Files
Grinch-AP/worlds/hk/__init__.py
Daniel Grace e5a1052089 Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:

- Add configurable goals (Any, THK, Siblings, Radiance)
  - Change base logic to require Opened_Black_Egg_Temple instead of
    requiring 3 dreamers.  This is future-proof for transition rando,
    where Black Egg might not have been located yet.
  - Add combat logic for THK and Radiance on par with Rando4's boss logic,
    so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te

- Add White Palace options
  (Exclude, King Fragment Only, No Path of Pain, Include)
  - Excluded WP may still be required for King Fragment if Charms are
    not randomized
  - Simply don't place WP locations that are excluded
  - Distinguish between POP locations (required for POP), WP checks (
    actual item locations), WP transitions (relevant for future transition
    rando), and WP events (logically required to reach King Fragment)
  - Many transitions were listed twice.  Remove duplicates.
  - Sort transitions by scene

- For randomizable locations that have no logical significance when not
    randomized, simply skip adding them to the pool entirely for
    theoretically faster generation.

* Hollow Knight updates

  - Support random starting geo up to 1000 geo.
  - Always include locations rather than dropping unrandomized "logicless"
    ones, as it is required to best support same-slot coop.
2022-06-13 08:23:03 +02:00

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from __future__ import annotations
import logging
import typing
from collections import Counter
logger = logging.getLogger("Hollow Knight")
from .Items import item_table, lookup_type_to_names, item_name_groups
from .Regions import create_regions
from .Rules import set_rules
from .Options import hollow_knight_options, hollow_knight_randomize_options, disabled, Goal, WhitePalace
from .ExtractedData import locations, starts, multi_locations, location_to_region_lookup, \
event_names, item_effects, connectors, one_ways
from .Charms import names as charm_names
from BaseClasses import Region, Entrance, Location, MultiWorld, Item, RegionType, LocationProgressType, Tutorial
from ..AutoWorld import World, LogicMixin, WebWorld
path_of_pain_locations = {
"Soul_Totem-Path_of_Pain_Below_Thornskip",
"Lore_Tablet-Path_of_Pain_Entrance",
"Soul_Totem-Path_of_Pain_Left_of_Lever",
"Soul_Totem-Path_of_Pain_Hidden",
"Soul_Totem-Path_of_Pain_Entrance",
"Soul_Totem-Path_of_Pain_Final",
"Soul_Totem-Path_of_Pain_Below_Lever",
"Soul_Totem-Path_of_Pain_Second",
"Journal_Entry-Seal_of_Binding",
"Warp-Path_of_Pain_Complete",
"Defeated_Path_of_Pain_Arena",
"Completed_Path_of_Pain",
# Path of Pain transitions
"White_Palace_17[right1]", "White_Palace_17[bot1]",
"White_Palace_18[top1]", "White_Palace_18[right1]",
"White_Palace_19[left1]", "White_Palace_19[top1]",
"White_Palace_20[bot1]",
}
white_palace_transitions = {
# Event-Transitions:
# "Grubfather_2",
"White_Palace_01[left1]", "White_Palace_01[right1]", "White_Palace_01[top1]",
"White_Palace_02[left1]",
"White_Palace_03_hub[bot1]", "White_Palace_03_hub[left1]", "White_Palace_03_hub[left2]",
"White_Palace_03_hub[right1]", "White_Palace_03_hub[top1]",
"White_Palace_04[right2]", "White_Palace_04[top1]",
"White_Palace_05[left1]", "White_Palace_05[left2]", "White_Palace_05[right1]", "White_Palace_05[right2]",
"White_Palace_06[bot1]", "White_Palace_06[left1]", "White_Palace_06[top1]", "White_Palace_07[bot1]",
"White_Palace_07[top1]", "White_Palace_08[left1]", "White_Palace_08[right1]",
"White_Palace_09[right1]",
"White_Palace_11[door2]",
"White_Palace_12[bot1]", "White_Palace_12[right1]",
"White_Palace_13[left1]", "White_Palace_13[left2]", "White_Palace_13[left3]", "White_Palace_13[right1]",
"White_Palace_14[bot1]", "White_Palace_14[right1]",
"White_Palace_15[left1]", "White_Palace_15[right1]", "White_Palace_15[right2]",
"White_Palace_16[left1]", "White_Palace_16[left2]",
}
white_palace_checks = {
"Soul_Totem-White_Palace_Final",
"Soul_Totem-White_Palace_Entrance",
"Lore_Tablet-Palace_Throne",
"Soul_Totem-White_Palace_Left",
"Lore_Tablet-Palace_Workshop",
"Soul_Totem-White_Palace_Hub",
"Soul_Totem-White_Palace_Right"
}
white_palace_events = {
"White_Palace_03_hub",
"White_Palace_13",
"White_Palace_01",
"Palace_Entrance_Lantern_Lit",
"Palace_Left_Lantern_Lit",
"Palace_Right_Lantern_Lit",
"Palace_Atrium_Gates_Opened",
"Warp-White_Palace_Atrium_to_Palace_Grounds",
"Warp-White_Palace_Entrance_to_Palace_Grounds",
}
progression_charms = {
# Baldur Killers
"Grubberfly's_Elegy", "Weaversong", "Glowing_Womb",
# Spore Shroom spots in fungal wastes and elsewhere
"Spore_Shroom",
# Tuk gives egg,
"Defender's_Crest",
# Unlocks Grimm Troupe
"Grimmchild1", "Grimmchild2"
