2022-04-01 01:23:52 +00:00
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from __future__ import annotations
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2021-02-21 19:17:24 +00:00
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import logging
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2022-04-01 01:23:52 +00:00
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import typing
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from collections import Counter
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2021-02-21 19:17:24 +00:00
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logger = logging.getLogger("Hollow Knight")
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2022-04-03 22:15:16 +00:00
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from .Items import item_table, lookup_type_to_names, item_name_groups
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2021-02-24 05:02:51 +00:00
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from .Regions import create_regions
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from .Rules import set_rules
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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from .Options import hollow_knight_options, hollow_knight_randomize_options, disabled, Goal, WhitePalace
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2022-04-01 01:23:52 +00:00
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from .ExtractedData import locations, starts, multi_locations, location_to_region_lookup, \
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event_names, item_effects, connectors, one_ways
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2022-04-08 17:22:50 +00:00
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from .Charms import names as charm_names
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2021-02-21 19:17:24 +00:00
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2022-06-17 01:23:27 +00:00
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item, RegionType, LocationProgressType, Tutorial, ItemClassification
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2022-05-11 18:05:53 +00:00
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from ..AutoWorld import World, LogicMixin, WebWorld
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2021-02-21 19:17:24 +00:00
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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path_of_pain_locations = {
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2022-04-01 01:23:52 +00:00
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"Soul_Totem-Path_of_Pain_Below_Thornskip",
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"Lore_Tablet-Path_of_Pain_Entrance",
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"Soul_Totem-Path_of_Pain_Left_of_Lever",
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"Soul_Totem-Path_of_Pain_Hidden",
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"Soul_Totem-Path_of_Pain_Entrance",
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"Soul_Totem-Path_of_Pain_Final",
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"Soul_Totem-Path_of_Pain_Below_Lever",
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"Soul_Totem-Path_of_Pain_Second",
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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"Journal_Entry-Seal_of_Binding",
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"Warp-Path_of_Pain_Complete",
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"Defeated_Path_of_Pain_Arena",
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"Completed_Path_of_Pain",
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# Path of Pain transitions
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"White_Palace_17[right1]", "White_Palace_17[bot1]",
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"White_Palace_18[top1]", "White_Palace_18[right1]",
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"White_Palace_19[left1]", "White_Palace_19[top1]",
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"White_Palace_20[bot1]",
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}
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white_palace_transitions = {
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# Event-Transitions:
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# "Grubfather_2",
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"White_Palace_01[left1]", "White_Palace_01[right1]", "White_Palace_01[top1]",
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"White_Palace_02[left1]",
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"White_Palace_03_hub[bot1]", "White_Palace_03_hub[left1]", "White_Palace_03_hub[left2]",
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"White_Palace_03_hub[right1]", "White_Palace_03_hub[top1]",
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"White_Palace_04[right2]", "White_Palace_04[top1]",
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"White_Palace_05[left1]", "White_Palace_05[left2]", "White_Palace_05[right1]", "White_Palace_05[right2]",
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"White_Palace_06[bot1]", "White_Palace_06[left1]", "White_Palace_06[top1]", "White_Palace_07[bot1]",
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"White_Palace_07[top1]", "White_Palace_08[left1]", "White_Palace_08[right1]",
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"White_Palace_09[right1]",
