mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00

* map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
374 lines
16 KiB
Python
374 lines
16 KiB
Python
import logging
|
||
from typing import Any, ClassVar, Dict, List, Optional, TextIO
|
||
|
||
from BaseClasses import CollectionState, Entrance, Item, ItemClassification, MultiWorld, Tutorial
|
||
from Options import Accessibility
|
||
from Utils import output_path
|
||
from settings import FilePath, Group
|
||
from worlds.AutoWorld import WebWorld, World
|
||
from worlds.LauncherComponents import Component, Type, components
|
||
from .client_setup import launch_game
|
||
from .connections import CONNECTIONS, RANDOMIZED_CONNECTIONS, TRANSITIONS
|
||
from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS, PROG_ITEMS, USEFUL_ITEMS
|
||
from .options import AvailablePortals, Goal, Logic, MessengerOptions, NotesNeeded, ShuffleTransitions
|
||
from .portals import PORTALS, add_closed_portal_reqs, disconnect_portals, shuffle_portals, validate_portals
|
||
from .regions import LEVELS, MEGA_SHARDS, LOCATIONS, REGION_CONNECTIONS
|
||
from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules
|
||
from .shop import FIGURINES, PROG_SHOP_ITEMS, SHOP_ITEMS, USEFUL_SHOP_ITEMS, shuffle_shop_prices
|
||
from .subclasses import MessengerEntrance, MessengerItem, MessengerRegion, MessengerShopLocation
|
||
|
||
components.append(
|
||
Component("The Messenger", component_type=Type.CLIENT, func=launch_game)#, game_name="The Messenger", supports_uri=True)
|
||
)
|
||
|
||
|
||
class MessengerSettings(Group):
|
||
class GamePath(FilePath):
|
||
description = "The Messenger game executable"
|
||
is_exe = True
|
||
|
||
game_path: GamePath = GamePath("TheMessenger.exe")
|
||
|
||
|
||
class MessengerWeb(WebWorld):
|
||
theme = "ocean"
|
||
|
||
bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues"
|
||
|
||
tut_en = Tutorial(
|
||
"Multiworld Setup Guide",
|
||
"A guide to setting up The Messenger randomizer on your computer.",
|
||
"English",
|
||
"setup_en.md",
|
||
"setup/en",
|
||
["alwaysintreble"],
|
||
)
|
||
|
||
tutorials = [tut_en]
|
||
|
||
|
||
class MessengerWorld(World):
|
||
"""
|
||
As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount
|
||
to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling
|
||
adventure full of thrills, surprises, and humor.
|
||
"""
|
||
game = "The Messenger"
|
||
options_dataclass = MessengerOptions
|
||
options: MessengerOptions
|
||
settings_key = "messenger_settings"
|
||
settings: ClassVar[MessengerSettings]
|
||
|
||
base_offset = 0xADD_000
|
||
item_name_to_id = {item: item_id
|
||
for item_id, item in enumerate(ALL_ITEMS, base_offset)}
|
||
location_name_to_id = {location: location_id
|
||
for location_id, location in
|
||
enumerate([
|
||
*ALWAYS_LOCATIONS,
|
||
*[shard for shards in MEGA_SHARDS.values() for shard in shards],
|
||
*BOSS_LOCATIONS,
|
||
*[f"The Shop - {shop_loc}" for shop_loc in SHOP_ITEMS],
|
||
*FIGURINES,
|
||
"Money Wrench",
|
||
], base_offset)}
|
||
item_name_groups = {
|
||
"Notes": set(NOTES),
|
||
"Keys": set(NOTES),
|
||
"Crest": {"Sun Crest", "Moon Crest"},
|
||
"Phobe": set(PHOBEKINS),
|
||
"Phobekin": set(PHOBEKINS),
|
||
}
|
||
location_name_groups = {
|
||
"Notes": {
|
||
"Autumn Hills - Key of Hope",
|
||
"Searing Crags - Key of Strength",
|
||
"Underworld - Key of Chaos",
|
||
"Sunken Shrine - Key of Love",
|
||
"Elemental Skylands - Key of Symbiosis",
|
||
"Corrupted Future - Key of Courage",
|
||
},
|
||
"Keys": {
