* 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>
		
			
				
	
	
		
			291 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			291 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import List, TYPE_CHECKING
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from BaseClasses import CollectionState, PlandoOptions
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from .options import ShufflePortals
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from ..generic import PlandoConnection
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if TYPE_CHECKING:
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    from . import MessengerWorld
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PORTALS = [
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    "Autumn Hills",
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    "Riviere Turquoise",
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    "Howling Grotto",
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    "Sunken Shrine",
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    "Searing Crags",
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    "Glacial Peak",
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]
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REGION_ORDER = [
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    "Autumn Hills",
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    "Forlorn Temple",
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    "Catacombs",
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    "Bamboo Creek",
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    "Howling Grotto",
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    "Quillshroom Marsh",
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    "Searing Crags",
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    "Glacial Peak",
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    "Tower of Time",
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    "Cloud Ruins",
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    "Underworld",
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    "Riviere Turquoise",
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    "Elemental Skylands",
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    "Sunken Shrine",
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]
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SHOP_POINTS = {
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    "Autumn Hills": [
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        "Climbing Claws",
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        "Hope Path",
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        "Dimension Climb",
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        "Leaf Golem",
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    ],
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    "Forlorn Temple": [
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        "Outside",
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        "Entrance",
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        "Climb",
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        "Rocket Sunset",
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        "Descent",
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        "Saw Gauntlet",
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        "Demon King",
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    ],
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    "Catacombs": [
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        "Triple Spike Crushers",
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        "Ruxxtin",
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    ],
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    "Bamboo Creek": [
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        "Spike Crushers",
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        "Abandoned",
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        "Time Loop",
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    ],
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    "Howling Grotto": [
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        "Wingsuit",
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        "Crushing Pits",
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        "Emerald Golem",
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    ],
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    "Quillshroom Marsh": [
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        "Spikey Window",
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        "Sand Trap",
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        "Queen of Quills",
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    ],
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    "Searing Crags": [
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        "Rope Dart",
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        "Falling Rocks",
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        "Searing Mega Shard",
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        "Before Final Climb",
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        "Colossuses",
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        "Key of Strength",
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    ],
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    "Glacial Peak": [
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        "Ice Climbers'",
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        "Glacial Mega Shard",
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        "Tower Entrance",
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    ],
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    "Tower of Time": [
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        "Final Chance",
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        "Arcane Golem",
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    ],
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    "Cloud Ruins": [
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        "Cloud Entrance",
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        "Pillar Glide",
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        "Crushers' Descent",
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        "Seeing Spikes",
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        "Final Flight",
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        "Manfred's",
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    ],
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    "Underworld": [
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        "Left",
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        "Fireball Wave",
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        "Long Climb",
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        # "Barm'athaziel",  # not currently valid
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        "Key of Chaos",
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    ],
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    "Riviere Turquoise": [
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        "Waterfall",
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        "Launch of Faith",
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        "Log Flume",
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        "Log Climb",
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        "Restock",
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        "Butterfly Matriarch",
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    ],
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    "Elemental Skylands": [
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        "Air Intro",
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        "Air Generator",
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        "Earth Intro",
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        "Earth Generator",
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        "Fire Intro",
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        "Fire Generator",
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        "Water Intro",
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        "Water Generator",
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    ],
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    "Sunken Shrine": [
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        "Above Portal",
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        "Lifeguard",
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        "Sun Path",
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        "Tabi Gauntlet",
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        "Moon Path",
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    ]
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}
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CHECKPOINTS = {
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    "Autumn Hills": [
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        "Hope Latch",
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        "Key of Hope",
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        "Lakeside",
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        "Double Swing",
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        "Spike Ball Swing",
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    ],
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    "Forlorn Temple": [
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        "Sunny Day",
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        "Rocket Maze",
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    ],
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    "Catacombs": [
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        "Death Trap",
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        "Crusher Gauntlet",
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        "Dirty Pond",
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    ],
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    "Bamboo Creek": [
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        "Spike Ball Pits",
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        "Spike Doors",
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    ],
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    "Howling Grotto": [
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        "Lost Woods",
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        "Breezy Crushers",
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    ],
