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for doom 2, some of the armor and health weights were nudged down to compensate for the addition of the megasphere for heretic, the torch was just added without changing anything else, as I felt doing so would negatively impact the distribution of artifacts (and personally I already feel there's too few in a game)
269 lines
10 KiB
Python
269 lines
10 KiB
Python
import functools
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import logging
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from typing import Any, Dict, List
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from BaseClasses import Entrance, CollectionState, Item, Location, MultiWorld, Region, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from . import Items, Locations, Maps, Regions, Rules
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from .Options import DOOM2Options
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logger = logging.getLogger("DOOM II")
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DOOM_TYPE_LEVEL_COMPLETE = -2
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DOOM_TYPE_COMPUTER_AREA_MAP = 2026
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class DOOM2Location(Location):
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game: str = "DOOM II"
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class DOOM2Item(Item):
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game: str = "DOOM II"
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class DOOM2Web(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the DOOM II randomizer connected to an Archipelago Multiworld",
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"English",
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"setup_en.md",
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"setup/en",
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["Daivuk"]
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)]
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theme = "dirt"
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class DOOM2World(World):
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"""
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Doom II, also known as Doom II: Hell on Earth, is a first-person shooter game by id Software.
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It was released for MS-DOS in 1994.
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Compared to its predecessor, Doom II features larger levels, new enemies, a new "super shotgun" weapon
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"""
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options_dataclass = DOOM2Options
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options: DOOM2Options
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game = "DOOM II"
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web = DOOM2Web()
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required_client_version = (0, 3, 9)
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item_name_to_id = {data["name"]: item_id for item_id, data in Items.item_table.items()}
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item_name_groups = Items.item_name_groups
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location_name_to_id = {data["name"]: loc_id for loc_id, data in Locations.location_table.items()}
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location_name_groups = Locations.location_name_groups
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starting_level_for_episode: List[str] = [
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"Entryway (MAP01)",
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"The Factory (MAP12)",
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"Nirvana (MAP21)"
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]
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# Item ratio that scales depending on episode count. These are the ratio for 3 episode. In DOOM1.
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# The ratio have been tweaked seem, and feel good.
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items_ratio: Dict[str, float] = {
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"Armor": 39,
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"Mega Armor": 23,
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"Berserk": 11,
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"Invulnerability": 10,
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"Partial invisibility": 18,
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"Supercharge": 26,
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"Medikit": 15,
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"Box of bullets": 13,
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"Box of rockets": 13,
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"Box of shotgun shells": 13,
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"Energy cell pack": 10,
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"Megasphere": 7
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}
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def __init__(self, multiworld: MultiWorld, player: int):
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self.included_episodes = [1, 1, 1, 0]
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self.location_count = 0
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super().__init__(multiworld, player)
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def get_episode_count(self):
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# Don't include 4th, those are secret levels they are additive
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return sum(self.included_episodes[:3])
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def generate_early(self):
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# Cache which episodes are included
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self.included_episodes[0] = self.options.episode1.value
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self.included_episodes[1] = self.options.episode2.value
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self.included_episodes[2] = self.options.episode3.value
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self.included_episodes[3] = self.options.episode4.value # 4th episode are secret levels
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# If no episodes selected, select Episode 1
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if self.get_episode_count() == 0:
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self.included_episodes[0] = 1
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def create_regions(self):
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pro = self.options.pro.value
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# Main regions
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menu_region = Region("Menu", self.player, self.multiworld)
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hub_region = Region("Hub", self.player, self.multiworld)
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self.multiworld.regions += [menu_region, hub_region]
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menu_region.add_exits(["Hub"])
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# Create regions and locations
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main_regions = []
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connections = []
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for region_dict in Regions.regions:
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if not self.included_episodes[region_dict["episode"] - 1]:
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continue
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region_name = region_dict["name"]
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if region_dict["connects_to_hub"]:
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main_regions.append(region_name)
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region = Region(region_name, self.player, self.multiworld)
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region.add_locations({
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loc["name"]: loc_id
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for loc_id, loc in Locations.location_table.items()
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if loc["region"] == region_name and self.included_episodes[loc["episode"] - 1]
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}, DOOM2Location)
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self.multiworld.regions.append(region)
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for connection_dict in region_dict["connections"]:
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# Check if it's a pro-only connection
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if connection_dict["pro"] and not pro:
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continue
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connections.append((region, connection_dict["target"]))
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# Connect main regions to Hub
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hub_region.add_exits(main_regions)
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# Do the other connections between regions (They are not all both ways)
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for connection in connections:
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source = connection[0]
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target = self.multiworld.get_region(connection[1], self.player)
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entrance = Entrance(self.player, f"{source.name} -> {target.name}", source)
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source.exits.append(entrance)
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entrance.connect(target)
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# Sum locations for items creation
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self.location_count = len(self.multiworld.get_locations(self.player))
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def completion_rule(self, state: CollectionState):
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for map_name in Maps.map_names:
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if map_name + " - Exit" not in self.location_name_to_id:
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continue
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# Exit location names are in form: Entryway (MAP01) - Exit
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loc = Locations.location_table[self.location_name_to_id[map_name + " - Exit"]]
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if not self.included_episodes[loc["episode"] - 1]:
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continue
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# Map complete item names are in form: Entryway (MAP01) - Complete
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if not state.has(map_name + " - Complete", self.player, 1):
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return False
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return True
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def set_rules(self):
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pro = self.options.pro.value
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allow_death_logic = self.options.allow_death_logic.value
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Rules.set_rules(self, self.included_episodes, pro)
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self.multiworld.completion_condition[self.player] = lambda state: self.completion_rule(state)
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# Forbid progression items to locations that can be missed and can't be picked up. (e.g. One-time timed
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# platform) Unless the user allows for it.