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"White_Palace_11[door2]",
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"White_Palace_12[bot1]", "White_Palace_12[right1]",
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"White_Palace_13[left1]", "White_Palace_13[left2]", "White_Palace_13[left3]", "White_Palace_13[right1]",
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"White_Palace_14[bot1]", "White_Palace_14[right1]",
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"White_Palace_15[left1]", "White_Palace_15[right1]", "White_Palace_15[right2]",
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"White_Palace_16[left1]", "White_Palace_16[left2]",
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}
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white_palace_checks = {
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"Soul_Totem-White_Palace_Final",
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"Soul_Totem-White_Palace_Entrance",
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"Lore_Tablet-Palace_Throne",
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2022-04-01 01:23:52 +00:00
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"Soul_Totem-White_Palace_Left",
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"Lore_Tablet-Palace_Workshop",
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"Soul_Totem-White_Palace_Hub",
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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"Soul_Totem-White_Palace_Right"
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}
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white_palace_events = {
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"White_Palace_03_hub",
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"White_Palace_13",
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"White_Palace_01",
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2022-04-01 01:23:52 +00:00
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"Palace_Entrance_Lantern_Lit",
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"Palace_Left_Lantern_Lit",
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"Palace_Right_Lantern_Lit",
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"Palace_Atrium_Gates_Opened",
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"Warp-White_Palace_Atrium_to_Palace_Grounds",
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"Warp-White_Palace_Entrance_to_Palace_Grounds",
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}
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2022-04-05 22:41:15 +00:00
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progression_charms = {
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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# Baldur Killers
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2022-04-05 22:41:15 +00:00
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"Grubberfly's_Elegy", "Weaversong", "Glowing_Womb",
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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# Spore Shroom spots in fungal wastes and elsewhere
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2022-04-05 22:41:15 +00:00
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"Spore_Shroom",
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# Tuk gives egg,
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"Defender's_Crest",
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# Unlocks Grimm Troupe
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"Grimmchild1", "Grimmchild2"
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}
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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# Vanilla placements of the following items have no impact on logic, thus we can avoid creating these items and
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# locations entirely when the option to randomize them is disabled.
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logicless_options = {
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"RandomizeVesselFragments", "RandomizeGeoChests", "RandomizeJunkPitChests", "RandomizeRelics",
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"RandomizeMaps", "RandomizeJournalEntries", "RandomizeGeoRocks", "RandomizeBossGeo",
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"RandomizeLoreTablets", "RandomizeSoulTotems",
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}
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2022-03-18 17:19:21 +00:00
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2022-05-11 18:05:53 +00:00
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class HKWeb(WebWorld):
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tutorials = [Tutorial(
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"Mod Setup and Use Guide",
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"A guide to playing Hollow Knight with Archipelago.",
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"English",
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"setup_en.md",
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"setup/en",
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["Ijwu"]
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)]
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2021-06-11 12:22:44 +00:00
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class HKWorld(World):
