Files
Grinch-AP/worlds/tunic/__init__.py

717 lines
39 KiB
Python

from dataclasses import fields
from typing import Dict, List, Any, Tuple, TypedDict, ClassVar, Union, Set, TextIO
from logging import warning
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
from .items import (item_name_to_id, item_table, item_name_groups, fool_tiers, filler_items, slot_data_item_names,
combat_items)
from .locations import location_table, location_name_groups, standard_location_name_to_id, hexagon_locations
from .rules import set_location_rules, set_region_rules, randomize_ability_unlocks, gold_hexagon
from .er_rules import set_er_location_rules
from .regions import tunic_regions
from .er_scripts import create_er_regions, verify_plando_directions
from .grass import grass_location_table, grass_location_name_to_id, grass_location_name_groups, excluded_grass_locations
from .er_data import portal_mapping, RegionInfo, tunic_er_regions
from .options import (TunicOptions, EntranceRando, tunic_option_groups, tunic_option_presets, TunicPlandoConnections,
LaurelsLocation, LogicRules, LaurelsZips, IceGrappling, LadderStorage, check_options,
get_hexagons_in_pool, HexagonQuestAbilityUnlockType, EntranceLayout)
from .breakables import breakable_location_name_to_id, breakable_location_groups, breakable_location_table
from .combat_logic import area_data, CombatState
from . import ut_stuff
from worlds.AutoWorld import WebWorld, World
from Options import PlandoConnection, OptionError, PerGameCommonOptions, Removed, Range
from settings import Group, Bool, FilePath
class TunicSettings(Group):
class DisableLocalSpoiler(Bool):
"""Disallows the TUNIC client from creating a local spoiler log."""
class LimitGrassRando(Bool):
"""Limits the impact of Grass Randomizer on the multiworld by disallowing local_fill percentages below 95."""
class UTPoptrackerPath(FilePath):
"""Path to the user's TUNIC Poptracker Pack."""
description = "TUNIC Poptracker Pack zip file"
required = False
disable_local_spoiler: Union[DisableLocalSpoiler, bool] = False
limit_grass_rando: Union[LimitGrassRando, bool] = True
ut_poptracker_path: Union[UTPoptrackerPath, str] = UTPoptrackerPath()
class TunicWeb(WebWorld):
tutorials = [
Tutorial(
tutorial_name="Multiworld Setup Guide",
description="A guide to setting up the TUNIC Randomizer for Archipelago multiworld games.",
language="English",
file_name="setup_en.md",
link="setup/en",
authors=["SilentDestroyer"]
)
]
theme = "grassFlowers"
game = "TUNIC"
option_groups = tunic_option_groups
options_presets = tunic_option_presets
class TunicItem(Item):
game: str = "TUNIC"
class TunicLocation(Location):
game: str = "TUNIC"
class SeedGroup(TypedDict):
laurels_zips: bool # laurels_zips value
ice_grappling: int # ice_grappling value
ladder_storage: int # ls value
laurels_at_10_fairies: bool # laurels location value
entrance_layout: int # entrance layout value
has_decoupled_enabled: bool # for checking that players don't have conflicting options
plando: List[PlandoConnection] # consolidated plando connections for the seed group
class TunicWorld(World):
"""
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game
about a small fox on a big adventure. Stranded on a mysterious beach, armed with only your own curiosity, you will
confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets. Be brave, tiny fox!
"""
game = "TUNIC"
web = TunicWeb()
options: TunicOptions
options_dataclass = TunicOptions
settings: ClassVar[TunicSettings]
item_name_groups = item_name_groups
location_name_groups = location_name_groups
for group_name, members in grass_location_name_groups.items():
location_name_groups.setdefault(group_name, set()).update(members)
for group_name, members in breakable_location_groups.items():
location_name_groups.setdefault(group_name, set()).update(members)
item_name_to_id = item_name_to_id
location_name_to_id = standard_location_name_to_id.copy()
location_name_to_id.update(grass_location_name_to_id)
location_name_to_id.update(breakable_location_name_to_id)
player_location_table: Dict[str, int]
ability_unlocks: Dict[str, int]
slot_data_items: List[TunicItem]
tunic_portal_pairs: Dict[str, str]
er_portal_hints: Dict[int, str]
seed_groups: Dict[str, SeedGroup] = {}
used_shop_numbers: Set[int]
er_regions: Dict[str, RegionInfo] # absolutely needed so outlet regions work
# for the local_fill option
fill_items: List[TunicItem]
fill_locations: List[Location]
amount_to_local_fill: int
# so we only loop the multiworld locations once
# if these are locations instead of their info, it gives a memory leak error
item_link_locations: Dict[int, Dict[str, List[Tuple[int, str]]]] = {}
player_item_link_locations: Dict[str, List[Location]]
using_ut: bool # so we can check if we're using UT only once
passthrough: Dict[str, Any]
ut_can_gen_without_yaml = True # class var that tells it to ignore the player yaml
tracker_world: ClassVar = ut_stuff.tracker_world
def generate_early(self) -> None:
try:
int(self.settings.disable_local_spoiler)
except AttributeError:
raise Exception("You have a TUNIC APWorld in your lib/worlds folder and custom_worlds folder.\n"
"This would cause an error at the end of generation.\n"
"Please remove one of them, most likely the one in lib/worlds.")
