Files
Grinch-AP/worlds/sc2wol/MissionTables.py
Ziktofel 648d682add SC2 WoL - Mod, Item and Location update (#2113)
Migrates SC2 WoL world to the new mod with new items and locations. The new mod has a different architecture making it more future proof (with planned adding of other campaigns). Also gets rid of several old bugs

Adds new short game formats intended for sync games (Tiny Grid, Mini Gauntlet). The final mission isn't decided by campaign length anymore but it's configurable instead. Allow excluding missions for Vanilla Shuffled, corrected some documentation.

NOTE: This is a squashed commit with Salz' HotS excluded (not ready for the release and I plan multi-campaign instead)

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Co-authored-by: Matthew <matthew.marinets@gmail.com>
2023-09-15 02:22:10 +02:00

230 lines
12 KiB
Python

from typing import NamedTuple, Dict, List
from enum import IntEnum
no_build_regions_list = ["Liberation Day", "Breakout", "Ghost of a Chance", "Piercing the Shroud", "Whispers of Doom",
"Belly of the Beast"]
easy_regions_list = ["The Outlaws", "Zero Hour", "Evacuation", "Outbreak", "Smash and Grab", "Devil's Playground"]
medium_regions_list = ["Safe Haven", "Haven's Fall", "The Dig", "The Moebius Factor", "Supernova",
"Welcome to the Jungle", "The Great Train Robbery", "Cutthroat", "Media Blitz",
"A Sinister Turn", "Echoes of the Future"]
hard_regions_list = ["Maw of the Void", "Engine of Destruction", "In Utter Darkness", "Gates of Hell",
"Shatter the Sky"]
class MissionPools(IntEnum):
STARTER = 0
EASY = 1
MEDIUM = 2
HARD = 3
FINAL = 4
class MissionInfo(NamedTuple):
id: int
required_world: List[int]
category: str
number: int = 0 # number of worlds need beaten
completion_critical: bool = False # missions needed to beat game
or_requirements: bool = False # true if the requirements should be or-ed instead of and-ed
class FillMission(NamedTuple):
type: int
connect_to: List[int] # -1 connects to Menu
category: str
number: int = 0 # number of worlds need beaten
completion_critical: bool = False # missions needed to beat game
or_requirements: bool = False # true if the requirements should be or-ed instead of and-ed
removal_priority: int = 0 # how many missions missing from the pool required to remove this mission
vanilla_shuffle_order = [
FillMission(MissionPools.STARTER, [-1], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [0], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [1], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [2], "Colonist"),
FillMission(MissionPools.MEDIUM, [3], "Colonist"),
FillMission(MissionPools.HARD, [4], "Colonist", number=7),
FillMission(MissionPools.HARD, [4], "Colonist", number=7, removal_priority=1),
FillMission(MissionPools.EASY, [2], "Artifact", completion_critical=True),
FillMission(MissionPools.MEDIUM, [7], "Artifact", number=8, completion_critical=True),
FillMission(MissionPools.HARD, [8], "Artifact", number=11, completion_critical=True),
FillMission(MissionPools.HARD, [9], "Artifact", number=14, completion_critical=True, removal_priority=11),
FillMission(MissionPools.HARD, [10], "Artifact", completion_critical=True, removal_priority=10),
FillMission(MissionPools.MEDIUM, [2], "Covert", number=4),
FillMission(MissionPools.MEDIUM, [12], "Covert"),
FillMission(MissionPools.HARD, [13], "Covert", number=8, removal_priority=3),
FillMission(MissionPools.HARD, [13], "Covert", number=8, removal_priority=2),
FillMission(MissionPools.MEDIUM, [2], "Rebellion", number=6),
FillMission(MissionPools.HARD, [16], "Rebellion"),
FillMission(MissionPools.HARD, [17], "Rebellion"),
FillMission(MissionPools.HARD, [18], "Rebellion", removal_priority=12),
FillMission(MissionPools.HARD, [19], "Rebellion", removal_priority=5),
FillMission(MissionPools.MEDIUM, [8], "Prophecy", removal_priority=9),
FillMission(MissionPools.HARD, [21], "Prophecy", removal_priority=8),
FillMission(MissionPools.HARD, [22], "Prophecy", removal_priority=7),
FillMission(MissionPools.HARD, [23], "Prophecy", removal_priority=6),
