164 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			164 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import logging
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| from typing import Set
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| 
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| logger = logging.getLogger("Hollow Knight")
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| 
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| from .Locations import lookup_name_to_id
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| from .Items import item_table, lookup_type_to_names
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| from .Regions import create_regions
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| from .Rules import set_rules
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| from .Options import hollow_knight_options
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| 
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| from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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| from ..AutoWorld import World, LogicMixin
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| 
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| class HKWorld(World):
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|     game: str = "Hollow Knight"
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|     options = hollow_knight_options
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| 
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|     item_name_to_id = {name: data.id for name, data in item_table.items() if data.type != "Event"}
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|     location_name_to_id = lookup_name_to_id
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| 
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|     hidden = True
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| 
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|     def generate_basic(self):
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|         # Link regions
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|         self.world.get_entrance('Hollow Nest S&Q', self.player).connect(self.world.get_region('Hollow Nest', self.player))
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| 
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|         # Generate item pool
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|         pool = []
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|         for item_name, item_data in item_table.items():
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|             item = self.create_item(item_name)
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| 
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|             if item_data.type == "Event":
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|                 event_location = self.world.get_location(item_name, self.player)
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|                 self.world.push_item(event_location, item, collect=False)
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|                 event_location.event = True
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|                 event_location.locked = True
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|                 if item.name == "King's_Pass":
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|                     self.world.push_precollected(item)
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|             elif item_data.type == "Cursed":
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|                 if self.world.CURSED[self.player]:
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|                     pool.append(item)
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|                 else:
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|                     # fill Focus Location with Focus and add it to start inventory as well.
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|                     event_location = self.world.get_location(item_name, self.player)
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|                     self.world.push_item(event_location, item)
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|                     event_location.event = True
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|                     event_location.locked = True
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| 
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|             elif item_data.type == "Fake":
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|                 pass
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|             elif item_data.type in not_shufflable_types:
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|                 location = self.world.get_location(item_name, self.player)
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|                 self.world.push_item(location, item, collect=False)
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|                 location.event = item.advancement
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|                 location.locked = True
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|             else:
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|                 target = option_to_type_lookup[item.type]
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|                 shuffle_it = getattr(self.world, target)
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|                 if shuffle_it[self.player]:
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|                     pool.append(item)
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|                 else:
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|                     location = self.world.get_location(item_name, self.player)
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|                     self.world.push_item(location, item, collect=False)
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|                     location.event = item.advancement
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|                     location.locked = True
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|                     logger.debug(f"Placed {item_name} to vanilla for player {self.player}")
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| 
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|         self.world.itempool += pool
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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_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): 
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|         slot_data = {}
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|         for option_name in self.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 create_item(self, name: str) -> Item:
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|         item_data = item_table[name]
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|         return HKItem(name, item_data.advancement, item_data.id, item_data.type, self.player)
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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 = lookup_name_to_id.get(location, 0)
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|             location = HKLocation(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 HKLocation(Location):
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|     game: str = "Hollow Knight"
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| 
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|     def __init__(self, player: int, name: str, address=None, parent=None):
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|         super(HKLocation, self).__init__(player, name, address, parent)
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| 
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| 
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| class HKItem(Item):
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|     game = "Hollow Knight"
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| 
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|     def __init__(self, name, advancement, code, type, player: int = None):
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|         super(HKItem, self).__init__(name, advancement, code, player)
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|         self.type = type
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| 
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| 
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| not_shufflable_types = {"Essence_Boss"}
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| 
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| option_to_type_lookup = {
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|     "Root": "RandomizeWhisperingRoots",
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|     "Dreamer": "RandomizeDreamers",
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|     "Geo": "RandomizeGeoChests",
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|     "Skill": "RandomizeSkills",
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|     "Map": "RandomizeMaps",
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|     "Relic": "RandomizeRelics",
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|     "Charm": "RandomizeCharms",
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|     "Notch": "RandomizeCharmNotches",
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|     "Key": "RandomizeKeys",
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|     "Stag": "RandomizeStags",
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|     "Flame": "RandomizeFlames",
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|     "Grub": "RandomizeGrubs",
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|     "Cocoon": "RandomizeLifebloodCocoons",
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|     "Mask": "RandomizeMaskShards",
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|     "Ore": "RandomizePaleOre",
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|     "Egg": "RandomizeRancidEggs",
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|     "Vessel": "RandomizeVesselFragments",
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| }
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| 
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| 
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| class HKLogic(LogicMixin):
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|     # these are all wip
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|     def _hk_has_essence(self, player: int, count: int):
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|         return self.prog_items["Dream_Nail", player]
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|         # return self.prog_items["Essence", player] >= count
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| 
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|     def _hk_has_grubs(self, player: int, count: int):
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|         found = 0
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|         for item_name in lookup_type_to_names["Grub"]:
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|             found += self.prog_items[item_name, player]
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|             if found >= count:
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|                 return True
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| 
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|         return False
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| 
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|     def _hk_has_flames(self, player: int, count: int):
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|         found = 0
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|         for item_name in lookup_type_to_names["Flame"]:
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|             found += self.prog_items[item_name, player]
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|             if found >= count:
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|                 return True
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| 
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|         return False | 
