Early Unit: Now respects Excluded Items when selecting a random unit. Units Always Have Upgrades: Changed removal cascade behavior; now additionally checks to see if an associated item is already locked when attempting to remove, and locks associated items if so. Occasionally caused issues with starter items in the past, frequently caused issues with yaml-defined Locked Items.
215 lines
8.3 KiB
Python
215 lines
8.3 KiB
Python
import typing
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from typing import List, Set, Tuple, Dict
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from BaseClasses import Item, MultiWorld, Location, Tutorial, ItemClassification
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from worlds.AutoWorld import WebWorld, World
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from .Items import StarcraftWoLItem, item_table, filler_items, item_name_groups, get_full_item_list, \
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get_basic_units
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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, get_option_set_value
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from .LogicMixin import SC2WoLLogic
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from .PoolFilter import filter_missions, filter_items, get_item_upgrades
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from .MissionTables import get_starting_mission_locations, MissionInfo
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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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final_mission_id: int
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victory_item: str
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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_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, self.final_mission_id, self.victory_item = create_regions(
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self.multiworld, self.player, get_locations(self.multiworld, self.player), self.location_cache
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)
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def generate_basic(self):
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excluded_items = get_excluded_items(self, self.multiworld, self.player)
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starter_items = assign_starter_items(self.multiworld, self.player, excluded_items, self.locked_locations)
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pool = get_item_pool(self.multiworld, self.player, self.mission_req_table, starter_items, excluded_items, self.location_cache)
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fill_item_pool_with_dummy_items(self, self.multiworld, self.player, self.locked_locations, self.location_cache, pool)
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self.multiworld.itempool += pool
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def set_rules(self):
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setup_events(self.multiworld, self.player, self.locked_locations, self.location_cache)
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self.multiworld.completion_condition[self.player] = lambda state: state.has(self.victory_item, self.player)
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def get_filler_item_name(self) -> str:
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return self.multiworld.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.multiworld, 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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slot_data["final_mission"] = self.final_mission_id
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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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excluded_items_option = getattr(world, 'excluded_items', [])
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excluded_items.update(excluded_items_option[player].value)
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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]) -> List[Item]:
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non_local_items = world.non_local_items[player].value
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if get_option_value(world, player, "early_unit"):
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local_basic_unit = tuple(item for item in get_basic_units(world, player) if item not in non_local_items and item not in excluded_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_mission = list(world.worlds[player].mission_req_table)[0]
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starting_mission_locations = get_starting_mission_locations(world, player)
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if first_mission in starting_mission_locations:
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first_location = starting_mission_locations[first_mission]
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elif first_mission == "In Utter Darkness":
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first_location = first_mission + ": Defeat"
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else:
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first_location = first_mission + ": Victory"
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return [assign_starter_item(world, player, excluded_items, locked_locations, first_location, local_basic_unit)]
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else:
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return []
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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, ...]) -> Item:
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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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return item
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def get_item_pool(world: MultiWorld, player: int, mission_req_table: Dict[str, MissionInfo],
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starter_items: List[str], excluded_items: Set[str], location_cache: List[Location]) -> List[Item]:
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pool: List[Item] = []
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# For the future: goal items like Artifact Shards go here
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locked_items = []
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# YAML items
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yaml_locked_items = get_option_set_value(world, player, 'locked_items')
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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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if name in yaml_locked_items:
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locked_items.append(item)
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else:
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pool.append(item)
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existing_items = starter_items + [item for item in world.precollected_items[player]]
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existing_names = [item.name for item in existing_items]
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# Removing upgrades for excluded items
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for item_name in excluded_items:
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if item_name in existing_names:
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continue
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invalid_upgrades = get_item_upgrades(pool, item_name)
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for invalid_upgrade in invalid_upgrades:
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pool.remove(invalid_upgrade)
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filtered_pool = filter_items(world, player, mission_req_table, location_cache, pool, existing_items, locked_items)
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return filtered_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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