Files
Grinch-AP/worlds/sa2b/__init__.py
PoryGone 294a67a4b4 SA2B: v2.4 - Minigame Madness (#4663)
Changelog:

Features:
- New Goal
  - Minigame Madness
    - Win a certain number of each type of Minigame Trap, then defeat the Finalhazard to win!
	- How many of each Minigame are required can be set by an Option
	- When the required amount of a Minigame has been received, that Minigame can be replayed in the Chao World Lobby
- New optional Location Checks
  - Bigsanity
    - Go fishing with Big in each stage for a Location Check
  - Itemboxsanity
    - Either Extra Life Boxes or All Item Boxes
- New Items
  - New Traps
    - Literature Trap
	- Controller Drift Trap
	- Poison Trap
	- Bee Trap
  - New Minigame Traps
    - Breakout Trap
	- Fishing Trap
	- Trivia Trap
	- Pokemon Trivia Trap
	- Pokemon Count Trap
	- Number Sequence Trap
	- Light Up Path Trap
	- Pinball Trap
	- Math Quiz Trap
	- Snake Trap
	- Input Sequence Trap
- Trap Link
  - When you receive a trap, you send a copy of it to every other player with Trap Link enabled
- Boss Gate Plando
- Expert Logic Difficulty
	- Use at your own risk. This difficulty requires complete mastery of SA2.
- Missions can now be enabled and disabled per-character, instead of just per-style
- Minigame Difficulty can now be set to "Chaos", which selects a new difficulty randomly per-trap received

Quality of Life:
- Gate Stages and Mission Orders are now displayed in the spoiler log
- Additional play stats are saved and displayed with the randomizer credits
- Stage Locations progress UI now displays in multiple pages when Itemboxsanity is enabled
- Current stage mission order and progress are now shown when paused in-level
- Chaos Emeralds are now shown when paused in-level
- Location Name Groups were created
- Moved SA2B to the new Options system
- Option Presets were created
- Error Messages are more obvious

Bug Fixes:
- Added missing `Dry Lagoon - 12 Animals` location
- Flying Dog boss should no longer crash when you have done at least 3 Intermediate Kart Races
- Invincibility can no longer be received in the King Boom Boo fight, preventing a crash
- Chaos Emeralds should no longer disproportionately end up in Cannon's Core or the final Level Gate
- Going into submenus from the pause menu should no longer reset traps
- `Sonic - Magic Gloves` are now plural
- Junk items will no longer cause a crash when in a falling state
- Chao Garden:
	- Prevent races from occasionally becoming uncompletable when using the "Prize Only" option
	- Properly allow Hero Chao to participate in Dark Races
	- Don't allow the Chao Garden to send locations when connected to an invalid server
	- Prevent the Chao Garden from resetting your life count
	- Fix Chao World Entrance Shuffle causing inaccessible Neutral Garden
	- Fix pressing the 'B' button to take you to the proper location in Chao World Entrance Shuffle
	- Prevent Chao Karate progress icon overflow
	- Prevent changing Chao Timescale while paused or while a Minigame is active
- Logic Fixes:
	- `Mission Street - Chao Key 1` (Hard Logic) now requires no upgrades
	- `Mission Street - Chao Key 2` (Hard Logic) now requires no upgrades
	- `Crazy Gadget - Hidden 1` (Standard Logic) now requires `Sonic - Bounce Bracelet` instead of `Sonic - Light Shoes`
	- `Lost Colony - Hidden 1` (Standard Logic) now requires `Eggman - Jet Engine`
	- `Mad Space - Gold Beetle` (Standard Logic) now only requires `Rouge - Iron Boots`
	- `Cosmic Wall - Gold Beetle` (Standard and Hard Logic) now only requires `Eggman - Jet Engine`
2025-03-22 13:00:07 +01:00

911 lines
43 KiB
Python

import typing
import math
import logging
from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
from worlds.AutoWorld import WebWorld, World
from .AestheticData import chao_name_conversion, sample_chao_names, totally_real_item_names, \
all_exits, all_destinations, multi_rooms, single_rooms, room_to_exits_map, exit_to_room_map, valid_kindergarten_exits
from .GateBosses import get_gate_bosses, get_boss_rush_bosses, get_boss_name
from .Items import SA2BItem, ItemData, item_table, upgrades_table, emeralds_table, junk_table, minigame_trap_table, item_groups, \
eggs_table, fruits_table, seeds_table, hats_table, animals_table, chaos_drives_table, event_table
from .Locations import SA2BLocation, all_locations, location_groups, setup_locations, chao_animal_event_location_table, black_market_location_table
from .Missions import get_mission_table, get_mission_count_table, get_first_and_last_cannons_core_missions, print_mission_orders_to_spoiler
from .Names import ItemName, LocationName
from .Options import SA2BOptions, sa2b_option_groups
from .Presets import sa2b_options_presets
from .Regions import create_regions, shuffleable_regions, connect_regions, LevelGate, gate_0_whitelist_regions, \
gate_0_blacklist_regions
from .Rules import set_rules
class SA2BWeb(WebWorld):
theme = "partyTime"
setup_en = Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Sonic Adventure 2: Battle randomizer connected to an Archipelago Multiworld.",
"English",
"setup_en.md",
"setup/en",
["RaspberrySpaceJam", "PoryGone", "Entiss"]
)
tutorials = [setup_en]
option_groups = sa2b_option_groups
options_presets = sa2b_options_presets
def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, multiworld: MultiWorld):
blacklist_level_count = 0
for i in range(gate_0_range):
if shuffled_levels[i] in gate_0_blacklist_regions:
blacklist_level_count += 1
if blacklist_level_count == gate_0_range:
index_to_swap = multiworld.random.randint(0, gate_0_range)
for i in range(len(shuffled_levels)):
if shuffled_levels[i] in gate_0_whitelist_regions:
shuffled_levels[i], shuffled_levels[index_to_swap] = shuffled_levels[index_to_swap], shuffled_levels[i]
break
class SA2BWorld(World):
"""
Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rouge, and Eggman across 31 stages and prevent the destruction of the earth.
