701 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			701 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from __future__ import annotations
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import logging
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import typing
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from copy import deepcopy
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import itertools
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import operator
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logger = logging.getLogger("Hollow Knight")
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from .Items import item_table, lookup_type_to_names, item_name_groups
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from .Regions import create_regions
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from .Rules import set_rules, cost_terms
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from .Options import hollow_knight_options, hollow_knight_randomize_options, Goal, WhitePalace, CostSanity, \
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    shop_to_option
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from .ExtractedData import locations, starts, multi_locations, location_to_region_lookup, \
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    event_names, item_effects, connectors, one_ways, vanilla_shop_costs, vanilla_location_costs
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from .Charms import names as charm_names
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from BaseClasses import Region, Location, MultiWorld, Item, LocationProgressType, Tutorial, ItemClassification
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from worlds.AutoWorld import World, LogicMixin, WebWorld
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path_of_pain_locations = {
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    "Soul_Totem-Path_of_Pain_Below_Thornskip",
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    "Lore_Tablet-Path_of_Pain_Entrance",
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    "Soul_Totem-Path_of_Pain_Left_of_Lever",
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    "Soul_Totem-Path_of_Pain_Hidden",
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    "Soul_Totem-Path_of_Pain_Entrance",
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    "Soul_Totem-Path_of_Pain_Final",
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    "Soul_Totem-Path_of_Pain_Below_Lever",
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    "Soul_Totem-Path_of_Pain_Second",
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    "Journal_Entry-Seal_of_Binding",
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    "Warp-Path_of_Pain_Complete",
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    "Defeated_Path_of_Pain_Arena",
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    "Completed_Path_of_Pain",
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    # Path of Pain transitions
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    "White_Palace_17[right1]", "White_Palace_17[bot1]",
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    "White_Palace_18[top1]", "White_Palace_18[right1]",
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    "White_Palace_19[left1]", "White_Palace_19[top1]",
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    "White_Palace_20[bot1]",
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}
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white_palace_transitions = {
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    # Event-Transitions:
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    # "Grubfather_2",
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    "White_Palace_01[left1]", "White_Palace_01[right1]", "White_Palace_01[top1]",
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    "White_Palace_02[left1]",
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    "White_Palace_03_hub[bot1]", "White_Palace_03_hub[left1]", "White_Palace_03_hub[left2]",
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    "White_Palace_03_hub[right1]", "White_Palace_03_hub[top1]",
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    "White_Palace_04[right2]", "White_Palace_04[top1]",
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    "White_Palace_05[left1]", "White_Palace_05[left2]", "White_Palace_05[right1]", "White_Palace_05[right2]",
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    "White_Palace_06[bot1]", "White_Palace_06[left1]", "White_Palace_06[top1]", "White_Palace_07[bot1]",
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    "White_Palace_07[top1]", "White_Palace_08[left1]", "White_Palace_08[right1]",
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    "White_Palace_09[right1]",
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    "White_Palace_11[door2]",
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    "White_Palace_12[bot1]", "White_Palace_12[right1]",
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    "White_Palace_13[left1]", "White_Palace_13[left2]", "White_Palace_13[left3]", "White_Palace_13[right1]",
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    "White_Palace_14[bot1]", "White_Palace_14[right1]",
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    "White_Palace_15[left1]", "White_Palace_15[right1]", "White_Palace_15[right2]",
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    "White_Palace_16[left1]", "White_Palace_16[left2]",
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}
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white_palace_checks = {
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    "Soul_Totem-White_Palace_Final",
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    "Soul_Totem-White_Palace_Entrance",
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    "Lore_Tablet-Palace_Throne",
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    "Soul_Totem-White_Palace_Left",
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    "Lore_Tablet-Palace_Workshop",
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    "Soul_Totem-White_Palace_Hub",
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    "Soul_Totem-White_Palace_Right"
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}
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white_palace_events = {
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    "White_Palace_03_hub",
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    "White_Palace_13",
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    "White_Palace_01",
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    "Palace_Entrance_Lantern_Lit",
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    "Palace_Left_Lantern_Lit",
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    "Palace_Right_Lantern_Lit",
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    "Palace_Atrium_Gates_Opened",
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    "Warp-White_Palace_Atrium_to_Palace_Grounds",
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    "Warp-White_Palace_Entrance_to_Palace_Grounds",
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}
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progression_charms = {
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    # Baldur Killers
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    "Grubberfly's_Elegy", "Weaversong", "Glowing_Womb",
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    # Spore Shroom spots in fungal wastes and elsewhere
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    "Spore_Shroom",
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    # Tuk gives egg,
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    "Defender's_Crest",
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    # Unlocks Grimm Troupe
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    "Grimmchild1", "Grimmchild2"
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}
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# Vanilla placements of the following items have no impact on logic, thus we can avoid creating these items and
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# locations entirely when the option to randomize them is disabled.
