mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00

* map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
87 lines
3.4 KiB
Python
87 lines
3.4 KiB
Python
from functools import cached_property
|
|
from typing import Optional, TYPE_CHECKING
|
|
|
|
from BaseClasses import CollectionState, Entrance, Item, ItemClassification, Location, Region
|
|
from .regions import LOCATIONS, MEGA_SHARDS
|
|
from .shop import FIGURINES, SHOP_ITEMS
|
|
|
|
if TYPE_CHECKING:
|
|
from . import MessengerWorld
|
|
|
|
|
|
class MessengerEntrance(Entrance):
|
|
world: Optional["MessengerWorld"] = None
|
|
|
|
|
|
class MessengerRegion(Region):
|
|
parent: str
|
|
entrance_type = MessengerEntrance
|
|
|
|
def __init__(self, name: str, world: "MessengerWorld", parent: Optional[str] = None) -> None:
|
|
super().__init__(name, world.player, world.multiworld)
|
|
self.parent = parent
|
|
locations = []
|
|
if name in LOCATIONS:
|
|
locations = [loc for loc in LOCATIONS[name]]
|
|
# portal event locations since portals can be opened from their exit regions
|
|
if name.endswith("Portal"):
|
|
locations.append(name.replace(" -", ""))
|
|
|
|
if name == "The Shop":
|
|
shop_locations = {f"The Shop - {shop_loc}": world.location_name_to_id[f"The Shop - {shop_loc}"]
|
|
for shop_loc in SHOP_ITEMS}
|
|
self.add_locations(shop_locations, MessengerShopLocation)
|
|
elif name == "The Craftsman's Corner":
|
|
self.add_locations({figurine: world.location_name_to_id[figurine] for figurine in FIGURINES},
|
|
MessengerLocation)
|
|
elif name == "Tower HQ":
|
|
locations.append("Money Wrench")
|
|
|
|
if world.options.shuffle_shards and name in MEGA_SHARDS:
|
|
locations += MEGA_SHARDS[name]
|
|
loc_dict = {loc: world.location_name_to_id.get(loc, None) for loc in locations}
|
|
self.add_locations(loc_dict, MessengerLocation)
|
|
|
|
self.multiworld.regions.append(self)
|
|
|
|
|
|
class MessengerLocation(Location):
|
|
game = "The Messenger"
|
|
|
|
def __init__(self, player: int, name: str, loc_id: Optional[int], parent: MessengerRegion) -> None:
|
|
super().__init__(player, name, loc_id, parent)
|
|
if loc_id is None:
|
|
if name == "Rescue Phantom":
|
|
name = "Do the Thing!"
|
|
self.place_locked_item(MessengerItem(name, ItemClassification.progression, None, parent.player))
|
|
|
|
|
|
class MessengerShopLocation(MessengerLocation):
|
|
@cached_property
|
|
def cost(self) -> int:
|
|
name = self.name.replace("The Shop - ", "") # TODO use `remove_prefix` when 3.8 finally gets dropped
|
|
world = self.parent_region.multiworld.worlds[self.player]
|
|
shop_data = SHOP_ITEMS[name]
|
|
if shop_data.prerequisite:
|
|
prereq_cost = 0
|
|
if isinstance(shop_data.prerequisite, set):
|
|
for prereq in shop_data.prerequisite:
|
|
loc = world.multiworld.get_location(prereq, self.player)
|
|
assert isinstance(loc, MessengerShopLocation)
|
|
prereq_cost += loc.cost
|
|
else:
|
|
loc = world.multiworld.get_location(shop_data.prerequisite, self.player)
|
|
assert isinstance(loc, MessengerShopLocation)
|
|
prereq_cost += loc.cost
|
|
return world.shop_prices[name] + prereq_cost
|
|
return world.shop_prices[name]
|
|
|
|
def access_rule(self, state: CollectionState) -> bool:
|
|
world = state.multiworld.worlds[self.player]
|
|
can_afford = state.has("Shards", self.player, min(self.cost, world.total_shards))
|
|
return can_afford
|
|
|
|
|
|
class MessengerItem(Item):
|
|
game = "The Messenger"
|