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

* remove submodule

* Init

* Update docs

* Fix tests

* Update to use apcivvi

* Update Readme and codeowners

* Minor changes

* Remove .value from options (except starting hint)

* Minor updates

* remove unnecessary property

* Cleanup Rules and Region

* Fix output file generation

* Implement feedback

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

* Update worlds/civ_6/__init__.py

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

* Minor docs changes

* minor updates

* Small rework of create items

* Minor updates

* Remove unused variable

* Move client to Launcher Components with rest of similar clients

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

This reverts commit f9fd5df9fdf19eaf4f1de54e21e3c33a74f02364.

* modify component

* Fix generation issues

* Fix tests

* Minor change

* Add improvement and test case

* Minor options changes

* .

* Preliminary Review

* Fix failing test due to slot data serialization

* Format json

* Remove exclude missable boosts

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

* Update docs punctuation and slot data init

* Move priority/excluded locations into options

* Implement docs PR feedback

* PR Feedback for options

* PR feedback misc

* Update location classification and fix client type

* Fix typings

* Update research cost multiplier

* Remove unnecessary location priority code

* Remove extrenous use of items()

* WIP PR Feedback

* WIP PR Feedback

* Add victory event

* Add option set for death link effect

* PR improvements

* Update post fill hint to support items with multiple classifications

* remove unnecessary len

* Move location exclusion logic

* Update test to use set instead of accidental dict

* Update docs around progressive eras and boost locations

* Update docs for options to be more readable

* Fix issue with filler items and prehints

* Update filler_data to be static

* Update links in docs

* Minor updates and PR feedback

* Update boosts data

* Update era required items

* Update existing techs

* Update existing techs

* move boost data class

* Update reward data

* Update prereq data

* Update new items and progressive districts

* Remove unused code

* Make filler item name func more efficient

* Update death link text

* Move Civ6 to the end of readme

* Fix bug with hidden locations and location.name

* Partial PR Feedback Implementation

* Format changes

* Minor review feedback

* Modify access rules to use list created in generate_early

* Modify boost rules to precalculate requirements

* Remove option checks from access rules

* Fix issue with pre initialized dicts

* Add inno setup for civ6 client

* Update inno_setup.iss

---------

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

354 lines
10 KiB
Python

from enum import Enum
from typing import Dict, Optional, TYPE_CHECKING, List
from BaseClasses import Item, ItemClassification
from .Data import (
GoodyHutRewardData,
get_era_required_items_data,
get_existing_civics_data,
get_existing_techs_data,
get_goody_hut_rewards_data,
get_progressive_districts_data,
)
from .Enum import CivVICheckType, EraType
from .ProgressiveDistricts import get_flat_progressive_districts
if TYPE_CHECKING:
from . import CivVIWorld
CIV_VI_AP_ITEM_ID_BASE = 5041000
NON_PROGRESSION_DISTRICTS = ["PROGRESSIVE_PRESERVE", "PROGRESSIVE_NEIGHBORHOOD"]
# Items required as progression for boostsanity mode
BOOSTSANITY_PROGRESSION_ITEMS = [
"TECH_THE_WHEEL",
"TECH_MASONRY",
"TECH_ARCHERY",
"TECH_ENGINEERING",
"TECH_CONSTRUCTION",
"TECH_GUNPOWDER",
"TECH_MACHINERY",
"TECH_SIEGE_TACTICS",
"TECH_STIRRUPS",
"TECH_ASTRONOMY",
"TECH_BALLISTICS",
"TECH_STEAM_POWER",
"TECH_SANITATION",
"TECH_COMPUTERS",