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logicless_options = {
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    "RandomizeVesselFragments", "RandomizeGeoChests", "RandomizeJunkPitChests", "RandomizeRelics",
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    "RandomizeMaps", "RandomizeJournalEntries", "RandomizeGeoRocks", "RandomizeBossGeo",
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    "RandomizeLoreTablets", "RandomizeSoulTotems",
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}
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# Options that affect vanilla starting items
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randomizable_starting_items: typing.Dict[str, typing.Tuple[str, ...]] = {
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    "RandomizeFocus": ("Focus",),
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    "RandomizeSwim": ("Swim",),
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    "RandomizeNail": ('Upslash', 'Leftslash', 'Rightslash')
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}
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# Shop cost types.
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shop_cost_types: typing.Dict[str, typing.Tuple[str, ...]] = {
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    "Egg_Shop": ("RANCIDEGGS",),
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    "Grubfather": ("GRUBS",),
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    "Seer": ("ESSENCE",),
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    "Salubra_(Requires_Charms)": ("CHARMS", "GEO"),
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    "Sly": ("GEO",),
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    "Sly_(Key)": ("GEO",),
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    "Iselda": ("GEO",),
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    "Salubra": ("GEO",),
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    "Leg_Eater": ("GEO",),
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}
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class HKWeb(WebWorld):
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    tutorials = [Tutorial(
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        "Mod Setup and Use Guide",
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        "A guide to playing Hollow Knight with Archipelago.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["Ijwu"]
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    )]
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    bug_report_page = "https://github.com/Ijwu/Archipelago.HollowKnight/issues/new?assignees=&labels=bug%2C+needs+investigation&template=bug_report.md&title="
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class HKWorld(World):
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    """Beneath the fading town of Dirtmouth sleeps a vast, ancient kingdom. Many are drawn beneath the surface, 
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    searching for riches, or glory, or answers to old secrets.
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    As the enigmatic Knight, you’ll traverse the depths, unravel its mysteries and conquer its evils.
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    """  # from https://www.hollowknight.com
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    game: str = "Hollow Knight"
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    option_definitions = hollow_knight_options
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    web = HKWeb()
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    item_name_to_id = {name: data.id for name, data in item_table.items()}
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    location_name_to_id = {location_name: location_id for location_id, location_name in
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                           enumerate(locations, start=0x1000000)}
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    item_name_groups = item_name_groups
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    ranges: typing.Dict[str, typing.Tuple[int, int]]
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    charm_costs: typing.List[int]
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    cached_filler_items = {}
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    data_version = 2
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    def __init__(self, world, player):
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        super(HKWorld, self).__init__(world, player)
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        self.created_multi_locations: typing.Dict[str, typing.List[HKLocation]] = {
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            location: list() for location in multi_locations
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        }
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        self.ranges = {}
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        self.created_shop_items = 0
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        self.vanilla_shop_costs = deepcopy(vanilla_shop_costs)
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    def generate_early(self):
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        world = self.multiworld
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        charm_costs = world.RandomCharmCosts[self.player].get_costs(world.random)
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        self.charm_costs = world.PlandoCharmCosts[self.player].get_costs(charm_costs)
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        # world.exclude_locations[self.player].value.update(white_palace_locations)
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        world.local_items[self.player].value.add("Mimic_Grub")
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        for term, data in cost_terms.items():
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            mini = getattr(world, f"Minimum{data.option}Price")[self.player]
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            maxi = getattr(world, f"Maximum{data.option}Price")[self.player]
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            # if minimum > maximum, set minimum to maximum
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            mini.value = min(mini.value, maxi.value)
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            self.ranges[term] = mini.value, maxi.value
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        world.push_precollected(HKItem(starts[world.StartLocation[self.player].current_key],
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                                       True, None, "Event", self.player))
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    def white_palace_exclusions(self):
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        exclusions = set()
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        wp = self.multiworld.WhitePalace[self.player]
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        if wp <= WhitePalace.option_nopathofpain:
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            exclusions.update(path_of_pain_locations)
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        if wp <= WhitePalace.option_kingfragment:
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            exclusions.update(white_palace_checks)
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        if wp == WhitePalace.option_exclude:
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            exclusions.add("King_Fragment")
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            if self.multiworld.RandomizeCharms[self.player]:
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                # If charms are randomized, this will be junk-filled -- so transitions and events are not progression
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                exclusions.update(white_palace_transitions)
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                exclusions.update(white_palace_events)
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        return exclusions
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    def create_regions(self):
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        menu_region: Region = create_region(self.multiworld, self.player, 'Menu')
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        self.multiworld.regions.append(menu_region)
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        # wp_exclusions = self.white_palace_exclusions()
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        # Link regions
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        for event_name in event_names:
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            #if event_name in wp_exclusions:
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            #    continue
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            loc = HKLocation(self.player, event_name, None, menu_region)
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            loc.place_locked_item(HKItem(event_name,
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                                         True, #event_name not in wp_exclusions,
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                                         None, "Event", self.player))
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            menu_region.locations.append(loc)
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        for entry_transition, exit_transition in connectors.items():
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            #if entry_transition in wp_exclusions:
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            #    continue
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            if exit_transition:
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                # if door logic fulfilled -> award vanilla target as event
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                loc = HKLocation(self.player, entry_transition, None, menu_region)
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                loc.place_locked_item(HKItem(exit_transition,
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                                             True, #exit_transition not in wp_exclusions,
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                                             None, "Event", self.player))
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                menu_region.locations.append(loc)
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    def create_items(self):
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        unfilled_locations = 0
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        # Generate item pool and associated locations (paired in HK)
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        pool: typing.List[HKItem] = []
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        wp_exclusions = self.white_palace_exclusions()
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        junk_replace: typing.Set[str] = set()
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        if self.multiworld.RemoveSpellUpgrades[self.player]:
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            junk_replace.update(("Abyss_Shriek", "Shade_Soul", "Descending_Dark"))
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        randomized_starting_items = set()
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        for attr, items in randomizable_starting_items.items():
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            if getattr(self.multiworld, attr)[self.player]:
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                randomized_starting_items.update(items)
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        # noinspection PyShadowingNames
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        def _add(item_name: str, location_name: str):
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            """
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            Adds a pairing of an item and location, doing appropriate checks to see if it should be vanilla or not.
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            """
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            nonlocal unfilled_locations
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            vanilla = not randomized
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            excluded = False
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            if not vanilla and location_name in wp_exclusions:
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                if location_name == 'King_Fragment':
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                    excluded = True
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                else:
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                    vanilla = True
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            if item_name in junk_replace:
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                item_name = self.get_filler_item_name()
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            item = self.create_item(item_name)
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            if location_name == "Start":
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                if item_name in randomized_starting_items:
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                    if item_name == "Focus":
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                        self.create_location("Focus")
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                        unfilled_locations += 1
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                    pool.append(item)
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                else:
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                    self.multiworld.push_precollected(item)
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                return
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            if vanilla:
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                location = self.create_vanilla_location(location_name, item)
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            else:
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                pool.append(item)
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                if location_name in multi_locations:  # Create shop locations later.