|
||
"Autumn Hills - Key of Hope",
|
||
"Searing Crags - Key of Strength",
|
||
"Underworld - Key of Chaos",
|
||
"Sunken Shrine - Key of Love",
|
||
"Elemental Skylands - Key of Symbiosis",
|
||
"Corrupted Future - Key of Courage",
|
||
},
|
||
"Phobe": {
|
||
"Catacombs - Necro",
|
||
"Bamboo Creek - Claustro",
|
||
"Searing Crags - Pyro",
|
||
"Cloud Ruins - Acro",
|
||
},
|
||
"Phobekin": {
|
||
"Catacombs - Necro",
|
||
"Bamboo Creek - Claustro",
|
||
"Searing Crags - Pyro",
|
||
"Cloud Ruins - Acro",
|
||
},
|
||
}
|
||
|
||
required_client_version = (0, 4, 3)
|
||
|
||
web = MessengerWeb()
|
||
|
||
total_seals: int = 0
|
||
required_seals: int = 0
|
||
created_seals: int = 0
|
||
total_shards: int = 0
|
||
shop_prices: Dict[str, int]
|
||
figurine_prices: Dict[str, int]
|
||
_filler_items: List[str]
|
||
starting_portals: List[str]
|
||
plando_portals: List[str]
|
||
spoiler_portal_mapping: Dict[str, str]
|
||
portal_mapping: List[int]
|
||
transitions: List[Entrance]
|
||
reachable_locs: int = 0
|
||
|
||
def generate_early(self) -> None:
|
||
if self.options.goal == Goal.option_power_seal_hunt:
|
||
self.total_seals = self.options.total_seals.value
|
||
|
||
if self.options.limited_movement:
|
||
self.options.accessibility.value = Accessibility.option_minimal
|
||
if self.options.logic_level < Logic.option_hard:
|
||
self.options.logic_level.value = Logic.option_hard
|
||
|
||
if self.options.early_meditation:
|
||
self.multiworld.early_items[self.player]["Meditation"] = 1
|
||
|
||
self.shop_prices, self.figurine_prices = shuffle_shop_prices(self)
|
||
|
||
starting_portals = ["Autumn Hills", "Howling Grotto", "Glacial Peak", "Riviere Turquoise", "Sunken Shrine", "Searing Crags"]
|
||
self.starting_portals = [f"{portal} Portal"
|
||
for portal in starting_portals[:3] +
|
||
self.random.sample(starting_portals[3:], k=self.options.available_portals - 3)]
|
||
# super complicated method for adding searing crags to starting portals if it wasn't chosen
|
||
# need to add a check for transition shuffle when that gets added back in
|
||
if not self.options.shuffle_portals and "Searing Crags Portal" not in self.starting_portals:
|
||
self.starting_portals.append("Searing Crags Portal")
|
||
if len(self.starting_portals) > 4:
|
||
portals_to_strip = [portal for portal in ["Riviere Turquoise Portal", "Sunken Shrine Portal"]
|
||
if portal in self.starting_portals]
|
||
self.starting_portals.remove(self.random.choice(portals_to_strip))
|
||
|
||
self.plando_portals = []
|
||
self.portal_mapping = []
|
||
self.spoiler_portal_mapping = {}
|
||
self.transitions = []
|
||
|
||
def create_regions(self) -> None:
|
||
# MessengerRegion adds itself to the multiworld
|
||
# create simple regions
|
||
simple_regions = [MessengerRegion(level, self) for level in LEVELS]
|
||
# create complex regions that have sub-regions
|
||
complex_regions = [MessengerRegion(f"{parent} - {reg_name}", self, parent)
|
||
for parent, sub_region in CONNECTIONS.items()
|
||
for reg_name in sub_region]
|
||
|
||
for region in complex_regions:
|
||
region_name = region.name.replace(f"{region.parent} - ", "")
|
||
connection_data = CONNECTIONS[region.parent][region_name]
|
||
for exit_region in connection_data:
|
||
region.connect(self.multiworld.get_region(exit_region, self.player))
|
||
|
||
# all regions need to be created before i can do these connections so we create and connect the complex first
|
||
for region in [level for level in simple_regions if level.name in REGION_CONNECTIONS]:
|
||
region.add_exits(REGION_CONNECTIONS[region.name])
|
||
|
||
def create_items(self) -> None:
|
||
# create items that are always in the item pool
|
||
main_movement_items = ["Rope Dart", "Wingsuit"]
|
||
itempool: List[MessengerItem] = [
|
||
self.create_item(item)
|
||
for item in self.item_name_to_id
|
||
if "Time Shard" not in item and item not in {
|
||
"Power Seal", *NOTES, *FIGURINES, *main_movement_items,
|
||
*{collected_item.name for collected_item in self.multiworld.precollected_items[self.player]},
|
||
}
|
||
]
|
||
|
||
if self.options.limited_movement:
|
||
itempool.append(self.create_item(self.random.choice(main_movement_items)))
|
||
else:
|
||
itempool += [self.create_item(move_item) for move_item in main_movement_items]
|
||
|
||
if self.options.goal == Goal.option_open_music_box:
|
||
# make a list of all notes except those in the player's defined starting inventory, and adjust the
|
||
# amount we need to put in the itempool and precollect based on that
|
||
notes = [note for note in NOTES if note not in self.multiworld.precollected_items[self.player]]
|
||
self.random.shuffle(notes)
|
||
precollected_notes_amount = NotesNeeded.range_end - \
|
||
self.options.notes_needed - \
|
||
(len(NOTES) - len(notes))
|
||
if precollected_notes_amount:
|
||
for note in notes[:precollected_notes_amount]:
|
||
self.multiworld.push_precollected(self.create_item(note))
|
||
notes = notes[precollected_notes_amount:]
|
||
itempool += [self.create_item(note) for note in notes]
|
||
|
||
elif self.options.goal == Goal.option_power_seal_hunt:
|
||
total_seals = min(len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool),
|
||
self.options.total_seals.value)
|
||
if total_seals < self.total_seals:
|
||
logging.warning(
|
||
f"Not enough locations for total seals setting "
|
||
f"({self.options.total_seals}). Adjusting to {total_seals}"
|
||
)
|
||
self.total_seals = total_seals
|
||
self.required_seals = int(self.options.percent_seals_required.value / 100 * self.total_seals)
|
||
|
||
seals = [self.create_item("Power Seal") for _ in range(self.total_seals)]
|
||
itempool += seals
|
||
|
||
self.multiworld.itempool += itempool
|
||
remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool)
|
||
if remaining_fill < 10:
|
||
self._filler_items = self.random.choices(
|
||
list(FILLER)[2:],
|
||
weights=list(FILLER.values())[2:],
|
||
k=remaining_fill
|
||
)
|
||
filler = [self.create_filler() for _ in range(remaining_fill)]
|
||
|
||
self.multiworld.itempool += filler
|
||
|
||
def set_rules(self) -> None:
|
||
logic = self.options.logic_level
|
||
if logic == Logic.option_normal:
|
||
MessengerRules(self).set_messenger_rules()
|
||
elif logic == Logic.option_hard:
|
||
MessengerHardRules(self).set_messenger_rules()
|
||
else:
|
||
raise ValueError(f"Somehow you have a logic option that's currently invalid."
|
||
f" {logic} for {self.multiworld.get_player_name(self.player)}")
|
||
# MessengerOOBRules(self).set_messenger_rules()
|
||
|
||
add_closed_portal_reqs(self)
|
||
# i need portal shuffle to happen after rules exist so i can validate it
|
||
attempts = 5
|
||
if self.options.shuffle_portals:
|
||
self.portal_mapping = []
|
||
self.spoiler_portal_mapping = {}
|
||
for _ in range(attempts):
|
||
disconnect_portals(self)
|
||
shuffle_portals(self)
|
||
if validate_portals(self):
|
||
break
|
||
# failsafe mostly for invalid plandoed portals with no transition shuffle
|
||
else:
|
||
raise RuntimeError("Unable to generate valid portal output.")