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2022-04-02 18:49:27 +00:00
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"""Beneath the fading town of Dirtmouth sleeps a vast, ancient kingdom. Many are drawn beneath the surface,
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searching for riches, or glory, or answers to old secrets.
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2022-04-02 18:56:26 +00:00
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As the enigmatic Knight, you’ll traverse the depths, unravel its mysteries and conquer its evils.
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2022-04-02 18:49:27 +00:00
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""" # from https://www.hollowknight.com
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2021-06-11 12:22:44 +00:00
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game: str = "Hollow Knight"
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2021-06-26 16:18:12 +00:00
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options = hollow_knight_options
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2022-05-11 18:05:53 +00:00
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web = HKWeb()
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2022-04-01 01:23:52 +00:00
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item_name_to_id = {name: data.id for name, data in item_table.items()}
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location_name_to_id = {location_name: location_id for location_id, location_name in
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enumerate(locations, start=0x1000000)}
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2022-04-03 22:15:16 +00:00
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item_name_groups = item_name_groups
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2021-07-12 16:05:46 +00:00
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2022-04-01 01:23:52 +00:00
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ranges: typing.Dict[str, typing.Tuple[int, int]]
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2022-04-03 22:40:19 +00:00
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shops: typing.Dict[str, str] = {
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"Egg_Shop": "Egg",
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"Grubfather": "Grub",
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"Seer": "Essence",
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"Salubra_(Requires_Charms)": "Charm"
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}
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2022-04-01 01:23:52 +00:00
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charm_costs: typing.List[int]
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data_version = 2
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def __init__(self, world, player):
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super(HKWorld, self).__init__(world, player)
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self.created_multi_locations: typing.Dict[str, int] = Counter()
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self.ranges = {}
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def generate_early(self):
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world = self.world
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2022-04-12 15:13:52 +00:00
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charm_costs = world.RandomCharmCosts[self.player].get_costs(world.random)
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self.charm_costs = world.PlandoCharmCosts[self.player].get_costs(charm_costs)
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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# world.exclude_locations[self.player].value.update(white_palace_locations)
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2022-04-01 01:23:52 +00:00
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world.local_items[self.player].value.add("Mimic_Grub")
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for vendor, unit in self.shops.items():
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2022-04-03 22:23:40 +00:00
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mini = getattr(world, f"Minimum{unit}Price")[self.player]
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maxi = getattr(world, f"Maximum{unit}Price")[self.player]
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2022-04-01 01:23:52 +00:00
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# if minimum > maximum, set minimum to maximum
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mini.value = min(mini.value, maxi.value)
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self.ranges[unit] = mini.value, maxi.value
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2022-04-03 22:23:40 +00:00
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world.push_precollected(HKItem(starts[world.StartLocation[self.player].current_key],
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2022-04-01 01:23:52 +00:00
|
|
|
|
True, None, "Event", self.player))
|
2022-04-02 19:25:03 +00:00
|
|
|
|
for option_name in disabled:
|
|
|
|
|
getattr(world, option_name)[self.player].value = 0
|
2022-04-01 01:23:52 +00:00
|
|
|
|
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
def white_palace_exclusions(self):
|
|
|
|
|
exclusions = set()
|
|
|
|
|
wp = self.world.WhitePalace[self.player]