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                    return
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                location = self.create_location(location_name)
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                unfilled_locations += 1
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            if excluded:
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                location.progress_type = LocationProgressType.EXCLUDED
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        for option_key, option in hollow_knight_randomize_options.items():
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            randomized = getattr(self.multiworld, option_key)[self.player]
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            for item_name, location_name in zip(option.items, option.locations):
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                if item_name in junk_replace:
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                    item_name = self.get_filler_item_name()
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                if (item_name == "Crystal_Heart" and self.multiworld.SplitCrystalHeart[self.player]) or \
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                        (item_name == "Mothwing_Cloak" and self.multiworld.SplitMothwingCloak[self.player]):
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                    _add("Left_" + item_name, location_name)
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                    _add("Right_" + item_name, "Split_" + location_name)
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                    continue
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                if item_name == "Mantis_Claw" and self.multiworld.SplitMantisClaw[self.player]:
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                    _add("Left_" + item_name, "Left_" + location_name)
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                    _add("Right_" + item_name, "Right_" + location_name)
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                    continue
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                if item_name == "Shade_Cloak" and self.multiworld.SplitMothwingCloak[self.player]:
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                    if self.multiworld.random.randint(0, 1):
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                        item_name = "Left_Mothwing_Cloak"
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                    else:
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                        item_name = "Right_Mothwing_Cloak"
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                _add(item_name, location_name)
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        if self.multiworld.RandomizeElevatorPass[self.player]:
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            randomized = True
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            _add("Elevator_Pass", "Elevator_Pass")
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        for shop, locations in self.created_multi_locations.items():
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            for _ in range(len(locations), getattr(self.multiworld, shop_to_option[shop])[self.player].value):
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                loc = self.create_location(shop)
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                unfilled_locations += 1
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        # Balance the pool
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        item_count = len(pool)
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        additional_shop_items = max(item_count - unfilled_locations, self.multiworld.ExtraShopSlots[self.player].value)
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        # Add additional shop items, as needed.
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        if additional_shop_items > 0:
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            shops = list(shop for shop, locations in self.created_multi_locations.items() if len(locations) < 16)
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            if not self.multiworld.EggShopSlots[self.player].value:  # No eggshop, so don't place items there
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                shops.remove('Egg_Shop')
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            if shops:
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                for _ in range(additional_shop_items):
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                    shop = self.multiworld.random.choice(shops)
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                    loc = self.create_location(shop)
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                    unfilled_locations += 1
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                    if len(self.created_multi_locations[shop]) >= 16:
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                        shops.remove(shop)
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                        if not shops:
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                            break
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        # Create filler items, if needed
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        if item_count < unfilled_locations:
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            pool.extend(self.create_item(self.get_filler_item_name()) for _ in range(unfilled_locations - item_count))
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        self.multiworld.itempool += pool
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        self.apply_costsanity()
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        self.sort_shops_by_cost()
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    def sort_shops_by_cost(self):
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        for shop, locations in self.created_multi_locations.items():
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            randomized_locations = list(loc for loc in locations if not loc.vanilla)
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            prices = sorted(
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                (loc.costs for loc in randomized_locations),
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                key=lambda costs: (len(costs),) + tuple(costs.values())
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            )
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            for loc, costs in zip(randomized_locations, prices):
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                loc.costs = costs
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    def apply_costsanity(self):
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        setting = self.multiworld.CostSanity[self.player].value
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        if not setting:
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            return  # noop
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        def _compute_weights(weights: dict, desc: str) -> typing.Dict[str, int]:
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            if all(x == 0 for x in weights.values()):
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                logger.warning(
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                    f"All {desc} weights were zero for {self.multiworld.player_name[self.player]}."
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                    f" Setting them to one instead."
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                )
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                weights = {k: 1 for k in weights}
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            return {k: v for k, v in weights.items() if v}
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        random = self.multiworld.random
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        hybrid_chance = getattr(self.multiworld, f"CostSanityHybridChance")[self.player].value
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        weights = {
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            data.term: getattr(self.multiworld, f"CostSanity{data.option}Weight")[self.player].value
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            for data in cost_terms.values()
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        }
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        weights_geoless = dict(weights)
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        del weights_geoless["GEO"]
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        weights = _compute_weights(weights, "CostSanity")
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        weights_geoless = _compute_weights(weights_geoless, "Geoless CostSanity")
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						||
 | 
						||
        if hybrid_chance > 0:
 | 
						||
            if len(weights) == 1:
 | 
						||
                logger.warning(
 | 
						||
                    f"Only one cost type is available for CostSanity in {self.multiworld.player_name[self.player]}'s world."
 | 
						||
                    f" CostSanityHybridChance will not trigger."
 | 
						||
                )
 | 
						||
            if len(weights_geoless) == 1:
 | 
						||
                logger.warning(
 | 
						||
                    f"Only one cost type is available for CostSanity in {self.multiworld.player_name[self.player]}'s world."