"""
game: str = "Sonic Adventure 2 Battle"
options_dataclass = SA2BOptions
options: SA2BOptions
topology_present = False
item_name_groups = item_groups
location_name_groups = location_groups
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = all_locations
location_table: typing.Dict[str, int]
shuffled_region_list: typing.List[int]
levels_per_gate: typing.List[int]
mission_map: typing.Dict[int, int]
mission_count_map: typing.Dict[int, int]
emblems_for_cannons_core: int
region_emblem_map: typing.Dict[int, int]
gate_costs: typing.Dict[int, int]
gate_bosses: typing.Dict[int, int]
boss_rush_map: typing.Dict[int, int]
black_market_costs: typing.Dict[int, int]
web = SA2BWeb()
def fill_slot_data(self) -> dict:
return {
"ModVersion": 204,
"Goal": self.options.goal.value,
"MusicMap": self.generate_music_data(),
"VoiceMap": self.generate_voice_data(),
"DefaultEggMap": self.generate_chao_egg_data(),
"DefaultChaoNameMap": self.generate_chao_name_data(),
"MissionMap": self.mission_map,
"MissionCountMap": self.mission_count_map,
"MusicShuffle": self.options.music_shuffle.value,
"Narrator": self.options.narrator.value,
"MinigameTrapDifficulty": self.options.minigame_trap_difficulty.value,
"BigFishingDifficulty": self.options.big_fishing_difficulty.value,
"RingLoss": self.options.ring_loss.value,
"RingLink": self.options.ring_link.value,
"TrapLink": self.options.trap_link.value,
"RequiredRank": self.options.required_rank.value,
"MinigameMadnessAmount": self.options.minigame_madness_requirement.value,
"LogicDifficulty": self.options.logic_difficulty.value,
"ChaoKeys": self.options.keysanity.value,
"Whistlesanity": self.options.whistlesanity.value,
"GoldBeetles": self.options.beetlesanity.value,
"OmochaoChecks": self.options.omosanity.value,
"AnimalChecks": self.options.animalsanity.value,
"ItemBoxChecks": self.options.itemboxsanity.value,
"BigChecks": self.options.bigsanity.value,
"KartRaceChecks": self.options.kart_race_checks.value,
"ChaoStadiumChecks": self.options.chao_stadium_checks.value,
"ChaoRaceDifficulty": self.options.chao_race_difficulty.value,
"ChaoKarateDifficulty": self.options.chao_karate_difficulty.value,
"ChaoStats": self.options.chao_stats.value,
"ChaoStatsFrequency": self.options.chao_stats_frequency.value,
"ChaoStatsStamina": self.options.chao_stats_stamina.value,
"ChaoStatsHidden": self.options.chao_stats_hidden.value,
"ChaoAnimalParts": self.options.chao_animal_parts.value,
"ChaoKindergarten": self.options.chao_kindergarten.value,
"BlackMarketSlots": self.options.black_market_slots.value,
"BlackMarketData": self.generate_black_market_data(),
"BlackMarketUnlockCosts": self.black_market_costs,
"BlackMarketUnlockSetting": self.options.black_market_unlock_costs.value,
"ChaoERLayout": self.generate_er_layout(),
"DeathLink": self.options.death_link.value,
"EmblemPercentageForCannonsCore": self.options.emblem_percentage_for_cannons_core.value,
"RequiredCannonsCoreMissions": self.options.required_cannons_core_missions.value,
"NumberOfLevelGates": self.options.number_of_level_gates.value,
"LevelGateDistribution": self.options.level_gate_distribution.value,
"EmblemsForCannonsCore": self.emblems_for_cannons_core,
"RegionEmblemMap": self.region_emblem_map,
"GateCosts": self.gate_costs,
"GateBosses": self.gate_bosses,
"BossRushMap": self.boss_rush_map,
"ActiveTraps": self.output_active_traps(),
"PlayerNum": self.player,
}
def generate_early(self):
if self.options.goal.value == 3:
# Turn off everything else for Grand Prix goal
self.options.number_of_level_gates.value = 0
self.options.emblem_percentage_for_cannons_core.value = 0
self.options.chao_race_difficulty.value = 0
self.options.chao_karate_difficulty.value = 0
self.options.chao_stats.value = 0
self.options.chao_animal_parts.value = 0
self.options.chao_kindergarten.value = 0
self.options.black_market_slots.value = 0
self.options.junk_fill_percentage.value = 100
self.options.trap_fill_percentage.value = 100
self.options.omochao_trap_weight.value = 0
self.options.timestop_trap_weight.value = 0
self.options.confusion_trap_weight.value = 0
self.options.tiny_trap_weight.value = 0
self.options.gravity_trap_weight.value = 0
self.options.ice_trap_weight.value = 0
self.options.slow_trap_weight.value = 0
self.options.cutscene_trap_weight.value = 0
valid_trap_weights = self.options.exposition_trap_weight.value + \
self.options.reverse_trap_weight.value + \
self.options.literature_trap_weight.value + \
self.options.controller_drift_trap_weight.value + \
self.options.poison_trap_weight.value + \
self.options.bee_trap_weight.value + \
self.options.pong_trap_weight.value + \
self.options.breakout_trap_weight.value + \