|
|
|
|
|
if wp <= WhitePalace.option_nopathofpain:
|
|
|
|
|
exclusions.update(path_of_pain_locations)
|
|
|
|
|
if wp <= WhitePalace.option_kingfragment:
|
|
|
|
|
exclusions.update(white_palace_checks)
|
|
|
|
|
if wp == WhitePalace.option_exclude and self.world.RandomizeCharms[self.player]:
|
|
|
|
|
# Ensure KF location is still reachable if charms are non-randomized
|
|
|
|
|
exclusions.update(white_palace_transitions)
|
|
|
|
|
exclusions.update(white_palace_events)
|
|
|
|
|
exclusions.add("King_Fragment")
|
|
|
|
|
return exclusions
|
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
def create_regions(self):
|
|
|
|
|
menu_region: Region = create_region(self.world, self.player, 'Menu')
|
|
|
|
|
self.world.regions.append(menu_region)
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
wp_exclusions = self.white_palace_exclusions()
|
2021-08-27 12:52:33 +00:00
|
|
|
|
|
2021-06-26 16:18:12 +00:00
|
|
|
|
# Link regions
|
2022-04-01 01:23:52 +00:00
|
|
|
|
for event_name in event_names:
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
if event_name in wp_exclusions:
|
|
|
|
|
continue
|
2022-04-01 01:23:52 +00:00
|
|
|
|
loc = HKLocation(self.player, event_name, None, menu_region)
|
|
|
|
|
loc.place_locked_item(HKItem(event_name,
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
event_name not in wp_exclusions,
|
2022-04-01 01:23:52 +00:00
|
|
|
|
None, "Event", self.player))
|
|
|
|
|
menu_region.locations.append(loc)
|
|
|
|
|
for entry_transition, exit_transition in connectors.items():
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
if entry_transition in wp_exclusions:
|
|
|
|
|
continue
|
2022-04-01 01:23:52 +00:00
|
|
|
|
if exit_transition:
|
|
|
|
|
# if door logic fulfilled -> award vanilla target as event
|
|
|
|
|
loc = HKLocation(self.player, entry_transition, None, menu_region)
|
|
|
|
|
loc.place_locked_item(HKItem(exit_transition,
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
exit_transition not in wp_exclusions,
|
2022-04-01 01:23:52 +00:00
|
|
|
|
None, "Event", self.player))
|
|
|
|
|
menu_region.locations.append(loc)
|
|
|
|
|
|
|
|
|
|
def create_items(self):
|
|
|
|
|
# Generate item pool and associated locations (paired in HK)
|
|
|
|
|
pool: typing.List[HKItem] = []
|
|
|
|
|
geo_replace: typing.Set[str] = set()
|
|
|
|
|
if self.world.RemoveSpellUpgrades[self.player]:
|
|
|
|
|
geo_replace.add("Abyss_Shriek")
|
|
|
|
|
geo_replace.add("Shade_Soul")
|
|
|
|
|
geo_replace.add("Descending_Dark")
|
|
|
|
|
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
wp_exclusions = self.white_palace_exclusions()
|
2022-04-01 01:23:52 +00:00
|
|
|
|
for option_key, option in hollow_knight_randomize_options.items():
|
|
|
|
|
if getattr(self.world, option_key)[self.player]:
|
|
|
|
|
for item_name, location_name in zip(option.items, option.locations):
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
if location_name in wp_exclusions:
|
|
|
|
|
continue
|
2022-04-01 01:23:52 +00:00
|
|
|
|
if item_name in geo_replace:
|
|
|
|
|
item_name = "Geo_Rock-Default"
|
2022-04-02 19:16:23 +00:00
|
|
|
|
item = self.create_item(item_name)
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
# self.create_location(location_name).place_locked_item(item)
|
|
|
|
|
if location_name == "Start":
|
2022-04-02 19:16:23 +00:00
|
|
|
|
self.world.push_precollected(item)
|
2022-04-01 01:23:52 +00:00
|
|
|
|
else:
|
|
|
|
|
self.create_location(location_name)
|
2022-04-02 19:16:23 +00:00
|
|
|
|
pool.append(item)
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
# elif option_key not in logicless_options:
|
2021-06-26 16:18:12 +00:00
|
|
|
|
else:
|
2022-04-01 01:23:52 +00:00
|
|
|
|
for item_name, location_name in zip(option.items, option.locations):
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
if location_name in wp_exclusions and location_name != 'King_Fragment':
|
|
|
|
|
continue
|
2022-04-01 01:23:52 +00:00
|
|
|
|
item = self.create_item(item_name)
|
|
|
|
|
if location_name == "Start":
|
|
|
|
|
self.world.push_precollected(item)
|
|
|
|
|
else:
|
|
|
|
|
self.create_location(location_name).place_locked_item(item)
|
2022-04-03 22:23:40 +00:00
|
|
|
|
for i in range(self.world.EggShopSlots[self.player].value):
|
2022-04-01 01:23:52 +00:00
|
|
|
|
self.create_location("Egg_Shop")
|
|
|
|
|
pool.append(self.create_item("Geo_Rock-Default"))
|
2021-06-26 16:18:12 +00:00
|
|
|
|
self.world.itempool += pool
|
|
|
|
|
|
2022-04-03 20:05:20 +00:00
|
|
|
|
for shopname in self.shops:
|
|
|
|
|
prices: typing.List[int] = []
|
|
|
|
|
locations: typing.List[HKLocation] = []
|
|
|
|
|
for x in range(1, self.created_multi_locations[shopname]+1):
|
|
|
|
|
loc = self.world.get_location(self.get_multi_location_name(shopname, x), self.player)
|
|
|
|
|
locations.append(loc)
|
|
|
|
|
prices.append(loc.cost)
|
|
|
|
|
prices.sort()
|
|
|
|
|
for loc, price in zip(locations, prices):
|
|
|
|
|
loc.cost = price
|
|
|
|
|
|
2021-06-26 16:18:12 +00:00
|
|
|
|
def set_rules(self):
|
2022-04-01 01:23:52 +00:00
|
|
|
|
world = self.world
|
|
|
|
|
player = self.player
|
|
|
|
|
if world.logic[player] != 'nologic':
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
goal = world.Goal[player]
|
|
|
|
|
if goal == Goal.option_siblings:
|
|
|
|
|
world.completion_condition[player] = lambda state: state._hk_siblings_ending(player)
|
|
|
|
|
elif goal == Goal.option_radiance:
|
|
|
|
|
world.completion_condition[player] = lambda state: state._hk_can_beat_radiance(player)
|
|
|
|
|
else:
|
|
|
|
|
# Hollow Knight or Any goal.
|
|
|
|
|
world.completion_condition[player] = lambda state: state._hk_can_beat_thk(player)
|
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
set_rules(self)
|
2021-06-26 16:18:12 +00:00
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
def fill_slot_data(self):
|
2021-06-26 16:18:12 +00:00
|
|
|
|
slot_data = {}
|
2022-04-01 01:23:52 +00:00
|
|
|
|
|
|
|
|
|
options = slot_data["options"] = {}
|
2021-06-26 16:18:12 +00:00
|
|
|
|
for option_name in self.options:
|
|
|
|
|
option = getattr(self.world, option_name)[self.player]
|
2022-04-12 15:13:52 +00:00
|
|
|
|
try:
|
|
|
|
|
optionvalue = int(option.value)
|
|
|
|
|
except TypeError:
|
|
|
|
|
pass # C# side is currently typed as dict[str, int], drop what doesn't fit
|
|
|
|
|
else:
|
|
|
|
|
options[option_name] = optionvalue
|
2022-04-01 01:23:52 +00:00
|
|
|
|
|
|
|
|
|
# 32 bit int
|
|
|
|
|
slot_data["seed"] = self.world.slot_seeds[self.player].randint(-2147483647, 2147483646)
|
|
|
|
|
|
|
|
|
|
for shop, unit in self.shops.items():
|
|
|
|
|
slot_data[f"{unit}_costs"] = {
|
|
|
|
|
f"{shop}_{i}":
|
|
|
|
|
self.world.get_location(f"{shop}_{i}", self.player).cost
|
|
|
|
|
for i in range(1, 1 + self.created_multi_locations[shop])
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
slot_data["notch_costs"] = self.charm_costs
|
|
|
|
|
|
2021-06-26 16:18:12 +00:00
|
|
|
|
return slot_data
|
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
def create_item(self, name: str) -> HKItem:
|
2021-07-12 11:54:47 +00:00
|
|
|
|
item_data = item_table[name]
|
|
|
|
|
return HKItem(name, item_data.advancement, item_data.id, item_data.type, self.player)
|
2021-02-21 19:17:24 +00:00
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
def create_location(self, name: str) -> HKLocation:
|
|
|
|
|
unit = self.shops.get(name, None)
|
|
|
|
|
if unit:
|
|
|
|
|
cost = self.world.random.randint(*self.ranges[unit])
|
|
|
|
|
else:
|
|
|
|
|
cost = 0
|
|
|
|
|
if name in multi_locations:
|
|
|
|
|
self.created_multi_locations[name] += 1
|
2022-04-03 20:05:20 +00:00
|
|
|
|
name = self.get_multi_location_name(name, self.created_multi_locations[name])
|
2021-07-21 16:08:15 +00:00
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
region = self.world.get_region("Menu", self.player)
|
|
|
|
|
loc = HKLocation(self.player, name, self.location_name_to_id[name], region)
|
|
|
|
|
if unit:
|
|
|
|
|
loc.unit = unit
|
|
|
|
|
loc.cost = cost
|
|
|
|
|
region.locations.append(loc)
|
|
|
|
|
return loc
|
|
|
|
|
|
|
|
|
|
def collect(self, state, item: HKItem) -> bool:
|
|
|
|
|
change = super(HKWorld, self).collect(state, item)
|
2022-04-08 19:30:38 +00:00
|
|
|
|
if change:
|
|
|
|
|
for effect_name, effect_value in item_effects.get(item.name, {}).items():
|
|
|
|
|
state.prog_items[effect_name, item.player] += effect_value
|
2022-04-01 01:23:52 +00:00
|
|
|
|
|
|
|
|
|
return change
|
|
|
|
|
|
|
|
|
|
def remove(self, state, item: HKItem) -> bool:
|
|
|
|
|
change = super(HKWorld, self).remove(state, item)
|
|
|
|
|
|
2022-04-08 19:30:38 +00:00
|
|
|
|
if change:
|
|
|
|
|
for effect_name, effect_value in item_effects.get(item.name, {}).items():
|
|
|
|
|