 | 
						||
                    f" CostSanityHybridChance will not trigger in geoless locations."
 | 
						||
                )
 | 
						||
 | 
						||
        for region in self.multiworld.get_regions(self.player):
 | 
						||
            for location in region.locations:
 | 
						||
                if location.vanilla:
 | 
						||
                    continue
 | 
						||
                if not location.costs:
 | 
						||
                    continue
 | 
						||
                if location.name == "Vessel_Fragment-Basin":
 | 
						||
                    continue
 | 
						||
                if setting == CostSanity.option_notshops and location.basename in multi_locations:
 | 
						||
                    continue
 | 
						||
                if setting == CostSanity.option_shopsonly and location.basename not in multi_locations:
 | 
						||
                    continue
 | 
						||
                if location.basename in {'Grubfather', 'Seer', 'Eggshop'}:
 | 
						||
                    our_weights = dict(weights_geoless)
 | 
						||
                else:
 | 
						||
                    our_weights = dict(weights)
 | 
						||
 | 
						||
                rolls = 1
 | 
						||
                if random.randrange(100) < hybrid_chance:
 | 
						||
                    rolls = 2
 | 
						||
 | 
						||
                if rolls > len(our_weights):
 | 
						||
                    terms = list(our_weights.keys())  # Can't randomly choose cost types, using all of them.
 | 
						||
                else:
 | 
						||
                    terms = []
 | 
						||
                    for _ in range(rolls):
 | 
						||
                        term = random.choices(list(our_weights.keys()), list(our_weights.values()))[0]
 | 
						||
                        del our_weights[term]
 | 
						||
                        terms.append(term)
 | 
						||
 | 
						||
                location.costs = {term: random.randint(*self.ranges[term]) for term in terms}
 | 
						||
                location.sort_costs()
 | 
						||
 | 
						||
    def set_rules(self):
 | 
						||
        world = self.multiworld
 | 
						||
        player = self.player
 | 
						||
        if world.logic[player] != 'nologic':
 | 
						||
            goal = world.Goal[player]
 | 
						||
            if goal == Goal.option_hollowknight:
 | 
						||
                world.completion_condition[player] = lambda state: state._hk_can_beat_thk(player)
 | 
						||
            elif 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:
 | 
						||
                # Any goal
 | 
						||
                world.completion_condition[player] = lambda state: state._hk_can_beat_thk(player) or state._hk_can_beat_radiance(player)
 | 
						||
 | 
						||
        set_rules(self)
 | 
						||
 | 
						||
    def fill_slot_data(self):
 | 
						||
        slot_data = {}
 | 
						||
 | 
						||
        options = slot_data["options"] = {}
 | 
						||
        for option_name in self.option_definitions:
 | 
						||
            option = getattr(self.multiworld, 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.multiworld.per_slot_randoms[self.player].randint(-2147483647, 2147483646)
 | 
						||
 | 
						||
        # Backwards compatibility for shop cost data (HKAP < 0.1.0)
 | 
						||
        if not self.multiworld.CostSanity[self.player]:
 | 
						||
            for shop, terms in shop_cost_types.items():
 | 
						||
                unit = cost_terms[next(iter(terms))].option
 | 
						||
                if unit == "Geo":
 | 
						||
                    continue
 | 
						||
                slot_data[f"{unit}_costs"] = {
 | 
						||
                    loc.name: next(iter(loc.costs.values()))
 | 
						||
                    for loc in self.created_multi_locations[shop]