self.options.fishing_trap_weight.value + \
self.options.trivia_trap_weight.value + \
self.options.pokemon_trivia_trap_weight.value + \
self.options.pokemon_count_trap_weight.value + \
self.options.number_sequence_trap_weight.value + \
self.options.light_up_path_trap_weight.value + \
self.options.pinball_trap_weight.value + \
self.options.math_quiz_trap_weight.value + \
self.options.snake_trap_weight.value + \
self.options.input_sequence_trap_weight.value
if valid_trap_weights == 0:
self.options.exposition_trap_weight.value = 4
self.options.reverse_trap_weight.value = 4
self.options.literature_trap_weight.value = 4
self.options.controller_drift_trap_weight.value = 4
self.options.poison_trap_weight.value = 4
self.options.bee_trap_weight.value = 4
self.options.pong_trap_weight.value = 4
self.options.breakout_trap_weight.value = 4
self.options.fishing_trap_weight.value = 4
self.options.trivia_trap_weight.value = 4
self.options.pokemon_trivia_trap_weight.value = 4
self.options.pokemon_count_trap_weight.value = 4
self.options.number_sequence_trap_weight.value = 4
self.options.light_up_path_trap_weight.value = 4
self.options.pinball_trap_weight.value = 4
self.options.math_quiz_trap_weight.value = 4
self.options.snake_trap_weight.value = 4
self.options.input_sequence_trap_weight.value = 4
if self.options.kart_race_checks.value == 0:
self.options.kart_race_checks.value = 2
self.gate_bosses = {}
self.boss_rush_map = {}
else:
self.gate_bosses = get_gate_bosses(self)
self.boss_rush_map = get_boss_rush_bosses(self)
def create_regions(self):
self.mission_map = get_mission_table(self.multiworld, self, self.player)
self.mission_count_map = get_mission_count_table(self.multiworld, self, self.player)
self.location_table = setup_locations(self, self.player, self.mission_map, self.mission_count_map)
create_regions(self.multiworld, self, self.player, self.location_table)
# Not Generate Basic
self.black_market_costs = dict()
if self.options.goal.value in [0, 2, 4, 5, 6, 8]:
self.multiworld.get_location(LocationName.finalhazard, self.player).place_locked_item(self.create_item(ItemName.maria))
elif self.options.goal.value == 1:
self.multiworld.get_location(LocationName.green_hill, self.player).place_locked_item(self.create_item(ItemName.maria))
elif self.options.goal.value == 3:
self.multiworld.get_location(LocationName.grand_prix, self.player).place_locked_item(self.create_item(ItemName.maria))
elif self.options.goal.value == 7:
self.multiworld.get_location(LocationName.chaos_chao, self.player).place_locked_item(self.create_item(ItemName.maria))
for animal_name in chao_animal_event_location_table.keys():
animal_region = self.multiworld.get_region(animal_name, self.player)
animal_event_location = SA2BLocation(self.player, animal_name, None, animal_region)
animal_region.locations.append(animal_event_location)
animal_event_item = SA2BItem(animal_name, ItemClassification.progression, None, self.player)
self.multiworld.get_location(animal_name, self.player).place_locked_item(animal_event_item)
itempool: typing.List[SA2BItem] = []
# First Missions
total_required_locations = len(self.location_table)
total_required_locations -= 1; # Locked Victory Location
if self.options.goal.value != 3:
# Fill item pool with all required items
for item in {**upgrades_table}:
itempool += [self.create_item(item, None, self.options.goal.value)]
if self.options.goal.value in [1, 2, 6]:
# Some flavor of Chaos Emerald Hunt
for item in {**emeralds_table}:
itempool.append(self.create_item(item))
# Black Market
itempool += [self.create_item(ItemName.market_token) for _ in range(self.options.black_market_slots.value)]
if self.options.goal.value in [8]:
available_locations: int = total_required_locations - len(itempool) - self.options.number_of_level_gates.value
while (self.options.minigame_madness_requirement.value * len(minigame_trap_table)) > available_locations:
self.options.minigame_madness_requirement.value -= 1
while (self.options.minigame_madness_minimum.value * len(minigame_trap_table)) > available_locations:
self.options.minigame_madness_minimum.value -= 1
traps_to_create: int = max(self.options.minigame_madness_minimum.value, self.options.minigame_madness_requirement.value)
# Minigame Madness
for item in {**minigame_trap_table}:
for i in range(traps_to_create):
classification: ItemClassification = ItemClassification.trap
if i < self.options.minigame_madness_requirement.value:
classification |= ItemClassification.progression
itempool.append(self.create_item(item, classification))
black_market_unlock_mult = 1.0
if self.options.black_market_unlock_costs.value == 0:
black_market_unlock_mult = 0.5
