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SC2 client now relies almost entirely on the map file and server for the locations and just facilitates them, should make it significantly more resilient to objectives being added or removed * SC2: fix client crash on printjson messages with more [ than ] * SC2: move text to queue, that actually clears memory * SC2: Announce which mission is being loaded Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
185 lines
6.6 KiB
Python
185 lines
6.6 KiB
Python
import typing
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from typing import List, Set, Tuple, NamedTuple
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from BaseClasses import Item, MultiWorld, Location, Tutorial, ItemClassification
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from ..AutoWorld import WebWorld
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from .Items import StarcraftWoLItem, item_table, filler_items, item_name_groups, get_full_item_list, \
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basic_unit
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from .Locations import get_locations
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from .Regions import create_regions
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from .Options import sc2wol_options, get_option_value
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from .LogicMixin import SC2WoLLogic
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from ..AutoWorld import World
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class Starcraft2WoLWebWorld(WebWorld):
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setup = Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Starcraft 2 randomizer connected to an Archipelago Multiworld",
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"English",
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"setup_en.md",
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"setup/en",
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["TheCondor"]
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)
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tutorials = [setup]
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class SC2WoLWorld(World):
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"""
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StarCraft II: Wings of Liberty is a science fiction real-time strategy video game developed and published by Blizzard Entertainment.
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Command Raynor's Raiders in collecting pieces of the Keystone in order to stop the zerg threat posed by the Queen of Blades.
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"""
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game = "Starcraft 2 Wings of Liberty"
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web = Starcraft2WoLWebWorld()
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data_version = 3
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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.name: location.code for location in get_locations(None, None)}
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option_definitions = sc2wol_options
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item_name_groups = item_name_groups
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locked_locations: typing.List[str]
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location_cache: typing.List[Location]
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mission_req_table = {}
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required_client_version = 0, 3, 5
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def __init__(self, world: MultiWorld, player: int):
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super(SC2WoLWorld, self).__init__(world, player)
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self.location_cache = []
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self.locked_locations = []
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def _create_items(self, name: str):
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data = get_full_item_list()[name]
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return [self.create_item(name) for _ in range(data.quantity)]
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def create_item(self, name: str) -> Item:
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data = get_full_item_list()[name]
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return StarcraftWoLItem(name, data.classification, data.code, self.player)
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def create_regions(self):
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self.mission_req_table = create_regions(self.world, self.player, get_locations(self.world, self.player),
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self.location_cache)
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def generate_basic(self):
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excluded_items = get_excluded_items(self, self.world, self.player)
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assign_starter_items(self.world, self.player, excluded_items, self.locked_locations)
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pool = get_item_pool(self.world, self.player, excluded_items)
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fill_item_pool_with_dummy_items(self, self.world, self.player, self.locked_locations, self.location_cache, pool)
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self.world.itempool += pool
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def set_rules(self):
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setup_events(self.world, self.player, self.locked_locations, self.location_cache)
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self.world.completion_condition[self.player] = lambda state: state.has('All-In: Victory', self.player)
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def get_filler_item_name(self) -> str:
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return self.world.random.choice(filler_items)
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def fill_slot_data(self):
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slot_data = {}
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for option_name in sc2wol_options:
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option = getattr(self.world, option_name)[self.player]
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if type(option.value) in {str, int}:
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slot_data[option_name] = int(option.value)
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slot_req_table = {}
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for mission in self.mission_req_table:
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slot_req_table[mission] = self.mission_req_table[mission]._asdict()
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slot_data["mission_req"] = slot_req_table
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return slot_data
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def setup_events(world: MultiWorld, player: int, locked_locations: typing.List[str], location_cache: typing.List[Location]):
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for location in location_cache:
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if location.address is None:
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item = Item(location.name, ItemClassification.progression, None, player)
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locked_locations.append(location.name)
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location.place_locked_item(item)
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def get_excluded_items(self: SC2WoLWorld, world: MultiWorld, player: int) -> Set[str]:
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excluded_items: Set[str] = set()
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if get_option_value(world, player, "upgrade_bonus") == 1:
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excluded_items.add("Ultra-Capacitors")
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else:
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excluded_items.add("Vanadium Plating")
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if get_option_value(world, player, "bunker_upgrade") == 1:
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excluded_items.add("Shrike Turret")
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else:
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excluded_items.add("Fortified Bunker")
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for item in world.precollected_items[player]:
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excluded_items.add(item.name)
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return excluded_items
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def assign_starter_items(world: MultiWorld, player: int, excluded_items: Set[str], locked_locations: List[str]):
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non_local_items = world.non_local_items[player].value
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local_basic_unit = tuple(item for item in basic_unit if item not in non_local_items)
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if not local_basic_unit:
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raise Exception("At least one basic unit must be local")
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# The first world should also be the starting world
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first_location = list(world.worlds[player].mission_req_table)[0]
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if first_location == "In Utter Darkness":
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first_location = first_location + ": Defeat"
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else:
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first_location = first_location + ": Victory"
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assign_starter_item(world, player, excluded_items, locked_locations, first_location,
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local_basic_unit)
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def assign_starter_item(world: MultiWorld, player: int, excluded_items: Set[str], locked_locations: List[str],
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location: str, item_list: Tuple[str, ...]):
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item_name = world.random.choice(item_list)
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excluded_items.add(item_name)
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item = create_item_with_correct_settings(world, player, item_name)
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world.get_location(location, player).place_locked_item(item)
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locked_locations.append(location)
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def get_item_pool(world: MultiWorld, player: int, excluded_items: Set[str]) -> List[Item]:
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pool: List[Item] = []
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for name, data in item_table.items():
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if name not in excluded_items:
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for _ in range(data.quantity):
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item = create_item_with_correct_settings(world, player, name)
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pool.append(item)
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return pool
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def fill_item_pool_with_dummy_items(self: SC2WoLWorld, world: MultiWorld, player: int, locked_locations: List[str],
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location_cache: List[Location], pool: List[Item]):
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for _ in range(len(location_cache) - len(locked_locations) - len(pool)):
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item = create_item_with_correct_settings(world, player, self.get_filler_item_name())
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pool.append(item)
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def create_item_with_correct_settings(world: MultiWorld, player: int, name: str) -> Item:
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data = item_table[name]
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item = Item(name, data.classification, data.code, player)
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return item
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