FillMission(MissionPools.HARD, [11], "Char", completion_critical=True),
FillMission(MissionPools.HARD, [25], "Char", completion_critical=True, removal_priority=4),
FillMission(MissionPools.HARD, [25], "Char", completion_critical=True),
FillMission(MissionPools.FINAL, [26, 27], "Char", completion_critical=True, or_requirements=True)
]
mini_campaign_order = [
FillMission(MissionPools.STARTER, [-1], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [0], "Colonist"),
FillMission(MissionPools.MEDIUM, [1], "Colonist"),
FillMission(MissionPools.EASY, [0], "Artifact", completion_critical=True),
FillMission(MissionPools.MEDIUM, [3], "Artifact", number=4, completion_critical=True),
FillMission(MissionPools.HARD, [4], "Artifact", number=8, completion_critical=True),
FillMission(MissionPools.MEDIUM, [0], "Covert", number=2),
FillMission(MissionPools.HARD, [6], "Covert"),
FillMission(MissionPools.MEDIUM, [0], "Rebellion", number=3),
FillMission(MissionPools.HARD, [8], "Rebellion"),
FillMission(MissionPools.MEDIUM, [4], "Prophecy"),
FillMission(MissionPools.HARD, [10], "Prophecy"),
FillMission(MissionPools.HARD, [5], "Char", completion_critical=True),
FillMission(MissionPools.HARD, [5], "Char", completion_critical=True),
FillMission(MissionPools.FINAL, [12, 13], "Char", completion_critical=True, or_requirements=True)
]
gauntlet_order = [
FillMission(MissionPools.STARTER, [-1], "I", completion_critical=True),
FillMission(MissionPools.EASY, [0], "II", completion_critical=True),
FillMission(MissionPools.EASY, [1], "III", completion_critical=True),
FillMission(MissionPools.MEDIUM, [2], "IV", completion_critical=True),
FillMission(MissionPools.MEDIUM, [3], "V", completion_critical=True),
FillMission(MissionPools.HARD, [4], "VI", completion_critical=True),
FillMission(MissionPools.FINAL, [5], "Final", completion_critical=True)
]
mini_gauntlet_order = [
FillMission(MissionPools.STARTER, [-1], "I", completion_critical=True),
FillMission(MissionPools.EASY, [0], "II", completion_critical=True),
FillMission(MissionPools.MEDIUM, [1], "III", completion_critical=True),
FillMission(MissionPools.FINAL, [2], "Final", completion_critical=True)
]
grid_order = [
FillMission(MissionPools.STARTER, [-1], "_1"),
FillMission(MissionPools.EASY, [0], "_1"),
FillMission(MissionPools.MEDIUM, [1, 6, 3], "_1", or_requirements=True),
FillMission(MissionPools.HARD, [2, 7], "_1", or_requirements=True),
FillMission(MissionPools.EASY, [0], "_2"),
FillMission(MissionPools.MEDIUM, [1, 4], "_2", or_requirements=True),
FillMission(MissionPools.HARD, [2, 5, 10, 7], "_2", or_requirements=True),
FillMission(MissionPools.HARD, [3, 6, 11], "_2", or_requirements=True),
FillMission(MissionPools.MEDIUM, [4, 9, 12], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [5, 8, 10, 13], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [6, 9, 11, 14], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [7, 10], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [8, 13], "_4", or_requirements=True),
FillMission(MissionPools.HARD, [9, 12, 14], "_4", or_requirements=True),
FillMission(MissionPools.HARD, [10, 13], "_4", or_requirements=True),
FillMission(MissionPools.FINAL, [11, 14], "_4", or_requirements=True)
]
mini_grid_order = [
FillMission(MissionPools.STARTER, [-1], "_1"),
FillMission(MissionPools.EASY, [0], "_1"),
FillMission(MissionPools.MEDIUM, [1, 5], "_1", or_requirements=True),
FillMission(MissionPools.EASY, [0], "_2"),
FillMission(MissionPools.MEDIUM, [1, 3], "_2", or_requirements=True),
FillMission(MissionPools.HARD, [2, 4], "_2", or_requirements=True),
FillMission(MissionPools.MEDIUM, [3, 7], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [4, 6], "_3", or_requirements=True),
FillMission(MissionPools.FINAL, [5, 7], "_3", or_requirements=True)
]
tiny_grid_order = [
FillMission(MissionPools.STARTER, [-1], "_1"),
FillMission(MissionPools.MEDIUM, [0], "_1"),
FillMission(MissionPools.EASY, [0], "_2"),
FillMission(MissionPools.FINAL, [1, 2], "_2", or_requirements=True),