}
# Vanilla placements of the following items have no impact on logic, thus we can avoid creating these items and
# locations entirely when the option to randomize them is disabled.
logicless_options = {
"RandomizeVesselFragments", "RandomizeGeoChests", "RandomizeJunkPitChests", "RandomizeRelics",
"RandomizeMaps", "RandomizeJournalEntries", "RandomizeGeoRocks", "RandomizeBossGeo",
"RandomizeLoreTablets", "RandomizeSoulTotems",
}
class HKWeb(WebWorld):
tutorials = [Tutorial(
"Mod Setup and Use Guide",
"A guide to playing Hollow Knight with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["Ijwu"]
)]
class HKWorld(World):
"""Beneath the fading town of Dirtmouth sleeps a vast, ancient kingdom. Many are drawn beneath the surface,
searching for riches, or glory, or answers to old secrets.
As the enigmatic Knight, youll traverse the depths, unravel its mysteries and conquer its evils.
""" # from https://www.hollowknight.com
game: str = "Hollow Knight"
options = hollow_knight_options
web = HKWeb()
item_name_to_id = {name: data.id for name, data in item_table.items()}
location_name_to_id = {location_name: location_id for location_id, location_name in
enumerate(locations, start=0x1000000)}
item_name_groups = item_name_groups
ranges: typing.Dict[str, typing.Tuple[int, int]]
shops: typing.Dict[str, str] = {
"Egg_Shop": "Egg",
"Grubfather": "Grub",
"Seer": "Essence",
"Salubra_(Requires_Charms)": "Charm"
}
charm_costs: typing.List[int]
data_version = 2
def __init__(self, world, player):
super(HKWorld, self).__init__(world, player)
self.created_multi_locations: typing.Dict[str, int] = Counter()
self.ranges = {}
def generate_early(self):
world = self.world
charm_costs = world.RandomCharmCosts[self.player].get_costs(world.random)
self.charm_costs = world.PlandoCharmCosts[self.player].get_costs(charm_costs)
# world.exclude_locations[self.player].value.update(white_palace_locations)
world.local_items[self.player].value.add("Mimic_Grub")
for vendor, unit in self.shops.items():
mini = getattr(world, f"Minimum{unit}Price")[self.player]
maxi = getattr(world, f"Maximum{unit}Price")[self.player]
# if minimum > maximum, set minimum to maximum
mini.value = min(mini.value, maxi.value)
self.ranges[unit] = mini.value, maxi.value
world.push_precollected(HKItem(starts[world.StartLocation[self.player].current_key],
True, None, "Event", self.player))
for option_name in disabled:
getattr(world, option_name)[self.player].value = 0
def white_palace_exclusions(self):
exclusions = set()
wp = self.world.WhitePalace[self.player]
if wp <= WhitePalace.option_nopathofpain:
exclusions.update(path_of_pain_locations)
if wp <= WhitePalace.option_kingfragment:
exclusions.update(white_palace_checks)
if wp == WhitePalace.option_exclude and self.world.RandomizeCharms[self.player]:
# Ensure KF location is still reachable if charms are non-randomized
exclusions.update(white_palace_transitions)
exclusions.update(white_palace_events)
exclusions.add("King_Fragment")
return exclusions
def create_regions(self):
menu_region: Region = create_region(self.world, self.player, 'Menu')
self.world.regions.append(menu_region)
wp_exclusions = self.white_palace_exclusions()
# Link regions
for event_name in event_names:
if event_name in wp_exclusions:
continue
loc = HKLocation(self.player, event_name, None, menu_region)
loc.place_locked_item(HKItem(event_name,
event_name not in wp_exclusions,
None, "Event", self.player))
menu_region.locations.append(loc)
for entry_transition, exit_transition in connectors.items():
if entry_transition in wp_exclusions:
continue
if exit_transition:
# if door logic fulfilled -> award vanilla target as event
loc = HKLocation(self.player, entry_transition, None, menu_region)
loc.place_locked_item(HKItem(exit_transition,
exit_transition not in wp_exclusions,
None, "Event", self.player))
menu_region.locations.append(loc)
def create_items(self):
# Generate item pool and associated locations (paired in HK)
pool: typing.List[HKItem] = []