if self.options.all_random:
for option_name in (attr.name for attr in fields(TunicOptions)
if attr not in fields(PerGameCommonOptions)):
option = getattr(self.options, option_name)
if option_name == "all_random":
continue
if isinstance(option, Removed):
continue
if option.supports_weighting:
if isinstance(option, Range):
option.value = self.random.randint(option.range_start, option.range_end)
else:
option.value = self.random.choice(list(option.name_lookup))
check_options(self)
self.er_regions = tunic_er_regions.copy()
if self.options.plando_connections and not self.options.entrance_rando:
self.options.plando_connections.value = ()
if self.options.plando_connections:
def replace_connection(old_cxn: PlandoConnection, new_cxn: PlandoConnection, index: int) -> None:
self.options.plando_connections.value.remove(old_cxn)
self.options.plando_connections.value.insert(index, new_cxn)
for index, cxn in enumerate(self.options.plando_connections):
replacement = None
if self.options.decoupled:
# flip any that are pointing to exit to point to entrance so that I don't have to deal with it
if cxn.direction == "exit":
replacement = PlandoConnection(cxn.exit, cxn.entrance, "entrance", cxn.percentage)
# if decoupled is on and you plando'd an entrance to itself but left the direction as both
if cxn.direction == "both" and cxn.entrance == cxn.exit:
replacement = PlandoConnection(cxn.entrance, cxn.exit, "entrance")
# if decoupled is off, just convert these to both
elif cxn.direction != "both":
replacement = PlandoConnection(cxn.entrance, cxn.exit, "both", cxn.percentage)
if replacement:
replace_connection(cxn, replacement, index)
if (self.options.entrance_layout == EntranceLayout.option_direction_pairs
and not verify_plando_directions(cxn)):
raise OptionError(f"TUNIC: Player {self.player_name} has invalid plando connections. "
f"They have Direction Pairs enabled and the connection "
f"{cxn.entrance} --> {cxn.exit} does not abide by this option.")
ut_stuff.setup_options_from_slot_data(self)
self.player_location_table = standard_location_name_to_id.copy()
if self.options.local_fill == -1:
if self.options.grass_randomizer:
if self.options.breakable_shuffle:
self.options.local_fill.value = 96
else:
self.options.local_fill.value = 95
elif self.options.breakable_shuffle:
self.options.local_fill.value = 40
else:
self.options.local_fill.value = 0
if self.options.grass_randomizer:
if self.settings.limit_grass_rando and self.options.local_fill < 95 and self.multiworld.players > 1:
raise OptionError(f"TUNIC: Player {self.player_name} has their Local Fill option set too low. "
f"They must either bring it above 95% or the host needs to disable limit_grass_rando "
f"in their host.yaml settings")
self.player_location_table.update(grass_location_name_to_id)
if self.options.breakable_shuffle:
if self.options.entrance_rando:
self.player_location_table.update(breakable_location_name_to_id)
else:
self.player_location_table.update({name: num for name, num in breakable_location_name_to_id.items()
if not name.startswith("Purgatory")})
@classmethod
def stage_generate_early(cls, multiworld: MultiWorld) -> None:
tunic_worlds: Tuple[TunicWorld] = multiworld.get_game_worlds("TUNIC")
for tunic in tunic_worlds:
# setting up state combat logic stuff, see has_combat_reqs for its use
# and this is magic so pycharm doesn't like it, unfortunately
if tunic.options.combat_logic:
multiworld.state.tunic_need_to_reset_combat_from_collect[tunic.player] = False
multiworld.state.tunic_need_to_reset_combat_from_remove[tunic.player] = False
multiworld.state.tunic_area_combat_state[tunic.player] = {}
for area_name in area_data.keys():
multiworld.state.tunic_area_combat_state[tunic.player][area_name] = CombatState.unchecked
# if it's one of the options, then it isn't a custom seed group
if tunic.options.entrance_rando.value in EntranceRando.options.values():
continue
group = tunic.options.entrance_rando.value