 | 
						||
                }
 | 
						||
 | 
						||
        # HKAP 0.1.0 and later cost data.
 | 
						||
        location_costs = {}
 | 
						||
        for region in self.multiworld.get_regions(self.player):
 | 
						||
            for location in region.locations:
 | 
						||
                if location.costs:
 | 
						||
                    location_costs[location.name] = location.costs
 | 
						||
        slot_data["location_costs"] = location_costs
 | 
						||
 | 
						||
        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, vanilla=False) -> HKLocation:
 | 
						||
        costs = None
 | 
						||
        basename = name
 | 
						||
        if name in shop_cost_types:
 | 
						||
            costs = {
 | 
						||
                term: self.multiworld.random.randint(*self.ranges[term])
 | 
						||
                for term in shop_cost_types[name]
 | 
						||
            }
 | 
						||
        elif name in vanilla_location_costs:
 | 
						||
            costs = vanilla_location_costs[name]
 | 
						||
 | 
						||
        multi = self.created_multi_locations.get(name)
 | 
						||
 | 
						||
        if multi is not None:
 | 
						||
            i = len(multi) + 1
 | 
						||
            name = f"{name}_{i}"
 | 
						||
 | 
						||
        region = self.multiworld.get_region("Menu", self.player)
 | 
						||
        loc = HKLocation(self.player, name,
 | 
						||
                         self.location_name_to_id[name], region, costs=costs, vanilla=vanilla,
 | 
						||
                         basename=basename)
 | 
						||
 | 
						||
        if multi is not None:
 | 
						||
            multi.append(loc)
 | 
						||
 | 
						||
        region.locations.append(loc)
 | 
						||
        return loc
 | 
						||
 | 
						||
    def create_vanilla_location(self, location: str, item: Item):
 | 
						||
        costs = self.vanilla_shop_costs.get((location, item.name))
 | 
						||
        location = self.create_location(location, vanilla=True)
 | 
						||
        location.place_locked_item(item)
 | 
						||
        if costs:
 | 
						||
            location.costs = costs.pop()
 | 
						||
        return location
 | 
						||
 | 
						||
    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
 | 
						||
        if item.name in {"Left_Mothwing_Cloak", "Right_Mothwing_Cloak"}:
 | 
						||
            if state.prog_items.get(('RIGHTDASH', item.player), 0) and \
 | 
						||
                    state.prog_items.get(('LEFTDASH', item.player), 0):
 | 
						||
                (state.prog_items["RIGHTDASH", item.player], state.prog_items["LEFTDASH", item.player]) = \
 | 
						||
                    ([max(state.prog_items["RIGHTDASH", item.player], state.prog_items["LEFTDASH", item.player])] * 2)
 | 
						||
        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]
 | 
						||
 | 
						||
            if world.CostSanity[player].value:
 | 
						||
                for loc in sorted(
 | 
						||
                    (
 | 
						||
                        loc for loc in itertools.chain(*(region.locations for region in world.get_regions(player)))
 | 
						||
                        if loc.costs
 | 
						||
                    ), key=operator.attrgetter('name')
 | 
						||
                ):
 | 
						||
                    spoiler_handle.write(f"\n{loc}: {loc.item} costing {loc.cost_text()}")
 | 
						||
            else:
 | 
						||
                for shop_name, locations in hk_world.created_multi_locations.items():
 | 
						||
                    for loc in locations:
 | 
						||
                        spoiler_handle.write(f"\n{loc}: {loc.item} costing {loc.cost_text()}")
 | 
						||
 | 
						||
    def get_multi_location_name(self, base: str, i: typing.Optional[int]) -> str:
 | 
						||
        if i is None:
 | 
						||
            i = len(self.created_multi_locations[base]) + 1
 | 
						||
        assert 1 <= 16, "limited number of multi location IDs reserved."
