Files
Grinch-AP/worlds/sa2b/Missions.py
PoryGone 85d02b2dc5 SA2B: v2.3 - The Chao Update (#2277)
Changelog:

Features:
- New goal
  - Chaos Chao
    - Raise a Chaos Chao to win!
- New optional Location Checks
  - Chao Animal Parts
    - Each body part from each type of animal is a location
  - Chao Stats
    - 0-99 levels of each of the 7 Chao stats can be locations
    - The frequency of Chao Stat locations can be set (every level, every 2nd level, etc)
  - Kindergartensanity
    - Classroom lessons are locations
      - Either all lessons or any one of each category can be set as locations
  - Shopsanity
    - A specified number of locations can be placed in the Chao Black Market
    - These locations are unlocked by acquiring `Chao Coin`s
    - Ring costs for these items can be adjusted 
  - Chao Karate can now be set to one location per fight, instead of one per tournament
- Items
  - If any Chao locations are active, the following will be in the item pool:
    - Chao Eggs
    - Garden Seeds
    - Garden Fruit
    - Chao Hats
    - Chaos Drives
- The starting eggs in the garden can be a random color
- Chao World entrances can be shuffled
- Chao are given default names
- New Traps
  - Reverse Trap

Quality of Life:
- Chao Save Data is now separate per-slot in addition to per-seed
  - This allows a single player to have multiple slots in the same seed, each having separate Chao progress
- Chao Race/Karate progress is now displayed on Stage Select (when hovering over Chao World)
- All Chao can now enter the Hero and Dark races
- Chao Karate difficulty can be set separately from Chao Race difficulty
- Chao Aging can be sped up at will, up to 15×
- New mod `config` option to fine-tune Chao Stat multiplication
  - Note: This does not mix well with the Mod Manager "`Chao Stat Multiplier`" code
- Pong Traps can now activate in Chao World
- Maximum range for possible number of Emblems is now 1000
- General APWorld cleanup and optimization
  - Option access has moved to the new options system
  - An item group now exists for trap items

Bug Fixes:
- Dry Lagoon now has all 11 Animals
- Eternal Engine - 2 (Standard and Hard Logic) now requires only `Tails - Booster`
- Lost Colony - 2 (Hard Logic) now requires no upgrades
- Lost Colony - Animal 9 (Hard Logic) now requires either `Eggman - Jet Engine` or `Eggman - Large Cannon`
2023-11-16 08:08:38 +01:00

