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* An option was added to enable or disable the pilgrimage, and it defaults to disabled. When disabled, the client will prevent you from performing a pilgrimage (i.e. the yellow border will not appear when you enter the 1 sunwarp). The sun painting is added to the item pool when pilgrimage is disabled, as otherwise there is no way into the Pilgrim Antechamber. Inversely, the sun painting is no longer in the item pool when pilgrimage is enabled (even if door shuffle is on), requiring you to perform a pilgrimage to get to that room. * The canonical pilgrimage has been deprecated. Instead, there is logic for determining whether a pilgrimage is possible. * Two options were added that allow the player to decide whether paintings and/or Crossroads - Roof Access are permitted during the pilgrimage. Both default to disabled. These options apply both to logical expectations in the generator, and are also enforced by the game client. * An option was added to control how sunwarps are accessed. The default is for them to always be accessible, like in the base game. It is also possible to disable them entirely (which is not possible when pilgrimage is enabled), or lock them behind items similar to door shuffle. It can either be one item that unlocks all sunwarps at the same time, six progressive items that unlock the sunwarps from 1 to 6, or six individual items that unlock the sunwarps in any order. This option is independent from door shuffle. * An option was added that shuffles sunwarps. This acts similarly to painting shuffle. The 12 sunwarps are re-ordered and re-paired. Sunwarps that were previously entrances or exits do not need to stay entrances or exits. Performing a pilgrimage requires proceeding through the sunwarps in the new order, rather than the original one. * Pilgrimage was added as a win condition. It requires you to solve the blue PILGRIM panel in the Pilgrim Antechamber.
155 lines
6.1 KiB
Python
155 lines
6.1 KiB
Python
"""
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Archipelago init file for Lingo
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"""
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from logging import warning
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from BaseClasses import Item, ItemClassification, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .datatypes import Room, RoomEntrance
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from .items import ALL_ITEM_TABLE, ITEMS_BY_GROUP, TRAP_ITEMS, LingoItem
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from .locations import ALL_LOCATION_TABLE, LOCATIONS_BY_GROUP
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from .options import LingoOptions
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from .player_logic import LingoPlayerLogic
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from .regions import create_regions
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class LingoWebWorld(WebWorld):
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theme = "grass"
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to playing Lingo with Archipelago.",
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"English",
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"setup_en.md",
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"setup/en",
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["hatkirby"]
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)]
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class LingoWorld(World):
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"""
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Lingo is a first person indie puzzle game in the vein of The Witness. You find yourself in a mazelike, non-Euclidean
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world filled with 800 word puzzles that use a variety of different mechanics.
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"""
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game = "Lingo"
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web = LingoWebWorld()
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base_id = 444400
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topology_present = True
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data_version = 1
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options_dataclass = LingoOptions
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options: LingoOptions
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item_name_to_id = {
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name: data.code for name, data in ALL_ITEM_TABLE.items()
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}
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location_name_to_id = {
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name: data.code for name, data in ALL_LOCATION_TABLE.items()
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}
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item_name_groups = ITEMS_BY_GROUP
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location_name_groups = LOCATIONS_BY_GROUP
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player_logic: LingoPlayerLogic
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def generate_early(self):
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if not (self.options.shuffle_doors or self.options.shuffle_colors):
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if self.multiworld.players == 1:
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warning(f"{self.multiworld.get_player_name(self.player)}'s Lingo world doesn't have any progression"
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f" items. Please turn on Door Shuffle or Color Shuffle if that doesn't seem right.")
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else:
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raise Exception(f"{self.multiworld.get_player_name(self.player)}'s Lingo world doesn't have any"
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f" progression items. Please turn on Door Shuffle or Color Shuffle.")
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self.player_logic = LingoPlayerLogic(self)
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def create_regions(self):
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create_regions(self)
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def create_items(self):
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pool = [self.create_item(name) for name in self.player_logic.real_items]
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if self.player_logic.forced_good_item != "":
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new_item = self.create_item(self.player_logic.forced_good_item)
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location_obj = self.multiworld.get_location("Second Room - Good Luck", self.player)
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location_obj.place_locked_item(new_item)
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item_difference = len(self.player_logic.real_locations) - len(pool)
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if item_difference:
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trap_percentage = self.options.trap_percentage
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traps = int(item_difference * trap_percentage / 100.0)
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non_traps = item_difference - traps
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if non_traps:
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skip_percentage = self.options.puzzle_skip_percentage
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skips = int(non_traps * skip_percentage / 100.0)
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non_skips = non_traps - skips
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for i in range(0, non_skips):
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pool.append(self.create_item(self.get_filler_item_name()))
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for i in range(0, skips):
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pool.append(self.create_item("Puzzle Skip"))
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if traps:
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total_weight = sum(self.options.trap_weights.values())
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if total_weight == 0:
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raise Exception("Sum of trap weights must be at least one.")
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trap_counts = {name: int(weight * traps / total_weight)
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for name, weight in self.options.trap_weights.items()}
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trap_difference = traps - sum(trap_counts.values())
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if trap_difference > 0:
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allowed_traps = [name for name in TRAP_ITEMS if self.options.trap_weights[name] > 0]
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for i in range(0, trap_difference):
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trap_counts[allowed_traps[i % len(allowed_traps)]] += 1
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for name, count in trap_counts.items():
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for i in range(0, count):
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pool.append(self.create_item(name))
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self.multiworld.itempool += pool
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def create_item(self, name: str) -> Item:
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item = ALL_ITEM_TABLE[name]
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classification = item.classification
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if hasattr(self, "options") and self.options.shuffle_paintings and len(item.painting_ids) > 0 \
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and not item.has_doors and all(painting_id not in self.player_logic.painting_mapping
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for painting_id in item.painting_ids) \
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and "pilgrim_painting2" not in item.painting_ids:
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# If this is a "door" that just moves one or more paintings, and painting shuffle is on and those paintings
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# go nowhere, then this item should not be progression. The Pilgrim Room painting is special and needs to be
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# excluded from this.
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classification = ItemClassification.filler
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return LingoItem(name, classification, item.code, self.player)
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def set_rules(self):
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self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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def fill_slot_data(self):
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slot_options = [
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"death_link", "victory_condition", "shuffle_colors", "shuffle_doors", "shuffle_paintings", "shuffle_panels",
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"enable_pilgrimage", "sunwarp_access", "mastery_achievements", "level_2_requirement", "location_checks",
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"early_color_hallways", "pilgrimage_allows_roof_access", "pilgrimage_allows_paintings", "shuffle_sunwarps"
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]
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slot_data = {
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"seed": self.random.randint(0, 1000000),
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**self.options.as_dict(*slot_options),
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}
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if self.options.shuffle_paintings:
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slot_data["painting_entrance_to_exit"] = self.player_logic.painting_mapping
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if self.options.shuffle_sunwarps:
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slot_data["sunwarp_permutation"] = self.player_logic.sunwarp_mapping
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return slot_data
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def get_filler_item_name(self) -> str:
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filler_list = [":)", "The Feeling of Being Lost", "Wanderlust", "Empty White Hallways"]
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return self.random.choice(filler_list)
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