elif self.options.black_market_unlock_costs.value == 1:
black_market_unlock_mult = 0.75
for i in range(self.options.black_market_slots.value):
self.black_market_costs[i] = math.floor((i + 1) * black_market_unlock_mult)
# Cap at player-specified Emblem count
raw_emblem_count = total_required_locations - len(itempool)
total_emblem_count = min(raw_emblem_count, self.options.max_emblem_cap.value)
extra_junk_count = raw_emblem_count - total_emblem_count
self.emblems_for_cannons_core = math.floor(
total_emblem_count * (self.options.emblem_percentage_for_cannons_core.value / 100.0))
gate_cost_mult = 1.0
if self.options.level_gate_costs.value == 0:
gate_cost_mult = 0.6
elif self.options.level_gate_costs.value == 1:
gate_cost_mult = 0.8
self.shuffled_region_list = list(range(30))
emblem_requirement_list = list()
self.multiworld.random.shuffle(self.shuffled_region_list)
self.levels_per_gate = self.get_levels_per_gate()
check_for_impossible_shuffle(self.shuffled_region_list, math.ceil(self.levels_per_gate[0]), self.multiworld)
levels_added_to_gate = 0
total_levels_added = 0
current_gate = 0
current_gate_emblems = 0
self.gate_costs = dict()
self.gate_costs[0] = 0
gates = list()
gates.append(LevelGate(0))
for i in range(30):
gates[current_gate].gate_levels.append(self.shuffled_region_list[i])
emblem_requirement_list.append(current_gate_emblems)
levels_added_to_gate += 1
total_levels_added += 1
if levels_added_to_gate >= self.levels_per_gate[current_gate]:
current_gate += 1
if current_gate > self.options.number_of_level_gates.value:
current_gate = self.options.number_of_level_gates.value
else:
current_gate_emblems = max(
math.floor(total_emblem_count * math.pow(total_levels_added / 30.0, 2.0) * gate_cost_mult), current_gate)
gates.append(LevelGate(current_gate_emblems))
self.gate_costs[current_gate] = current_gate_emblems
levels_added_to_gate = 0
self.region_emblem_map = dict(zip(self.shuffled_region_list, emblem_requirement_list))
first_cannons_core_mission, final_cannons_core_mission = get_first_and_last_cannons_core_missions(self.mission_map, self.mission_count_map)
connect_regions(self.multiworld, self, self.player, gates, self.emblems_for_cannons_core, self.gate_bosses, self.boss_rush_map, first_cannons_core_mission, final_cannons_core_mission)
max_required_emblems = max(max(emblem_requirement_list), self.emblems_for_cannons_core)
max_required_emblems = min(int(max_required_emblems * 1.1), total_emblem_count)
itempool += [self.create_item(ItemName.emblem) for _ in range(max_required_emblems)]
non_required_emblems = (total_emblem_count - max_required_emblems)
junk_count = math.floor(non_required_emblems * (self.options.junk_fill_percentage.value / 100.0))
itempool += [self.create_item(ItemName.emblem, ItemClassification.filler) for _ in range(non_required_emblems - junk_count)]
# Carve Traps out of junk_count
trap_weights = []
trap_weights += ([ItemName.omochao_trap] * self.options.omochao_trap_weight.value)
trap_weights += ([ItemName.timestop_trap] * self.options.timestop_trap_weight.value)
trap_weights += ([ItemName.confuse_trap] * self.options.confusion_trap_weight.value)
trap_weights += ([ItemName.tiny_trap] * self.options.tiny_trap_weight.value)
trap_weights += ([ItemName.gravity_trap] * self.options.gravity_trap_weight.value)
trap_weights += ([ItemName.exposition_trap] * self.options.exposition_trap_weight.value)
#trap_weights += ([ItemName.darkness_trap] * self.options.darkness_trap_weight.value)
trap_weights += ([ItemName.ice_trap] * self.options.ice_trap_weight.value)
trap_weights += ([ItemName.slow_trap] * self.options.slow_trap_weight.value)
trap_weights += ([ItemName.cutscene_trap] * self.options.cutscene_trap_weight.value)
trap_weights += ([ItemName.reverse_trap] * self.options.reverse_trap_weight.value)
trap_weights += ([ItemName.literature_trap] * self.options.literature_trap_weight.value)
trap_weights += ([ItemName.controller_drift_trap] * self.options.controller_drift_trap_weight.value)
trap_weights += ([ItemName.poison_trap] * self.options.poison_trap_weight.value)
trap_weights += ([ItemName.bee_trap] * self.options.bee_trap_weight.value)
trap_weights += ([ItemName.pong_trap] * self.options.pong_trap_weight.value)
trap_weights += ([ItemName.breakout_trap] * self.options.breakout_trap_weight.value)
trap_weights += ([ItemName.fishing_trap] * self.options.fishing_trap_weight.value)
trap_weights += ([ItemName.trivia_trap] * self.options.trivia_trap_weight.value)
trap_weights += ([ItemName.pokemon_trivia_trap] * self.options.pokemon_trivia_trap_weight.value)
trap_weights += ([ItemName.pokemon_count_trap] * self.options.pokemon_count_trap_weight.value)