# if this is the first world in the group, set the rules equal to its rules
if group not in cls.seed_groups:
cls.seed_groups[group] = \
SeedGroup(laurels_zips=bool(tunic.options.laurels_zips),
ice_grappling=tunic.options.ice_grappling.value,
ladder_storage=tunic.options.ladder_storage.value,
laurels_at_10_fairies=tunic.options.laurels_location == LaurelsLocation.option_10_fairies,
entrance_layout=tunic.options.entrance_layout.value,
has_decoupled_enabled=bool(tunic.options.decoupled),
plando=tunic.options.plando_connections.value.copy())
continue
# I feel that syncing this one is worse than erroring out
if bool(tunic.options.decoupled) != cls.seed_groups[group]["has_decoupled_enabled"]:
raise OptionError(f"TUNIC: All players in the seed group {group} must "
f"have Decoupled either enabled or disabled.")
# off is more restrictive
if not tunic.options.laurels_zips:
cls.seed_groups[group]["laurels_zips"] = False
# lower value is more restrictive
if tunic.options.ice_grappling < cls.seed_groups[group]["ice_grappling"]:
cls.seed_groups[group]["ice_grappling"] = tunic.options.ice_grappling.value
# lower value is more restrictive
if tunic.options.ladder_storage.value < cls.seed_groups[group]["ladder_storage"]:
cls.seed_groups[group]["ladder_storage"] = tunic.options.ladder_storage.value
# laurels at 10 fairies changes logic for secret gathering place placement
if tunic.options.laurels_location == 3:
cls.seed_groups[group]["laurels_at_10_fairies"] = True
# fixed shop and direction pairs override standard, but conflict with each other
if tunic.options.entrance_layout:
if cls.seed_groups[group]["entrance_layout"] == EntranceLayout.option_standard:
cls.seed_groups[group]["entrance_layout"] = tunic.options.entrance_layout.value
elif cls.seed_groups[group]["entrance_layout"] != tunic.options.entrance_layout.value:
raise OptionError(f"TUNIC: Conflict between seed group {group}'s Entrance Layout options. "
f"Seed group cannot have both Fixed Shop and Direction Pairs enabled.")
if tunic.options.plando_connections:
# loop through the connections in the player's yaml
for index, player_cxn in enumerate(tunic.options.plando_connections):
new_cxn = True
for group_cxn in cls.seed_groups[group]["plando"]:
# verify that it abides by direction pairs if enabled
if (cls.seed_groups[group]["entrance_layout"] == EntranceLayout.option_direction_pairs
and not verify_plando_directions(player_cxn)):
player_dir = "<->" if player_cxn.direction == "both" else "-->"
raise Exception(f"TUNIC: Conflict between Entrance Layout option and Plando Connection: "
f"{player_cxn.entrance} {player_dir} {player_cxn.exit}")
# check if this pair is the same as a pair in the group already
if ((player_cxn.entrance == group_cxn.entrance and player_cxn.exit == group_cxn.exit)
or (player_cxn.entrance == group_cxn.exit and player_cxn.exit == group_cxn.entrance
and "both" in [player_cxn.direction, group_cxn.direction])):
new_cxn = False
# if the group's was one-way and the player's was two-way, we replace the group's now
if player_cxn.direction == "both" and group_cxn.direction == "entrance":
cls.seed_groups[group]["plando"].remove(group_cxn)
cls.seed_groups[group]["plando"].insert(index, player_cxn)
break
is_mismatched = (
player_cxn.entrance == group_cxn.entrance and player_cxn.exit != group_cxn.exit
or player_cxn.exit == group_cxn.exit and player_cxn.entrance != group_cxn.entrance
)
if not tunic.options.decoupled:
is_mismatched = is_mismatched or (
player_cxn.entrance == group_cxn.exit and player_cxn.exit != group_cxn.entrance
or player_cxn.exit == group_cxn.entrance and player_cxn.entrance != group_cxn.exit
)
if is_mismatched:
group_dir = "<->" if group_cxn.direction == "both" else "-->"
player_dir = "<->" if player_cxn.direction == "both" else "-->"
raise OptionError(f"TUNIC: Conflict between seed group {group}'s plando "
f"connection {group_cxn.entrance} {group_dir} {group_cxn.exit} and "