]
blitz_order = [
FillMission(MissionPools.STARTER, [-1], "I"),
FillMission(MissionPools.EASY, [-1], "I"),
FillMission(MissionPools.MEDIUM, [0, 1], "II", number=1, or_requirements=True),
FillMission(MissionPools.MEDIUM, [0, 1], "II", number=1, or_requirements=True),
FillMission(MissionPools.MEDIUM, [0, 1], "III", number=2, or_requirements=True),
FillMission(MissionPools.MEDIUM, [0, 1], "III", number=2, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "IV", number=3, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "IV", number=3, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "V", number=4, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "V", number=4, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "Final", number=5, or_requirements=True),
FillMission(MissionPools.FINAL, [0, 1], "Final", number=5, or_requirements=True)
]
mission_orders = [
vanilla_shuffle_order,
vanilla_shuffle_order,
mini_campaign_order,
grid_order,
mini_grid_order,
blitz_order,
gauntlet_order,
mini_gauntlet_order,
tiny_grid_order
]
vanilla_mission_req_table = {
"Liberation Day": MissionInfo(1, [], "Mar Sara", completion_critical=True),
"The Outlaws": MissionInfo(2, [1], "Mar Sara", completion_critical=True),
"Zero Hour": MissionInfo(3, [2], "Mar Sara", completion_critical=True),
"Evacuation": MissionInfo(4, [3], "Colonist"),
"Outbreak": MissionInfo(5, [4], "Colonist"),
"Safe Haven": MissionInfo(6, [5], "Colonist", number=7),
"Haven's Fall": MissionInfo(7, [5], "Colonist", number=7),
"Smash and Grab": MissionInfo(8, [3], "Artifact", completion_critical=True),
"The Dig": MissionInfo(9, [8], "Artifact", number=8, completion_critical=True),
"The Moebius Factor": MissionInfo(10, [9], "Artifact", number=11, completion_critical=True),
"Supernova": MissionInfo(11, [10], "Artifact", number=14, completion_critical=True),
"Maw of the Void": MissionInfo(12, [11], "Artifact", completion_critical=True),
"Devil's Playground": MissionInfo(13, [3], "Covert", number=4),
"Welcome to the Jungle": MissionInfo(14, [13], "Covert"),
"Breakout": MissionInfo(15, [14], "Covert", number=8),
"Ghost of a Chance": MissionInfo(16, [14], "Covert", number=8),
"The Great Train Robbery": MissionInfo(17, [3], "Rebellion", number=6),
"Cutthroat": MissionInfo(18, [17], "Rebellion"),
"Engine of Destruction": MissionInfo(19, [18], "Rebellion"),
"Media Blitz": MissionInfo(20, [19], "Rebellion"),
"Piercing the Shroud": MissionInfo(21, [20], "Rebellion"),
"Whispers of Doom": MissionInfo(22, [9], "Prophecy"),
"A Sinister Turn": MissionInfo(23, [22], "Prophecy"),
"Echoes of the Future": MissionInfo(24, [23], "Prophecy"),
"In Utter Darkness": MissionInfo(25, [24], "Prophecy"),
"Gates of Hell": MissionInfo(26, [12], "Char", completion_critical=True),
"Belly of the Beast": MissionInfo(27, [26], "Char", completion_critical=True),
"Shatter the Sky": MissionInfo(28, [26], "Char", completion_critical=True),
"All-In": MissionInfo(29, [27, 28], "Char", completion_critical=True, or_requirements=True)
}
lookup_id_to_mission: Dict[int, str] = {
data.id: mission_name for mission_name, data in vanilla_mission_req_table.items() if data.id}
starting_mission_locations = {
"Liberation Day": "Liberation Day: Victory",
"Breakout": "Breakout: Victory",
"Ghost of a Chance": "Ghost of a Chance: Victory",
"Piercing the Shroud": "Piercing the Shroud: Victory",
"Whispers of Doom": "Whispers of Doom: Victory",
"Belly of the Beast": "Belly of the Beast: Victory",
"Zero Hour": "Zero Hour: First Group Rescued",
"Evacuation": "Evacuation: Reach Hanson",
"Devil's Playground": "Devil's Playground: Tosh's Miners",
"Smash and Grab": "Smash and Grab: First Relic",
"The Great Train Robbery": "The Great Train Robbery: North Defiler"
}
alt_final_mission_locations = {
"Maw of the Void": "Maw of the Void: Victory",
"Engine of Destruction": "Engine of Destruction: Victory",
"Supernova": "Supernova: Victory",
"Gates of Hell": "Gates of Hell: Victory",
"Shatter the Sky": "Shatter the Sky: Victory"
}