Archipelago/worlds/hk/__init__.py

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from __future__ import annotations
import logging
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import typing
from collections import Counter
logger = logging.getLogger("Hollow Knight")
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from .Items import item_table, lookup_type_to_names, item_name_groups
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from .Regions import create_regions
from .Rules import set_rules
from .Options import hollow_knight_options, hollow_knight_randomize_options, disabled, Goal, WhitePalace
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from .ExtractedData import locations, starts, multi_locations, location_to_region_lookup, \
event_names, item_effects, connectors, one_ways
from .Charms import names as charm_names
from BaseClasses import Region, Entrance, Location, MultiWorld, Item, RegionType, LocationProgressType, Tutorial, ItemClassification
from ..AutoWorld import World, LogicMixin, WebWorld
path_of_pain_locations = {
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"Soul_Totem-Path_of_Pain_Below_Thornskip",
"Lore_Tablet-Path_of_Pain_Entrance",
"Soul_Totem-Path_of_Pain_Left_of_Lever",
"Soul_Totem-Path_of_Pain_Hidden",
"Soul_Totem-Path_of_Pain_Entrance",
"Soul_Totem-Path_of_Pain_Final",
"Soul_Totem-Path_of_Pain_Below_Lever",
"Soul_Totem-Path_of_Pain_Second",
"Journal_Entry-Seal_of_Binding",
"Warp-Path_of_Pain_Complete",
"Defeated_Path_of_Pain_Arena",
"Completed_Path_of_Pain",
# Path of Pain transitions
"White_Palace_17[right1]", "White_Palace_17[bot1]",
"White_Palace_18[top1]", "White_Palace_18[right1]",
"White_Palace_19[left1]", "White_Palace_19[top1]",
"White_Palace_20[bot1]",
}
white_palace_transitions = {
# Event-Transitions:
# "Grubfather_2",
"White_Palace_01[left1]", "White_Palace_01[right1]", "White_Palace_01[top1]",
"White_Palace_02[left1]",
"White_Palace_03_hub[bot1]", "White_Palace_03_hub[left1]", "White_Palace_03_hub[left2]",
"White_Palace_03_hub[right1]", "White_Palace_03_hub[top1]",
"White_Palace_04[right2]", "White_Palace_04[top1]",
"White_Palace_05[left1]", "White_Palace_05[left2]", "White_Palace_05[right1]", "White_Palace_05[right2]",
"White_Palace_06[bot1]", "White_Palace_06[left1]", "White_Palace_06[top1]", "White_Palace_07[bot1]",
"White_Palace_07[top1]", "White_Palace_08[left1]", "White_Palace_08[right1]",
"White_Palace_09[right1]",
"White_Palace_11[door2]",
"White_Palace_12[bot1]", "White_Palace_12[right1]",
"White_Palace_13[left1]", "White_Palace_13[left2]", "White_Palace_13[left3]", "White_Palace_13[right1]",
"White_Palace_14[bot1]", "White_Palace_14[right1]",
"White_Palace_15[left1]", "White_Palace_15[right1]", "White_Palace_15[right2]",
"White_Palace_16[left1]", "White_Palace_16[left2]",
}
white_palace_checks = {
"Soul_Totem-White_Palace_Final",
"Soul_Totem-White_Palace_Entrance",
"Lore_Tablet-Palace_Throne",
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"Soul_Totem-White_Palace_Left",
"Lore_Tablet-Palace_Workshop",
"Soul_Totem-White_Palace_Hub",
"Soul_Totem-White_Palace_Right"
}
white_palace_events = {
"White_Palace_03_hub",
"White_Palace_13",
"White_Palace_01",
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"Palace_Entrance_Lantern_Lit",
"Palace_Left_Lantern_Lit",
"Palace_Right_Lantern_Lit",
"Palace_Atrium_Gates_Opened",
"Warp-White_Palace_Atrium_to_Palace_Grounds",
"Warp-White_Palace_Entrance_to_Palace_Grounds",
}
progression_charms = {
# Baldur Killers
"Grubberfly's_Elegy", "Weaversong", "Glowing_Womb",
# Spore Shroom spots in fungal wastes and elsewhere
"Spore_Shroom",
# Tuk gives egg,
"Defender's_Crest",
# Unlocks Grimm Troupe
"Grimmchild1", "Grimmchild2"
}
# Vanilla placements of the following items have no impact on logic, thus we can avoid creating these items and
# locations entirely when the option to randomize them is disabled.
logicless_options = {
"RandomizeVesselFragments", "RandomizeGeoChests", "RandomizeJunkPitChests", "RandomizeRelics",
"RandomizeMaps", "RandomizeJournalEntries", "RandomizeGeoRocks", "RandomizeBossGeo",
"RandomizeLoreTablets", "RandomizeSoulTotems",
}
class HKWeb(WebWorld):
tutorials = [Tutorial(
"Mod Setup and Use Guide",
"A guide to playing Hollow Knight with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["Ijwu"]
)]
class HKWorld(World):
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"""Beneath the fading town of Dirtmouth sleeps a vast, ancient kingdom. Many are drawn beneath the surface,
searching for riches, or glory, or answers to old secrets.
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As the enigmatic Knight, youll traverse the depths, unravel its mysteries and conquer its evils.
