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* Init * remove submodule * Init * Update docs * Fix tests * Update to use apcivvi * Update Readme and codeowners * Minor changes * Remove .value from options (except starting hint) * Minor updates * remove unnecessary property * Cleanup Rules and Region * Fix output file generation * Implement feedback * Remove 'AP' tag and fix issue with format strings and using same quotes * Update worlds/civ_6/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Minor docs changes * minor updates * Small rework of create items * Minor updates * Remove unused variable * Move client to Launcher Components with rest of similar clients * Revert "Move client to Launcher Components with rest of similar clients" This reverts commit f9fd5df9fdf19eaf4f1de54e21e3c33a74f02364. * modify component * Fix generation issues * Fix tests * Minor change * Add improvement and test case * Minor options changes * . * Preliminary Review * Fix failing test due to slot data serialization * Format json * Remove exclude missable boosts * Update options (update goody hut text, make research multiplier a range) * Update docs punctuation and slot data init * Move priority/excluded locations into options * Implement docs PR feedback * PR Feedback for options * PR feedback misc * Update location classification and fix client type * Fix typings * Update research cost multiplier * Remove unnecessary location priority code * Remove extrenous use of items() * WIP PR Feedback * WIP PR Feedback * Add victory event * Add option set for death link effect * PR improvements * Update post fill hint to support items with multiple classifications * remove unnecessary len * Move location exclusion logic * Update test to use set instead of accidental dict * Update docs around progressive eras and boost locations * Update docs for options to be more readable * Fix issue with filler items and prehints * Update filler_data to be static * Update links in docs * Minor updates and PR feedback * Update boosts data * Update era required items * Update existing techs * Update existing techs * move boost data class * Update reward data * Update prereq data * Update new items and progressive districts * Remove unused code * Make filler item name func more efficient * Update death link text * Move Civ6 to the end of readme * Fix bug with hidden locations and location.name * Partial PR Feedback Implementation * Format changes * Minor review feedback * Modify access rules to use list created in generate_early * Modify boost rules to precalculate requirements * Remove option checks from access rules * Fix issue with pre initialized dicts * Add inno setup for civ6 client * Update inno_setup.iss --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
110 lines
4.0 KiB
Python
110 lines
4.0 KiB
Python
from typing import TYPE_CHECKING, List, Tuple
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from BaseClasses import CollectionState
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from .ItemData import CivVIBoostData
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from .Items import format_item_name
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from .Data import get_boosts_data, get_progressive_districts_data
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from .Enum import CivVICheckType
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from .ProgressiveDistricts import convert_item_to_progressive_item
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from worlds.generic.Rules import forbid_item, set_rule
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if TYPE_CHECKING:
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from . import CivVIWorld
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def generate_requirements_for_boosts(
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world: "CivVIWorld", boost_data: CivVIBoostData
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) -> Tuple[List[str], List[Tuple[str, int]]]:
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required_non_progressive_items: List[str] = []
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required_progressive_item_counts: List[Tuple[str, int]] = []
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for item in boost_data.Prereq:
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progressive_item_name = convert_item_to_progressive_item(item)
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if (
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world.options.progression_style != "none"
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and "PROGRESSIVE" in progressive_item_name
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):
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required_progressive_item_counts.append(
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(
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format_item_name(progressive_item_name),
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get_progressive_districts_data()[progressive_item_name].index(item)
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+ 1,
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)
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)
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else:
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ap_item_name = world.item_by_civ_name[item]
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required_non_progressive_items.append(ap_item_name)
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return required_non_progressive_items, required_progressive_item_counts
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def create_boost_rules(world: "CivVIWorld"):
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boost_data_list = get_boosts_data()
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boost_locations = [
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location
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for location in world.location_table.values()
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if location.location_type == CivVICheckType.BOOST
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]
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for location in boost_locations:
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boost_data = next(
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(boost for boost in boost_data_list if boost.Type == location.name), None
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)
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world_location = world.get_location(location.name)
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forbid_item(world_location, "Progressive Era", world.player)
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if boost_data and boost_data.PrereqRequiredCount > 0:
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required_non_progressive_items, required_progressive_item_counts = (
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generate_requirements_for_boosts(world, boost_data)
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)
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if world.options.progression_style != "none":
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set_rule(
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world_location,
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lambda state, non_progressive_prereqs=required_non_progressive_items, progressive_prereq_counts=required_progressive_item_counts, required_count=boost_data.PrereqRequiredCount: has_required_items_progressive(
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state,
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non_progressive_prereqs,
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progressive_prereq_counts,
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required_count,
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world,
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),
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)
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else:
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set_rule(
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world_location,
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lambda state, prereqs=required_non_progressive_items, required_count=boost_data.PrereqRequiredCount: has_required_items_non_progressive(
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state, prereqs, required_count, world
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),
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)
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def has_required_items_progressive(
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state: CollectionState,
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non_progressive_prereqs: List[str],
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progressive_prereq_counts: List[Tuple[str, int]],
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required_count: int,
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world: "CivVIWorld",
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) -> bool:
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collected_count = 0
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for item, count in progressive_prereq_counts:
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if state.has(item, world.player, count):
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collected_count += 1
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# early out if we've already gotten enough
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if collected_count >= required_count:
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return True
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for item in non_progressive_prereqs:
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if state.has(item, world.player):
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collected_count += 1
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# early out if we've already gotten enough
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if collected_count >= required_count:
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return True
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return False
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def has_required_items_non_progressive(
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state: CollectionState, prereqs: List[str], required_count: int, world: "CivVIWorld"
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) -> bool:
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return state.has_from_list_unique(
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prereqs,
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world.player,
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required_count,
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)
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