trap_weights += ([ItemName.number_sequence_trap] * self.options.number_sequence_trap_weight.value)
trap_weights += ([ItemName.light_up_path_trap] * self.options.light_up_path_trap_weight.value)
trap_weights += ([ItemName.pinball_trap] * self.options.pinball_trap_weight.value)
trap_weights += ([ItemName.math_quiz_trap] * self.options.math_quiz_trap_weight.value)
trap_weights += ([ItemName.snake_trap] * self.options.snake_trap_weight.value)
trap_weights += ([ItemName.input_sequence_trap] * self.options.input_sequence_trap_weight.value)
junk_count += extra_junk_count
trap_count = 0 if (len(trap_weights) == 0) else math.ceil(junk_count * (self.options.trap_fill_percentage.value / 100.0))
junk_count -= trap_count
chao_active = self.any_chao_locations_active()
junk_pool = []
junk_keys = list(junk_table.keys())
# Chao Junk
if chao_active:
junk_keys += list(chaos_drives_table.keys())
eggs_keys = list(eggs_table.keys())
fruits_keys = list(fruits_table.keys())
seeds_keys = list(seeds_table.keys())
hats_keys = list(hats_table.keys())
eggs_count = 0
seeds_count = 0
hats_count = 0
for i in range(junk_count):
junk_type = self.random.randint(0, len(junk_keys) + 3)
if chao_active and junk_type == len(junk_keys) + 0 and eggs_count < 20:
junk_item = self.multiworld.random.choice(eggs_keys)
junk_pool.append(self.create_item(junk_item))
eggs_count += 1
elif chao_active and junk_type == len(junk_keys) + 1:
junk_item = self.multiworld.random.choice(fruits_keys)
junk_pool.append(self.create_item(junk_item))
elif chao_active and junk_type == len(junk_keys) + 2 and seeds_count < 12:
junk_item = self.multiworld.random.choice(seeds_keys)
junk_pool.append(self.create_item(junk_item))
seeds_count += 1
elif chao_active and junk_type == len(junk_keys) + 3 and hats_count < 20:
junk_item = self.multiworld.random.choice(hats_keys)
junk_pool.append(self.create_item(junk_item))
hats_count += 1
else:
junk_item = self.multiworld.random.choice(junk_keys)
junk_pool.append(self.create_item(junk_item))
itempool += junk_pool
trap_pool = []
for i in range(trap_count):
trap_item = self.multiworld.random.choice(trap_weights)
trap_pool.append(self.create_item(trap_item))
itempool += trap_pool
self.multiworld.itempool += itempool
def create_item(self, name: str, force_classification=None, goal=0) -> Item:
data = None
if name in event_table:
data = event_table[name]
else:
data = item_table[name]
if force_classification is not None:
classification = force_classification
elif name == ItemName.emblem or \
name in emeralds_table.keys() or \
(name == ItemName.knuckles_shovel_claws and goal in [4, 5]):
classification = ItemClassification.progression_skip_balancing
elif data.progression:
classification = ItemClassification.progression
elif data.trap:
classification = ItemClassification.trap
else:
classification = ItemClassification.filler
created_item = SA2BItem(name, classification, data.code, self.player)
return created_item
def get_filler_item_name(self) -> str:
junk_keys = list(junk_table.keys())
# Chao Junk
if self.any_chao_locations_active():
junk_keys += list(chaos_drives_table.keys())
return self.multiworld.random.choice(junk_keys)
def set_rules(self):
set_rules(self.multiworld, self, self.player, self.gate_bosses, self.boss_rush_map, self.mission_map, self.mission_count_map, self.black_market_costs)
def write_spoiler(self, spoiler_handle: typing.TextIO):
print_mission_orders_to_spoiler(self.mission_map,
self.mission_count_map,
self.shuffled_region_list,
self.levels_per_gate,
self.multiworld.player_name[self.player],
spoiler_handle)
if self.options.number_of_level_gates.value > 0 or self.options.goal.value in [4, 5, 6]:
spoiler_handle.write("\n")
header_text = "SA2 Bosses for {}:\n"
header_text = header_text.format(self.multiworld.player_name[self.player])
spoiler_handle.write(header_text)
if self.options.number_of_level_gates.value > 0:
for x in range(len(self.gate_bosses.values())):
text = "Gate {0} Boss: {1}\n"
text = text.format((x + 1), get_boss_name(self.gate_bosses[x + 1]))
spoiler_handle.writelines(text)
spoiler_handle.write("\n")
if self.options.goal.value in [4, 5, 6]:
for x in range(len(self.boss_rush_map.values())):
text = "Boss Rush Boss {0}: {1}\n"
text = text.format((x + 1), get_boss_name(self.boss_rush_map[x]))
spoiler_handle.writelines(text)
spoiler_handle.write("\n")
def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]):
gate_names = [
LocationName.gate_0_region,
LocationName.gate_1_region,
LocationName.gate_2_region,
LocationName.gate_3_region,
LocationName.gate_4_region,
LocationName.gate_5_region,
]
no_hint_region_names = [
LocationName.cannon_core_region,