geo_replace: typing.Set[str] = set()
if self.world.RemoveSpellUpgrades[self.player]:
geo_replace.add("Abyss_Shriek")
geo_replace.add("Shade_Soul")
geo_replace.add("Descending_Dark")
wp_exclusions = self.white_palace_exclusions()
for option_key, option in hollow_knight_randomize_options.items():
if getattr(self.world, option_key)[self.player]:
for item_name, location_name in zip(option.items, option.locations):
if location_name in wp_exclusions:
continue
if item_name in geo_replace:
item_name = "Geo_Rock-Default"
item = self.create_item(item_name)
# self.create_location(location_name).place_locked_item(item)
if location_name == "Start":
self.world.push_precollected(item)
else:
self.create_location(location_name)
pool.append(item)
# elif option_key not in logicless_options:
else:
for item_name, location_name in zip(option.items, option.locations):
if location_name in wp_exclusions and location_name != 'King_Fragment':
continue
item = self.create_item(item_name)
if location_name == "Start":
self.world.push_precollected(item)
else:
self.create_location(location_name).place_locked_item(item)
for i in range(self.world.EggShopSlots[self.player].value):
self.create_location("Egg_Shop")
pool.append(self.create_item("Geo_Rock-Default"))
self.world.itempool += pool
for shopname in self.shops:
prices: typing.List[int] = []
locations: typing.List[HKLocation] = []
for x in range(1, self.created_multi_locations[shopname]+1):
loc = self.world.get_location(self.get_multi_location_name(shopname, x), self.player)
locations.append(loc)
prices.append(loc.cost)
prices.sort()
for loc, price in zip(locations, prices):
loc.cost = price
def set_rules(self):
world = self.world
player = self.player
if world.logic[player] != 'nologic':
goal = world.Goal[player]
if goal == Goal.option_siblings:
world.completion_condition[player] = lambda state: state._hk_siblings_ending(player)
elif goal == Goal.option_radiance:
world.completion_condition[player] = lambda state: state._hk_can_beat_radiance(player)
else:
# Hollow Knight or Any goal.
world.completion_condition[player] = lambda state: state._hk_can_beat_thk(player)
set_rules(self)
def fill_slot_data(self):
slot_data = {}
options = slot_data["options"] = {}
for option_name in self.options:
option = getattr(self.world, option_name)[self.player]
try:
optionvalue = int(option.value)
except TypeError:
pass # C# side is currently typed as dict[str, int], drop what doesn't fit
else:
options[option_name] = optionvalue
# 32 bit int
slot_data["seed"] = self.world.slot_seeds[self.player].randint(-2147483647, 2147483646)
for shop, unit in self.shops.items():
slot_data[f"{unit}_costs"] = {
f"{shop}_{i}":
self.world.get_location(f"{shop}_{i}", self.player).cost
for i in range(1, 1 + self.created_multi_locations[shop])
}
slot_data["notch_costs"] = self.charm_costs
return slot_data
def create_item(self, name: str) -> HKItem:
item_data = item_table[name]
return HKItem(name, item_data.advancement, item_data.id, item_data.type, self.player)
def create_location(self, name: str) -> HKLocation:
unit = self.shops.get(name, None)
if unit:
cost = self.world.random.randint(*self.ranges[unit])
else:
cost = 0
if name in multi_locations:
self.created_multi_locations[name] += 1
name = self.get_multi_location_name(name, self.created_multi_locations[name])
region = self.world.get_region("Menu", self.player)
loc = HKLocation(self.player, name, self.location_name_to_id[name], region)
if unit:
loc.unit = unit
loc.cost = cost
region.locations.append(loc)
return loc
def collect(self, state, item: HKItem) -> bool:
change = super(HKWorld, self).collect(state, item)
if change:
for effect_name, effect_value in item_effects.get(item.name, {}).items():
state.prog_items[effect_name, item.player] += effect_value
return change
def remove(self, state, item: HKItem) -> bool:
change = super(HKWorld, self).remove(state, item)
if change:
