 2424b79626
			
		
	
	2424b79626
	
	
	
		
			
			* Removes explicit indirect conditions * Changes special rules function add rule instead of setting, and call it unconditionally * Fixes issues in rule generation that have been around but unused the whole time * Finally moves rules out into a separate file. Fixes level-related logic * Removes redundant max skill level checks on canoes, since they're in the skill training rules now * For some reason, canoe logic assumed you could always walk from lumbridge to south varrock without farms. This has been fixed * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Quests now respect skill limits and can be excluded. Tasks that take multiple skills how actually check all skills * Adds alternative route for cooking that doesn't require fishing * Remove debug code --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
		
			
				
	
	
		
			405 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			405 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import typing
 | |
| 
 | |
| from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld, CollectionState
 | |
| from Fill import fill_restrictive, FillError
 | |
| from worlds.AutoWorld import WebWorld, World
 | |
| from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
 | |
|     chunksanity_special_region_names
 | |
| from .Locations import OSRSLocation, LocationRow
 | |
| from .Rules import *
 | |
| from .Options import OSRSOptions, StartingArea
 | |
| from .Names import LocationNames, ItemNames, RegionNames
 | |
| 
 | |
| from .LogicCSV.LogicCSVToPython import data_csv_tag
 | |
| from .LogicCSV.items_generated import item_rows
 | |
| from .LogicCSV.locations_generated import location_rows
 | |
| from .LogicCSV.regions_generated import region_rows
 | |
| from .LogicCSV.resources_generated import resource_rows
 | |
| from .Regions import RegionRow, ResourceRow
 | |
| 
 | |
| 
 | |
| class OSRSWeb(WebWorld):
 | |
|     theme = "stone"
 | |
| 
 | |
|     setup_en = Tutorial(
 | |
|         "Multiworld Setup Guide",
 | |
|         "A guide to setting up the Old School Runescape Randomizer connected to an Archipelago Multiworld",
 | |
|         "English",
 | |
|         "docs/setup_en.md",
 | |
|         "setup/en",
 | |
|         ["digiholic"]
 | |
|     )
 | |
|     tutorials = [setup_en]
 | |
| 
 | |
| 
 | |
| class OSRSWorld(World):
 | |
|     """
 | |
|     The best retro fantasy MMORPG on the planet. Old School is RuneScape but… older! This is the open world you know and love, but as it was in 2007.
 | |
|     The Randomizer takes the form of a Chunk-Restricted f2p Ironman that takes a brand new account up through defeating
 | |
|     the Green Dragon of Crandor and earning a spot in the fabled Champion's Guild!
 | |
|     """
 | |
| 
 | |
|     game = "Old School Runescape"
 | |
|     options_dataclass = OSRSOptions
 | |
|     options: OSRSOptions
 | |
|     topology_present = True
 | |
|     web = OSRSWeb()
 | |
|     base_id = 0x070000
 | |
|     data_version = 1
 | |
|     explicit_indirect_conditions = False
 | |
| 
 | |
|     item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
 | |
|     location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
 | |
| 
 | |
|     region_name_to_data: typing.Dict[str, Region]
 | |
|     location_name_to_data: typing.Dict[str, OSRSLocation]
 | |
| 
 | |
|     location_rows_by_name: typing.Dict[str, LocationRow]
 | |
|     region_rows_by_name: typing.Dict[str, RegionRow]
 | |
|     resource_rows_by_name: typing.Dict[str, ResourceRow]
 | |
|     item_rows_by_name: typing.Dict[str, ItemRow]
 | |
| 
 | |
|     starting_area_item: str
 | |
| 
 | |
|     locations_by_category: typing.Dict[str, typing.List[LocationRow]]
 | |
|     available_QP_locations: typing.List[str]
 | |
| 
 | |
|     def __init__(self, multiworld: MultiWorld, player: int):
 | |
|         super().__init__(multiworld, player)
 | |
|         self.region_name_to_data = {}
 | |
|         self.location_name_to_data = {}
 | |
| 
 | |
|         self.location_rows_by_name = {}
 | |
|         self.region_rows_by_name = {}
 | |
|         self.resource_rows_by_name = {}