f"{tunic.player_name}'s plando connection "
f"{player_cxn.entrance} {player_dir} {player_cxn.exit}")
if new_cxn:
cls.seed_groups[group]["plando"].append(player_cxn)
def create_item(self, name: str, classification: ItemClassification = None) -> TunicItem:
item_data = item_table[name]
# evaluate alternate classifications based on options
# it'll choose whichever classification isn't None first in this if else tree
itemclass: ItemClassification = (classification
or (item_data.combat_ic if self.options.combat_logic else None)
or (ItemClassification.progression | ItemClassification.useful
if name == "Glass Cannon"
and (self.options.grass_randomizer or self.options.breakable_shuffle)
and not self.options.start_with_sword else None)
or (ItemClassification.progression | ItemClassification.useful
if name == "Shield" and self.options.ladder_storage
and not self.options.ladder_storage_without_items else None)
or item_data.classification)
return TunicItem(name, itemclass, self.item_name_to_id[name], self.player)
def create_items(self) -> None:
tunic_items: List[TunicItem] = []
self.slot_data_items = []
items_to_create: Dict[str, int] = {item: data.quantity_in_item_pool for item, data in item_table.items()}
# Calculate number of hexagons in item pool
if self.options.hexagon_quest:
items_to_create[gold_hexagon] = get_hexagons_in_pool(self)
for money_fool in fool_tiers[self.options.fool_traps]:
items_to_create["Fool Trap"] += items_to_create[money_fool]
items_to_create[money_fool] = 0
# creating these after the fool traps are made mostly so we don't have to mess with it
if self.options.breakable_shuffle:
for loc_data in breakable_location_table.values():
if not self.options.entrance_rando and loc_data.er_region == "Purgatory":
continue
items_to_create[f"Money x{self.random.randint(1, 5)}"] += 1
if self.options.start_with_sword:
self.multiworld.push_precollected(self.create_item("Sword"))
if self.options.sword_progression:
items_to_create["Stick"] = 0
items_to_create["Sword"] = 0
else:
items_to_create["Sword Upgrade"] = 0
if self.options.laurels_location:
laurels = self.create_item("Hero's Laurels")
if self.options.laurels_location == "6_coins":
self.get_location("Coins in the Well - 6 Coins").place_locked_item(laurels)
elif self.options.laurels_location == "10_coins":
self.get_location("Coins in the Well - 10 Coins").place_locked_item(laurels)
elif self.options.laurels_location == "10_fairies":
self.get_location("Secret Gathering Place - 10 Fairy Reward").place_locked_item(laurels)
items_to_create["Hero's Laurels"] = 0
if self.options.grass_randomizer:
items_to_create["Grass"] = len(grass_location_table)
for grass_location in excluded_grass_locations:
self.get_location(grass_location).place_locked_item(self.create_item("Grass"))
items_to_create["Grass"] -= len(excluded_grass_locations)
if self.options.keys_behind_bosses:
rgb_hexagons = list(hexagon_locations.keys())
# shuffle these in case not all are placed in hex quest
self.random.shuffle(rgb_hexagons)
for rgb_hexagon in rgb_hexagons:
location = hexagon_locations[rgb_hexagon]
if self.options.hexagon_quest:
if items_to_create[gold_hexagon] > 0:
hex_item = self.create_item(gold_hexagon)
items_to_create[gold_hexagon] -= 1
items_to_create[rgb_hexagon] = 0
self.get_location(location).place_locked_item(hex_item)
else:
hex_item = self.create_item(rgb_hexagon)
self.get_location(location).place_locked_item(hex_item)
items_to_create[rgb_hexagon] = 0
# Filler items in the item pool
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
item_table[filler].classification == ItemClassification.filler]
# Remove filler to make room for other items
def remove_filler(amount: int) -> None:
for _ in range(amount):
if not available_filler:
fill = "Fool Trap"
else:
fill = self.random.choice(available_filler)
if items_to_create[fill] == 0:
raise Exception("No filler items left to accommodate options selected. Turn down fool trap amount.")
