183 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# Copyright (c) 2022 FelicitusNeko
 | 
						|
#
 | 
						|
# This software is released under the MIT License.
 | 
						|
# https://opensource.org/licenses/MIT
 | 
						|
 | 
						|
from BaseClasses import Item, MultiWorld, Tutorial
 | 
						|
from Fill import fill_restrictive
 | 
						|
from .Items import item_table, item_groups, MeritousItem
 | 
						|
from .Locations import location_table, MeritousLocation
 | 
						|
from .Options import meritous_options, cost_scales
 | 
						|
from .Regions import create_regions
 | 
						|
from .Rules import set_rules
 | 
						|
from ..AutoWorld import World, WebWorld
 | 
						|
 | 
						|
client_version = 1
 | 
						|
 | 
						|
 | 
						|
class MeritousWeb(WebWorld):
 | 
						|
    tutorials = [Tutorial(
 | 
						|
        "Meritous Setup Guide",
 | 
						|
        "A guide to setting up the Archipelago Meritous software on your computer.",
 | 
						|
        "English",
 | 
						|
        "setup_en.md",
 | 
						|
        "setup/en",
 | 
						|
        ["KewlioMZX"]
 | 
						|
    )]
 | 
						|
    theme = "ice"
 | 
						|
    bug_report_page = "https://github.com/FelicitusNeko/meritous-ap/issues"
 | 
						|
 | 
						|
 | 
						|
class MeritousWorld(World):
 | 
						|
    """
 | 
						|
        Meritous Gaiden is a procedurally generated bullet-hell dungeon crawl game.
 | 
						|
        Five generations after the Orcus Dome incident, strange experiments conducted in a new
 | 
						|
        structure on the moon are tearing at the very fabric of reality...
 | 
						|
    """
 | 
						|
 | 
						|
    game: str = "Meritous"
 | 
						|
    topology_present: False
 | 
						|
 | 
						|
    web = MeritousWeb()
 | 
						|
 | 
						|
    item_name_to_id = item_table
 | 
						|
    location_name_to_id = location_table
 | 
						|
    item_name_groups = item_groups
 | 
						|
 | 
						|
    data_version = 2
 | 
						|
 | 
						|
    # NOTE: Remember to change this before this game goes live
 | 
						|
    required_client_version = (0, 2, 4)
 | 
						|
 | 
						|
    option_definitions = meritous_options
 | 
						|
 | 
						|
    def __init__(self, world: MultiWorld, player: int):
 | 
						|
        super(MeritousWorld, self).__init__(world, player)
 | 
						|
        self.goal = 0
 | 
						|
        self.include_evolution_traps = False
 | 
						|
        self.include_psi_keys = False
 | 
						|
        self.item_cache_cost = 0
 | 
						|
        self.death_link = False
 | 
						|
 | 
						|
    @staticmethod
 | 
						|
    def _is_progression(name):
 | 
						|
        return "PSI Key" in name or name in [
 | 
						|
            "Cursed Seal", "Agate Knife", "Dodge Enhancer",
 | 
						|
            "Shield Boost", "Metabolism", "Circuit Booster"
 | 
						|
        ]
 | 
						|
 | 
						|
    def create_item(self, name: str) -> Item:
 | 
						|
 | 
						|
        return MeritousItem(name, self._is_progression(
 | 
						|
            name), item_table[name], self.player)
 | 
						|
 | 
						|
    def create_event(self, event: str):
 | 
						|
        event = MeritousItem(event, True, None, self.player)
 | 
						|
        event.type = "Victory"
 | 
						|
        return event
 | 
						|
 | 
						|
    def _create_item_in_quantities(self, name: str, qty: int) -> [Item]:
 | 
						|
        return [self.create_item(name) for _ in range(0, qty)]
 | 
						|
 | 
						|
    def _make_crystals(self, qty: int) -> [MeritousItem]:
 | 
						|
        crystal_pool = []
 | 
						|
 | 
						|
        for _ in range(0, qty):
 | 
						|
            crystal_pool.append(self.create_filler())
 | 
						|
 | 
						|
        return crystal_pool
 | 
						|
 | 
						|
    def get_filler_item_name(self) -> str:
 | 
						|
        rand_crystals = self.multiworld.random.randrange(0, 32)
 | 
						|
        if rand_crystals < 16:
 | 
						|
            return "Crystals x500"
 | 
						|
        elif rand_crystals < 28:
 | 
						|
            return "Crystals x1000"
 | 
						|
        else:
 | 
						|
            return "Crystals x2000"
 | 
						|
 | 
						|
    def generate_early(self):
 | 
						|
        self.goal = self.multiworld.goal[self.player].value
 | 
						|
        self.include_evolution_traps = self.multiworld.include_evolution_traps[self.player].value