LocationName.chao_race_beginner_region,
LocationName.chao_race_intermediate_region,
LocationName.chao_race_expert_region,
LocationName.chao_karate_beginner_region,
LocationName.chao_karate_intermediate_region,
LocationName.chao_karate_expert_region,
LocationName.chao_karate_super_region,
LocationName.kart_race_beginner_region,
LocationName.kart_race_standard_region,
LocationName.kart_race_expert_region,
LocationName.chao_kindergarten_region,
LocationName.black_market_region,
]
er_hint_data = {}
for i in range(self.options.number_of_level_gates.value + 1):
gate_name = gate_names[i]
gate_region = self.multiworld.get_region(gate_name, self.player)
if not gate_region:
continue
for exit in gate_region.exits:
if exit.connected_region.name in gate_names or exit.connected_region.name in no_hint_region_names:
continue
level_region = exit.connected_region
for location in level_region.locations:
if location.address != None:
er_hint_data[location.address] = gate_name
for i in range(self.options.black_market_slots.value):
location = self.multiworld.get_location(LocationName.chao_black_market_base + str(i + 1), self.player)
er_hint_data[location.address] = str(self.black_market_costs[i]) + " " + str(ItemName.market_token)
hint_data[self.player] = er_hint_data
@classmethod
def stage_fill_hook(cls, multiworld: MultiWorld, progitempool, usefulitempool, filleritempool, fill_locations):
if multiworld.get_game_players("Sonic Adventure 2 Battle"):
progitempool.sort(
key=lambda item: 0 if ("Emblem" in item.name and item.game == "Sonic Adventure 2 Battle") else 1)
def get_levels_per_gate(self) -> list:
levels_per_gate = list()
max_gate_index = self.options.number_of_level_gates
average_level_count = 30 / (max_gate_index + 1)
levels_added = 0
for i in range(max_gate_index + 1):
levels_per_gate.append(average_level_count)
levels_added += average_level_count
additional_count_iterator = 0
while levels_added < 30:
levels_per_gate[additional_count_iterator] += 1
levels_added += 1
additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index
if self.options.level_gate_distribution == 0 or self.options.level_gate_distribution == 2:
early_distribution = self.options.level_gate_distribution == 0
levels_to_distribute = 5
gate_index_offset = 0
while levels_to_distribute > 0:
if levels_per_gate[0 + gate_index_offset] == 1 or \
levels_per_gate[max_gate_index - gate_index_offset] == 1:
break
if early_distribution:
levels_per_gate[0 + gate_index_offset] += 1
levels_per_gate[max_gate_index - gate_index_offset] -= 1
else:
levels_per_gate[0 + gate_index_offset] -= 1
levels_per_gate[max_gate_index - gate_index_offset] += 1
gate_index_offset += 1
if gate_index_offset > math.floor(max_gate_index / 2):
gate_index_offset = 0
levels_to_distribute -= 1
return levels_per_gate
def output_active_traps(self) -> typing.Dict[int, int]:
trap_data = {}
trap_data[0x30] = self.options.omochao_trap_weight.value
trap_data[0x31] = self.options.timestop_trap_weight.value
trap_data[0x32] = self.options.confusion_trap_weight.value
trap_data[0x33] = self.options.tiny_trap_weight.value
trap_data[0x34] = self.options.gravity_trap_weight.value
trap_data[0x35] = self.options.exposition_trap_weight.value
trap_data[0x37] = self.options.ice_trap_weight.value
trap_data[0x38] = self.options.slow_trap_weight.value
trap_data[0x39] = self.options.cutscene_trap_weight.value
trap_data[0x3A] = self.options.reverse_trap_weight.value
trap_data[0x3B] = self.options.literature_trap_weight.value
trap_data[0x3C] = self.options.controller_drift_trap_weight.value
trap_data[0x3D] = self.options.poison_trap_weight.value
trap_data[0x3E] = self.options.bee_trap_weight.value
trap_data[0x50] = self.options.pong_trap_weight.value
trap_data[0x51] = self.options.breakout_trap_weight.value
trap_data[0x52] = self.options.fishing_trap_weight.value
trap_data[0x53] = self.options.trivia_trap_weight.value
trap_data[0x54] = self.options.pokemon_trivia_trap_weight.value
trap_data[0x55] = self.options.pokemon_count_trap_weight.value
trap_data[0x56] = self.options.number_sequence_trap_weight.value
trap_data[0x57] = self.options.light_up_path_trap_weight.value
trap_data[0x58] = self.options.pinball_trap_weight.value
trap_data[0x59] = self.options.math_quiz_trap_weight.value
trap_data[0x5A] = self.options.snake_trap_weight.value
trap_data[0x5B] = self.options.input_sequence_trap_weight.value
return trap_data
def any_chao_locations_active(self) -> bool:
if self.options.chao_race_difficulty.value > 0 or \
self.options.chao_karate_difficulty.value > 0 or \
self.options.chao_stats.value > 0 or \
self.options.chao_animal_parts or \