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""" # from https://www.hollowknight.com
game: str = "Hollow Knight"
options = hollow_knight_options
web = HKWeb()
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item_name_to_id = {name: data.id for name, data in item_table.items()}
location_name_to_id = {location_name: location_id for location_id, location_name in
enumerate(locations, start=0x1000000)}
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item_name_groups = item_name_groups
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ranges: typing.Dict[str, typing.Tuple[int, int]]
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shops: typing.Dict[str, str] = {
"Egg_Shop": "Egg",
"Grubfather": "Grub",
"Seer": "Essence",
"Salubra_(Requires_Charms)": "Charm"
}
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charm_costs: typing.List[int]
data_version = 2
def __init__(self, world, player):
super(HKWorld, self).__init__(world, player)
self.created_multi_locations: typing.Dict[str, int] = Counter()
self.ranges = {}
def generate_early(self):
world = self.world
charm_costs = world.RandomCharmCosts[self.player].get_costs(world.random)
self.charm_costs = world.PlandoCharmCosts[self.player].get_costs(charm_costs)
# world.exclude_locations[self.player].value.update(white_palace_locations)
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world.local_items[self.player].value.add("Mimic_Grub")
for vendor, unit in self.shops.items():
mini = getattr(world, f"Minimum{unit}Price")[self.player]
maxi = getattr(world, f"Maximum{unit}Price")[self.player]
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# if minimum > maximum, set minimum to maximum
mini.value = min(mini.value, maxi.value)
self.ranges[unit] = mini.value, maxi.value
world.push_precollected(HKItem(starts[world.StartLocation[self.player].current_key],
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True, None, "Event", self.player))
for option_name in disabled:
getattr(world, option_name)[self.player].value = 0
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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:
exclusions.add("King_Fragment")
if self.world.RandomizeCharms[self.player]:
# If charms are randomized, this will be junk-filled -- so transitions and events are not progression
exclusions.update(white_palace_transitions)
exclusions.update(white_palace_events)
return exclusions
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def create_regions(self):
menu_region: Region = create_region(self.world, self.player, 'Menu')
self.world.regions.append(menu_region)
# wp_exclusions = self.white_palace_exclusions()
# Link regions
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for event_name in event_names:
#if event_name in wp_exclusions:
# continue
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loc = HKLocation(self.player, event_name, None, menu_region)
loc.place_locked_item(HKItem(event_name,
True, #event_name not in wp_exclusions,
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None, "Event", self.player))
menu_region.locations.append(loc)
for entry_transition, exit_transition in connectors.items():
#if entry_transition in wp_exclusions:
# continue
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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,
True, #exit_transition not in wp_exclusions,
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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")
wp_exclusions = self.white_palace_exclusions()
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for option_key, option in hollow_knight_randomize_options.items():
randomized = getattr(self.world, option_key)[self.player]
for item_name, location_name in zip(option.items, option.locations):
vanilla = not randomized
excluded = False
if item_name in geo_replace:
item_name = "Geo_Rock-Default"
item = self.create_item(item_name)
if location_name == "Start":
self.world.push_precollected(item)
continue
location = self.create_location(location_name)
if not vanilla and location_name in wp_exclusions:
if location_name == 'King_Fragment':
excluded = True
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else:
vanilla = True
if excluded:
location.progress_type = LocationProgressType.EXCLUDED
if vanilla:
location.place_locked_item(item)
else:
pool.append(item)
for i in range(self.world.EggShopSlots[self.player].value):
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self.create_location("Egg_Shop")
pool.append(self.create_item("Geo_Rock-Default"))
self.world.itempool += pool
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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
def set_rules(self):
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world = self.world
player = self.player
if world.logic[player] != 'nologic':
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)
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set_rules(self)
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def fill_slot_data(self):
slot_data = {}
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options = slot_data["options"] = {}
for option_name in self.options:
option = getattr(self.world, option_name)[self.player]
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
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# 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
return slot_data
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def create_item(self, name: str) -> HKItem:
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item_data = item_table[name]
return HKItem(name, item_data.advancement, item_data.id, item_data.type, self.player)
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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
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name = self.get_multi_location_name(name, self.created_multi_locations[name])
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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)
if change:
for effect_name, effect_value in item_effects.get(item.name, {}).items():
state.prog_items[effect_name, item.player] += effect_value
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return change
def remove(self, state, item: HKItem) -> bool:
change = super(HKWorld, self).remove(state, item)
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
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return change
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@classmethod
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def stage_write_spoiler(cls, world: MultiWorld, spoiler_handle):
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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]
for charm_number, cost in enumerate(hk_world.charm_costs):
spoiler_handle.write(f"\n{charm_names[charm_number]}: {cost}")
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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}")
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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}"
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def create_region(world: MultiWorld, player: int, name: str, location_names=None, exits=None) -> Region:
ret = Region(name, RegionType.Generic, name, player)
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ret.world = world
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if location_names:
for location in location_names:
loc_id = HKWorld.location_name_to_id.get(location, None)
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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
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class HKLocation(Location):
game: str = "Hollow Knight"
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cost: int = 0
unit: typing.Optional[str] = None
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def __init__(self, player: int, name: str, code=None, parent=None):
super(HKLocation, self).__init__(player, name, code if code else None, parent)
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class HKItem(Item):
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game = "Hollow Knight"
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def __init__(self, name, advancement, code, type, player: int = None):
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if name == "Mimic_Grub":
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
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class HKLogicMixin(LogicMixin):
world: MultiWorld
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def _hk_notches(self, player: int, *notches: int) -> int:
return sum(self.world.worlds[player].charm_costs[notch] for notch in notches)
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def _hk_option(self, player: int, option_name: str) -> int:
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return getattr(self.world, option_name)[player].value
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def _hk_start(self, player, start_location: str) -> bool:
return self.world.StartLocation[player] == start_location
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
)
)