"TECH_COMBUSTION",
"TECH_TELECOMMUNICATIONS",
"TECH_ROBOTICS",
"CIVIC_FEUDALISM",
"CIVIC_GUILDS",
"CIVIC_THE_ENLIGHTENMENT",
"CIVIC_MERCANTILISM",
"CIVIC_CONSERVATION",
"CIVIC_CIVIL_SERVICE",
"CIVIC_GLOBALIZATION",
"CIVIC_COLD_WAR",
"CIVIC_URBANIZATION",
"CIVIC_NATIONALISM",
"CIVIC_MOBILIZATION",
"PROGRESSIVE_NEIGHBORHOOD",
"PROGRESSIVE_PRESERVE",
]
class FillerItemRarity(Enum):
COMMON = "COMMON"
UNCOMMON = "UNCOMMON"
RARE = "RARE"
FILLER_DISTRIBUTION: Dict[FillerItemRarity, float] = {
FillerItemRarity.RARE: 0.025,
FillerItemRarity.UNCOMMON: 0.2,
FillerItemRarity.COMMON: 0.775,
}
class FillerItemData:
name: str
type: str
rarity: FillerItemRarity
civ_name: str
def __init__(self, data: GoodyHutRewardData):
self.name = data["Name"]
self.rarity = FillerItemRarity(data["Rarity"])
self.civ_name = data["Type"]
filler_data: Dict[str, FillerItemData] = {
item["Name"]: FillerItemData(item) for item in get_goody_hut_rewards_data()
}
class CivVIItemData:
civ_vi_id: int
classification: ItemClassification
name: str
code: int
cost: int
item_type: CivVICheckType
progressive_name: Optional[str]
civ_name: Optional[str]
era: Optional[EraType]
def __init__(
self,
name: str,
civ_vi_id: int,
cost: int,
item_type: CivVICheckType,
id_offset: int,
classification: ItemClassification,
progressive_name: Optional[str],
civ_name: Optional[str] = None,
era: Optional[EraType] = None,
):
self.classification = classification
self.civ_vi_id = civ_vi_id
self.name = name
self.code = civ_vi_id + CIV_VI_AP_ITEM_ID_BASE + id_offset
self.cost = cost
self.item_type = item_type
self.progressive_name = progressive_name
self.civ_name = civ_name
self.era = era
class CivVIEvent(Item):
game: str = "Civilization VI"
class CivVIItem(Item):
game: str = "Civilization VI"
civ_vi_id: int
item_type: CivVICheckType
def __init__(
self,
item: CivVIItemData,
player: int,
classification: Optional[ItemClassification] = None,
):
super().__init__(
item.name, classification or item.classification, item.code, player
)
self.civ_vi_id = item.civ_vi_id
self.item_type = item.item_type
def format_item_name(name: str) -> str:
name_parts = name.split("_")
return " ".join([part.capitalize() for part in name_parts])
_items_by_civ_name: Dict[str, CivVIItemData] = {}
def get_item_by_civ_name(
item_name: str, item_table: Dict[str, "CivVIItemData"]
) -> "CivVIItemData":
"""Gets the names of the items in the item_table"""
if not _items_by_civ_name:
for item in item_table.values():
if item.civ_name:
_items_by_civ_name[item.civ_name] = item
try:
return _items_by_civ_name[item_name]
except KeyError as e:
raise KeyError(f"Item {item_name} not found in item_table") from e
def _generate_tech_items(
id_base: int, required_items: List[str], progressive_items: Dict[str, str]
) -> Dict[str, CivVIItemData]:
# Generate Techs
existing_techs = get_existing_techs_data()
tech_table: Dict[str, CivVIItemData] = {}
tech_id = 0
for tech in existing_techs:
classification = ItemClassification.useful
name = tech["Name"]
civ_name = tech["Type"]
if civ_name in required_items:
classification = ItemClassification.progression
progressive_name = None
check_type = CivVICheckType.TECH
if civ_name in progressive_items.keys():
progressive_name = format_item_name(progressive_items[civ_name])
tech_table[name] = CivVIItemData(
name=name,
civ_vi_id=tech_id,
cost=tech["Cost"],
item_type=check_type,
id_offset=id_base,
classification=classification,
progressive_name=progressive_name,
civ_name=civ_name,
era=EraType(tech["EraType"]),
)
tech_id += 1
return tech_table
def _generate_civics_items(
id_base: int, required_items: List[str], progressive_items: Dict[str, str]
) -> Dict[str, CivVIItemData]:
civic_id = 0
civic_table: Dict[str, CivVIItemData] = {}
existing_civics = get_existing_civics_data()
for civic in existing_civics:
