|                     continue
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| 
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|                 self.generate_special_rules_for(entrance, region_row, outbound_region_name)
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| 
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|             for resource_region in region_row.resources:
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|                 if not resource_region:
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|                     continue
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| 
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|                 entrance = region.create_exit(f"{region_row.name}->{resource_region.replace('*', '')}")
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|                 if "*" not in resource_region:
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|                     entrance.connect(self.region_name_to_data[resource_region])
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|                 else:
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|                     self.generate_special_rules_for(entrance, region_row, resource_region)
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|                     entrance.connect(self.region_name_to_data[resource_region.replace('*', '')])
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| 
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|         self.roll_locations()
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| 
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|     def generate_special_rules_for(self, entrance, region_row, outbound_region_name):
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|         # print(f"Special rules required to access region {outbound_region_name} from {region_row.name}")
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|         if outbound_region_name == RegionNames.Cooks_Guild:
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|             item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
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|             cooking_level_rule = self.get_skill_rule("cooking", 32)
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|             entrance.access_rule = lambda state: state.has(item_name, self.player) and \
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|                                                  cooking_level_rule(state)
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|             return
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|         if outbound_region_name == RegionNames.Crafting_Guild:
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|             item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
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|             crafting_level_rule = self.get_skill_rule("crafting", 40)
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|             entrance.access_rule = lambda state: state.has(item_name, self.player) and \
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|                                                  crafting_level_rule(state)
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|             return
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|         if outbound_region_name == RegionNames.Corsair_Cove:
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|             item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
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|             # Need to be able to start Corsair Curse in addition to having the item
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|             entrance.access_rule = lambda state: state.has(item_name, self.player) and \
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|                                                  state.can_reach(RegionNames.Falador_Farm, "Region", self.player)
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|             self.multiworld.register_indirect_condition(
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|                 self.multiworld.get_region(RegionNames.Falador_Farm, self.player), entrance)
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| 
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|             return
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|         if outbound_region_name == "Camdozaal*":
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|             item_name = self.region_rows_by_name[outbound_region_name.replace('*', '')].itemReq
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|             entrance.access_rule = lambda state: state.has(item_name, self.player) and \
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|                                                  state.has(ItemNames.QP_Below_Ice_Mountain, self.player)
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|             return
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|         if region_row.name == "Dwarven Mountain Pass" and outbound_region_name == "Anvil*":
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|             entrance.access_rule = lambda state: state.has(ItemNames.QP_Dorics_Quest, self.player)
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|             return
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|         # Special logic for canoes
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|         canoe_regions = [RegionNames.Lumbridge, RegionNames.South_Of_Varrock, RegionNames.Barbarian_Village,
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|                          RegionNames.Edgeville, RegionNames.Wilderness]
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|         if region_row.name in canoe_regions:
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|             # Skill rules for greater distances
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|             woodcutting_rule_d1 = self.get_skill_rule("woodcutting", 12)
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|             woodcutting_rule_d2 = self.get_skill_rule("woodcutting", 27)
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|             woodcutting_rule_d3 = self.get_skill_rule("woodcutting", 42)
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|             woodcutting_rule_all = self.get_skill_rule("woodcutting", 57)
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| 
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|             if region_row.name == RegionNames.Lumbridge:
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|                 # Canoe Tree access for the Location
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|                 if outbound_region_name == RegionNames.Canoe_Tree:
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|                     entrance.access_rule = \
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|                         lambda state: (state.can_reach_region(RegionNames.South_Of_Varrock, self.player)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
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|                                       (state.can_reach_region(RegionNames.Barbarian_Village)
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|                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
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|                                       (state.can_reach_region(RegionNames.Edgeville)
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|                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
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|                                       (state.can_reach_region(RegionNames.Wilderness)
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|                                        and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
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|                 # Access to other chunks based on woodcutting settings
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|                 # South of Varrock does not need to be checked, because it's already adjacent
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|                 if outbound_region_name == RegionNames.Barbarian_Village:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
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|                                                          and self.options.max_woodcutting_level >= 27
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|                 if outbound_region_name == RegionNames.Edgeville:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
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|                                                          and self.options.max_woodcutting_level >= 42
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|                 if outbound_region_name == RegionNames.Wilderness:
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|                     entrance.access_rule = lambda state: woodcutting_rule_all(state) \
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|                                                          and self.options.max_woodcutting_level >= 57
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| 
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|             if region_row.name == RegionNames.South_Of_Varrock:
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|                 if outbound_region_name == RegionNames.Canoe_Tree:
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|                     entrance.access_rule = \
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|                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
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|                                       (state.can_reach_region(RegionNames.Barbarian_Village)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
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|                                       (state.can_reach_region(RegionNames.Edgeville)
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|                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
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|                                       (state.can_reach_region(RegionNames.Wilderness)
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|                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