 | |
|         self.item_rows_by_name = {}
 | |
| 
 | |
|         self.starting_area_item = ""
 | |
| 
 | |
|         self.locations_by_category = {}
 | |
|         self.available_QP_locations = []
 | |
| 
 | |
|     def generate_early(self) -> None:
 | |
|         location_categories = [location_row.category for location_row in location_rows]
 | |
|         self.locations_by_category = {category:
 | |
|                                           [location_row for location_row in location_rows if
 | |
|                                            location_row.category == category]
 | |
|                                       for category in location_categories}
 | |
| 
 | |
|         self.location_rows_by_name = {loc_row.name: loc_row for loc_row in location_rows}
 | |
|         self.region_rows_by_name = {reg_row.name: reg_row for reg_row in region_rows}
 | |
|         self.resource_rows_by_name = {rec_row.name: rec_row for rec_row in resource_rows}
 | |
|         self.item_rows_by_name = {it_row.name: it_row for it_row in item_rows}
 | |
| 
 | |
|         rnd = self.random
 | |
|         starting_area = self.options.starting_area
 | |
| 
 | |
|         #UT specific override, if we are in normal gen, resolve starting area, we will get it from slot_data in UT
 | |
|         if not hasattr(self.multiworld, "generation_is_fake"):
 | |
|             if starting_area.value == StartingArea.option_any_bank:
 | |
|                 self.starting_area_item = rnd.choice(starting_area_dict)
 | |
|             elif starting_area.value < StartingArea.option_chunksanity:
 | |
|                 self.starting_area_item = starting_area_dict[starting_area.value]
 | |
|             else:
 | |
|                 self.starting_area_item = rnd.choice(chunksanity_starting_chunks)
 | |
| 
 | |
|             # Set Starting Chunk
 | |
|             self.multiworld.push_precollected(self.create_item(self.starting_area_item))
 | |
| 
 | |
|     """
 | |
|     This function pulls from LogicCSVToPython so that it sends the correct tag of the repository to the client.
 | |
|     _Make sure to update that value whenever the CSVs change!_
 | |
|     """
 | |
| 
 | |
|     def fill_slot_data(self):
 | |
|         data = self.options.as_dict("brutal_grinds")
 | |
|         data["data_csv_tag"] = data_csv_tag
 | |
|         data["starting_area"] = str(self.starting_area_item) #these aren't actually strings, they just play them on tv
 | |
|         return data
 | |
| 
 | |
|     def interpret_slot_data(self, slot_data: typing.Dict[str, typing.Any]) -> None:
 | |
|         if "starting_area" in slot_data:
 | |
|             self.starting_area_item = slot_data["starting_area"]
 | |
|             menu_region = self.multiworld.get_region("Menu",self.player)
 | |
|             menu_region.exits.clear() #prevent making extra exits if players just reconnect to a differnet slot
 | |
|             if self.starting_area_item in chunksanity_special_region_names:
 | |
|                 starting_area_region = chunksanity_special_region_names[self.starting_area_item]
 | |
|             else:
 | |
|                 starting_area_region = self.starting_area_item[6:]  # len("Area: ")
 | |
|             starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
 | |
|             starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
 | |
|             starting_entrance.connect(self.region_name_to_data[starting_area_region])
 | |
| 
 | |
|     def create_regions(self) -> None:
 | |
|         """
 | |
|         called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done
 | |
|         during generate_early or basic as well.
 | |
|         """
 | |
| 
 | |
|         # First, create the "Menu" region to start
 | |
|         menu_region = self.create_region("Menu")
 | |
| 
 | |
|         for region_row in region_rows:
 | |
|             self.create_region(region_row.name)
 | |
| 
 | |
|         for resource_row in resource_rows:
 | |
|             self.create_region(resource_row.name)
 | |
| 
 | |
|         # Removes the word "Area: " from the item name to get the region it applies to.