if state.prog_items[effect_name, item.player] == effect_value:
|
|
|
|
|
del state.prog_items[effect_name, item.player]
|
|
|
|
|
state.prog_items[effect_name, item.player] -= effect_value
|
2022-04-01 01:23:52 +00:00
|
|
|
|
|
|
|
|
|
return change
|
|
|
|
|
|
2022-04-02 22:12:37 +00:00
|
|
|
|
@classmethod
|
2022-04-03 22:40:19 +00:00
|
|
|
|
def stage_write_spoiler(cls, world: MultiWorld, spoiler_handle):
|
2022-04-02 22:12:37 +00:00
|
|
|
|
hk_players = world.get_game_players(cls.game)
|
|
|
|
|
spoiler_handle.write('\n\nCharm Notches:')
|
|
|
|
|
for player in hk_players:
|
|
|
|
|
name = world.get_player_name(player)
|
|
|
|
|
spoiler_handle.write(f'\n{name}\n')
|
|
|
|
|
hk_world: HKWorld = world.worlds[player]
|
2022-04-08 17:22:50 +00:00
|
|
|
|
for charm_number, cost in enumerate(hk_world.charm_costs):
|
|
|
|
|
spoiler_handle.write(f"\n{charm_names[charm_number]}: {cost}")
|
2022-04-02 22:12:37 +00:00
|
|
|
|
|
2022-04-03 22:40:19 +00:00
|
|
|
|
spoiler_handle.write('\n\nShop Prices:')
|
|
|
|
|
for player in hk_players:
|
|
|
|
|
name = world.get_player_name(player)
|
|
|
|
|
spoiler_handle.write(f'\n{name}\n')
|
|
|
|
|
hk_world: HKWorld = world.worlds[player]
|
|
|
|
|
for shop_name, unit_name in cls.shops.items():
|
|
|
|
|
for x in range(1, hk_world.created_multi_locations[shop_name]+1):
|
|
|
|
|
loc = world.get_location(hk_world.get_multi_location_name(shop_name, x), player)
|
|
|
|
|
spoiler_handle.write(f"\n{loc}: {loc.item} costing {loc.cost} {unit_name}")
|
|
|
|
|
|
2022-04-03 20:05:20 +00:00
|
|
|
|
def get_multi_location_name(self, base: str, i: typing.Optional[int]) -> str:
|
|
|
|
|
if i is None:
|
|
|
|
|
i = self.created_multi_locations[base]
|
|
|
|
|
assert 0 < i < 18, "limited number of multi location IDs reserved."
|
|
|
|
|
return f"{base}_{i}"
|
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
|
|
|
|
|
def create_region(world: MultiWorld, player: int, name: str, location_names=None, exits=None) -> Region:
|
2022-03-18 17:19:21 +00:00
|
|
|
|
ret = Region(name, RegionType.Generic, name, player)
|
2021-02-24 05:02:51 +00:00
|
|
|
|
ret.world = world
|
2022-04-01 01:23:52 +00:00
|
|
|
|
if location_names:
|
|
|
|
|
for location in location_names:
|
|
|
|
|
loc_id = HKWorld.location_name_to_id.get(location, None)
|
2021-02-24 05:02:51 +00:00
|
|
|
|
location = HKLocation(player, location, loc_id, ret)
|
|
|
|
|
ret.locations.append(location)
|
|
|
|
|
if exits:
|
|
|
|
|
for exit in exits:
|
|
|
|
|
ret.exits.append(Entrance(player, exit, ret))
|
|
|
|
|
return ret
|
|
|
|
|
|
2021-04-01 09:40:58 +00:00
|
|
|
|
|
2021-02-21 19:17:24 +00:00
|
|
|
|
class HKLocation(Location):
|
|
|
|
|
game: str = "Hollow Knight"
|
2022-04-01 01:23:52 +00:00
|
|
|
|
cost: int = 0
|
|
|
|
|
unit: typing.Optional[str] = None
|
2021-02-21 19:17:24 +00:00
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
def __init__(self, player: int, name: str, code=None, parent=None):
|
|
|
|
|
super(HKLocation, self).__init__(player, name, code if code else None, parent)
|
2021-02-21 19:17:24 +00:00
|
|
|
|
|
2021-04-01 09:40:58 +00:00
|
|
|
|
|
2021-02-21 19:17:24 +00:00
|
|
|
|
class HKItem(Item):
|
2021-02-22 10:18:53 +00:00
|
|
|
|