for effect_name, effect_value in item_effects.get(item.name, {}).items():
if state.prog_items[effect_name, item.player] == effect_value:
del state.prog_items[effect_name, item.player]
state.prog_items[effect_name, item.player] -= effect_value
return change
@classmethod
def stage_write_spoiler(cls, world: MultiWorld, spoiler_handle):
hk_players = world.get_game_players(cls.game)
spoiler_handle.write('\n\nCharm Notches:')
for player in hk_players:
name = world.get_player_name(player)
spoiler_handle.write(f'\n{name}\n')
hk_world: HKWorld = world.worlds[player]
for charm_number, cost in enumerate(hk_world.charm_costs):
spoiler_handle.write(f"\n{charm_names[charm_number]}: {cost}")
spoiler_handle.write('\n\nShop Prices:')
for player in hk_players:
name = world.get_player_name(player)
spoiler_handle.write(f'\n{name}\n')
hk_world: HKWorld = world.worlds[player]
for shop_name, unit_name in cls.shops.items():
for x in range(1, hk_world.created_multi_locations[shop_name]+1):
loc = world.get_location(hk_world.get_multi_location_name(shop_name, x), player)
spoiler_handle.write(f"\n{loc}: {loc.item} costing {loc.cost} {unit_name}")
def get_multi_location_name(self, base: str, i: typing.Optional[int]) -> str:
if i is None:
i = self.created_multi_locations[base]
assert 0 < i < 18, "limited number of multi location IDs reserved."
return f"{base}_{i}"
def create_region(world: MultiWorld, player: int, name: str, location_names=None, exits=None) -> Region:
ret = Region(name, RegionType.Generic, name, player)
ret.world = world
if location_names:
for location in location_names:
loc_id = HKWorld.location_name_to_id.get(location, None)
location = HKLocation(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 HKLocation(Location):
game: str = "Hollow Knight"
cost: int = 0
unit: typing.Optional[str] = None
def __init__(self, player: int, name: str, code=None, parent=None):
super(HKLocation, self).__init__(player, name, code if code else None, parent)
class HKItem(Item):
game = "Hollow Knight"
def __init__(self, name, advancement, code, type, player: int = None):
super(HKItem, self).__init__(name, advancement, code if code else None, player)
self.type = type
if name == "Mimic_Grub":
self.trap = True
if type in ("Grub", "DreamWarrior", "Root", "Egg"):
self.skip_in_prog_balancing = True
if type == "Charm" and name not in progression_charms:
self.skip_in_prog_balancing = True
class HKLogicMixin(LogicMixin):
world: MultiWorld
def _hk_notches(self, player: int, *notches: int) -> int:
return sum(self.world.worlds[player].charm_costs[notch] for notch in notches)
def _hk_option(self, player: int, option_name: str) -> int:
return getattr(self.world, option_name)[player].value
def _hk_start(self, player, start_location: str) -> bool:
return self.world.StartLocation[player] == start_location
def _hk_nail_combat(self, player: int) -> bool:
return self.has_any({'LFFTSLASH', 'RIGHTSLASH', 'UPSLASH'}, player)
def _hk_can_beat_thk(self, player: int) -> bool:
return (
self.has('Opened_Black_Egg_Temple', player)
and (self.count('FIREBALL', player) + self.count('SCREAM', player) + self.count('QUAKE', player)) > 1
and self._hk_nail_combat(player)
and (
self.has_any({'LEFTDASH', 'RIGHTDASH'}, player)
or self._hk_option(player, 'ProficientCombat')
)
)
def _hk_siblings_ending(self, player: int) -> bool:
return self._hk_can_beat_thk(player) and self.has('WHITEFRAGMENT', player, 3)
def _hk_can_beat_radiance(self, player: int) -> bool:
return (
self._hk_siblings_ending(player)
and self.has('DREAMNAIL', player, 1)
and (
(self.has('LEFTCLAW', player) and self.has('RIGHTCLAW', player))
or self.has('WINGS', player)
)
and (
self.count('FIREBALL', player) + self.count('SCREAM', player)
+ self.count('QUAKE', player)
) > 1
and (
(self.has('LEFTDASH', player, 2) and self.has('RIGHTDASH', player, 2)) # Both Shade Cloaks
or (self._hk_option(player, 'ProficientCombat') and self.has('QUAKE', player)) # or Dive
)
)