self.options.chao_kindergarten or \
self.options.black_market_slots.value > 0:
return True;
return False
def generate_music_data(self) -> typing.Dict[int, int]:
if self.options.music_shuffle == "levels":
musiclist_o = list(range(0, 47))
musiclist_s = musiclist_o.copy()
self.random.shuffle(musiclist_s)
musiclist_o.extend(range(47, 78))
musiclist_s.extend(range(47, 78))
if self.options.sadx_music.value == 1:
musiclist_s = [x+100 for x in musiclist_s]
elif self.options.sadx_music.value == 2:
for i in range(len(musiclist_s)):
if self.random.randint(0,1):
musiclist_s[i] += 100
return dict(zip(musiclist_o, musiclist_s))
elif self.options.music_shuffle == "full":
musiclist_o = list(range(0, 78))
musiclist_s = musiclist_o.copy()
self.random.shuffle(musiclist_s)
if self.options.sadx_music.value == 1:
musiclist_s = [x+100 for x in musiclist_s]
elif self.options.sadx_music.value == 2:
for i in range(len(musiclist_s)):
if self.random.randint(0,1):
musiclist_s[i] += 100
return dict(zip(musiclist_o, musiclist_s))
elif self.options.music_shuffle == "singularity":
musiclist_o = list(range(0, 78))
musiclist_s = [self.random.choice(musiclist_o)] * len(musiclist_o)
if self.options.sadx_music.value == 1:
musiclist_s = [x+100 for x in musiclist_s]
elif self.options.sadx_music.value == 2:
if self.random.randint(0,1):
musiclist_s = [x+100 for x in musiclist_s]
return dict(zip(musiclist_o, musiclist_s))
else:
musiclist_o = list(range(0, 78))
musiclist_s = musiclist_o.copy()
if self.options.sadx_music.value == 1:
musiclist_s = [x+100 for x in musiclist_s]
elif self.options.sadx_music.value == 2:
for i in range(len(musiclist_s)):
if self.random.randint(0,1):
musiclist_s[i] += 100
return dict(zip(musiclist_o, musiclist_s))
def generate_voice_data(self) -> typing.Dict[int, int]:
if self.options.voice_shuffle == "shuffled":
voicelist_o = list(range(0, 2623))
voicelist_s = voicelist_o.copy()
self.random.shuffle(voicelist_s)
return dict(zip(voicelist_o, voicelist_s))
elif self.options.voice_shuffle == "rude":
voicelist_o = list(range(0, 2623))
voicelist_s = voicelist_o.copy()
self.random.shuffle(voicelist_s)
for i in range(len(voicelist_s)):
if self.random.randint(1,100) > 80:
voicelist_s[i] = 17
return dict(zip(voicelist_o, voicelist_s))
elif self.options.voice_shuffle == "chao":
voicelist_o = list(range(0, 2623))
voicelist_s = voicelist_o.copy()
self.random.shuffle(voicelist_s)
for i in range(len(voicelist_s)):
voicelist_s[i] = self.random.choice(range(2586, 2608))
return dict(zip(voicelist_o, voicelist_s))
elif self.options.voice_shuffle == "singularity":
voicelist_o = list(range(0, 2623))
voicelist_s = [self.random.choice(voicelist_o)] * len(voicelist_o)
return dict(zip(voicelist_o, voicelist_s))
else:
voicelist_o = list(range(0, 2623))
voicelist_s = voicelist_o.copy()
return dict(zip(voicelist_o, voicelist_s))
def generate_chao_egg_data(self) -> typing.Dict[int, int]:
if self.options.shuffle_starting_chao_eggs:
egglist_o = list(range(0, 4))
egglist_s = self.random.sample(range(0,54), 4)
return dict(zip(egglist_o, egglist_s))
else:
# Indicate these are not shuffled
egglist_o = [0, 1, 2, 3]
egglist_s = [255, 255, 255, 255]
return dict(zip(egglist_o, egglist_s))
def generate_chao_name_data(self) -> typing.Dict[int, int]:
number_of_names = 30
name_list_o = list(range(number_of_names * 7))
name_list_s = []
name_list_base = []
name_list_copy = list(self.multiworld.player_name.values())
name_list_copy.remove(self.multiworld.player_name[self.player])
if len(name_list_copy) >= number_of_names:
name_list_base = self.random.sample(name_list_copy, number_of_names)
else:
name_list_base = name_list_copy
self.random.shuffle(name_list_base)
name_list_base += self.random.sample(sample_chao_names, number_of_names - len(name_list_base))
for name in name_list_base:
for char_idx in range(7):
if char_idx < len(name):
name_list_s.append(chao_name_conversion.get(name[char_idx], 0x5F))
else:
name_list_s.append(0x00)
return dict(zip(name_list_o, name_list_s))
def generate_black_market_data(self) -> typing.Dict[int, int]:
if self.options.black_market_slots.value == 0:
return {}
ring_costs = [50, 75, 100]
market_data = {}
item_names = []
player_names = []
progression_flags = []
totally_real_item_names_copy = totally_real_item_names.copy()
location_names = [(LocationName.chao_black_market_base + str(i)) for i in range(1, self.options.black_market_slots.value + 1)]
locations = [self.multiworld.get_location(location_name, self.player) for location_name in location_names]
for location in locations:
if location.item.classification & ItemClassification.trap:
item_name = self.random.choice(totally_real_item_names_copy)