 | |
|         # I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse
 | |
|         # if area hasn't been set, then we shouldn't connect it
 | |
|         if self.starting_area_item != "":
 | |
|             if self.starting_area_item in chunksanity_special_region_names:
 | |
|                 starting_area_region = chunksanity_special_region_names[self.starting_area_item]
 | |
|             else:
 | |
|                 starting_area_region = self.starting_area_item[6:]  # len("Area: ")
 | |
|             starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
 | |
|             starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
 | |
|             starting_entrance.connect(self.region_name_to_data[starting_area_region])
 | |
| 
 | |
|         # Create entrances between regions
 | |
|         for region_row in region_rows:
 | |
|             region = self.region_name_to_data[region_row.name]
 | |
| 
 | |
|             for outbound_region_name in region_row.connections:
 | |
|                 parsed_outbound = outbound_region_name.replace('*', '')
 | |
|                 entrance = region.create_exit(f"{region_row.name}->{parsed_outbound}")
 | |
|                 entrance.connect(self.region_name_to_data[parsed_outbound])
 | |
| 
 | |
|                 item_name = self.region_rows_by_name[parsed_outbound].itemReq
 | |
|                 entrance.access_rule = lambda state, item_name=item_name.replace("*",""): state.has(item_name, self.player)
 | |
|                 generate_special_rules_for(entrance, region_row, outbound_region_name, self.player, self.options)
 | |
| 
 | |
|             for resource_region in region_row.resources:
 | |
|                 if not resource_region:
 | |
|                     continue
 | |
| 
 | |
|                 entrance = region.create_exit(f"{region_row.name}->{resource_region.replace('*', '')}")
 | |
|                 if "*" not in resource_region:
 | |
|                     entrance.connect(self.region_name_to_data[resource_region])
 | |
|                 else:
 | |
|                     entrance.connect(self.region_name_to_data[resource_region.replace('*', '')])
 | |
|                 generate_special_rules_for(entrance, region_row, resource_region, self.player, self.options)
 | |
| 
 | |
|         self.roll_locations()
 | |
| 
 | |
|     def task_within_skill_levels(self, skills_required):
 | |
|         # Loop through each required skill. If any of its requirements are out of the defined limit, return false
 | |
|         for skill in skills_required:
 | |
|             max_level_for_skill = getattr(self.options, f"max_{skill.skill.lower()}_level")
 | |
|             if skill.level > max_level_for_skill:
 | |
|                 return False
 | |
|         return True
 | |
| 
 | |
|     def roll_locations(self):
 | |
|         generation_is_fake = hasattr(self.multiworld, "generation_is_fake")  # UT specific override
 | |
|         locations_required = 0
 | |
|         for item_row in item_rows:
 | |
|             locations_required += item_row.amount
 | |
| 
 | |
|         locations_added = 1  # At this point we've already added the starting area, so we start at 1 instead of 0
 | |
| 
 | |
|         # Quests are always added first, before anything else is rolled
 | |
|         for i, location_row in enumerate(location_rows):
 | |
|             if location_row.category in {"quest", "points", "goal"}:
 | |
|                 if self.task_within_skill_levels(location_row.skills):
 | |
|                     self.create_and_add_location(i)
 | |
|                     if location_row.category == "quest":
 | |
|                         locations_added += 1
 | |
| 
 | |
|         # Build up the weighted Task Pool
 | |
|         rnd = self.random
 | |
| 
 | |
|         # Start with the minimum general tasks
 | |
|         general_tasks = [task for task in self.locations_by_category["general"]]
 | |
|         if not self.options.progressive_tasks:
 | |
|             rnd.shuffle(general_tasks)
 | |
|         else:
 | |
|             general_tasks.reverse()
 | |
|         for i in range(self.options.minimum_general_tasks):
 | |
|             task = general_tasks.pop()
 | |
|             self.add_location(task)
 | |
|             locations_added += 1
 | |
| 
 | |
|         general_weight = self.options.general_task_weight if len(general_tasks) > 0 else 0
 | |
| 
 | |
|         tasks_per_task_type: typing.Dict[str, typing.List[LocationRow]] = {}
 | |
|         weights_per_task_type: typing.Dict[str, int] = {}
 | |
| 
 | |
|         task_types = ["prayer", "magic", "runecraft", "mining", "crafting",
 | |
|                       "smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
 | |
|         for task_type in task_types:
 | |
|             max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks")
 | |
|             tasks_for_this_type = [task for task in self.locations_by_category[task_type]
 | |
|                                    if self.task_within_skill_levels(task.skills)]
 | |
|             if not self.options.progressive_tasks:
 | |
|                 rnd.shuffle(tasks_for_this_type)
 | |
|             else:
 | |
|                 tasks_for_this_type.reverse()
 | |
| 
 | |
|             tasks_for_this_type = tasks_for_this_type[:max_amount_for_task_type]
 | |
|             weight_for_this_type = getattr(self.options,
 | |
|                                                        f"{task_type}_task_weight")
 | |
|             if weight_for_this_type > 0 and tasks_for_this_type:
 | |
|                 tasks_per_task_type[task_type] = tasks_for_this_type
 | |
|                 weights_per_task_type[task_type] = weight_for_this_type
 | |
| 
 | |
|         # Build a list of collections and weights in a matching order for rnd.choices later
 | |
|         all_tasks = []
 | |
|         all_weights = []
 | |
|         for task_type in task_types:
 | |
|             if task_type in tasks_per_task_type:
 | |
|                 all_tasks.append(tasks_per_task_type[task_type])
 | |
|                 all_weights.append(weights_per_task_type[task_type])
 | |
| 
 | |
|         # Even after the initial forced generals, they can still be rolled randomly
 | |
|         if general_weight > 0:
 | |
|             all_tasks.append(general_tasks)
 | |
|             all_weights.append(general_weight)
 | |
| 
 | |
|         while locations_added < locations_required or (generation_is_fake and len(all_tasks) > 0):
 | |
|             if all_tasks:
 | |
|                 chosen_task = rnd.choices(all_tasks, all_weights)[0]
 | |
|                 if chosen_task:
 | |
|                     task = chosen_task.pop()
 | |
|                     self.add_location(task)
 | |
|                     locations_added += 1
 | |
| 
 | |
|                 # This isn't an else because chosen_task can become empty in the process of resolving the above block
 | |
|                 # We still want to clear this list out while we're doing that
 | |
|                 if not chosen_task:
 | |
|                     index = all_tasks.index(chosen_task)
 | |
|                     del all_tasks[index]
 | |
|                     del all_weights[index]
 | |
| 
 | |
|             else:
 | |
|                 if len(general_tasks) == 0:
 | |
|                     raise Exception(f"There are not enough available tasks to fill the remaining pool for OSRS " +
 | |
|                                     f"Please adjust {self.player_name}'s settings to be less restrictive of tasks.")
 | |
|                 task = general_tasks.pop()
 | |
|                 self.add_location(task)
 | |
|                 locations_added += 1
 | |
| 
 | |
| 
 | |
|     def add_location(self, location):
 | |
|         index = [i for i in range(len(location_rows)) if location_rows[i].name == location.name][0]
 | |
|         self.create_and_add_location(index)
 | |
| 
 | |
|     def create_items(self) -> None:
 | |
|         for item_row in item_rows:
 | |
|             if item_row.name != self.starting_area_item:
 | |
|                 for c in range(item_row.amount):
 | |
|                     item = self.create_item(item_row.name)
 | |
|                     self.multiworld.itempool.append(item)
 | |
| 
 | |
|     def get_filler_item_name(self) -> str:
 | |
|         return self.random.choice(
 | |
|             [ItemNames.Progressive_Armor, ItemNames.Progressive_Weapons, ItemNames.Progressive_Magic,
 | |
|              ItemNames.Progressive_Tools, ItemNames.Progressive_Range_Armor, ItemNames.Progressive_Range_Weapon])
 | |
| 
 | |
|     def create_and_add_location(self, row_index) -> None:
 | |
|         location_row = location_rows[row_index]
 | |
| 
 | |
|         # Quest Points are handled differently now, but in case this gets fed an older version of the data sheet,
 | |
|         # the points might still be listed in a different row
 | |
|         if location_row.category == "points":
 | |
|             return
 | |
| 
 | |
|         # Create Location
 | |
|         location_id = self.base_id + row_index
 | |
|         if location_row.category == "goal":
 | |
|             location_id = None
 | |
|         location = OSRSLocation(self.player, location_row.name, location_id)
 | |
|         self.location_name_to_data[location_row.name] = location
 | |
| 
 | |
|         # Add the location to its first region, or if it doesn't belong to one, to Menu
 | |
|         region = self.region_name_to_data["Menu"]
 | |
|         if location_row.regions:
 | |
|             region = self.region_name_to_data[location_row.regions[0]]
 | |
|         location.parent_region = region
 | |
|         region.locations.append(location)
 | |
| 
 | |
|         # If it's a quest, generate a "Points" location we'll add an event to
 | |
|         if location_row.category == "quest":
 | |
|             points_name = location_row.name.replace("Quest:", "Points:")
 | |
|             points_location = OSRSLocation(self.player, points_name)
 | |
|             self.location_name_to_data[points_name] = points_location
 | |
|             points_location.parent_region = region
 | |
|             region.locations.append(points_location)
 | |
| 
 | |
|     def set_rules(self) -> None:
 | |
|         """
 | |
|         called to set access and item rules on locations and entrances.