 | 
						||
        return f"{base}_{i}"
 | 
						||
 | 
						||
    def get_filler_item_name(self) -> str:
 | 
						||
        if self.player not in self.cached_filler_items:
 | 
						||
            fillers = ["One_Geo", "Soul_Refill"]
 | 
						||
            exclusions = self.white_palace_exclusions()
 | 
						||
            for group in (
 | 
						||
                    'RandomizeGeoRocks', 'RandomizeSoulTotems', 'RandomizeLoreTablets', 'RandomizeJunkPitChests',
 | 
						||
                    'RandomizeRancidEggs'
 | 
						||
            ):
 | 
						||
                if getattr(self.multiworld, group):
 | 
						||
                    fillers.extend(item for item in hollow_knight_randomize_options[group].items if item not in
 | 
						||
                                   exclusions)
 | 
						||
            self.cached_filler_items[self.player] = fillers
 | 
						||
        return self.multiworld.random.choice(self.cached_filler_items[self.player])
 | 
						||
 | 
						||
 | 
						||
def create_region(world: MultiWorld, player: int, name: str, location_names=None) -> Region:
 | 
						||
    ret = Region(name, player, 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)
 | 
						||
    return ret
 | 
						||
 | 
						||
 | 
						||
class HKLocation(Location):
 | 
						||
    game: str = "Hollow Knight"
 | 
						||
    costs: typing.Dict[str, int] = None
 | 
						||
    unit: typing.Optional[str] = None
 | 
						||
    vanilla = False
 | 
						||
    basename: str
 | 
						||
 | 
						||
    def sort_costs(self):
 | 
						||
        if self.costs is None:
 | 
						||
            return
 | 
						||
        self.costs = {k: self.costs[k] for k in sorted(self.costs.keys(), key=lambda x: cost_terms[x].sort)}
 | 
						||
 | 
						||
    def __init__(
 | 
						||
            self, player: int, name: str, code=None, parent=None,
 | 
						||
            costs: typing.Dict[str, int] = None, vanilla: bool = False, basename: str = None
 | 
						||
    ):
 | 
						||
        self.basename = basename or name
 | 
						||
        super(HKLocation, self).__init__(player, name, code if code else None, parent)
 | 
						||
        self.vanilla = vanilla
 | 
						||
        if costs:
 | 
						||
            self.costs = dict(costs)
 | 
						||
            self.sort_costs()
 | 
						||
 | 
						||
    def cost_text(self, separator=" and "):
 | 
						||
        if self.costs is None:
 | 
						||
            return None
 | 
						||
        return separator.join(
 | 
						||
            f"{value} {cost_terms[term].singular if value == 1 else cost_terms[term].plural}"
 | 
						||
            for term, value in self.costs.items()
 | 
						||
        )
 | 
						||
 | 
						||
 | 
						||
class HKItem(Item):
 | 
						||
    game = "Hollow Knight"
 | 
						||
    type: str
 | 
						||
 | 
						||
    def __init__(self, name, advancement, code, type: str, player: int = None):
 | 
						||
        if name == "Mimic_Grub":
 | 
						||
            classification = ItemClassification.trap
 | 
						||
        elif type in ("Grub", "DreamWarrior", "Root", "Egg", "Dreamer"):
 | 
						||
            classification = ItemClassification.progression_skip_balancing
 | 
						||
        elif type == "Charm" and name not in progression_charms:
 | 
						||
            classification = ItemClassification.progression_skip_balancing
 | 
						||
        elif type in ("Map", "Journal"):
 | 
						||
            classification = ItemClassification.filler
 | 
						||
        elif type in ("Ore", "Vessel"):
 | 
						||
            classification = ItemClassification.useful
 | 
						||
        elif advancement:
 | 
						||
            classification = ItemClassification.progression
 | 
						||
        else:
 | 
						||
            classification = ItemClassification.filler
 | 
						||
        super(HKItem, self).__init__(name, classification, code if code else None, player)
 | 
						||
        self.type = type
 | 
						||
 | 
						||
 | 
						||
class HKLogicMixin(LogicMixin):
 | 
						||
    multiworld: MultiWorld
 | 
						||
 | 
						||
    def _hk_notches(self, player: int, *notches: int) -> int:
 | 
						||
        return sum(self.multiworld.worlds[player].charm_costs[notch] for notch in notches)
 | 
						||
 | 
						||
    def _hk_option(self, player: int, option_name: str) -> int:
 | 
						||
        return getattr(self.multiworld, option_name)[player].value
 | 
						||
 | 
						||
    def _hk_start(self, player, start_location: str) -> bool:
 | 
						||
        return self.multiworld.StartLocation[player] == start_location
 | 
						||
 | 
						||
    def _hk_nail_combat(self, player: int) -> bool:
 | 
						||
        return self.has_any({'LEFTSLASH', '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')
 | 
						||
            )
 | 
						||
            and self.has('FOCUS', player)
 | 
						||
        )
 | 
						||
 | 
						||
    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.has('Opened_Black_Egg_Temple', player)
 | 
						||
            and self._hk_nail_combat(player)
 | 
						||
            and self.has('WHITEFRAGMENT', player, 3)
 | 
						||
            and self.has('DREAMNAIL', player)
 | 
						||
            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
 | 
						||
            )
 | 
						||
        )
 |