Archipelago/worlds/celeste64/__init__.py

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from typing import List
from BaseClasses import ItemClassification, Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import Celeste64Item, item_data_table, item_table
from .Locations import Celeste64Location, location_data_table, location_table
from .Names import ItemName
from .Options import Celeste64Options
class Celeste64WebWorld(WebWorld):
theme = "ice"
setup_en = Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Celeste 64 in Archipelago.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["PoryGone"]
)
tutorials = [setup_en]
class Celeste64World(World):
"""Relive the magic of Celeste Mountain alongside Madeline in this small, heartfelt 3D platformer.
Created in a week(ish) by the Celeste team to celebrate the games sixth anniversary 🍓"""
game = "Celeste 64"
web = Celeste64WebWorld()
options_dataclass = Celeste64Options
options: Celeste64Options
location_name_to_id = location_table
item_name_to_id = item_table
def create_item(self, name: str) -> Celeste64Item:
# Only make required amount of strawberries be Progression
if getattr(self, "options", None) and name == ItemName.strawberry:
classification: ItemClassification = ItemClassification.filler
self.prog_strawberries = getattr(self, "prog_strawberries", 0)
if self.prog_strawberries < self.options.strawberries_required.value:
classification = ItemClassification.progression_skip_balancing
self.prog_strawberries += 1
return Celeste64Item(name, classification, item_data_table[name].code, self.player)
else:
return Celeste64Item(name, item_data_table[name].type, item_data_table[name].code, self.player)
def create_items(self) -> None:
item_pool: List[Celeste64Item] = []
item_pool += [self.create_item(name) for name in item_data_table.keys()]
item_pool += [self.create_item(ItemName.strawberry) for _ in range(21)]
self.multiworld.itempool += item_pool
def create_regions(self) -> None:
from .Regions import region_data_table
# Create regions.
for region_name in region_data_table.keys():
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
# Create locations.
for region_name, region_data in region_data_table.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_locations({
location_name: location_data.address for location_name, location_data in location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
region.add_exits(region_data_table[region_name].connecting_regions)
def get_filler_item_name(self) -> str:
return ItemName.strawberry
def set_rules(self) -> None:
from .Rules import set_rules
set_rules(self)
def fill_slot_data(self):
return {
"death_link": self.options.death_link.value,
"death_link_amnesty": self.options.death_link_amnesty.value,
"strawberries_required": self.options.strawberries_required.value
}