Archipelago/worlds/tunic/er_scripts.py

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from typing import Dict, List, Set, TYPE_CHECKING
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from BaseClasses import Region, ItemClassification, Item, Location
from .locations import location_table
from .er_data import Portal, tunic_er_regions, portal_mapping, traversal_requirements, DeadEnd
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from .er_rules import set_er_region_rules
from Options import PlandoConnection
from .options import EntranceRando
from random import Random
from copy import deepcopy
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if TYPE_CHECKING:
from . import TunicWorld
class TunicERItem(Item):
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game: str = "TUNIC"
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class TunicERLocation(Location):
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game: str = "TUNIC"
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def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
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regions: Dict[str, Region] = {}
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if world.options.entrance_rando:
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portal_pairs = pair_portals(world)
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# output the entrances to the spoiler log here for convenience
for portal1, portal2 in portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
else:
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portal_pairs = vanilla_portals()
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for region_name, region_data in tunic_er_regions.items():
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regions[region_name] = Region(region_name, world.player, world.multiworld)
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set_er_region_rules(world, regions, portal_pairs)
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for location_name, location_id in world.location_name_to_id.items():
region = regions[location_table[location_name].er_region]
location = TunicERLocation(world.player, location_name, location_id, region)
region.locations.append(location)
create_randomized_entrances(portal_pairs, regions)
for region in regions.values():
world.multiworld.regions.append(region)
place_event_items(world, regions)
victory_region = regions["Spirit Arena Victory"]
victory_location = TunicERLocation(world.player, "The Heir", None, victory_region)
victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player))
world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
victory_region.locations.append(victory_location)
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return portal_pairs
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tunic_events: Dict[str, str] = {
"Eastern Bell": "Forest Belltower Upper",
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"Western Bell": "Overworld Belltower at Bell",
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"Furnace Fuse": "Furnace Fuse",
"South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
"Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
"Beneath the Vault Fuse": "Beneath the Vault Back",
"Eastern Vault West Fuses": "Eastern Vault Fortress",
"Eastern Vault East Fuse": "Eastern Vault Fortress",
"Quarry Connector Fuse": "Quarry Connector",
"Quarry Fuse": "Quarry Entry",
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"Ziggurat Fuse": "Rooted Ziggurat Lower Back",
"West Garden Fuse": "West Garden",
"Library Fuse": "Library Lab",
"Place Questagons": "Sealed Temple",
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}
def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
for event_name, region_name in tunic_events.items():
region = regions[region_name]
location = TunicERLocation(world.player, event_name, None, region)
if event_name == "Place Questagons":
if world.options.hexagon_quest:
continue
location.place_locked_item(
TunicERItem("Unseal the Heir", ItemClassification.progression, None, world.player))
elif event_name.endswith("Bell"):
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location.place_locked_item(
TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player))
else:
location.place_locked_item(
TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player))
region.locations.append(location)
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def vanilla_portals() -> Dict[Portal, Portal]:
portal_pairs: Dict[Portal, Portal] = {}
# we don't want the zig skip exit for vanilla portals, since it shouldn't be considered for logic here
portal_map = [portal for portal in portal_mapping if portal.name != "Ziggurat Lower Falling Entrance"]
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while portal_map:
portal1 = portal_map[0]
portal2 = None
# portal2 scene destination tag is portal1's destination scene tag
portal2_sdt = portal1.destination_scene()
if portal2_sdt.startswith("Shop,"):
portal2 = Portal(name="Shop", region="Shop",
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destination="Previous Region", tag="_")
elif portal2_sdt == "Purgatory, Purgatory_bottom":
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portal2_sdt = "Purgatory, Purgatory_top"
for portal in portal_map:
if portal.scene_destination() == portal2_sdt:
portal2 = portal
break
portal_pairs[portal1] = portal2
portal_map.remove(portal1)
if not portal2_sdt.startswith("Shop,"):
portal_map.remove(portal2)
return portal_pairs
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# pairing off portals, starting with dead ends
def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# separate the portals into dead ends and non-dead ends
portal_pairs: Dict[Portal, Portal] = {}
dead_ends: List[Portal] = []
two_plus: List[Portal] = []
player_name = world.multiworld.get_player_name(world.player)
portal_map = portal_mapping.copy()
logic_rules = world.options.logic_rules.value
fixed_shop = world.options.fixed_shop
laurels_location = world.options.laurels_location
traversal_reqs = deepcopy(traversal_requirements)
has_laurels = True
waterfall_plando = False
# if it's not one of the EntranceRando options, it's a custom seed
if world.options.entrance_rando.value not in EntranceRando.options.values():
seed_group = world.seed_groups[world.options.entrance_rando.value]
logic_rules = seed_group["logic_rules"]
fixed_shop = seed_group["fixed_shop"]
laurels_location = "10_fairies" if seed_group["laurels_at_10_fairies"] is True else False
# marking that you don't immediately have laurels
if laurels_location == "10_fairies" and not hasattr(world.multiworld, "re_gen_passthrough"):
has_laurels = False
shop_scenes: Set[str] = set()
shop_count = 6
if fixed_shop:
shop_count = 0
shop_scenes.add("Overworld Redux")
else:
# if fixed shop is off, remove this portal
for portal in portal_map:
if portal.region == "Zig Skip Exit":
portal_map.remove(portal)
break
# If using Universal Tracker, restore portal_map. Could be cleaner, but it does not matter for UT even a little bit
if hasattr(world.multiworld, "re_gen_passthrough"):
if "TUNIC" in world.multiworld.re_gen_passthrough:
portal_map = portal_mapping.copy()
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# create separate lists for dead ends and non-dead ends
for portal in portal_map:
dead_end_status = tunic_er_regions[portal.region].dead_end
if dead_end_status == DeadEnd.free:
two_plus.append(portal)
elif dead_end_status == DeadEnd.all_cats:
dead_ends.append(portal)
elif dead_end_status == DeadEnd.restricted:
if logic_rules:
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two_plus.append(portal)
else:
dead_ends.append(portal)
# these two get special handling
elif dead_end_status == DeadEnd.special:
if portal.region == "Secret Gathering Place":
if laurels_location == "10_fairies":
two_plus.append(portal)
else:
dead_ends.append(portal)
if portal.region == "Zig Skip Exit":
if fixed_shop:
two_plus.append(portal)
else:
dead_ends.append(portal)
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connected_regions: Set[str] = set()
# make better start region stuff when/if implementing random start
start_region = "Overworld"
connected_regions.add(start_region)
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
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if world.options.entrance_rando.value in EntranceRando.options.values():
plando_connections = world.options.plando_connections.value
else:
plando_connections = world.seed_groups[world.options.entrance_rando.value]["plando"]
# universal tracker support stuff, don't need to care about region dependency
if hasattr(world.multiworld, "re_gen_passthrough"):
if "TUNIC" in world.multiworld.re_gen_passthrough:
plando_connections.clear()
# universal tracker stuff, won't do anything in normal gen
for portal1, portal2 in world.multiworld.re_gen_passthrough["TUNIC"]["Entrance Rando"].items():
portal_name1 = ""
portal_name2 = ""
for portal in portal_mapping:
if portal.scene_destination() == portal1:
portal_name1 = portal.name
# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
if portal.scene_destination() == portal2:
portal_name2 = portal.name
# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
# shops have special handling
if not portal_name2 and portal2 == "Shop, Previous Region_":
portal_name2 = "Shop Portal"
plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
non_dead_end_regions = set()
for region_name, region_info in tunic_er_regions.items():
if not region_info.dead_end:
non_dead_end_regions.add(region_name)
elif region_info.dead_end == 2 and logic_rules:
non_dead_end_regions.add(region_name)
elif region_info.dead_end == 3:
if (region_name == "Secret Gathering Place" and laurels_location == "10_fairies") \
or (region_name == "Zig Skip Exit" and fixed_shop):
non_dead_end_regions.add(region_name)
if plando_connections:
for connection in plando_connections:
p_entrance = connection.entrance
p_exit = connection.exit
portal1_dead_end = True
portal2_dead_end = True
portal1 = None
portal2 = None
# search two_plus for both at once
for portal in two_plus:
if p_entrance == portal.name:
portal1 = portal
portal1_dead_end = False
if p_exit == portal.name:
portal2 = portal
portal2_dead_end = False
# search dead_ends individually since we can't really remove items from two_plus during the loop
if portal1:
two_plus.remove(portal1)
else:
# if not both, they're both dead ends
if not portal2:
if world.options.entrance_rando.value not in EntranceRando.options.values():
raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
"end to a dead end in their plando connections.")
