Files
Grinch-AP/worlds/pokemon_rb/level_scaling.py
Alchav db5d9fbf70 Pokemon R/B: Version 5 Update (#3566)
* Quiz updates

* Enable Partial Trainersanity

* Losable Key Items Still Count

* New options api

* Type Chart Seed

* Continue switching to new options API

* Level Scaling and Quiz fixes

* Level Scaling and Quiz fixes

* Clarify that palettes are only for Super Gameboy

* Type chart seed groups use one random players' options

* remove goal option again

* Text updates

* Trainersanity Trainers ignore Blind Trainers setting

* Re-order simple connecting interiors so that directions are preserved when possible

* Dexsanity exact number

* Year update

* Dexsanity Doc update

* revert accidental file deletion

* Fixes

* Add world parameter to logic calls

* restore correct seeded random object

* missing world.options changes

* Trainersanity table bug fix

* delete entrances as well as exits when restarting door shuffle

* Do not collect route 25 item for level scaling if trainer is trainersanity

* world.options in level_scaling.py

* Update worlds/pokemon_rb/level_scaling.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/pokemon_rb/encounters.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/pokemon_rb/encounters.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* world -> multiworld

* Fix Cerulean Cave Hidden Item Center Rocks region

* Fix Cerulean Cave Hidden Item Center Rocks region for real

* Remove "self-locking" rules

* Update worlds/pokemon_rb/regions.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Fossil events

* Update worlds/pokemon_rb/level_scaling.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: alchav <alchav@jalchavware.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-09-18 20:37:17 +02:00

