Files
Grinch-AP/worlds/minecraft/__init__.py
espeon65536 685de847c4 Minecraft updates (#13)
* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

* Minecraft logic updates
Wither kill now considers nether fortresses as a valid source of soul sand
A Furious Cocktail now requires beacons for resistance and village access for carrots
Uneasy Alliance now requires fishing rod to pull the ghast through the portal
On a Rail now requires iron pickaxe to make powered rails
Overkill now may require strength II without stone axe, which needs nether access

* embed all apmc info into slot_data

* updated MC tests for logic changes

* put apmc into zipfile

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-16 00:49:58 +02:00

71 lines
2.8 KiB
Python

from random import Random
from .Items import MinecraftItem, item_table, item_frequencies
from .Locations import exclusion_table, events_table
from .Regions import link_minecraft_structures
from .Rules import set_rules
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
from Options import minecraft_options
client_version = (0, 3)
def get_mc_data(world: MultiWorld, player: int):
exits = ["Overworld Structure 1", "Overworld Structure 2", "Nether Structure 1", "Nether Structure 2", "The End Structure"]
return {
'world_seed': Random(world.rom_seeds[player]).getrandbits(32), # consistent and doesn't interfere with other generation
'seed_name': world.seed_name,
'player_name': world.get_player_names(player),
'player_id': player,
'client_version': client_version,
'structures': {exit: world.get_entrance(exit, player).connected_region.name for exit in exits}
}
def generate_mc_data(world: MultiWorld, player: int):
import base64, json
from Utils import output_path
data = get_mc_data(world, player)
filename = f"AP_{world.seed_name}_P{player}_{world.get_player_names(player)}.apmc"
with open(output_path(filename), 'wb') as f:
f.write(base64.b64encode(bytes(json.dumps(data), 'utf-8')))
def fill_minecraft_slot_data(world: MultiWorld, player: int):
slot_data = get_mc_data(world, player)
for option_name in minecraft_options:
option = getattr(world, option_name)[player]
slot_data[option_name] = int(option.value)
return slot_data
# Generates the item pool given the table and frequencies in Items.py.
def minecraft_gen_item_pool(world: MultiWorld, player: int):
pool = []
for item_name, item_data in item_table.items():
for count in range(item_frequencies.get(item_name, 1)):
pool.append(MinecraftItem(item_name, item_data.progression, item_data.code, player))
prefill_pool = {}
prefill_pool.update(events_table)
exclusion_pools = ['hard', 'insane', 'postgame']
for key in exclusion_pools:
if not getattr(world, f"include_{key}_advancements")[player]:
prefill_pool.update(exclusion_table[key])
for loc_name, item_name in prefill_pool.items():
item_data = item_table[item_name]
location = world.get_location(loc_name, player)
item = MinecraftItem(item_name, item_data.progression, item_data.code, player)
world.push_item(location, item, collect=False)
pool.remove(item)
location.event = item_data.progression
location.locked = True
world.itempool += pool
# Generate Minecraft world.
def gen_minecraft(world: MultiWorld, player: int):
link_minecraft_structures(world, player)
minecraft_gen_item_pool(world, player)
set_rules(world, player)