 | 
						|
        self.include_psi_keys = self.multiworld.include_psi_keys[self.player].value
 | 
						|
        self.item_cache_cost = self.multiworld.item_cache_cost[self.player].value
 | 
						|
        self.death_link = self.multiworld.death_link[self.player].value
 | 
						|
 | 
						|
    def create_regions(self):
 | 
						|
        create_regions(self.multiworld, self.player)
 | 
						|
 | 
						|
    def create_items(self):
 | 
						|
        frequencies = [0, # Nothing [0]
 | 
						|
                       25, 23, 22, # PSI Enhancements [1-3]
 | 
						|
                       1, 1, 1, 1, 1, 1, 1, 1, 1, # Artifacts [4-12]
 | 
						|
                       1, 1, 1, # PSI Keys [13-15]
 | 
						|
                       0, 0, # Seal & Knife [16-17]
 | 
						|
                       3] # Traps [18]
 | 
						|
        location_count = len(location_table) - 2
 | 
						|
        item_pool = []
 | 
						|
 | 
						|
        if not self.include_psi_keys:
 | 
						|
            location_count -= 3
 | 
						|
            for i in range(3):
 | 
						|
                frequencies[i - 6] = 0
 | 
						|
 | 
						|
        if not self.include_evolution_traps:
 | 
						|
            frequencies[-1] = 0
 | 
						|
            location_count -= 3
 | 
						|
 | 
						|
        for i, name in enumerate(item_table):
 | 
						|
            if i < len(frequencies):
 | 
						|
                item_pool += self._create_item_in_quantities(
 | 
						|
                    name, frequencies[i])
 | 
						|
 | 
						|
        if len(item_pool) < location_count:
 | 
						|
            item_pool += self._make_crystals(location_count - len(item_pool))
 | 
						|
 | 
						|
        self.multiworld.itempool += item_pool
 | 
						|
 | 
						|
    def set_rules(self):
 | 
						|
        set_rules(self.multiworld, self.player)
 | 
						|
 | 
						|
    def generate_basic(self):
 | 
						|
        self.multiworld.get_location("Place of Power", self.player).place_locked_item(
 | 
						|
            self.create_item("Cursed Seal"))
 | 
						|
        self.multiworld.get_location("The Last Place You'll Look", self.player).place_locked_item(
 | 
						|
            self.create_item("Agate Knife"))
 | 
						|
        self.multiworld.get_location("Wervyn Anixil", self.player).place_locked_item(
 | 
						|
            self.create_event("Victory"))
 | 
						|
        self.multiworld.get_location("Wervyn Anixil?", self.player).place_locked_item(
 | 
						|
            self.create_event("Full Victory"))
 | 
						|
        for boss in ["Meridian", "Ataraxia", "Merodach"]:
 | 
						|
            self.multiworld.get_location(f"{boss} Defeat", self.player).place_locked_item(
 | 
						|
                self.create_event(f"{boss} Defeated"))
 | 
						|
 | 
						|
        if not self.include_psi_keys:
 | 
						|
            psi_keys = []
 | 
						|
            psi_key_storage = []
 | 
						|
            for i in range(0, 3):
 | 
						|
                psi_keys += [self.create_item(f"PSI Key {i + 1}")]
 | 
						|
                psi_key_storage += [self.multiworld.get_location(
 | 
						|
                    f"PSI Key Storage {i + 1}", self.player)]
 | 
						|
 | 
						|
            fill_restrictive(self.multiworld, self.multiworld.get_all_state(
 | 
						|
                False), psi_key_storage, psi_keys)
 | 
						|
 | 
						|
        if not self.include_evolution_traps:
 | 
						|
            for boss in ["Meridian", "Ataraxia", "Merodach"]:
 | 
						|
                self.multiworld.get_location(boss, self.player).place_locked_item(
 | 
						|
                    self.create_item("Evolution Trap"))
 | 
						|
 | 
						|
        if self.goal == 0:
 | 
						|
            self.multiworld.completion_condition[self.player] = lambda state: state.has_any(
 | 
						|
                ["Victory", "Full Victory"], self.player)
 | 
						|
        else:
 | 
						|
            self.multiworld.completion_condition[self.player] = lambda state: state.has(
 | 
						|
                "Full Victory", self.player)
 | 
						|
 | 
						|
    def fill_slot_data(self) -> dict:
 | 
						|
        return {
 | 
						|
            "goal": self.goal,
 | 
						|
            "cost_scale": cost_scales[self.item_cache_cost],
 | 
						|
            "death_link": self.death_link
 | 
						|
        }
 |