name = civic["Name"]
civ_name = civic["Type"]
progressive_name = None
check_type = CivVICheckType.CIVIC
if civ_name in progressive_items.keys():
progressive_name = format_item_name(progressive_items[civ_name])
classification = ItemClassification.useful
if civ_name in required_items:
classification = ItemClassification.progression
civic_table[name] = CivVIItemData(
name=name,
civ_vi_id=civic_id,
cost=civic["Cost"],
item_type=check_type,
id_offset=id_base,
classification=classification,
progressive_name=progressive_name,
civ_name=civ_name,
era=EraType(civic["EraType"]),
)
civic_id += 1
return civic_table
def _generate_progressive_district_items(id_base: int) -> Dict[str, CivVIItemData]:
progressive_table: Dict[str, CivVIItemData] = {}
progressive_id_base = 0
progressive_items = get_progressive_districts_data()
for item_name in progressive_items.keys():
classification = (
ItemClassification.useful
if item_name in NON_PROGRESSION_DISTRICTS
else ItemClassification.progression
)
name = format_item_name(item_name)
progressive_table[name] = CivVIItemData(
name=name,
civ_vi_id=progressive_id_base,
cost=0,
item_type=CivVICheckType.PROGRESSIVE_DISTRICT,
id_offset=id_base,
classification=classification,
progressive_name=None,
civ_name=item_name,
)
progressive_id_base += 1
return progressive_table
def _generate_progressive_era_items(id_base: int) -> Dict[str, CivVIItemData]:
"""Generates the single progressive district item"""
era_table: Dict[str, CivVIItemData] = {}
# Generate progressive eras
progressive_era_name = format_item_name("PROGRESSIVE_ERA")
era_table[progressive_era_name] = CivVIItemData(
name=progressive_era_name,
civ_vi_id=0,
cost=0,
item_type=CivVICheckType.ERA,
id_offset=id_base,
classification=ItemClassification.progression,
progressive_name=None,
civ_name="PROGRESSIVE_ERA",
)
return era_table
def _generate_goody_hut_items(id_base: int) -> Dict[str, CivVIItemData]:
# Generate goody hut items
goody_huts = {
item["Name"]: FillerItemData(item) for item in get_goody_hut_rewards_data()
}
goody_table: Dict[str, CivVIItemData] = {}
goody_base = 0
for value in goody_huts.values():
goody_table[value.name] = CivVIItemData(
name=value.name,
civ_vi_id=goody_base,
cost=0,
item_type=CivVICheckType.GOODY,
id_offset=id_base,
classification=ItemClassification.filler,
progressive_name=None,
civ_name=value.civ_name,
)
goody_base += 1
return goody_table
def generate_item_table() -> Dict[str, CivVIItemData]:
era_required_items = get_era_required_items_data()
required_items: List[str] = []
for value in era_required_items.values():
required_items += value
progressive_items = get_flat_progressive_districts()
item_table: Dict[str, CivVIItemData] = {}
def get_id_base():
return len(item_table.keys())
item_table.update(
**_generate_tech_items(get_id_base(), required_items, progressive_items)
)
item_table.update(
**_generate_civics_items(get_id_base(), required_items, progressive_items)
)
item_table.update(**_generate_progressive_district_items(get_id_base()))
item_table.update(**_generate_progressive_era_items(get_id_base()))
item_table.update(**_generate_goody_hut_items(get_id_base()))
return item_table
def get_items_by_type(
item_type: CivVICheckType, item_table: Dict[str, CivVIItemData]
) -> List[CivVIItemData]:
"""
Returns a list of items that match the given item type
"""
return [item for item in item_table.values() if item.item_type == item_type]
fillers_by_rarity: Dict[FillerItemRarity, List[FillerItemData]] = {
rarity: [item for item in filler_data.values() if item.rarity == rarity]
for rarity in FillerItemRarity
}
def get_random_filler_by_rarity(
world: "CivVIWorld", rarity: FillerItemRarity
) -> FillerItemData:
"""
Returns a random filler item by rarity
"""
return world.random.choice(fillers_by_rarity[rarity])