* refactor `world.options` -> `world.option_definitions` * rename world api reference * missed some self.options
		
			
				
	
	
		
			192 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import typing
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import random
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from .Locations import location_table, lookup_name_to_id as locations_lookup_name_to_id
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from .Items import (createResourcePackName, item_table, progressive_table, progressive_item_list,
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    lookup_name_to_item, resourcepack_items as resourcePackItems, lookup_name_to_id as items_lookup_name_to_id)
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from .Regions import create_regions, getConnectionName
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from .Rules import set_rules
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from .Options import raft_options
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from BaseClasses import Region, RegionType, Entrance, Location, MultiWorld, Item, ItemClassification, Tutorial
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from ..AutoWorld import World, WebWorld
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class RaftWeb(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up Raft integration for Archipelago multiworld games.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["SunnyBat", "Awareqwx"]
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    )]
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class RaftWorld(World):
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    """
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    Raft is a flooded world exploration game. You're stranded on a small raft in the middle of the
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    ocean, and you must survive on trash floating by you on the top of the water and around/on any
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    islands that you come across.
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    """
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    game: str = "Raft"
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    web = RaftWeb()
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    item_name_to_id = items_lookup_name_to_id.copy()
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    lastItemId = max(filter(lambda val: val is not None, item_name_to_id.values()))
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    location_name_to_id = locations_lookup_name_to_id
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    option_definitions = raft_options
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    data_version = 2
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    required_client_version = (0, 3, 4)
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    def generate_basic(self):
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        minRPSpecified = self.world.minimum_resource_pack_amount[self.player].value
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        maxRPSpecified = self.world.maximum_resource_pack_amount[self.player].value
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        minimumResourcePackAmount = min(minRPSpecified, maxRPSpecified)
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        maximumResourcePackAmount = max(minRPSpecified, maxRPSpecified)
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        # Generate item pool
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        pool = []
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        for item in item_table:
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            raft_item = self.create_item_replaceAsNecessary(item["name"])
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            pool.append(raft_item)
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        extraItemNamePool = []
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        extras = len(location_table) - len(item_table) - 1 # Victory takes up 1 unaccounted-for slot
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        if extras > 0:
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            if (self.world.use_resource_packs[self.player].value):
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                for packItem in resourcePackItems:
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                    for i in range(minimumResourcePackAmount, maximumResourcePackAmount + 1):
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                        extraItemNamePool.append(createResourcePackName(i, packItem))
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            if self.world.duplicate_items[self.player].value != 0:
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                dupeItemPool = item_table.copy()
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                # Remove frequencies if necessary
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                if self.world.island_frequency_locations[self.player].value != 3: # Not completely random locations
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                    dupeItemPool = (itm for itm in dupeItemPool if "Frequency" not in itm["name"])
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                # Remove progression or non-progression items if necessary
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                if (self.world.duplicate_items[self.player].value == 1): # Progression only
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                    dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == True)
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                elif (self.world.duplicate_items[self.player].value == 2): # Non-progression only
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                    dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == False)
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                dupeItemPool = list(dupeItemPool)
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                # Finally, add items as necessary
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                if len(dupeItemPool) > 0:
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                    for item in dupeItemPool:
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                        extraItemNamePool.append(item["name"])
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            if (len(extraItemNamePool) > 0):
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                for randomItem in random.choices(extraItemNamePool, k=extras):
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                    raft_item = self.create_item_replaceAsNecessary(randomItem)
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                    pool.append(raft_item)
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        self.world.itempool += pool
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    def set_rules(self):
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        set_rules(self.world, self.player)
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    def create_regions(self):
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        create_regions(self.world, self.player)
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    def fill_slot_data(self):
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        slot_data = {}
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        return slot_data
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    def get_pre_fill_items(self):
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        if self.world.island_frequency_locations[self.player] in [0, 1]:
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            return [loc.item for loc in self.world.get_filled_locations()]
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        return []