341 lines
8.8 KiB
Python

import typing
import copy
from BaseClasses import MultiWorld
from worlds.AutoWorld import World
mission_orders: typing.List[typing.List[int]] = [
[1, 2, 3, 4, 5],
[1, 2, 3, 5, 4],
[1, 2, 4, 3, 5],
[1, 2, 4, 5, 3],
[1, 2, 5, 3, 4],
[1, 2, 5, 4, 3],
[1, 3, 2, 4, 5],
[1, 3, 2, 5, 4],
[1, 3, 4, 2, 5],
[1, 3, 4, 5, 2],
[1, 3, 5, 2, 4],
[1, 3, 5, 4, 2],
[1, 4, 2, 3, 5],
[1, 4, 2, 5, 3],
[1, 4, 3, 2, 5],
[1, 4, 3, 5, 2],
[1, 4, 5, 2, 3],
[1, 4, 5, 3, 2],
[1, 5, 2, 3, 4],
[1, 5, 2, 4, 3],
[1, 5, 3, 2, 4],
[1, 5, 3, 4, 2],
[1, 5, 4, 2, 3],
[1, 5, 4, 3, 2],
[2, 1, 3, 4, 5],
[2, 1, 3, 5, 4],
[2, 1, 4, 3, 5],
[2, 1, 4, 5, 3],
[2, 1, 5, 3, 4],
[2, 1, 5, 4, 3],
[2, 3, 1, 4, 5],
[2, 3, 1, 5, 4],
[2, 3, 4, 1, 5],
[2, 3, 4, 5, 1],
[2, 3, 5, 1, 4],
[2, 3, 5, 4, 1],
[2, 4, 1, 3, 5],
[2, 4, 1, 5, 3],
[2, 4, 3, 1, 5],
[2, 4, 3, 5, 1],
[2, 4, 5, 1, 3],
[2, 4, 5, 3, 1],
[2, 5, 1, 3, 4],
[2, 5, 1, 4, 3],
[2, 5, 3, 1, 4],
[2, 5, 3, 4, 1],
[2, 5, 4, 1, 3],
[2, 5, 4, 3, 1],
[3, 1, 2, 4, 5],
[3, 1, 2, 5, 4],
[3, 1, 4, 2, 5],
[3, 1, 4, 5, 2],
[3, 1, 5, 4, 2],
[3, 1, 5, 2, 4],
[3, 2, 1, 4, 5],
[3, 2, 1, 5, 4],
[3, 2, 4, 1, 5],
[3, 2, 4, 5, 1],
[3, 2, 5, 1, 4],
[3, 2, 5, 4, 1],
[3, 4, 1, 2, 5],
[3, 4, 1, 5, 2],
[3, 4, 2, 1, 5],
[3, 4, 2, 5, 1],
[3, 4, 5, 1, 2],
[3, 4, 5, 2, 1],
[3, 5, 1, 4, 2],
[3, 5, 1, 2, 4],
[3, 5, 2, 1, 4],
[3, 5, 2, 4, 1],
[3, 5, 4, 1, 2],
[3, 5, 4, 2, 1],
[4, 1, 2, 3, 5],
[4, 1, 2, 5, 3],
[4, 1, 3, 2, 5],
[4, 1, 3, 5, 2],
[4, 1, 5, 3, 2],
[4, 1, 5, 2, 3],
[4, 2, 1, 3, 5],
[4, 2, 1, 5, 3],
[4, 2, 3, 1, 5],
[4, 2, 3, 5, 1],
[4, 2, 5, 1, 3],
[4, 2, 5, 3, 1],
[4, 3, 1, 2, 5],
[4, 3, 1, 5, 2],
[4, 3, 2, 1, 5],
[4, 3, 2, 5, 1],
[4, 3, 5, 1, 2],
[4, 3, 5, 2, 1],
[4, 5, 1, 3, 2],
[4, 5, 1, 2, 3],
[4, 5, 2, 1, 3],
[4, 5, 2, 3, 1],
[4, 5, 3, 1, 2],
[4, 5, 3, 2, 1],
]
### 0: Speed
### 1: Mech
### 2: Hunt
### 3: Kart
### 4: Cannon's Core
level_styles: typing.List[int] = [
0,
2,
1,
0,
0,
2,
1,
2,
3,
1,
0,
2,
1,
2,
0,
0,
1,
2,
1,
0,
2,
1,
1,
2,
0,
3,
0,
2,
1,
0,
4,
]
stage_name_prefixes: typing.List[str] = [
"City Escape - ",
"Wild Canyon - ",
"Prison Lane - ",
"Metal Harbor - ",
"Green Forest - ",
"Pumpkin Hill - ",
"Mission Street - ",
"Aquatic Mine - ",
"Route 101 - ",
"Hidden Base - ",
"Pyramid Cave - ",
"Death Chamber - ",
"Eternal Engine - ",
"Meteor Herd - ",
"Crazy Gadget - ",
"Final Rush - ",
"Iron Gate - ",
"Dry Lagoon - ",
"Sand Ocean - ",
"Radical Highway - ",
"Egg Quarters - ",
"Lost Colony - ",
"Weapons Bed - ",
"Security Hall - ",
"White Jungle - ",
"Route 280 - ",
"Sky Rail - ",
"Mad Space - ",
"Cosmic Wall - ",
"Final Chase - ",
"Cannon's Core - ",
]
def get_mission_count_table(multiworld: MultiWorld, world: World, player: int):
mission_count_table: typing.Dict[int, int] = {}
if world.options.goal == 3:
for level in range(31):
mission_count_table[level] = 0
else:
speed_active_missions = 1
mech_active_missions = 1
hunt_active_missions = 1
kart_active_missions = 1
cannons_core_active_missions = 1
for i in range(2,6):
if getattr(world.options, "speed_mission_" + str(i), None):
speed_active_missions += 1
if getattr(world.options, "mech_mission_" + str(i), None):
mech_active_missions += 1
if getattr(world.options, "hunt_mission_" + str(i), None):
hunt_active_missions += 1
if getattr(world.options, "kart_mission_" + str(i), None):
kart_active_missions += 1
if getattr(world.options, "cannons_core_mission_" + str(i), None):
cannons_core_active_missions += 1
speed_active_missions = min(speed_active_missions, world.options.speed_mission_count.value)
mech_active_missions = min(mech_active_missions, world.options.mech_mission_count.value)
