* Paint: Implement New Game * Add docstring * Remove unnecessary self.multiworld references * Implement start_inventory_from_pool * Convert logic to use LogicMixin * Add location_exists_with_options function to deduplicate code * Simplify starting tool creation * Add Paint to supported games list * Increment version to 0.4.1 * Update docs to include color selection features * Fix world attribute definitions * Fix linting errors * De-duplicate lists of traps * Move LogicMixin to __init__.py * 0.5.0 features - adjustable canvas size increment, updated similarity metric * Fix OptionError formatting * Create OptionError when generating single-player game with error-prone settings * Increment version to 0.5.1 * Update CODEOWNERS * Update documentation for 0.5.2 client changes * Simplify region creation * Add comments describing logic * Remove unnecessary f-strings * Remove unused import * Refactor rules to location class * Remove unnecessary self.multiworld references * Update logic to correctly match client-side item caps --------- Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
		
			
				
	
	
		
			129 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Dict, Any
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from BaseClasses import CollectionState, Item, MultiWorld, Tutorial, Region
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from Options import OptionError
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from worlds.AutoWorld import LogicMixin, World, WebWorld
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from .items import item_table, PaintItem, item_data_table, traps, deathlink_traps
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from .locations import location_table, PaintLocation, location_data_table
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from .options import PaintOptions
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class PaintWebWorld(WebWorld):
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    theme = "partyTime"
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    setup_en = Tutorial(
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        tutorial_name="Start Guide",
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        description="A guide to playing Paint in Archipelago.",
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        language="English",
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        file_name="guide_en.md",
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        link="guide/en",
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        authors=["MarioManTAW"]
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    )
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    tutorials = [setup_en]
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class PaintWorld(World):
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    """
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    The classic Microsoft app, reimagined as an Archipelago game! Find your tools, expand your canvas, and paint the
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    greatest image the world has ever seen.
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    """
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    game = "Paint"
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    options_dataclass = PaintOptions
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    options: PaintOptions
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    web = PaintWebWorld()
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    location_name_to_id = location_table
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    item_name_to_id = item_table
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    origin_region_name = "Canvas"
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    def generate_early(self) -> None:
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        if self.options.canvas_size_increment < 50 and self.options.logic_percent <= 55:
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            if self.multiworld.players == 1:
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                raise OptionError("Logic Percent must be greater than 55 when generating a single-player world with "
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                                  "Canvas Size Increment below 50.")
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    def get_filler_item_name(self) -> str:
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        if self.random.randint(0, 99) >= self.options.trap_count:
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            return "Additional Palette Color"
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        elif self.options.death_link:
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            return self.random.choice(deathlink_traps)
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        else:
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            return self.random.choice(traps)
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    def create_item(self, name: str) -> PaintItem:
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        item = PaintItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
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        return item
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    def create_items(self) -> None:
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        starting_tools = ["Brush", "Pencil", "Eraser/Color Eraser", "Airbrush", "Line", "Rectangle", "Ellipse",
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                          "Rounded Rectangle"]
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        self.push_precollected(self.create_item("Magnifier"))
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        self.push_precollected(self.create_item(starting_tools.pop(self.options.starting_tool)))
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        items_to_create = ["Free-Form Select", "Select", "Fill With Color", "Pick Color", "Text", "Curve", "Polygon"]
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        items_to_create += starting_tools
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        items_to_create += ["Progressive Canvas Width"] * (400 // self.options.canvas_size_increment)
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        items_to_create += ["Progressive Canvas Height"] * (300 // self.options.canvas_size_increment)
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        depth_items = ["Progressive Color Depth (Red)", "Progressive Color Depth (Green)",
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                       "Progressive Color Depth (Blue)"]
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        for item in depth_items:
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            self.push_precollected(self.create_item(item))
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        items_to_create += depth_items * 6
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        pre_filled = len(items_to_create)
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        to_fill = len(self.get_region("Canvas").locations)
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        if pre_filled > to_fill:
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            raise OptionError(f"{self.player_name}'s Paint world has too few locations for its required items. "
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                              "Consider adding more locations by raising logic percent or adding fractional checks. "
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                              "Alternatively, increasing the canvas size increment will require fewer items.")
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        while len(items_to_create) < (to_fill - pre_filled) * (self.options.trap_count / 100) + pre_filled:
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            if self.options.death_link:
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                items_to_create += [self.random.choice(deathlink_traps)]
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            else:
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                items_to_create += [self.random.choice(traps)]
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        while len(items_to_create) < to_fill:
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            items_to_create += ["Additional Palette Color"]
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        self.multiworld.itempool += [self.create_item(item) for item in items_to_create]
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    def create_regions(self) -> None:
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        canvas = Region("Canvas", self.player, self.multiworld)
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        canvas.locations += [PaintLocation(self.player, loc_name, loc_data.address, canvas)
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                             for loc_name, loc_data in location_data_table.items()
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                             if location_exists_with_options(self, loc_data.address)]
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        self.multiworld.regions += [canvas]
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    def set_rules(self) -> None:
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        from .rules import set_completion_rules
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        set_completion_rules(self, self.player)
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    def fill_slot_data(self) -> Dict[str, Any]:
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        return dict(self.options.as_dict("logic_percent", "goal_percent", "goal_image", "death_link",
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                                         "canvas_size_increment"), version="0.5.2")
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    def collect(self, state: CollectionState, item: Item) -> bool:
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        change = super().collect(state, item)
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        if change:
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            state.paint_percent_stale[self.player] = True
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        return change
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    def remove(self, state: CollectionState, item: Item) -> bool:
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        change = super().remove(state, item)
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        if change:
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            state.paint_percent_stale[self.player] = True
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        return change
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def location_exists_with_options(world: PaintWorld, location: int):
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    l = location % 198600
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    return l <= world.options.logic_percent * 4 and (l % 4 == 0 or
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                                                    (l > world.options.half_percent_checks * 4 and l % 2 == 0) or
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                                                    l > world.options.quarter_percent_checks * 4)
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class PaintState(LogicMixin):
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    paint_percent_available: dict[int, float]  # per player
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    paint_percent_stale: dict[int, bool]
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    def init_mixin(self, multiworld: MultiWorld) -> None:
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        self.paint_percent_available = {player: 0 for player in multiworld.get_game_players("Paint")}
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        self.paint_percent_stale = {player: True for player in multiworld.get_game_players("Paint")}
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