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- Players and AI can sacrifice their own units and upload them to the multiworld. - Players and AI can summon random units from the multiworld. - Has 4 new separate options for how many sacrifices and summons either the player or the AI can make per level attempt. - New /sacrifice_summon command to toggle sacrifices and summons on/off. Useful if the AI makes a level impossible with their summons. - Linux Support. - Is an apworld now. --------- Co-authored-by: Raspberry Floof <raspberry@rosenthalcastle.org> Co-authored-by: KScl <ks@rosenthalcastle.org> Co-authored-by: Abigail Fox <Raspberryfloof@users.noreply.github.com> Co-authored-by: qwint <qwint.42@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
175 lines
6.7 KiB
Python
175 lines
6.7 KiB
Python
import settings
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import string
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import typing
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from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification
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from .Items import item_table, faction_table
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from .Locations import location_table
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from .Regions import create_regions
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from .Rules import set_rules
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from worlds.AutoWorld import World, WebWorld
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from .Options import WargrooveOptions, wargroove_option_groups
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from worlds.LauncherComponents import Component, components, Type, launch as launch_component
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def launch_client(*args: str):
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from .Client import launch
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launch_component(launch, name="WargrooveClient", args=args)
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components.append(Component("Wargroove Client", game_name="Wargroove", func=launch_client, component_type=Type.CLIENT))
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class WargrooveSettings(settings.Group):
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class RootDirectory(settings.UserFolderPath):
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"""
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Locates the Wargroove root directory on your system.
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This is used by the Wargroove client, so it knows where to send communication files to.
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"""
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description = "Wargroove root directory"
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class SaveDirectory(settings.UserFolderPath):
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"""
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Locates the Wargroove save file directory on your system.
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This is used by the Wargroove client, so it knows where to send mod and save files to.
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"""
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description = "Wargroove save file/appdata directory"
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def browse(self, **kwargs):
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from Utils import messagebox
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messagebox("AppData folder not found",
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"WargrooveClient couldn't detect a path to the AppData folder.\n"
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"Please select the folder containing the \"/Chucklefish/Wargroove/\" directories.")
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super().browse(**kwargs)
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root_directory: RootDirectory = RootDirectory("C:/Program Files (x86)/Steam/steamapps/common/Wargroove")
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save_directory: SaveDirectory = SaveDirectory("%APPDATA%")
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class WargrooveWeb(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up Wargroove for Archipelago.",
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"English",
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"wargroove_en.md",
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"wargroove/en",
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["Fly Sniper"]
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)]
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option_groups = wargroove_option_groups
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class WargrooveWorld(World):
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"""
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Command an army, in this retro style turn based strategy game!
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"""
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options: WargrooveOptions
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options_dataclass = WargrooveOptions
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settings: typing.ClassVar[WargrooveSettings]
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game = "Wargroove"
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topology_present = True
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web = WargrooveWeb()
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = location_table
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def _get_slot_data(self):
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return {
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'seed': "".join(self.random.choice(string.ascii_letters) for i in range(16)),
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'income_boost': self.options.income_boost.value,
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'commander_defense_boost': self.options.commander_defense_boost.value,
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'can_choose_commander': self.options.commander_choice.value != 0,
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'commander_choice': self.options.commander_choice.value,
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'player_sacrifice_limit': self.options.player_sacrifice_limit.value,
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'player_summon_limit': self.options.player_summon_limit.value,
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'ai_sacrifice_limit': self.options.ai_sacrifice_limit.value,
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'ai_summon_limit': self.options.ai_summon_limit.value,
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'death_link': self.options.death_link.value,
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'starting_groove_multiplier': 20 # Backwards compatibility in case this ever becomes an option
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}
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def generate_early(self):
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# Selecting a random starting faction
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if self.options.commander_choice.value == 2:
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factions = [faction for faction in faction_table.keys() if faction != "Starter"]
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starting_faction = WargrooveItem(self.multiworld.random.choice(factions) + ' Commanders', self.player)
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self.multiworld.push_precollected(starting_faction)
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def create_items(self):
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# Fill out our pool with our items from the item table
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pool = []
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precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
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ignore_faction_items = self.options.commander_choice.value == 0
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for name, data in item_table.items():
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if data.code is not None and name not in precollected_item_names and not data.classification == ItemClassification.filler:
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if name.endswith(' Commanders') and ignore_faction_items:
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continue
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item = WargrooveItem(name, self.player)
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pool.append(item)
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# Matching number of unfilled locations with filler items
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locations_remaining = len(location_table) - 1 - len(pool)
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while locations_remaining > 0:
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# Filling the pool equally with both types of filler items
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pool.append(WargrooveItem("Commander Defense Boost", self.player))
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locations_remaining -= 1
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if locations_remaining > 0:
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pool.append(WargrooveItem("Income Boost", self.player))
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locations_remaining -= 1
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self.multiworld.itempool += pool
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# Placing victory event at final location
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victory = WargrooveItem("Wargroove Victory", self.player)
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self.multiworld.get_location("Wargroove Finale: Victory", self.player).place_locked_item(victory)
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self.multiworld.completion_condition[self.player] = lambda state: state.has("Wargroove Victory", self.player)
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def set_rules(self):
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set_rules(self.multiworld, self.player)
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def create_item(self, name: str) -> Item:
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return WargrooveItem(name, self.player)
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def create_regions(self):
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create_regions(self.multiworld, self.player)
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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return slot_data
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def get_filler_item_name(self) -> str:
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return self.multiworld.random.choice(["Commander Defense Boost", "Income Boost"])
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, player, world)
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if locations:
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for location in locations:
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loc_id = location_table.get(location, 0)
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location = WargrooveLocation(player, location, loc_id, ret)
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ret.locations.append(location)
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if exits:
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for exit in exits:
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ret.exits.append(Entrance(player, exit, ret))
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return ret
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class WargrooveLocation(Location):
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game: str = "Wargroove"
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class WargrooveItem(Item):
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game = "Wargroove"
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def __init__(self, name, player: int = None):
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item_data = item_table[name]
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super(WargrooveItem, self).__init__(
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name,
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item_data.classification,
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item_data.code,
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player
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)
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