else:
raise Exception(f"{player_name} paired a dead end to a dead end in their "
"plando connections.")
for portal in dead_ends:
if p_entrance == portal.name:
portal1 = portal
break
if not portal1:
raise Exception(f"Could not find entrance named {p_entrance} for "
f"plando connections in {player_name}'s YAML.")
dead_ends.remove(portal1)
if portal2:
two_plus.remove(portal2)
else:
for portal in dead_ends:
if p_exit == portal.name:
portal2 = portal
break
# if it's not a dead end, it might be a shop
if p_exit == "Shop Portal":
portal2 = Portal(name="Shop Portal", region="Shop",
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destination="Previous Region", tag="_")
shop_count -= 1
# need to maintain an even number of portals total
if shop_count < 0:
shop_count += 2
for p in portal_mapping:
if p.name == p_entrance:
shop_scenes.add(p.scene())
break
# and if it's neither shop nor dead end, it just isn't correct
else:
if not portal2:
raise Exception(f"Could not find entrance named {p_exit} for "
f"plando connections in {player_name}'s YAML.")
dead_ends.remove(portal2)
# update the traversal chart to say you can get from portal1's region to portal2's and vice versa
if not portal1_dead_end and not portal2_dead_end:
traversal_reqs.setdefault(portal1.region, dict())[portal2.region] = []
traversal_reqs.setdefault(portal2.region, dict())[portal1.region] = []
if (portal1.region == "Zig Skip Exit" and (portal2_dead_end or portal2.region == "Secret Gathering Place")
or portal2.region == "Zig Skip Exit" and (portal1_dead_end or portal1.region == "Secret Gathering Place")):
if world.options.entrance_rando.value not in EntranceRando.options.values():
raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
"end to a dead end in their plando connections.")
else:
raise Exception(f"{player_name} paired a dead end to a dead end in their "
"plando connections.")
if (portal1.region == "Secret Gathering Place" and (portal2_dead_end or portal2.region == "Zig Skip Exit")
or portal2.region == "Secret Gathering Place" and (portal1_dead_end or portal1.region == "Zig Skip Exit")):
# need to make sure you didn't pair this to a dead end or zig skip
if portal1_dead_end or portal2_dead_end or \
portal1.region == "Zig Skip Exit" or portal2.region == "Zig Skip Exit":
if world.options.entrance_rando.value not in EntranceRando.options.values():
raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
"end to a dead end in their plando connections.")
else:
raise Exception(f"{player_name} paired a dead end to a dead end in their "
"plando connections.")
waterfall_plando = True
portal_pairs[portal1] = portal2
# if we have plando connections, our connected regions may change somewhat
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
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if fixed_shop and not hasattr(world.multiworld, "re_gen_passthrough"):
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portal1 = None
for portal in two_plus:
if portal.scene_destination() == "Overworld Redux, Windmill_":
portal1 = portal
break
if not portal1:
raise Exception(f"Failed to do Fixed Shop option. "
f"Did {player_name} plando connection the Windmill Shop entrance?")