hunt_active_missions = min(hunt_active_missions, world.options.hunt_mission_count.value)
kart_active_missions = min(kart_active_missions, world.options.kart_mission_count.value)
cannons_core_active_missions = min(cannons_core_active_missions, world.options.cannons_core_mission_count.value)
active_missions: typing.List[typing.List[int]] = [
speed_active_missions,
mech_active_missions,
hunt_active_missions,
kart_active_missions,
cannons_core_active_missions
]
for level in range(31):
level_style = level_styles[level]
level_mission_count = active_missions[level_style]
mission_count_table[level] = level_mission_count
return mission_count_table
def get_mission_table(multiworld: MultiWorld, world: World, player: int):
mission_table: typing.Dict[int, int] = {}
if world.options.goal == 3:
for level in range(31):
mission_table[level] = 0
else:
speed_active_missions: typing.List[int] = [1]
mech_active_missions: typing.List[int] = [1]
hunt_active_missions: typing.List[int] = [1]
kart_active_missions: typing.List[int] = [1]
cannons_core_active_missions: typing.List[int] = [1]
# Add included missions
for i in range(2,6):
if getattr(world.options, "speed_mission_" + str(i), None):
speed_active_missions.append(i)
if getattr(world.options, "mech_mission_" + str(i), None):
mech_active_missions.append(i)
if getattr(world.options, "hunt_mission_" + str(i), None):
hunt_active_missions.append(i)
if getattr(world.options, "kart_mission_" + str(i), None):
kart_active_missions.append(i)
if getattr(world.options, "cannons_core_mission_" + str(i), None):
cannons_core_active_missions.append(i)
active_missions: typing.List[typing.List[int]] = [
speed_active_missions,
mech_active_missions,
hunt_active_missions,
kart_active_missions,
cannons_core_active_missions
]
for level in range(31):
level_style = level_styles[level]
level_active_missions: typing.List[int] = copy.deepcopy(active_missions[level_style])
level_chosen_missions: typing.List[int] = []
# The first mission must be M1, M2, M3, or M4
first_mission = 1
first_mission_options = [1, 2, 3]
if not world.options.animalsanity:
first_mission_options.append(4)
if world.options.mission_shuffle:
first_mission = multiworld.random.choice([mission for mission in level_active_missions if mission in first_mission_options])
level_active_missions.remove(first_mission)
# Place Active Missions in the chosen mission list
for mission in level_active_missions:
if mission not in level_chosen_missions:
level_chosen_missions.append(mission)
if world.options.mission_shuffle:
multiworld.random.shuffle(level_chosen_missions)
level_chosen_missions.insert(0, first_mission)
# Fill in the non-included missions
for i in range(2,6):
if i not in level_chosen_missions:
level_chosen_missions.append(i)
# Determine which mission order index we have, for conveying to the mod
for i in range(len(mission_orders)):
if mission_orders[i] == level_chosen_missions:
level_mission_index = i
break
mission_table[level] = level_mission_index
return mission_table
def get_first_and_last_cannons_core_missions(mission_map: typing.Dict[int, int], mission_count_map: typing.Dict[int, int]):
mission_count = mission_count_map[30]
mission_order: typing.List[int] = mission_orders[mission_map[30]]
stage_prefix: str = stage_name_prefixes[30]
first_mission_number = mission_order[0]
last_mission_number = mission_order[mission_count - 1]
first_location_name: str = stage_prefix + str(first_mission_number)
last_location_name: str = stage_prefix + str(last_mission_number)
return first_location_name, last_location_name