items_to_create[fill] -= 1
if items_to_create[fill] == 0:
available_filler.remove(fill)
if self.options.shuffle_ladders:
ladder_count = 0
for item_name, item_data in item_table.items():
if item_data.item_group == "Ladders":
items_to_create[item_name] = 1
ladder_count += 1
remove_filler(ladder_count)
if self.options.hexagon_quest:
# Replace pages and normal hexagons with filler
for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
if replaced_item in item_name_groups["Abilities"] and self.options.ability_shuffling \
and self.options.hexagon_quest_ability_type == "pages":
continue
filler_name = self.get_filler_item_name()
items_to_create[filler_name] += items_to_create[replaced_item]
if items_to_create[filler_name] >= 1 and filler_name not in available_filler:
available_filler.append(filler_name)
items_to_create[replaced_item] = 0
remove_filler(items_to_create[gold_hexagon])
if not self.options.combat_logic:
# Sort for deterministic order
for hero_relic in sorted(item_name_groups["Hero Relics"]):
tunic_items.append(self.create_item(hero_relic, ItemClassification.useful))
items_to_create[hero_relic] = 0
if not self.options.ability_shuffling:
# Sort for deterministic order
for page in sorted(item_name_groups["Abilities"]):
if items_to_create[page] > 0:
tunic_items.append(self.create_item(page, ItemClassification.useful))
items_to_create[page] = 0
# if ice grapple logic is on, probably really want icebolt
elif self.options.ice_grappling:
page = "Pages 52-53 (Icebolt)"
if items_to_create[page] > 0:
tunic_items.append(self.create_item(page, ItemClassification.progression | ItemClassification.useful))
items_to_create[page] = 0
if self.options.maskless:
tunic_items.append(self.create_item("Scavenger Mask", ItemClassification.useful))
items_to_create["Scavenger Mask"] = 0
if self.options.lanternless:
tunic_items.append(self.create_item("Lantern", ItemClassification.useful))
items_to_create["Lantern"] = 0
for item, quantity in items_to_create.items():
for _ in range(quantity):
tunic_items.append(self.create_item(item))
for tunic_item in tunic_items:
if tunic_item.name in slot_data_item_names:
self.slot_data_items.append(tunic_item)
# pull out the filler so that we can place it manually during pre_fill
self.fill_items = []
if self.options.local_fill > 0 and self.multiworld.players > 1:
# skip items marked local or non-local, let fill deal with them in its own way
# discard grass from non_local if it's meant to be limited
if self.settings.limit_grass_rando:
self.options.non_local_items.value.discard("Grass")
all_filler: List[TunicItem] = []
non_filler: List[TunicItem] = []
for tunic_item in tunic_items:
if (tunic_item.excludable
and tunic_item.name not in self.options.local_items
and tunic_item.name not in self.options.non_local_items):
all_filler.append(tunic_item)
else:
non_filler.append(tunic_item)
self.amount_to_local_fill = int(self.options.local_fill.value * len(all_filler) / 100)
self.fill_items += all_filler[:self.amount_to_local_fill]
del all_filler[:self.amount_to_local_fill]
tunic_items = all_filler + non_filler
self.multiworld.itempool += tunic_items
def pre_fill(self) -> None:
if self.options.local_fill > 0 and self.multiworld.players > 1:
# we need to reserve a couple locations so that we don't fill up every sphere 1 location
sphere_one_locs = self.multiworld.get_reachable_locations(CollectionState(self.multiworld), self.player)
reserved_locations: Set[Location] = set(self.random.sample(sphere_one_locs, 2))
viable_locations = [loc for loc in self.multiworld.get_unfilled_locations(self.player)
if loc not in reserved_locations
and loc.name not in self.options.priority_locations.value]
if len(viable_locations) < self.amount_to_local_fill:
raise OptionError(f"TUNIC: Not enough locations for local_fill option for {self.player_name}. "
f"This is likely due to excess plando or priority locations.")