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|                 # Access to other chunks based on woodcutting settings
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|                 # Lumbridge does not need to be checked, because it's already adjacent
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|                 if outbound_region_name == RegionNames.Barbarian_Village:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
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|                                                          and self.options.max_woodcutting_level >= 12
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|                 if outbound_region_name == RegionNames.Edgeville:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
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|                                                          and self.options.max_woodcutting_level >= 27
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|                 if outbound_region_name == RegionNames.Wilderness:
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|                     entrance.access_rule = lambda state: woodcutting_rule_all(state) \
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|                                                          and self.options.max_woodcutting_level >= 42
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|             if region_row.name == RegionNames.Barbarian_Village:
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|                 if outbound_region_name == RegionNames.Canoe_Tree:
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|                     entrance.access_rule = \
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|                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
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|                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
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|                                       (state.can_reach_region(RegionNames.South_Of_Varrock)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
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|                                       (state.can_reach_region(RegionNames.Edgeville)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
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|                                       (state.can_reach_region(RegionNames.Wilderness)
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|                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
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|                 # Access to other chunks based on woodcutting settings
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|                 if outbound_region_name == RegionNames.Lumbridge:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
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|                                                          and self.options.max_woodcutting_level >= 27
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|                 if outbound_region_name == RegionNames.South_Of_Varrock:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
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|                                                          and self.options.max_woodcutting_level >= 12
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|                 # Edgeville does not need to be checked, because it's already adjacent
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|                 if outbound_region_name == RegionNames.Wilderness:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
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|                                                          and self.options.max_woodcutting_level >= 42
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|             if region_row.name == RegionNames.Edgeville:
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|                 if outbound_region_name == RegionNames.Canoe_Tree:
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|                     entrance.access_rule = \
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|                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
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|                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
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|                                       (state.can_reach_region(RegionNames.South_Of_Varrock)
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|                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
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|                                       (state.can_reach_region(RegionNames.Barbarian_Village)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
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|                                       (state.can_reach_region(RegionNames.Wilderness)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
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|                 # Access to other chunks based on woodcutting settings
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|                 if outbound_region_name == RegionNames.Lumbridge:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
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|                                                          and self.options.max_woodcutting_level >= 42
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|                 if outbound_region_name == RegionNames.South_Of_Varrock:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
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|                                                          and self.options.max_woodcutting_level >= 27
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|                 # Barbarian Village does not need to be checked, because it's already adjacent
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|                 # Wilderness does not need to be checked, because it's already adjacent
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|             if region_row.name == RegionNames.Wilderness:
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|                 if outbound_region_name == RegionNames.Canoe_Tree:
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|                     entrance.access_rule = \
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|                         lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
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|                                        and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57) or \
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|                                       (state.can_reach_region(RegionNames.South_Of_Varrock)
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|                                        and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
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|                                       (state.can_reach_region(RegionNames.Barbarian_Village)
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|                                        and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
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|                                       (state.can_reach_region(RegionNames.Edgeville)
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|                                        and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
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|                     self.multiworld.register_indirect_condition(
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|                         self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
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|                 # Access to other chunks based on woodcutting settings
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|                 if outbound_region_name == RegionNames.Lumbridge:
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|                     entrance.access_rule = lambda state: woodcutting_rule_all(state) \
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|                                                          and self.options.max_woodcutting_level >= 57
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|                 if outbound_region_name == RegionNames.South_Of_Varrock:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
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|                                                          and self.options.max_woodcutting_level >= 42
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|                 if outbound_region_name == RegionNames.Barbarian_Village:
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|                     entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
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|                                                          and self.options.max_woodcutting_level >= 27
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|                 # Edgeville does not need to be checked, because it's already adjacent
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| 
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|     def roll_locations(self):
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|         locations_required = 0
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|         generation_is_fake = hasattr(self.multiworld, "generation_is_fake")  # UT specific override
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|         for item_row in item_rows:
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|             locations_required += item_row.amount
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| 
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|         locations_added = 1  # At this point we've already added the starting area, so we start at 1 instead of 0
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| 
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|         # Quests are always added
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|         for i, location_row in enumerate(location_rows):
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|             if location_row.category in {"quest", "points", "goal"}:
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|                 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
 | 