|
||
|
||
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
|
||
if self.options.available_portals < 6:
|
||
spoiler_handle.write(f"\nStarting Portals:\n\n")
|
||
for portal in self.starting_portals:
|
||
spoiler_handle.write(f"{portal}\n")
|
||
|
||
spoiler = self.multiworld.spoiler
|
||
|
||
if self.options.shuffle_portals:
|
||
# sort the portals as they appear left to right in-game
|
||
portal_info = sorted(
|
||
self.spoiler_portal_mapping.items(),
|
||
key=lambda portal:
|
||
["Autumn Hills", "Riviere Turquoise",
|
||
"Howling Grotto", "Sunken Shrine",
|
||
"Searing Crags", "Glacial Peak"].index(portal[0]))
|
||
for portal, output in portal_info:
|
||
spoiler.set_entrance(f"{portal} Portal", output, "I can write anything I want here lmao", self.player)
|
||
|
||
def fill_slot_data(self) -> Dict[str, Any]:
|
||
slot_data = {
|
||
"shop": {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()},
|
||
"figures": {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()},
|
||
"max_price": self.total_shards,
|
||
"required_seals": self.required_seals,
|
||
"starting_portals": self.starting_portals,
|
||
"portal_exits": self.portal_mapping,
|
||
"transitions": [[TRANSITIONS.index("Corrupted Future") if transition.name == "Artificer's Portal"
|
||
else TRANSITIONS.index(RANDOMIZED_CONNECTIONS[transition.parent_region.name]),
|
||
TRANSITIONS.index(transition.connected_region.name)]
|
||
for transition in self.transitions],
|
||
**self.options.as_dict("music_box", "death_link", "logic_level"),
|
||
}
|
||
return slot_data
|
||
|
||
def get_filler_item_name(self) -> str:
|
||
if not getattr(self, "_filler_items", None):
|
||
self._filler_items = [name for name in self.random.choices(
|
||
list(FILLER),
|
||
weights=list(FILLER.values()),
|
||
k=20
|
||
)]
|
||
return self._filler_items.pop(0)
|
||
|
||
def create_item(self, name: str) -> MessengerItem:
|
||
item_id: Optional[int] = self.item_name_to_id.get(name, None)
|
||
return MessengerItem(
|
||
name,
|
||
ItemClassification.progression if item_id is None else self.get_item_classification(name),
|
||
item_id,
|
||
self.player
|
||
)
|
||
|
||
def get_item_classification(self, name: str) -> ItemClassification:
|
||
if "Time Shard " in name:
|
||
count = int(name.strip("Time Shard ()"))
|
||
count = count if count >= 100 else 0
|
||
self.total_shards += count
|
||
return ItemClassification.progression_skip_balancing if count else ItemClassification.filler
|
||
|
||
if name == "Windmill Shuriken" and getattr(self, "multiworld", None) is not None:
|
||
return ItemClassification.progression if self.options.logic_level else ItemClassification.filler
|
||
|
||
if name == "Power Seal":
|
||
self.created_seals += 1
|
||
return ItemClassification.progression_skip_balancing \
|
||
if self.required_seals >= self.created_seals else ItemClassification.filler
|
||
|
||
if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
|
||
return ItemClassification.progression
|
||
|
||
if name in {*USEFUL_ITEMS, *USEFUL_SHOP_ITEMS}:
|
||
return ItemClassification.useful
|
||
|
||
return ItemClassification.filler
|
||
|
||
def collect(self, state: "CollectionState", item: "Item") -> bool:
|
||
change = super().collect(state, item)
|
||
if change and "Time Shard" in item.name:
|
||
state.prog_items[self.player]["Shards"] += int(item.name.strip("Time Shard ()"))
|
||
return change
|
||
|
||
def remove(self, state: "CollectionState", item: "Item") -> bool:
|
||
change = super().remove(state, item)
|
||
if change and "Time Shard" in item.name:
|
||
state.prog_items[self.player]["Shards"] -= int(item.name.strip("Time Shard ()"))
|
||
return change
|
||
|
||
@classmethod
|
||
def stage_generate_output(cls, multiworld: MultiWorld, output_directory: str) -> None:
|
||
# using stage_generate_output because it doesn't increase the logged player count for players without output
|
||
# only generate output if there's a single player
|
||
if multiworld.players > 1:
|
||
return
|
||
# the messenger client calls into AP with specific args, so check the out path matches what the client sends
|
||
out_path = output_path(multiworld.get_out_file_name_base(1) + ".aptm")
|
||
if "The Messenger\\Archipelago\\output" not in out_path:
|
||
return
|
||
import orjson
|
||
data = {
|
||
"name": multiworld.get_player_name(1),
|
||
"slot_data": multiworld.worlds[1].fill_slot_data(),
|
||
"loc_data": {loc.address: {loc.item.name: [loc.item.code, loc.item.flags]}
|
||
for loc in multiworld.get_filled_locations() if loc.address},
|
||
}
|
||
|
||
output = orjson.dumps(data, option=orjson.OPT_NON_STR_KEYS)
|
||
with open(out_path, "wb") as f:
|
||
f.write(output)
|