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    "Quillshroom Marsh": [
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        "Seashell",
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        "Quicksand",
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        "Spike Wave",
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    ],
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    "Searing Crags": [
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        "Triple Ball Spinner",
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        "Raining Rocks",
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    ],
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    "Glacial Peak": [
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        "Projectile Spike Pit",
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        "Air Swag",
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        "Free Climbing",
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    ],
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    "Tower of Time": [
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        "First",
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        "Second",
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        "Third",
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        "Fourth",
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        "Fifth",
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        "Sixth",
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    ],
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    "Cloud Ruins": [
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        "Spike Float",
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        "Ghost Pit",
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        "Toothbrush Alley",
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        "Saw Pit",
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    ],
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    "Underworld": [
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        "Hot Dip",
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        "Hot Tub",
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        "Lava Run",
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    ],
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    "Riviere Turquoise": [
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        "Flower Flight",
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    ],
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    "Elemental Skylands": [
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        "Air Seal",
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    ],
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    "Sunken Shrine": [
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        "Lightfoot Tabi",
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        "Sun Crest",
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        "Waterfall Paradise",
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        "Moon Crest",
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    ]
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}
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def shuffle_portals(world: "MessengerWorld") -> None:
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    def create_mapping(in_portal: str, warp: str) -> None:
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        nonlocal available_portals
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        parent = out_to_parent[warp]
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        exit_string = f"{parent.strip(' ')} - "
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        if "Portal" in warp:
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            exit_string += "Portal"
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            world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}00"))
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        elif warp_point in SHOP_POINTS[parent]:
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            exit_string += f"{warp_point} Shop"
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            world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}1{SHOP_POINTS[parent].index(warp_point)}"))
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        else:
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            exit_string += f"{warp_point} Checkpoint"
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            world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}2{CHECKPOINTS[parent].index(warp_point)}"))
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        world.spoiler_portal_mapping[in_portal] = exit_string
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        connect_portal(world, in_portal, exit_string)
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        available_portals.remove(warp)
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        if shuffle_type < ShufflePortals.option_anywhere:
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            available_portals = [port for port in available_portals if port not in shop_points[parent]]
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    def handle_planned_portals(plando_connections: List[PlandoConnection]) -> None:
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        for connection in plando_connections:
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            if connection.entrance not in PORTALS:
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                continue
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            # let it crash here if input is invalid
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            create_mapping(connection.entrance, connection.exit)
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            world.plando_portals.append(connection.entrance)
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    shuffle_type = world.options.shuffle_portals
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    shop_points = SHOP_POINTS.copy()
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    for portal in PORTALS:
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        shop_points[portal].append(f"{portal} Portal")
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    if shuffle_type > ShufflePortals.option_shops:
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        shop_points.update(CHECKPOINTS)
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    out_to_parent = {checkpoint: parent for parent, checkpoints in shop_points.items() for checkpoint in checkpoints}
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    available_portals = [val for zone in shop_points.values() for val in zone]
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    plando = world.multiworld.plando_connections[world.player]
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    if plando and world.multiworld.plando_options & PlandoOptions.connections:
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        handle_planned_portals(plando)
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        world.multiworld.plando_connections[world.player] = [connection for connection in plando
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                                                             if connection.entrance not in PORTALS]
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    for portal in PORTALS:
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        warp_point = world.random.choice(available_portals)
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        create_mapping(portal, warp_point)
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def connect_portal(world: "MessengerWorld", portal: str, out_region: str) -> None:
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    entrance = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
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    entrance.connect(world.multiworld.get_region(out_region, world.player))
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def disconnect_portals(world: "MessengerWorld") -> None:
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    for portal in [port for port in PORTALS if port not in world.plando_portals]:
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        entrance = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
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        entrance.connected_region.entrances.remove(entrance)
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        entrance.connected_region = None
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        if portal in world.spoiler_portal_mapping:
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            del world.spoiler_portal_mapping[portal]
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    if len(world.portal_mapping) > len(world.spoiler_portal_mapping):
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        world.portal_mapping = world.portal_mapping[:len(world.spoiler_portal_mapping)]
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def validate_portals(world: "MessengerWorld") -> bool:
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    # if world.options.shuffle_transitions:
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    #     return True
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    new_state = CollectionState(world.multiworld)
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    new_state.update_reachable_regions(world.player)
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    reachable_locs = 0
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    for loc in world.multiworld.get_locations(world.player):
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        reachable_locs += loc.can_reach(new_state)
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        if reachable_locs > 5:
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            return True
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    return False
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def add_closed_portal_reqs(world: "MessengerWorld") -> None:
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    closed_portals = [entrance for entrance in PORTALS if f"{entrance} Portal" not in world.starting_portals]
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    for portal in closed_portals:
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        tower_exit = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
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        tower_exit.access_rule = lambda state: state.has(portal, world.player)
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