140 lines
8.6 KiB
Python

from BaseClasses import CollectionState
from .locations import level_name_list, level_list
def level_scaling(multiworld):
state = CollectionState(multiworld)
locations = set(multiworld.get_filled_locations())
spheres = []
while locations:
sphere = set()
for world in multiworld.get_game_worlds("Pokemon Red and Blue"):
if (world.options.level_scaling != "by_spheres_and_distance"
and (world.options.level_scaling != "auto"
or world.options.door_shuffle in ("off", "simple"))):
continue
regions = {multiworld.get_region("Menu", world.player)}
checked_regions = set()
distance = 0
while regions:
next_regions = set()
for region in regions:
if not getattr(region, "distance"):
region.distance = distance
next_regions.update({e.connected_region for e in region.exits if e.connected_region not in
checked_regions and e.access_rule(state)})
checked_regions.update(regions)
regions = next_regions
distance += 1
distances = {}
for location in locations:
def reachable():
if location.can_reach(state):
return True
if location.parent_region.name == "Fossil" and state.can_reach("Mt Moon B2F", "Region",
location.player):
# We want areas that are accessible earlier to have lower levels. If an important item is at a
# fossil location, it may not be in logic until much later, despite your ability to potentially
# reach them earlier. We treat them both as reachable right away for this purpose
return True
if (location.name == "Route 25 - Item" and state.can_reach("Route 25", "Region", location.player)
and multiworld.worlds[location.player].options.blind_trainers.value < 100
and "Route 25 - Jr. Trainer M" not in multiworld.regions.location_cache[location.player]):
# Assume they will take their one chance to get the trainer to walk out of the way to reach
# the item behind them
return True
if (("Rock Tunnel 1F - Wild Pokemon" in location.name
and any([multiworld.get_entrance(e, location.player).connected_region.can_reach(state)
for e in ['Rock Tunnel 1F-NE 1 to Route 10-N',
'Rock Tunnel 1F-NE 2 to Rock Tunnel B1F-E 1',
'Rock Tunnel 1F-NW 1 to Rock Tunnel B1F-E 2',
'Rock Tunnel 1F-NW 2 to Rock Tunnel B1F-W 1',
'Rock Tunnel 1F-S 1 to Route 10-S',
'Rock Tunnel 1F-S 2 to Rock Tunnel B1F-W 2']])) or
("Rock Tunnel B1F - Wild Pokemon" in location.name and
any([multiworld.get_entrance(e, location.player).connected_region.can_reach(state)
for e in ['Rock Tunnel B1F-E 1 to Rock Tunnel 1F-NE 2',
'Rock Tunnel B1F-E 2 to Rock Tunnel 1F-NW 1',
'Rock Tunnel B1F-W 1 to Rock Tunnel 1F-NW 2',
'Rock Tunnel B1F-W 2 to Rock Tunnel 1F-S 2']]))):
# Even if checks in Rock Tunnel are out of logic due to lack of Flash, it is very easy to
# wander in the dark and encounter wild Pokémon, even unintentionally while attempting to
# leave the way you entered. We'll count the wild Pokémon as reachable as soon as the Rock
# Tunnel is reachable, so you don't have an opportunity to catch high level Pokémon early.
# If the connections between Rock Tunnel floors are vanilla, you will still potentially
# have very high level Pokémon in B1F if you reach it out of logic, but that would always
# mean intentionally breaking the logic you picked in your yaml, and may require
# defeating trainers in 1F that would be at the higher levels.
return True
return False
if reachable():
sphere.add(location)
parent_region = location.parent_region
if getattr(parent_region, "distance", None) is None:
distance = 0
else:
distance = parent_region.distance
if distance not in distances:
distances[distance] = {location}
else:
distances[distance].add(location)
if sphere:
for distance in sorted(distances.keys()):
spheres.append(distances[distance])
locations -= distances[distance]
else:
spheres.append(locations)
break
for location in sphere:
if not location.item:
continue
if (location.item.game == "Pokemon Red and Blue" and (location.item.name.startswith("Missable ") or
location.item.name.startswith("Static ")) and location.name !=
"Pokemon Tower 6F - Restless Soul"):
# Normally, missable Pokemon (starters, the dojo rewards) are not considered in logic, and static
# Pokemon are not considered for moves or evolutions, as you could release them and potentially soft
# lock the game. However, for level scaling purposes, we will treat them as not missable or static.
# We would not want someone playing a minimal accessibility Dexsanity game to get what would be
# technically an "out of logic" Mansion Key from selecting Bulbasaur at the beginning of the game
# and end up in the Mansion early and encountering level 67 Pokémon
state.collect(multiworld.worlds[location.item.player].create_item(
location.item.name.split("Missable ")[-1].split("Static ")[-1]), True, location)
else:
state.collect(location.item, True, location)
for world in multiworld.get_game_worlds("Pokemon Red and Blue"):
if world.options.level_scaling == "off":
continue
level_list_copy = level_list.copy()
for sphere in spheres:
sphere_objects = {loc.name: loc for loc in sphere if loc.player == world.player
and (loc.type == "Wild Encounter" or "Pokemon" in loc.type) and loc.level is not None}
party_objects = [loc for loc in sphere if loc.player == world.player and loc.type == "Trainer Parties"]
for parties in party_objects:
for party in parties.party_data:
if isinstance(party["level"], int):
sphere_objects[(party["party_address"][0] if isinstance(party["party_address"], list)
else party["party_address"], 0)] = parties
else:
for i, level in enumerate(party["level"]):
sphere_objects[(party["party_address"][0] if isinstance(party["party_address"], list)
else party["party_address"], i)] = parties
ordered_sphere_objects = list(sphere_objects.keys())
ordered_sphere_objects.sort(key=lambda obj: level_name_list.index(obj))
for object in ordered_sphere_objects:
if sphere_objects[object].type == "Trainer Parties":
for party in sphere_objects[object].party_data:
if (isinstance(party["party_address"], list) and party["party_address"][0] == object[0]) or party["party_address"] == object[0]:
if isinstance(party["level"], int):
party["level"] = level_list_copy.pop(0)
else:
party["level"][object[1]] = level_list_copy.pop(0)
break
else:
sphere_objects[object].level = level_list_copy.pop(0)
for world in multiworld.get_game_worlds("Pokemon Red and Blue"):
world.finished_level_scaling.set()