 | |
|         """
 | |
|         quest_attr_names = ["Cooks_Assistant", "Demon_Slayer", "Restless_Ghost", "Romeo_Juliet",
 | |
|                             "Sheep_Shearer", "Shield_of_Arrav", "Ernest_the_Chicken", "Vampyre_Slayer",
 | |
|                             "Imp_Catcher", "Prince_Ali_Rescue", "Dorics_Quest", "Black_Knights_Fortress",
 | |
|                             "Witchs_Potion", "Knights_Sword", "Goblin_Diplomacy", "Pirates_Treasure",
 | |
|                             "Rune_Mysteries", "Misthalin_Mystery", "Corsair_Curse", "X_Marks_the_Spot",
 | |
|                             "Below_Ice_Mountain"]
 | |
| 
 | |
|         for quest_attr_name in quest_attr_names:
 | |
|             qp_loc_name = getattr(LocationNames, f"QP_{quest_attr_name}")
 | |
|             qp_loc = self.location_name_to_data.get(qp_loc_name)
 | |
| 
 | |
|             q_loc_name = getattr(LocationNames, f"Q_{quest_attr_name}")
 | |
|             q_loc = self.location_name_to_data.get(q_loc_name)
 | |
| 
 | |
|             # Checks to make sure the task is actually in the list before trying to create its rules
 | |
|             if qp_loc and q_loc:
 | |
|                 # Create the QP Event Item
 | |
|                 item_name = getattr(ItemNames, f"QP_{quest_attr_name}")
 | |
|                 qp_loc.place_locked_item(self.create_event(item_name))
 | |
| 
 | |
|                 # If a quest is excluded, don't actually consider it for quest point progression
 | |
|                 if q_loc_name not in self.options.exclude_locations:
 | |
|                     self.available_QP_locations.append(item_name)
 | |
| 
 | |
|                 # Set the access rule for the QP Location
 | |
|                 add_rule(qp_loc, lambda state, loc=q_loc: (loc.can_reach(state)))
 | |
| 
 | |
|         # place "Victory" at "Dragon Slayer" and set collection as win condition
 | |
|         self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \
 | |
|             .place_locked_item(self.create_event("Victory"))
 | |
|         self.multiworld.completion_condition[self.player] = lambda state: (state.has("Victory", self.player))
 | |
| 
 | |
|         for location_name, location in self.location_name_to_data.items():
 | |
|             location_row = self.location_rows_by_name[location_name]
 | |
|             # Set up requirements for region
 | |
|             for region_required_name in location_row.regions:
 | |
|                 region_required = self.region_name_to_data[region_required_name]
 | |
|                 add_rule(location,
 | |
|                          lambda state, region_required=region_required: state.can_reach(region_required, "Region",
 | |
|                                                                                         self.player))
 | |
|             for skill_req in location_row.skills:
 | |
|                 add_rule(location, get_skill_rule(skill_req.skill, skill_req.level, self.player, self.options))
 | |
|             for item_req in location_row.items:
 | |
|                 add_rule(location, lambda state, item_req=item_req: state.has(item_req, self.player))
 | |
|             if location_row.qp:
 | |
|                 add_rule(location, lambda state, location_row=location_row: self.quest_points(state) > location_row.qp)
 | |
| 
 | |
|     def create_region(self, name: str) -> "Region":
 | |
|         region = Region(name, self.player, self.multiworld)
 | |
|         self.region_name_to_data[name] = region
 | |
|         self.multiworld.regions.append(region)
 | |
|         return region
 | |
| 
 | |
|     def create_item(self, item_name: str) -> "Item":
 | |
|         items = [item for item in item_rows if item.name == item_name]
 | |
|         assert len(items) > 0, f"No matching item found for name {item_name} for player {self.player_name}"
 | |
|         item = items[0]
 | |
|         index = item_rows.index(item)
 | |
|         return OSRSItem(item.name, item.progression, self.base_id + index, self.player)
 | |
| 
 | |
|     def create_event(self, event: str):
 | |
|         # while we are at it, we can also add a helper to create events
 | |
|         return OSRSItem(event, ItemClassification.progression, None, self.player)
 | |
| 
 | |
|     def quest_points(self, state):
 | |
|         qp = 0
 | |
|         for qp_event in self.available_QP_locations:
 | |
|             if state.has(qp_event, self.player):
 | |
|                 qp += int(qp_event[0])
 | |
|         return qp
 | |
| 
 |