2021-09-25 00:31:32 +00:00
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from typing import Dict, List, Set
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2021-09-24 02:07:32 +00:00
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from BaseClasses import Item, MultiWorld
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from ..AutoWorld import World
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from .LogicMixin import TimespinnerLogic
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from .Items import item_table, starter_melee_weapons, starter_spells, starter_progression_items, filler_items
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from .Locations import get_locations, starter_progression_locations, EventId
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from .Regions import create_regions
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from .Options import is_option_enabled, timespinner_options
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from .PyramidKeys import get_pyramid_keys_unlock
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class TimespinnerWorld(World):
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options = timespinner_options
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game = "Timespinner"
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topology_present = True
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data_version = 1
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hidden = True
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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.name: location.code for location in get_locations(None, None)}
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locked_locations: Dict[int, List[str]] = {}
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pyramid_keys_unlock: Dict[int, str] = {}
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def generate_early(self):
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self.locked_locations[self.player] = []
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self.pyramid_keys_unlock[self.player] = get_pyramid_keys_unlock(self.world, self.player)
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self.item_name_groups = get_item_name_groups()
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def create_regions(self):
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create_regions(self.world, self.player, get_locations(self.world, self.player),
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self.pyramid_keys_unlock[self.player])
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def create_item(self, name: str) -> Item:
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return create_item(name, self.player)
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def set_rules(self):
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setup_events(self.world, self.player, self.locked_locations[self.player])
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self.world.completion_condition[self.player] = lambda state: state.has('Killed Nightmare', self.player)
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def generate_basic(self):
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excluded_items = get_excluded_items_based_on_options(self.world, self.player)
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assign_starter_items(self.world, self.player, excluded_items, self.locked_locations[self.player])
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if not is_option_enabled(self.world, self.player, "QuickSeed") or \
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not is_option_enabled(self.world, self.player, "Inverted"):
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place_first_progression_item(self.world, self.player, excluded_items, self.locked_locations[self.player])
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pool = get_item_pool(self.world, self.player, excluded_items)
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fill_item_pool_with_dummy_items(self.world, self.player, self.locked_locations[self.player], pool)
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self.world.itempool += pool
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def fill_slot_data(self) -> Dict:
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slot_data = {}
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for option_name in timespinner_options:
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option = getattr(self.world, option_name)[self.player]
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slot_data[option_name] = int(option.value)
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slot_data["StinkyMaw"] = 1
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slot_data["ProgressiveVerticalMovement"] = 0
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slot_data["ProgressiveKeycards"] = 0
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slot_data["PyramidKeysGate"] = self.pyramid_keys_unlock[self.player]
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return slot_data
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def create_item(name: str, player: int) -> Item:
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data = item_table[name]
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return Item(name, data.progression, data.code, player)
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def get_excluded_items_based_on_options(world: MultiWorld, player: int) -> List[str]:
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excluded_items = []
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if is_option_enabled(world, player, "StartWithJewelryBox"):
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excluded_items.append('Jewelry Box')
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if is_option_enabled(world, player, "StartWithMeyef"):
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excluded_items.append('Meyef')
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if is_option_enabled(world, player, "QuickSeed"):
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excluded_items.append('Talaria Attachment')
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return excluded_items
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def assign_starter_items(world: MultiWorld, player: int, excluded_items: List[str], locked_locations: List[str]):
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melee_weapon = world.random.choice(starter_melee_weapons)
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spell = world.random.choice(starter_spells)
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excluded_items.append(melee_weapon)
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excluded_items.append(spell)
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melee_weapon_item = create_item(melee_weapon, player)
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spell_item = create_item(spell, player)
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world.get_location('Yo Momma 1', player).place_locked_item(melee_weapon_item)
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world.get_location('Yo Momma 2', player).place_locked_item(spell_item)
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locked_locations.append('Yo Momma 1')
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locked_locations.append('Yo Momma 2')
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def get_item_pool(world: MultiWorld, player: int, excluded_items: List[str]) -> List[Item]:
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pool = []
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for name, data in item_table.items():
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if not name in excluded_items:
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for _ in range(data.count):
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item = update_progressive_state_based_flags(world, player, name, create_item(name, player))
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pool.append(item)
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return pool
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def fill_item_pool_with_dummy_items(world: MultiWorld, player: int, locked_locations: List[str], pool: List[Item]):
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for _ in range(len(get_locations(world, player)) - len(locked_locations) - len(pool)):
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item = create_item(world.random.choice(filler_items), player)
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pool.append(item)
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def place_first_progression_item(world: MultiWorld, player: int, excluded_items: List[str],
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locked_locations: List[str]):
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progression_item = world.random.choice(starter_progression_items)
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location = world.random.choice(starter_progression_locations)
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excluded_items.append(progression_item)
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locked_locations.append(location)
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item = create_item(progression_item, player)
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world.get_location(location, player).place_locked_item(item)
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def update_progressive_state_based_flags(world: MultiWorld, player: int, name: str, data: Item) -> Item:
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if not data.advancement:
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return data
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if (name == 'Tablet' or name == 'Library Keycard V') and not is_option_enabled(world, player, "DownloadableItems"):
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data.advancement = False
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if name == 'Oculus Ring' and not is_option_enabled(world, player, "FacebookMode"):
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data.advancement = False
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return data
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def setup_events(world: MultiWorld, player: int, locked_locations: List[str]):
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for location in get_locations(world, player):
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if location.code == EventId:
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location = world.get_location(location.name, player)
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item = Item(location.name, True, EventId, player)
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locked_locations.append(location.name)
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location.place_locked_item(item)
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def get_item_name_groups() -> Dict[str, Set[str]]:
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groups: Dict[str, Set[str]] = {}
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for name, data in item_table.items():
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groups.setdefault(data.category, set()).add(name)
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return groups
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