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portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
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portal_pairs[portal1] = portal2
two_plus.remove(portal1)
random_object: Random = world.random
# use the seed given in the options to shuffle the portals
if isinstance(world.options.entrance_rando.value, str):
random_object = Random(world.options.entrance_rando.value)
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# we want to start by making sure every region is accessible
random_object.shuffle(two_plus)
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check_success = 0
portal1 = None
portal2 = None
previous_conn_num = 0
fail_count = 0
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while len(connected_regions) < len(non_dead_end_regions):
# if this is universal tracker, just break immediately and move on
if hasattr(world.multiworld, "re_gen_passthrough"):
break
# if the connected regions length stays unchanged for too long, it's stuck in a loop
# should, hopefully, only ever occur if someone plandos connections poorly
if previous_conn_num == len(connected_regions):
fail_count += 1
if fail_count >= 500:
raise Exception(f"Failed to pair regions. Check plando connections for {player_name} for errors. "
"Unconnected regions:", non_dead_end_regions - connected_regions)
else:
fail_count = 0
previous_conn_num = len(connected_regions)
# find a portal in a connected region
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if check_success == 0:
for portal in two_plus:
if portal.region in connected_regions:
portal1 = portal
two_plus.remove(portal)
check_success = 1
break
# then we find a portal in an inaccessible region
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if check_success == 1:
for portal in two_plus:
if portal.region not in connected_regions:
# if secret gathering place happens to get paired really late, you can end up running out
if not has_laurels and len(two_plus) < 80:
# if you plando'd secret gathering place with laurels at 10 fairies, you're the reason for this
if waterfall_plando:
cr = connected_regions.copy()
cr.add(portal.region)
if "Secret Gathering Place" not in update_reachable_regions(cr, traversal_reqs, has_laurels, logic_rules):
continue
elif portal.region != "Secret Gathering Place":
continue
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portal2 = portal
connected_regions.add(portal.region)
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two_plus.remove(portal)
check_success = 2
break
# once we have both portals, connect them and add the new region(s) to connected_regions
if check_success == 2:
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
if "Secret Gathering Place" in connected_regions:
has_laurels = True
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portal_pairs[portal1] = portal2
check_success = 0
random_object.shuffle(two_plus)
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# for universal tracker, we want to skip shop gen
if hasattr(world.multiworld, "re_gen_passthrough"):
if "TUNIC" in world.multiworld.re_gen_passthrough:
shop_count = 0
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for i in range(shop_count):
portal1 = None
for portal in two_plus:
if portal.scene() not in shop_scenes:
shop_scenes.add(portal.scene())
portal1 = portal
two_plus.remove(portal)
break
if portal1 is None:
raise Exception("Too many shops in the pool, or something else went wrong.")
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portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
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portal_pairs[portal1] = portal2
# connect dead ends to random non-dead ends
# none of the key events are in dead ends, so we don't need to do gate_before_switch
while len(dead_ends) > 0:
if hasattr(world.multiworld, "re_gen_passthrough"):
break
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portal1 = two_plus.pop()
portal2 = dead_ends.pop()
portal_pairs[portal1] = portal2
# then randomly connect the remaining portals to each other
# every region is accessible, so gate_before_switch is not necessary
while len(two_plus) > 1:
if hasattr(world.multiworld, "re_gen_passthrough"):
break
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portal1 = two_plus.pop()
portal2 = two_plus.pop()
portal_pairs[portal1] = portal2
if len(two_plus) == 1:
raise Exception("two plus had an odd number of portals, investigate this. last portal is " + two_plus[0].name)
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return portal_pairs
# loop through our list of paired portals and make two-way connections
def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
for portal1, portal2 in portal_pairs.items():
region1 = regions[portal1.region]
region2 = regions[portal2.region]
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region1.connect(connecting_region=region2, name=portal1.name)
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# prevent the logic from thinking you can get to any shop-connected region from the shop
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if portal2.name not in {"Shop", "Shop Portal"}:
region2.connect(connecting_region=region1, name=portal2.name)
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def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[str, Dict[str, List[List[str]]]],
has_laurels: bool, logic: int) -> Set[str]:
# starting count, so we can run it again if this changes
region_count = len(connected_regions)
for origin, destinations in traversal_reqs.items():
if origin not in connected_regions:
continue
# check if we can traverse to any of the destinations
for destination, req_lists in destinations.items():
if destination in connected_regions:
continue
met_traversal_reqs = False
if len(req_lists) == 0:
met_traversal_reqs = True
# loop through each set of possible requirements, with a fancy for else loop
for reqs in req_lists:
for req in reqs:
if req == "Hyperdash":
if not has_laurels:
break
elif req == "NMG":
if not logic:
break
elif req == "UR":
if logic < 2:
break
elif req not in connected_regions:
break
else:
met_traversal_reqs = True
break
if met_traversal_reqs:
connected_regions.add(destination)
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# if the length of connected_regions changed, we got new regions, so we want to check those new origins
if region_count != len(connected_regions):
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic)
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return connected_regions