game = "Hollow Knight"
|
|
|
|
|
|
2021-03-20 23:47:17 +00:00
|
|
|
|
def __init__(self, name, advancement, code, type, player: int = None):
|
2022-04-01 01:23:52 +00:00
|
|
|
|
if name == "Mimic_Grub":
|
2022-06-17 01:23:27 +00:00
|
|
|
|
classification = ItemClassification.trap
|
|
|
|
|
elif type in ("Grub", "DreamWarrior", "Root", "Egg"):
|
|
|
|
|
classification = ItemClassification.progression_skip_balancing
|
|
|
|
|
elif type == "Charm" and name not in progression_charms:
|
|
|
|
|
classification = ItemClassification.progression_skip_balancing
|
|
|
|
|
elif advancement:
|
|
|
|
|
classification = ItemClassification.progression
|
|
|
|
|
else:
|
|
|
|
|
classification = ItemClassification.filler
|
|
|
|
|
super(HKItem, self).__init__(name, classification, code if code else None, player)
|
|
|
|
|
self.type = type
|
2022-04-05 22:41:15 +00:00
|
|
|
|
|
2021-02-24 05:02:51 +00:00
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
class HKLogicMixin(LogicMixin):
|
|
|
|
|
world: MultiWorld
|
2021-02-21 19:17:24 +00:00
|
|
|
|
|
2022-04-01 01:23:52 +00:00
|
|
|
|
def _hk_notches(self, player: int, *notches: int) -> int:
|
|
|
|
|
return sum(self.world.worlds[player].charm_costs[notch] for notch in notches)
|
2021-07-15 11:31:33 +00:00
|
|
|
|
|
2022-04-05 13:01:33 +00:00
|
|
|
|
def _hk_option(self, player: int, option_name: str) -> int:
|
2022-04-01 01:23:52 +00:00
|
|
|
|
return getattr(self.world, option_name)[player].value
|
2021-07-15 11:31:33 +00:00
|
|
|
|
|
2022-04-05 13:01:33 +00:00
|
|
|
|
def _hk_start(self, player, start_location: str) -> bool:
|
2022-04-03 22:23:40 +00:00
|
|
|
|
return self.world.StartLocation[player] == start_location
|
Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
|
|
|
|
|
|
|
|
|
def _hk_nail_combat(self, player: int) -> bool:
|
|
|
|
|
return self.has_any({'LFFTSLASH', 'RIGHTSLASH', 'UPSLASH'}, player)
|
|
|
|
|
|
|
|
|
|
def _hk_can_beat_thk(self, player: int) -> bool:
|
|
|
|
|
return (
|
|
|
|
|
self.has('Opened_Black_Egg_Temple', player)
|
|
|
|
|
and (self.count('FIREBALL', player) + self.count('SCREAM', player) + self.count('QUAKE', player)) > 1
|
|
|
|
|
and self._hk_nail_combat(player)
|
|
|
|
|
and (
|
|
|
|
|
self.has_any({'LEFTDASH', 'RIGHTDASH'}, player)
|
|
|
|
|
or self._hk_option(player, 'ProficientCombat')
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
def _hk_siblings_ending(self, player: int) -> bool:
|
|
|
|
|
return self._hk_can_beat_thk(player) and self.has('WHITEFRAGMENT', player, 3)
|
|
|
|
|
|
|
|
|
|
def _hk_can_beat_radiance(self, player: int) -> bool:
|
|
|
|
|
return (
|
|
|
|
|
self._hk_siblings_ending(player)
|
|
|
|
|
and self.has('DREAMNAIL', player, 1)
|
|
|
|
|
and (
|
|
|
|
|
(self.has('LEFTCLAW', player) and self.has('RIGHTCLAW', player))
|
|
|
|
|
or self.has('WINGS', player)
|
|
|
|
|
)
|
|
|
|
|
and (
|
|
|
|
|
self.count('FIREBALL', player) + self.count('SCREAM', player)
|
|
|
|
|
+ self.count('QUAKE', player)
|
|
|
|
|
) > 1
|
|
|
|
|
and (
|
|
|
|
|
(self.has('LEFTDASH', player, 2) and self.has('RIGHTDASH', player, 2)) # Both Shade Cloaks
|
|
|
|
|
or (self._hk_option(player, 'ProficientCombat') and self.has('QUAKE', player)) # or Dive
|
|
|
|
|
)
|
|
|
|
|
)
|