2023-04-06 08:48:30 +00:00
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import logging
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2023-10-08 12:33:39 +00:00
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from typing import Any, Dict, List, Optional
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2023-03-12 14:05:50 +00:00
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2023-10-08 12:33:39 +00:00
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from BaseClasses import CollectionState, Item, ItemClassification, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS
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2023-10-10 20:30:20 +00:00
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from .options import Goal, Logic, MessengerOptions, NotesNeeded, PowerSeals
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from .regions import MEGA_SHARDS, REGIONS, REGION_CONNECTIONS, SEALS
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from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules
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from .shop import FIGURINES, SHOP_ITEMS, shuffle_shop_prices
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from .subclasses import MessengerItem, MessengerRegion
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class MessengerWeb(WebWorld):
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theme = "ocean"
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bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues"
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tut_en = Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up The Messenger randomizer on your computer.",
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"English",
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"setup_en.md",
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"setup/en",
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["alwaysintreble"],
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)
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tutorials = [tut_en]
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class MessengerWorld(World):
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"""
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As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount
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to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling
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adventure full of thrills, surprises, and humor.
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"""
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game = "The Messenger"
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item_name_groups = {
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"Notes": set(NOTES),
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"Keys": set(NOTES),
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"Crest": {"Sun Crest", "Moon Crest"},
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"Phobe": set(PHOBEKINS),
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"Phobekin": set(PHOBEKINS),
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}
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options_dataclass = MessengerOptions
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options: MessengerOptions
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base_offset = 0xADD_000
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item_name_to_id = {item: item_id
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for item_id, item in enumerate(ALL_ITEMS, base_offset)}
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location_name_to_id = {location: location_id
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for location_id, location in
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enumerate([
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*ALWAYS_LOCATIONS,
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*[seal for seals in SEALS.values() for seal in seals],
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*[shard for shards in MEGA_SHARDS.values() for shard in shards],
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*BOSS_LOCATIONS,
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*[f"The Shop - {shop_loc}" for shop_loc in SHOP_ITEMS],
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*FIGURINES,
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"Money Wrench",
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], base_offset)}
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required_client_version = (0, 4, 2)
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web = MessengerWeb()
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total_seals: int = 0
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required_seals: int = 0
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total_shards: int = 0
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shop_prices: Dict[str, int]
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figurine_prices: Dict[str, int]
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_filler_items: List[str]
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def generate_early(self) -> None:
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if self.options.goal == Goal.option_power_seal_hunt:
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self.options.shuffle_seals.value = PowerSeals.option_true
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self.total_seals = self.options.total_seals.value
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self.shop_prices, self.figurine_prices = shuffle_shop_prices(self)
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def create_regions(self) -> None:
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# MessengerRegion adds itself to the multiworld
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for region in [MessengerRegion(reg_name, self) for reg_name in REGIONS]:
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if region.name in REGION_CONNECTIONS:
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region.add_exits(REGION_CONNECTIONS[region.name])
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def create_items(self) -> None:
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# create items that are always in the item pool
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itempool: List[MessengerItem] = [
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self.create_item(item)
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for item in self.item_name_to_id
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if item not in
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{
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"Power Seal", *NOTES, *FIGURINES,
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*{collected_item.name for collected_item in self.multiworld.precollected_items[self.player]},
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} and "Time Shard" not in item
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]
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if self.options.goal == Goal.option_open_music_box:
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# make a list of all notes except those in the player's defined starting inventory, and adjust the
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# amount we need to put in the itempool and precollect based on that
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notes = [note for note in NOTES if note not in self.multiworld.precollected_items[self.player]]
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self.random.shuffle(notes)
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precollected_notes_amount = NotesNeeded.range_end - \
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self.options.notes_needed - \
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(len(NOTES) - len(notes))
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if precollected_notes_amount:
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for note in notes[:precollected_notes_amount]:
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self.multiworld.push_precollected(self.create_item(note))
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notes = notes[precollected_notes_amount:]
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itempool += [self.create_item(note) for note in notes]
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elif self.options.goal == Goal.option_power_seal_hunt:
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total_seals = min(len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool),
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self.options.total_seals.value)
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if total_seals < self.total_seals:
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logging.warning(f"Not enough locations for total seals setting "
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f"({self.options.total_seals}). Adjusting to {total_seals}")
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self.total_seals = total_seals
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self.required_seals = int(self.options.percent_seals_required.value / 100 * self.total_seals)
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seals = [self.create_item("Power Seal") for _ in range(self.total_seals)]
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for i in range(self.required_seals):
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seals[i].classification = ItemClassification.progression_skip_balancing
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itempool += seals
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remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool)
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if remaining_fill < 10:
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self._filler_items = self.random.choices(
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list(FILLER)[2:],
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weights=list(FILLER.values())[2:],
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k=remaining_fill
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)
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itempool += [self.create_filler() for _ in range(remaining_fill)]
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self.multiworld.itempool += itempool
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def set_rules(self) -> None:
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logic = self.options.logic_level
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if logic == Logic.option_normal:
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MessengerRules(self).set_messenger_rules()
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elif logic == Logic.option_hard:
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MessengerHardRules(self).set_messenger_rules()
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else:
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MessengerOOBRules(self).set_messenger_rules()
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def fill_slot_data(self) -> Dict[str, Any]:
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return {
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"shop": {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()},
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"figures": {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()},
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"max_price": self.total_shards,
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"required_seals": self.required_seals,
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**self.options.as_dict("music_box", "death_link", "logic_level"),
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}
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def get_filler_item_name(self) -> str:
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if not getattr(self, "_filler_items", None):
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self._filler_items = [name for name in self.random.choices(
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list(FILLER),
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weights=list(FILLER.values()),
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k=20
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)]
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return self._filler_items.pop(0)
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def create_item(self, name: str) -> MessengerItem:
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item_id: Optional[int] = self.item_name_to_id.get(name, None)
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override_prog = getattr(self, "multiworld") is not None and \
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name in {"Windmill Shuriken"} and \
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self.options.logic_level > Logic.option_normal
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count = 0
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if "Time Shard " in name:
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count = int(name.strip("Time Shard ()"))
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count = count if count >= 100 else 0
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self.total_shards += count
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return MessengerItem(name, self.player, item_id, override_prog, count)
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def collect(self, state: "CollectionState", item: "Item") -> bool:
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change = super().collect(state, item)
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if change and "Time Shard" in item.name:
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state.prog_items[self.player]["Shards"] += int(item.name.strip("Time Shard ()"))
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return change
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def remove(self, state: "CollectionState", item: "Item") -> bool:
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change = super().remove(state, item)
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if change and "Time Shard" in item.name:
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state.prog_items[self.player]["Shards"] -= int(item.name.strip("Time Shard ()"))
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return change
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