self.random.shuffle(viable_locations)
self.fill_locations = viable_locations[:self.amount_to_local_fill]
@classmethod
def stage_pre_fill(cls, multiworld: MultiWorld) -> None:
tunic_fill_worlds: List[TunicWorld] = [world for world in multiworld.get_game_worlds("TUNIC")
if world.options.local_fill.value > 0]
if tunic_fill_worlds and multiworld.players > 1:
grass_fill: List[TunicItem] = []
non_grass_fill: List[TunicItem] = []
grass_fill_locations: List[Location] = []
non_grass_fill_locations: List[Location] = []
for world in tunic_fill_worlds:
if world.options.grass_randomizer:
grass_fill.extend(world.fill_items)
grass_fill_locations.extend(world.fill_locations)
else:
non_grass_fill.extend(world.fill_items)
non_grass_fill_locations.extend(world.fill_locations)
multiworld.random.shuffle(grass_fill)
multiworld.random.shuffle(non_grass_fill)
multiworld.random.shuffle(grass_fill_locations)
multiworld.random.shuffle(non_grass_fill_locations)
for filler_item in grass_fill:
grass_fill_locations.pop().place_locked_item(filler_item)
for filler_item in non_grass_fill:
non_grass_fill_locations.pop().place_locked_item(filler_item)
def create_regions(self) -> None:
self.tunic_portal_pairs = {}
self.er_portal_hints = {}
self.ability_unlocks = randomize_ability_unlocks(self)
# stuff for universal tracker support, can be ignored for standard gen
if self.using_ut:
self.ability_unlocks["Pages 24-25 (Prayer)"] = self.passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = self.passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = self.passthrough["Hexagon Quest Icebolt"]
# Most non-standard options use ER regions
if (self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic
or self.options.grass_randomizer or self.options.breakable_shuffle):
portal_pairs = create_er_regions(self)
if self.options.entrance_rando:
# these get interpreted by the game to tell it which entrances to connect
for portal1, portal2 in portal_pairs.items():
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
else:
# uses the original rules, easier to navigate and reference
for region_name in tunic_regions:
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
for region_name, exits in tunic_regions.items():
region = self.get_region(region_name)
region.add_exits(exits)
for location_name, location_id in self.player_location_table.items():
region = self.get_region(location_table[location_name].region)
location = TunicLocation(self.player, location_name, location_id, region)
region.locations.append(location)
victory_region = self.get_region("Spirit Arena")
victory_location = TunicLocation(self.player, "The Heir", None, victory_region)
victory_location.place_locked_item(TunicItem("Victory", ItemClassification.progression, None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
victory_region.locations.append(victory_location)
def set_rules(self) -> None:
# same reason as in create_regions
if (self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic
or self.options.grass_randomizer or self.options.breakable_shuffle):
set_er_location_rules(self)
else:
set_region_rules(self)
set_location_rules(self)
def get_filler_item_name(self) -> str:
return self.random.choice(filler_items)
# cache whether you can get through combat logic areas
def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and self.options.combat_logic and item.name in combat_items:
state.tunic_need_to_reset_combat_from_collect[self.player] = True
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and self.options.combat_logic and item.name in combat_items:
state.tunic_need_to_reset_combat_from_remove[self.player] = True
return change
def write_spoiler_header(self, spoiler_handle: TextIO):
if self.options.hexagon_quest and self.options.ability_shuffling\
and self.options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
spoiler_handle.write("\nAbility Unlocks (Hexagon Quest):\n")
for ability in self.ability_unlocks:
# Remove parentheses for better readability
spoiler_handle.write(f'{ability[ability.find("(")+1:ability.find(")")]}: {self.ability_unlocks[ability]} Gold Questagons\n')
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]) -> None:
if self.options.entrance_rando:
hint_data.update({self.player: {}})
# all state seems to have efficient paths
all_state = self.multiworld.get_all_state(True)
all_state.update_reachable_regions(self.player)
paths = all_state.path
portal_names = {portal.name for portal in portal_mapping}.union({f"Shop Portal {i + 1}" for i in range(500)})
for location in self.multiworld.get_locations(self.player):
# skipping event locations
if not location.address:
continue
path_to_loc = []
previous_name = "placeholder"
try:
name, connection = paths[location.parent_region]
except KeyError:
# logic bug, proceed with warning since it takes a long time to update AP
warning(f"{location.name} is not logically accessible for {self.player_name}. "
"Creating entrance hint Inaccessible. Please report this to the TUNIC rando devs. "
"If you are using Plando Items (excluding early locations), then this is likely the cause.")