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if not allow_death_logic:
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for death_logic_location in Locations.death_logic_locations:
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self.options.exclude_locations.value.add(death_logic_location)
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def create_item(self, name: str) -> DOOM2Item:
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item_id: int = self.item_name_to_id[name]
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return DOOM2Item(name, Items.item_table[item_id]["classification"], item_id, self.player)
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def create_items(self):
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itempool: List[DOOM2Item] = []
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start_with_computer_area_maps: bool = self.options.start_with_computer_area_maps.value
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# Items
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for item_id, item in Items.item_table.items():
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if item["doom_type"] == DOOM_TYPE_LEVEL_COMPLETE:
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continue # We'll fill it manually later
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if item["doom_type"] == DOOM_TYPE_COMPUTER_AREA_MAP and start_with_computer_area_maps:
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continue # We'll fill it manually, and we will put fillers in place
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if item["episode"] != -1 and not self.included_episodes[item["episode"] - 1]:
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continue
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count = item["count"] if item["name"] not in self.starting_level_for_episode else item["count"] - 1
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itempool += [self.create_item(item["name"]) for _ in range(count)]
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# Place end level items in locked locations
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for map_name in Maps.map_names:
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loc_name = map_name + " - Exit"
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item_name = map_name + " - Complete"
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if loc_name not in self.location_name_to_id:
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continue
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if item_name not in self.item_name_to_id:
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continue
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loc = Locations.location_table[self.location_name_to_id[loc_name]]
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if not self.included_episodes[loc["episode"] - 1]:
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continue
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self.multiworld.get_location(loc_name, self.player).place_locked_item(self.create_item(item_name))
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self.location_count -= 1
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# Give starting levels right away
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for i in range(len(self.starting_level_for_episode)):
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if self.included_episodes[i]:
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self.multiworld.push_precollected(self.create_item(self.starting_level_for_episode[i]))
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# Give Computer area maps if option selected
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if start_with_computer_area_maps:
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for item_id, item_dict in Items.item_table.items():
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item_episode = item_dict["episode"]
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if item_episode > 0:
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if item_dict["doom_type"] == DOOM_TYPE_COMPUTER_AREA_MAP and self.included_episodes[item_episode - 1]:
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self.multiworld.push_precollected(self.create_item(item_dict["name"]))
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# Fill the rest starting with powerups, then fillers
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self.create_ratioed_items("Armor", itempool)
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self.create_ratioed_items("Mega Armor", itempool)
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self.create_ratioed_items("Berserk", itempool)
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self.create_ratioed_items("Invulnerability", itempool)
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self.create_ratioed_items("Partial invisibility", itempool)
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self.create_ratioed_items("Supercharge", itempool)
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self.create_ratioed_items("Megasphere", itempool)
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while len(itempool) < self.location_count:
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itempool.append(self.create_item(self.get_filler_item_name()))
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# add itempool to multiworld
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self.multiworld.itempool += itempool
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def get_filler_item_name(self):
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return self.multiworld.random.choice([
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"Medikit",
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"Box of bullets",
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"Box of rockets",
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"Box of shotgun shells",
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"Energy cell pack"
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])
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def create_ratioed_items(self, item_name: str, itempool: List[DOOM2Item]):
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remaining_loc = self.location_count - len(itempool)
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ep_count = self.get_episode_count()
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# Was balanced based on DOOM 1993's first 3 episodes
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count = min(remaining_loc, max(1, int(round(self.items_ratio[item_name] * ep_count / 3))))
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if count == 0:
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logger.warning("Warning, no ", item_name, " will be placed.")
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return
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for i in range(count):
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itempool.append(self.create_item(item_name))
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def fill_slot_data(self) -> Dict[str, Any]:
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return self.options.as_dict("difficulty", "random_monsters", "random_pickups", "random_music", "flip_levels", "allow_death_logic", "pro", "death_link", "reset_level_on_death", "episode1", "episode2", "episode3", "episode4")
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