Archipelago/worlds/messenger/portals.py

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The Messenger: content update (#2823) * map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
2024-03-11 22:23:41 +00:00
from typing import List, TYPE_CHECKING
from BaseClasses import CollectionState, PlandoOptions
from .options import ShufflePortals
from ..generic import PlandoConnection
if TYPE_CHECKING:
from . import MessengerWorld
PORTALS = [
"Autumn Hills",
"Riviere Turquoise",
"Howling Grotto",
"Sunken Shrine",
"Searing Crags",
"Glacial Peak",
]
REGION_ORDER = [
"Autumn Hills",
"Forlorn Temple",
"Catacombs",
"Bamboo Creek",
"Howling Grotto",
"Quillshroom Marsh",
"Searing Crags",
"Glacial Peak",
"Tower of Time",
"Cloud Ruins",
"Underworld",
"Riviere Turquoise",
"Elemental Skylands",
"Sunken Shrine",
]
SHOP_POINTS = {
"Autumn Hills": [
"Climbing Claws",
"Hope Path",
"Dimension Climb",
"Leaf Golem",
],
"Forlorn Temple": [
"Outside",
"Entrance",
"Climb",
"Rocket Sunset",
"Descent",
"Saw Gauntlet",
"Demon King",
],
"Catacombs": [
"Triple Spike Crushers",
"Ruxxtin",
],
"Bamboo Creek": [
"Spike Crushers",
"Abandoned",
"Time Loop",
],
"Howling Grotto": [
"Wingsuit",
"Crushing Pits",
"Emerald Golem",
],
"Quillshroom Marsh": [
"Spikey Window",
"Sand Trap",
"Queen of Quills",
],
"Searing Crags": [
"Rope Dart",
"Falling Rocks",
"Searing Mega Shard",
"Before Final Climb",
"Colossuses",
"Key of Strength",
],
"Glacial Peak": [
"Ice Climbers'",
"Glacial Mega Shard",
"Tower Entrance",
],
"Tower of Time": [
"Final Chance",
"Arcane Golem",
],
"Cloud Ruins": [
"Cloud Entrance",
"Pillar Glide",
"Crushers' Descent",
"Seeing Spikes",
"Final Flight",
"Manfred's",
],
"Underworld": [
"Left",
"Fireball Wave",
"Long Climb",
# "Barm'athaziel", # not currently valid
"Key of Chaos",
],
"Riviere Turquoise": [
"Waterfall",
"Launch of Faith",
"Log Flume",
"Log Climb",
"Restock",
"Butterfly Matriarch",
],
"Elemental Skylands": [
"Air Intro",
"Air Generator",
"Earth Intro",
"Earth Generator",
"Fire Intro",
"Fire Generator",
"Water Intro",
"Water Generator",
],
"Sunken Shrine": [
"Above Portal",
"Lifeguard",
"Sun Path",
"Tabi Gauntlet",
"Moon Path",
]
}
CHECKPOINTS = {
"Autumn Hills": [
"Hope Latch",
"Key of Hope",
"Lakeside",
"Double Swing",
"Spike Ball Swing",
],
"Forlorn Temple": [
"Sunny Day",
"Rocket Maze",
],
"Catacombs": [
"Death Trap",
"Crusher Gauntlet",
"Dirty Pond",
],
"Bamboo Creek": [
"Spike Ball Pits",
"Spike Doors",
],
"Howling Grotto": [
"Lost Woods",
"Breezy Crushers",
],
"Quillshroom Marsh": [
"Seashell",
"Quicksand",
"Spike Wave",
],
"Searing Crags": [
"Triple Ball Spinner",
"Raining Rocks",
],
"Glacial Peak": [
"Projectile Spike Pit",
"Air Swag",
"Free Climbing",
],
"Tower of Time": [
"First",
"Second",
"Third",
"Fourth",
"Fifth",
"Sixth",
],
"Cloud Ruins": [
"Spike Float",
"Ghost Pit",
"Toothbrush Alley",
"Saw Pit",
],
"Underworld": [
"Hot Dip",
"Hot Tub",
"Lava Run",
],
"Riviere Turquoise": [
"Flower Flight",
],
"Elemental Skylands": [
"Air Seal",
],
"Sunken Shrine": [
"Lightfoot Tabi",
"Sun Crest",
"Waterfall Paradise",
"Moon Crest",
]
}
def shuffle_portals(world: "MessengerWorld") -> None:
def create_mapping(in_portal: str, warp: str) -> None:
nonlocal available_portals
parent = out_to_parent[warp]
exit_string = f"{parent.strip(' ')} - "
