128 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import string
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| 
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| from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial
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| from .Items import item_table, item_pool, event_item_pairs
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| from .Locations import location_table
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| from .Regions import create_regions
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| from .Rules import set_rules
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| from ..AutoWorld import World, WebWorld
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| from .Options import spire_options
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| 
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| 
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| class SpireWeb(WebWorld):
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|     tutorials = [Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to setting up Slay the Spire for Archipelago. This guide covers single-player, multiworld, and related software.",
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|         "English",
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|         "slay-the-spire_en.md",
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|         "slay-the-spire/en",
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|         ["Phar"]
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|     )]
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| 
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| 
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| class SpireWorld(World):
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|     options = spire_options
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|     game = "Slay the Spire"
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|     topology_present = False
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|     data_version = 1
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|     web = SpireWeb()
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| 
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|     item_name_to_id = {name: data.code for name, data in item_table.items()}
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|     location_name_to_id = location_table
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| 
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|     forced_auto_forfeit = True
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| 
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|     def _get_slot_data(self):
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|         return {
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|             'seed': "".join(self.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
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|             'character': self.world.character[self.player],
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|             'ascension': self.world.ascension[self.player],
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|             'heart_run': self.world.heart_run[self.player]
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|         }
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| 
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|     def generate_basic(self):
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|         # Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool
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|         pool = []
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|         for name, data in item_table.items():
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|             if not data.event:
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|                 if name in item_pool:
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|                     card_draw = 0
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|                     for amount in range(item_pool[name]):
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|                         item = SpireItem(name, self.player)
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| 
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|                         # This feels wrong but it makes our failure rate drop dramatically
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|                         # makes all but 7 basic card draws trash fill
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|                         if item.name == "Card Draw":
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|                             card_draw += 1
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|                             if card_draw > 7:
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|                                 item.advancement = False
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| 
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|                         pool.append(item)
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|                 else:
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|                     item = SpireItem(name, self.player)
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|                     pool.append(item)
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| 
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|         self.world.itempool += pool
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| 
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|         # Pair up our event locations with our event items
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|         for event, item in event_item_pairs.items():
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|             event_item = SpireItem(item, self.player)
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|             self.world.get_location(event, self.player).place_locked_item(event_item)
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| 
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|         if self.world.logic[self.player] != 'no logic':
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|             self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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| 
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| 
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|     def set_rules(self):
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|         set_rules(self.world, self.player)
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| 
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|     def create_item(self, name: str) -> Item:
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|         item_data = item_table[name]
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|         return Item(name, item_data.progression, item_data.code, self.player)
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| 
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|     def create_regions(self):
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|         create_regions(self.world, self.player)
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| 
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|     def fill_slot_data(self) -> dict:
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|         slot_data = self._get_slot_data()
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|         for option_name in spire_options:
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|             option = getattr(self.world, option_name)[self.player]
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|             slot_data[option_name] = int(option.value)
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|         return slot_data
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| 
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|     def get_filler_item_name(self) -> str:
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|         return self.world.random.choice(["Card Draw", "Card Draw", "Card Draw", "Relic", "Relic"])
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| 
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| 
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| def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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|     ret = Region(name, None, name, player)
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|     ret.world = world
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|     if locations:
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|         for location in locations:
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|             loc_id = location_table.get(location, 0)
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|             location = SpireLocation(player, location, loc_id, ret)
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|             ret.locations.append(location)
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|     if exits:
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|         for exit in exits:
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|             ret.exits.append(Entrance(player, exit, ret))
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| 
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|     return ret
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| 
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| 
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| class SpireLocation(Location):
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|     game: str = "Slay the Spire"
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| 
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|     def __init__(self, player: int, name: str, address=None, parent=None):
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|         super(SpireLocation, self).__init__(player, name, address, parent)
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|         if address is None:
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|             self.event = True
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|             self.locked = True
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| 
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| 
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| class SpireItem(Item):
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|     game = "Slay the Spire"
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| 
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|     def __init__(self, name, player: int = None):
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|         item_data = item_table[name]
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|         super(SpireItem, self).__init__(name, item_data.progression, item_data.code, player)
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