194 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			194 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import logging
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from typing import Any, Dict, List, Optional
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from BaseClasses import CollectionState, Item, ItemClassification, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS
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from .options import Goal, Logic, MessengerOptions, NotesNeeded, PowerSeals
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from .regions import MEGA_SHARDS, REGIONS, REGION_CONNECTIONS, SEALS
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from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules
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from .shop import FIGURINES, SHOP_ITEMS, shuffle_shop_prices
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from .subclasses import MessengerItem, MessengerRegion
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class MessengerWeb(WebWorld):
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    theme = "ocean"
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    bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues"
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    tut_en = Tutorial(
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        "Multiworld Setup Tutorial",
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        "A guide to setting up The Messenger randomizer on your computer.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["alwaysintreble"],
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    )
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    tutorials = [tut_en]
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class MessengerWorld(World):
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    """
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    As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount
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    to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling
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    adventure full of thrills, surprises, and humor.
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    """
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    game = "The Messenger"
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    item_name_groups = {
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        "Notes": set(NOTES),
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        "Keys": set(NOTES),
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        "Crest": {"Sun Crest", "Moon Crest"},
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        "Phobe": set(PHOBEKINS),
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        "Phobekin": set(PHOBEKINS),
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    }
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    options_dataclass = MessengerOptions
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    options: MessengerOptions
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    base_offset = 0xADD_000
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    item_name_to_id = {item: item_id
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                       for item_id, item in enumerate(ALL_ITEMS, base_offset)}
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    location_name_to_id = {location: location_id
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                           for location_id, location in
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                           enumerate([
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                               *ALWAYS_LOCATIONS,
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                               *[seal for seals in SEALS.values() for seal in seals],
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                               *[shard for shards in MEGA_SHARDS.values() for shard in shards],
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                               *BOSS_LOCATIONS,
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                               *[f"The Shop - {shop_loc}" for shop_loc in SHOP_ITEMS],
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                               *FIGURINES,
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                               "Money Wrench",
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                           ], base_offset)}
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    data_version = 3
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    required_client_version = (0, 4, 0)
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    web = MessengerWeb()
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    total_seals: int = 0
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    required_seals: int = 0
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    total_shards: int = 0
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    shop_prices: Dict[str, int]
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    figurine_prices: Dict[str, int]
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    _filler_items: List[str]
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    def generate_early(self) -> None:
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        if self.options.goal == Goal.option_power_seal_hunt:
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            self.options.shuffle_seals.value = PowerSeals.option_true
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            self.total_seals = self.options.total_seals.value
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        self.shop_prices, self.figurine_prices = shuffle_shop_prices(self)
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    def create_regions(self) -> None:
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        self.multiworld.regions += [MessengerRegion(reg_name, self) for reg_name in REGIONS]
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    def create_items(self) -> None:
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        # create items that are always in the item pool
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        itempool: List[MessengerItem] = [
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            self.create_item(item)
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            for item in self.item_name_to_id
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            if item not in
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            {
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                "Power Seal", *NOTES, *FIGURINES,
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                *{collected_item.name for collected_item in self.multiworld.precollected_items[self.player]},
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            } and "Time Shard" not in item
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        ]
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        if self.options.goal == Goal.option_open_music_box:
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            # make a list of all notes except those in the player's defined starting inventory, and adjust the
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            # amount we need to put in the itempool and precollect based on that
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            notes = [note for note in NOTES if note not in self.multiworld.precollected_items[self.player]]
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            self.random.shuffle(notes)
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            precollected_notes_amount = NotesNeeded.range_end - \
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                self.options.notes_needed - \
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                (len(NOTES) - len(notes))
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            if precollected_notes_amount:
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                for note in notes[:precollected_notes_amount]:
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                    self.multiworld.push_precollected(self.create_item(note))
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                notes = notes[precollected_notes_amount:]
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            itempool += [self.create_item(note) for note in notes]
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        elif self.options.goal == Goal.option_power_seal_hunt:
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            total_seals = min(len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool),
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                              self.options.total_seals.value)
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            if total_seals < self.total_seals:
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                logging.warning(f"Not enough locations for total seals setting "
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                                f"({self.options.total_seals}). Adjusting to {total_seals}")
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                self.total_seals = total_seals
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            self.required_seals = int(self.options.percent_seals_required.value / 100 * self.total_seals)
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            seals = [self.create_item("Power Seal") for _ in range(self.total_seals)]
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            for i in range(self.required_seals):
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                seals[i].classification = ItemClassification.progression_skip_balancing
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            itempool += seals
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        remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool)
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        if remaining_fill < 10:
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            self._filler_items = self.random.choices(
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                                      list(FILLER)[2:],
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                                      weights=list(FILLER.values())[2:],
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                                      k=remaining_fill
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            )
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        itempool += [self.create_filler() for _ in range(remaining_fill)]
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        self.multiworld.itempool += itempool
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    def set_rules(self) -> None:
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        for reg_name, connections in REGION_CONNECTIONS.items():
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            self.multiworld.get_region(reg_name, self.player).add_exits(connections)
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        logic = self.options.logic_level
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        if logic == Logic.option_normal:
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            MessengerRules(self).set_messenger_rules()
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        elif logic == Logic.option_hard:
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            MessengerHardRules(self).set_messenger_rules()
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        else:
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            MessengerOOBRules(self).set_messenger_rules()
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    def fill_slot_data(self) -> Dict[str, Any]:
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        shop_prices = {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()}
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        figure_prices = {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()}
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        return {
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            "deathlink": self.options.death_link.value,
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            "goal": self.options.goal.current_key,
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            "music_box": self.options.music_box.value,
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            "required_seals": self.required_seals,
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            "mega_shards": self.options.shuffle_shards.value,
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            "logic": self.options.logic_level.current_key,
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            "shop": shop_prices,
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            "figures": figure_prices,
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            "max_price": self.total_shards,
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        }
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    def get_filler_item_name(self) -> str:
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        if not getattr(self, "_filler_items", None):
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            self._filler_items = [name for name in self.random.choices(
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                list(FILLER),
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                weights=list(FILLER.values()),
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                k=20
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            )]
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        return self._filler_items.pop(0)
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    def create_item(self, name: str) -> MessengerItem:
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        item_id: Optional[int] = self.item_name_to_id.get(name, None)
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        override_prog = getattr(self, "multiworld") is not None and \
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            name in {"Windmill Shuriken"} and \
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            self.options.logic_level > Logic.option_normal
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        count = 0
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        if "Time Shard " in name:
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            count = int(name.strip("Time Shard ()"))
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            count = count if count >= 100 else 0
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            self.total_shards += count
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        return MessengerItem(name, self.player, item_id, override_prog, count)
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    def collect_item(self, state: "CollectionState", item: "Item", remove: bool = False) -> Optional[str]:
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        if item.advancement and "Time Shard" in item.name:
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            shard_count = int(item.name.strip("Time Shard ()"))
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            if remove:
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                shard_count = -shard_count
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            state.prog_items["Shards", self.player] += shard_count
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        return super().collect_item(state, item, remove)
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