if "Portal" in warp:
exit_string += "Portal"
world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}00"))
elif warp_point in SHOP_POINTS[parent]:
exit_string += f"{warp_point} Shop"
world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}1{SHOP_POINTS[parent].index(warp_point)}"))
else:
exit_string += f"{warp_point} Checkpoint"
world.portal_mapping.append(int(f"{REGION_ORDER.index(parent)}2{CHECKPOINTS[parent].index(warp_point)}"))
world.spoiler_portal_mapping[in_portal] = exit_string
connect_portal(world, in_portal, exit_string)
available_portals.remove(warp)
if shuffle_type < ShufflePortals.option_anywhere:
available_portals = [port for port in available_portals if port not in shop_points[parent]]
def handle_planned_portals(plando_connections: List[PlandoConnection]) -> None:
for connection in plando_connections:
if connection.entrance not in PORTALS:
continue
# let it crash here if input is invalid
create_mapping(connection.entrance, connection.exit)
world.plando_portals.append(connection.entrance)
shuffle_type = world.options.shuffle_portals
shop_points = SHOP_POINTS.copy()
for portal in PORTALS:
shop_points[portal].append(f"{portal} Portal")
if shuffle_type > ShufflePortals.option_shops:
shop_points.update(CHECKPOINTS)
out_to_parent = {checkpoint: parent for parent, checkpoints in shop_points.items() for checkpoint in checkpoints}
available_portals = [val for zone in shop_points.values() for val in zone]
plando = world.multiworld.plando_connections[world.player]
if plando and world.multiworld.plando_options & PlandoOptions.connections:
handle_planned_portals(plando)
world.multiworld.plando_connections[world.player] = [connection for connection in plando
if connection.entrance not in PORTALS]
for portal in PORTALS:
warp_point = world.random.choice(available_portals)
create_mapping(portal, warp_point)
def connect_portal(world: "MessengerWorld", portal: str, out_region: str) -> None:
entrance = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
entrance.connect(world.multiworld.get_region(out_region, world.player))
def disconnect_portals(world: "MessengerWorld") -> None:
for portal in [port for port in PORTALS if port not in world.plando_portals]:
entrance = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
entrance.connected_region.entrances.remove(entrance)
entrance.connected_region = None
if portal in world.spoiler_portal_mapping:
del world.spoiler_portal_mapping[portal]
if len(world.portal_mapping) > len(world.spoiler_portal_mapping):
world.portal_mapping = world.portal_mapping[:len(world.spoiler_portal_mapping)]
def validate_portals(world: "MessengerWorld") -> bool:
# if world.options.shuffle_transitions:
# return True
new_state = CollectionState(world.multiworld)
new_state.update_reachable_regions(world.player)
reachable_locs = 0
for loc in world.multiworld.get_locations(world.player):
reachable_locs += loc.can_reach(new_state)
if reachable_locs > 5:
return True
return False
def add_closed_portal_reqs(world: "MessengerWorld") -> None:
closed_portals = [entrance for entrance in PORTALS if f"{entrance} Portal" not in world.starting_portals]
for portal in closed_portals:
tower_exit = world.multiworld.get_entrance(f"ToTHQ {portal} Portal", world.player)
tower_exit.access_rule = lambda state: state.has(portal, world.player)