 5966aa5327
			
		
	
	5966aa5327
	
	
	
		
			
			This adds Wargroove to the list of supported games. Wargroove uses a custom non-linear campaign over the vanilla and double trouble campaigns. A Wargroove client has been added which does a lot of heavy lifting for the Wargroove implementation and must be always on during gameplay. The mod source files can be found here: https://github.com/FlySniper/WargrooveArchipelagoMod
		
			
				
	
	
		
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import os
 | |
| import string
 | |
| import json
 | |
| 
 | |
| from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification
 | |
| from .Items import item_table, faction_table
 | |
| from .Locations import location_table
 | |
| from .Regions import create_regions
 | |
| from .Rules import set_rules
 | |
| from ..AutoWorld import World, WebWorld
 | |
| from .Options import wargroove_options
 | |
| 
 | |
| 
 | |
| class WargrooveWeb(WebWorld):
 | |
|     tutorials = [Tutorial(
 | |
|         "Multiworld Setup Guide",
 | |
|         "A guide to setting up Wargroove for Archipelago.",
 | |
|         "English",
 | |
|         "wargroove_en.md",
 | |
|         "wargroove/en",
 | |
|         ["Fly Sniper"]
 | |
|     )]
 | |
| 
 | |
| 
 | |
| class WargrooveWorld(World):
 | |
|     """
 | |
|     Command an army, in this retro style turn based strategy game!
 | |
|     """
 | |
| 
 | |
|     option_definitions = wargroove_options
 | |
|     game = "Wargroove"
 | |
|     topology_present = True
 | |
|     data_version = 1
 | |
|     web = WargrooveWeb()
 | |
| 
 | |
|     item_name_to_id = {name: data.code for name, data in item_table.items()}
 | |
|     location_name_to_id = location_table
 | |
| 
 | |
|     def _get_slot_data(self):
 | |
|         return {
 | |
|             'seed': "".join(self.multiworld.per_slot_randoms[self.player].choice(string.ascii_letters) for i in range(16)),
 | |
|             'income_boost': self.multiworld.income_boost[self.player],
 | |
|             'commander_defense_boost': self.multiworld.commander_defense_boost[self.player],
 | |
|             'can_choose_commander': self.multiworld.commander_choice[self.player] != 0,
 | |
|             'starting_groove_multiplier': 20  # Backwards compatibility in case this ever becomes an option
 | |
|         }
 | |
| 
 | |
|     def generate_early(self):
 | |
|         # Selecting a random starting faction
 | |
|         if self.multiworld.commander_choice[self.player] == 2:
 | |
|             factions = [faction for faction in faction_table.keys() if faction != "Starter"]
 | |
|             starting_faction = WargrooveItem(self.multiworld.random.choice(factions) + ' Commanders', self.player)
 | |
|             self.multiworld.push_precollected(starting_faction)
 | |
| 
 | |
|     def generate_basic(self):
 | |
|         # Fill out our pool with our items from the item table
 | |
|         pool = []
 | |
|         precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
 | |
|         ignore_faction_items = self.multiworld.commander_choice[self.player] == 0
 | |
|         for name, data in item_table.items():
 | |
|             if data.code is not None and name not in precollected_item_names and not data.classification == ItemClassification.filler:
 | |
|                 if name.endswith(' Commanders') and ignore_faction_items:
 | |
|                     continue
 | |
|                 item = WargrooveItem(name, self.player)
 | |
|                 pool.append(item)
 | |
| 
 | |
|         # Matching number of unfilled locations with filler items
 | |
|         locations_remaining = len(location_table) - 1 - len(pool)
 | |
|         while locations_remaining > 0:
 | |
|             # Filling the pool equally with both types of filler items
 | |
|             pool.append(WargrooveItem("Commander Defense Boost", self.player))
 | |
|             locations_remaining -= 1
 | |
|             if locations_remaining > 0:
 | |
|                 pool.append(WargrooveItem("Income Boost", self.player))
 | |
|                 locations_remaining -= 1
 | |
| 
 | |
|         self.multiworld.itempool += pool
 | |
| 
 | |
|         # Placing victory event at final location
 | |
|         victory = WargrooveItem("Wargroove Victory", self.player)
 | |
|         self.multiworld.get_location("Wargroove Finale: Victory", self.player).place_locked_item(victory)
 | |
| 
 | |
|         self.multiworld.completion_condition[self.player] = lambda state: state.has("Wargroove Victory", self.player)
 | |
| 
 | |
|     def set_rules(self):
 | |
|         set_rules(self.multiworld, self.player)
 | |
| 
 | |
|     def create_item(self, name: str) -> Item:
 | |
|         return WargrooveItem(name, self.player)
 | |
| 
 | |
|     def create_regions(self):
 | |
|         create_regions(self.multiworld, self.player)
 | |
| 
 | |
|     def fill_slot_data(self) -> dict:
 | |
|         slot_data = self._get_slot_data()
 | |
|         for option_name in wargroove_options:
 | |
|             option = getattr(self.multiworld, option_name)[self.player]
 | |
|             slot_data[option_name] = int(option.value)
 | |
|         return slot_data
 | |
| 
 | |
|     def get_filler_item_name(self) -> str:
 | |
|         return self.multiworld.random.choice(["Commander Defense Boost", "Income Boost"])
 | |
| 
 | |
| 
 | |
| def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
 | |
|     ret = Region(name, player, world)
 | |
|     if locations:
 | |
|         for location in locations:
 | |
|             loc_id = location_table.get(location, 0)
 | |
|             location = WargrooveLocation(player, location, loc_id, ret)
 | |
|             ret.locations.append(location)
 | |
|     if exits:
 | |
|         for exit in exits:
 | |
|             ret.exits.append(Entrance(player, exit, ret))
 | |
| 
 | |
|     return ret
 | |
| 
 | |
| 
 | |
| class WargrooveLocation(Location):
 | |
|     game: str = "Wargroove"
 | |
| 
 | |
|     def __init__(self, player: int, name: str, address=None, parent=None):
 | |
|         super(WargrooveLocation, self).__init__(player, name, address, parent)
 | |
|         if address is None:
 | |
|             self.event = True
 | |
|             self.locked = True
 | |
| 
 | |
| 
 | |
| class WargrooveItem(Item):
 | |
|     game = "Wargroove"
 | |
| 
 | |
|     def __init__(self, name, player: int = None):
 | |
|         item_data = item_table[name]
 | |
|         super(WargrooveItem, self).__init__(
 | |
|             name,
 | |
|             item_data.classification,
 | |
|             item_data.code,
 | |
|             player
 | |
|         )
 |