hint_text = "Inaccessible"
else:
while connection != ("Menu", None):
name, connection = connection
# for LS entrances, we just want to give the portal name
if "(LS)" in name:
name = name.split(" (LS) ", 1)[0]
# was getting some cases like Library Grave -> Library Grave -> other place
if name in portal_names and name != previous_name:
previous_name = name
path_to_loc.append(name)
hint_text = " -> ".join(reversed(path_to_loc))
if hint_text:
hint_data[self.player][location.address] = hint_text
def get_real_location(self, location: Location) -> Tuple[str, int]:
# if it's not in a group, it's not in an item link
if location.player not in self.multiworld.groups or not location.item:
return location.name, location.player
try:
loc = self.player_item_link_locations[location.item.name].pop()
return loc.name, loc.player
except IndexError:
warning(f"TUNIC: Failed to parse item location for in-game hints for {self.player_name}. "
f"Using a potentially incorrect location name instead.")
return location.name, location.player
def fill_slot_data(self) -> Dict[str, Any]:
slot_data: Dict[str, Any] = {
"seed": self.random.randint(0, 2147483647),
"start_with_sword": self.options.start_with_sword.value,
"keys_behind_bosses": self.options.keys_behind_bosses.value,
"sword_progression": self.options.sword_progression.value,
"ability_shuffling": self.options.ability_shuffling.value,
"hexagon_quest": self.options.hexagon_quest.value,
"hexagon_quest_ability_type": self.options.hexagon_quest_ability_type.value,
"fool_traps": self.options.fool_traps.value,
"laurels_zips": self.options.laurels_zips.value,
"ice_grappling": self.options.ice_grappling.value,
"ladder_storage": self.options.ladder_storage.value,
"ladder_storage_without_items": self.options.ladder_storage_without_items.value,
"lanternless": self.options.lanternless.value,
"maskless": self.options.maskless.value,
"entrance_rando": int(bool(self.options.entrance_rando.value)),
"decoupled": self.options.decoupled.value if self.options.entrance_rando else 0,
"shuffle_ladders": self.options.shuffle_ladders.value,
"grass_randomizer": self.options.grass_randomizer.value,
"combat_logic": self.options.combat_logic.value,
"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
"Hexagon Quest Icebolt": self.ability_unlocks["Pages 52-53 (Icebolt)"],
"Hexagon Quest Goal": self.options.hexagon_goal.value,
"Entrance Rando": self.tunic_portal_pairs,
"disable_local_spoiler": int(self.settings.disable_local_spoiler or self.multiworld.is_race),
"breakable_shuffle": self.options.breakable_shuffle.value,
}
# this would be in a stage if there was an appropriate stage for it
self.player_item_link_locations = {}
groups = self.multiworld.get_player_groups(self.player)
# checking if groups so that this doesn't run if the player isn't in a group
if groups:
if not self.item_link_locations:
tunic_worlds: Tuple[TunicWorld] = self.multiworld.get_game_worlds("TUNIC")
# figure out our groups and the items in them
for tunic in tunic_worlds:
for group in self.multiworld.get_player_groups(tunic.player):
self.item_link_locations.setdefault(group, {})
for location in self.multiworld.get_locations():
if location.item and location.item.player in self.item_link_locations.keys():
(self.item_link_locations[location.item.player].setdefault(location.item.name, [])
.append((location.player, location.name)))
# if item links are on, set up the player's personal item link locations, so we can pop them as needed
for group, item_links in self.item_link_locations.items():
if group in groups:
for item_name, locs in item_links.items():
self.player_item_link_locations[item_name] = \
[self.multiworld.get_location(location_name, player) for player, location_name in locs]
for tunic_item in filter(lambda item: item.location is not None and item.code is not None, self.slot_data_items):
if tunic_item.name not in slot_data:
slot_data[tunic_item.name] = []
if tunic_item.name == gold_hexagon and len(slot_data[gold_hexagon]) >= 6:
continue
slot_data[tunic_item.name].extend(self.get_real_location(tunic_item.location))
for start_item in self.options.start_inventory_from_pool:
if start_item in slot_data_item_names:
if start_item not in slot_data:
slot_data[start_item] = []
for _ in range(self.options.start_inventory_from_pool[start_item]):
slot_data[start_item].extend(["Your Pocket", self.player])
return slot_data
# for the universal tracker, doesn't get called in standard gen
# docs: https://github.com/FarisTheAncient/Archipelago/blob/tracker/worlds/tracker/docs/re-gen-passthrough.md
@staticmethod
def interpret_slot_data(slot_data: Dict[str, Any]) -> Dict[str, Any]:
# returning slot_data so it regens, giving it back in multiworld.re_gen_passthrough
# we are using re_gen_passthrough over modifying the world here due to complexities with ER
return slot_data