totally_real_item_names_copy.remove(item_name)
item_names.append(item_name)
else:
item_names.append(location.item.name)
player_names.append(self.multiworld.player_name[location.item.player])
if location.item.classification & ItemClassification.progression or location.item.classification & ItemClassification.trap:
progression_flags.append(2)
elif location.item.classification & ItemClassification.useful:
progression_flags.append(1)
else:
progression_flags.append(0)
for item_idx in range(self.options.black_market_slots.value):
for chr_idx in range(len(item_names[item_idx][:26])):
market_data[(item_idx * 46) + chr_idx] = ord(item_names[item_idx][chr_idx])
for chr_idx in range(len(player_names[item_idx][:16])):
market_data[(item_idx * 46) + 26 + chr_idx] = ord(player_names[item_idx][chr_idx])
market_data[(item_idx * 46) + 42] = ring_costs[progression_flags[item_idx]] * self.options.black_market_price_multiplier.value
return market_data
def generate_er_layout(self) -> typing.Dict[int, int]:
if not self.options.chao_entrance_randomization:
return {}
er_layout = {}
start_exit = self.random.randint(0, 3)
accessible_rooms = []
multi_rooms_copy = multi_rooms.copy()
single_rooms_copy = single_rooms.copy()
all_exits_copy = all_exits.copy()
all_destinations_copy = all_destinations.copy()
multi_rooms_copy.remove(0x07)
accessible_rooms.append(0x07)
# Place Kindergarten somewhere sane
exit_choice = self.random.choice(valid_kindergarten_exits)
exit_room = exit_to_room_map[exit_choice]
all_exits_copy.remove(exit_choice)
destination = 0x06
single_rooms_copy.remove(destination)
all_destinations_copy.remove(destination)
er_layout[exit_choice] = destination
reverse_exit = self.random.choice(room_to_exits_map[destination])
er_layout[reverse_exit] = exit_to_room_map[exit_choice]
all_exits_copy.remove(reverse_exit)
all_destinations_copy.remove(exit_room)
# Connect multi-exit rooms
loop_guard = 0
while len(multi_rooms_copy) > 0:
loop_guard += 1
if loop_guard > 2000:
logging.warning(f"Failed to generate Chao Entrance Randomization for player: {self.multiworld.player_name[self.player]}")
return {}
exit_room = self.random.choice(accessible_rooms)
possible_exits = [exit for exit in room_to_exits_map[exit_room] if exit in all_exits_copy]
if len(possible_exits) == 0:
continue
exit_choice = self.random.choice(possible_exits)
all_exits_copy.remove(exit_choice)
destination = self.random.choice(multi_rooms_copy)
multi_rooms_copy.remove(destination)
all_destinations_copy.remove(destination)
accessible_rooms.append(destination)
er_layout[exit_choice] = destination
possible_reverse_exits = [exit for exit in room_to_exits_map[destination] if exit in all_exits_copy]
reverse_exit = self.random.choice(possible_reverse_exits)
er_layout[reverse_exit] = exit_room
all_exits_copy.remove(reverse_exit)
all_destinations_copy.remove(exit_room)
# Connect dead-end rooms
loop_guard = 0
while len(single_rooms_copy) > 0:
loop_guard += 1
if loop_guard > 2000:
logging.warning(f"Failed to generate Chao Entrance Randomization for player: {self.multiworld.player_name[self.player]}")
return {}
exit_room = self.random.choice(accessible_rooms)
possible_exits = [exit for exit in room_to_exits_map[exit_room] if exit in all_exits_copy]
if len(possible_exits) == 0:
continue
exit_choice = self.random.choice(possible_exits)
all_exits_copy.remove(exit_choice)
destination = self.random.choice(single_rooms_copy)
single_rooms_copy.remove(destination)
all_destinations_copy.remove(destination)
er_layout[exit_choice] = destination
reverse_exit = self.random.choice(room_to_exits_map[destination])
er_layout[reverse_exit] = exit_room
all_exits_copy.remove(reverse_exit)
all_destinations_copy.remove(exit_room)
# Connect remaining exits
loop_guard = 0
while len(all_exits_copy) > 0:
loop_guard += 1
if loop_guard > 2000:
logging.warning(f"Failed to generate Chao Entrance Randomization for player: {self.multiworld.player_name[self.player]}")
return {}
exit_room = self.random.choice(all_destinations_copy)
possible_exits = [exit for exit in room_to_exits_map[exit_room] if exit in all_exits_copy]
if len(possible_exits) == 0:
continue
exit_choice = self.random.choice(possible_exits)
all_exits_copy.remove(exit_choice)
all_destinations_copy.remove(exit_room)
destination = self.random.choice(all_destinations_copy)
all_destinations_copy.remove(destination)
er_layout[exit_choice] = destination
possible_reverse_exits = [exit for exit in room_to_exits_map[destination] if exit in all_exits_copy]
reverse_exit = self.random.choice(possible_reverse_exits)
er_layout[reverse_exit] = exit_room
all_exits_copy.remove(reverse_exit)
return er_layout