Archipelago/worlds/spire/__init__.py

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import string
from BaseClasses import Item, MultiWorld, Region, Location, Entrance
from .Items import item_table, item_pool, event_item_pairs
from .Locations import location_table
from .Regions import create_regions
from .Rules import set_rules
from ..AutoWorld import World
from .Options import spire_options
class SpireWorld(World):
options = spire_options
game = "Slay the Spire"
topology_present = False
data_version = 1
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = location_table
forced_auto_forfeit = True
def _get_slot_data(self):
return {
'seed': "".join(self.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
'character': self.world.character[self.player],
'ascension': self.world.ascension[self.player],
'heart_run': self.world.heart_run[self.player]
}
def generate_basic(self):
# Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool
pool = []
for name, data in item_table.items():
if not data.event:
if name in item_pool:
card_draw = 0
for amount in range(item_pool[name]):
item = SpireItem(name, self.player)
# This feels wrong but it makes our failure rate drop dramatically
# makes all but 7 basic card draws trash fill
if item.name == "Card Draw":
card_draw += 1
if card_draw > 7:
item.advancement = False
pool.append(item)
else:
item = SpireItem(name, self.player)
pool.append(item)
self.world.itempool += pool
# Pair up our event locations with our event items
for event, item in event_item_pairs.items():
event_item = SpireItem(item, self.player)
self.world.get_location(event, self.player).place_locked_item(event_item)
if self.world.logic[self.player] != 'no logic':
self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
def set_rules(self):
set_rules(self.world, self.player)
def create_item(self, name: str) -> Item:
item_data = item_table[name]
return Item(name, item_data.progression, item_data.code, self.player)
def create_regions(self):
create_regions(self.world, self.player)
def fill_slot_data(self) -> dict:
slot_data = self._get_slot_data()
for option_name in spire_options:
option = getattr(self.world, option_name)[self.player]
slot_data[option_name] = int(option.value)
return slot_data
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, None, name, player)
ret.world = world
if locations:
for location in locations:
loc_id = location_table.get(location, 0)
location = SpireLocation(player, location, loc_id, ret)
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
class SpireLocation(Location):
game: str = "Slay the Spire"
def __init__(self, player: int, name: str, address=None, parent=None):
super(SpireLocation, self).__init__(player, name, address, parent)
if address is None:
self.event = True
self.locked = True
class SpireItem(Item):
game = "Slay the Spire"
def __init__(self, name, player: int = None):
item_data = item_table[name]
super(SpireItem, self).__init__(name, item_data.progression, item_data.code, player)