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    def create_item_replaceAsNecessary(self, name: str) -> Item:
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        isFrequency = "Frequency" in name
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        shouldUseProgressive = ((isFrequency and self.world.island_frequency_locations[self.player].value == 2)
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            or (not isFrequency and self.world.progressive_items[self.player].value))
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        if shouldUseProgressive and name in progressive_table:
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            name = progressive_table[name]
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        return self.create_item(name)
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    def create_item(self, name: str) -> Item:
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        item = lookup_name_to_item[name]
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        return RaftItem(name, ItemClassification.progression if item["progression"] else ItemClassification.filler,
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                        self.item_name_to_id[name], player=self.player)
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    def create_resourcePack(self, rpName: str) -> Item:
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        return RaftItem(rpName, ItemClassification.filler, self.item_name_to_id[rpName], player=self.player)
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    def collect_item(self, state, item, remove=False):
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        if item.name in progressive_item_list:
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            prog_table = progressive_item_list[item.name]
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            if remove:
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                for item_name in reversed(prog_table):
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                    if state.has(item_name, item.player):
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                        return item_name
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            else:
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                for item_name in prog_table:
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                    if not state.has(item_name, item.player):
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                        return item_name
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        return super(RaftWorld, self).collect_item(state, item, remove)
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    def pre_fill(self):
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        if self.world.island_frequency_locations[self.player] == 0:
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            self.setLocationItem("Radio Tower Frequency to Vasagatan", "Vasagatan Frequency")
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            self.setLocationItem("Vasagatan Frequency to Balboa", "Balboa Island Frequency")
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            self.setLocationItem("Relay Station quest", "Caravan Island Frequency")
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            self.setLocationItem("Caravan Island Frequency to Tangaroa", "Tangaroa Frequency")
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            self.setLocationItem("Tangaroa Frequency to Varuna Point", "Varuna Point Frequency")
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            self.setLocationItem("Varuna Point Frequency to Temperance", "Temperance Frequency")
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            self.setLocationItem("Temperance Frequency to Utopia", "Utopia Frequency")
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        elif self.world.island_frequency_locations[self.player] == 1:
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            self.setLocationItemFromRegion("RadioTower", "Vasagatan Frequency")
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            self.setLocationItemFromRegion("Vasagatan", "Balboa Island Frequency")
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            self.setLocationItemFromRegion("BalboaIsland", "Caravan Island Frequency")
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            self.setLocationItemFromRegion("CaravanIsland", "Tangaroa Frequency")
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            self.setLocationItemFromRegion("Tangaroa", "Varuna Point Frequency")
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            self.setLocationItemFromRegion("Varuna Point", "Temperance Frequency")
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            self.setLocationItemFromRegion("Temperance", "Utopia Frequency")
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        # Victory item
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        self.world.get_location("Utopia Complete", self.player).place_locked_item(
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            RaftItem("Victory", ItemClassification.progression, None, player=self.player))
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    def setLocationItem(self, location: str, itemName: str):
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        itemToUse = next(filter(lambda itm: itm.name == itemName, self.world.itempool))
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        self.world.itempool.remove(itemToUse)
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        self.world.get_location(location, self.player).place_locked_item(itemToUse)
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    def setLocationItemFromRegion(self, region: str, itemName: str):
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        itemToUse = next(filter(lambda itm: itm.name == itemName, self.world.itempool))
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        self.world.itempool.remove(itemToUse)
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        location = random.choice(list(loc for loc in location_table if loc["region"] == region))
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        self.world.get_location(location["name"], self.player).place_locked_item(itemToUse)
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    def fill_slot_data(self):
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        return {
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            "IslandGenerationDistance": self.world.island_generation_distance[self.player].value,
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            "ExpensiveResearch": self.world.expensive_research[self.player].value
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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, RegionType.Generic, 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 = locations_lookup_name_to_id.get(location, 0)
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            locationObj = RaftLocation(player, location, loc_id, ret)
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            ret.locations.append(locationObj)
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    if exits:
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        for exit in exits:
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            ret.exits.append(Entrance(player, getConnectionName(name, exit), ret))
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    return ret
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class RaftLocation(Location):
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    game = "Raft"
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class RaftItem(Item):
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    game = "Raft"
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