Archipelago/worlds/ff1/__init__.py

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from typing import Dict
from BaseClasses import Item, Location, MultiWorld, Tutorial, ItemClassification
from .Items import ItemData, FF1Items, FF1_STARTER_ITEMS, FF1_PROGRESSION_LIST, FF1_BRIDGE
from .Locations import EventId, FF1Locations, generate_rule, CHAOS_TERMINATED_EVENT
from .Options import ff1_options
from ..AutoWorld import World, WebWorld
class FF1Web(WebWorld):
settings_page = "https://finalfantasyrandomizer.com/"
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Final Fantasy multiworld. This guide only covers playing multiworld.",
"English",
"multiworld_en.md",
"multiworld/en",
["jat2980"]
)]
class FF1World(World):
"""
Final Fantasy 1, originally released on the NES on 1987, is the game that started the beloved, long running series.
The randomizer takes the original 8-bit Final Fantasy game for NES (USA edition) and allows you to
shuffle important aspects like the location of key items, the difficulty of monsters and fiends,
and even the location of towns and dungeons.
Part puzzle and part speed-run, it breathes new life into one of the most influential games ever made.
"""
options = ff1_options
game = "Final Fantasy"
topology_present = False
remote_items = True
2021-11-29 21:28:51 +00:00
data_version = 1
remote_start_inventory = True
ff1_items = FF1Items()
ff1_locations = FF1Locations()
item_name_groups = ff1_items.get_item_names_per_category()
item_name_to_id = ff1_items.get_item_name_to_code_dict()
location_name_to_id = ff1_locations.get_location_name_to_address_dict()
web = FF1Web()
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
self.locked_items = []
self.locked_locations = []
def generate_early(self):
return
def create_regions(self):
locations = get_options(self.world, 'locations', self.player)
rules = get_options(self.world, 'rules', self.player)
menu_region = self.ff1_locations.create_menu_region(self.player, locations, rules)
menu_region.world = self.world
terminated_event = Location(self.player, CHAOS_TERMINATED_EVENT, EventId, menu_region)
terminated_item = Item(CHAOS_TERMINATED_EVENT, ItemClassification.progression, EventId, self.player)
terminated_event.place_locked_item(terminated_item)
items = get_options(self.world, 'items', self.player)
goal_rule = generate_rule([[name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard"]],
self.player)
if "Shard" in items.keys():
def goal_rule_and_shards(state):
return goal_rule(state) and state.has("Shard", self.player, 32)
terminated_event.access_rule = goal_rule_and_shards
menu_region.locations.append(terminated_event)
self.world.regions += [menu_region]
def create_item(self, name: str) -> Item:
return self.ff1_items.generate_item(name, self.player)
def set_rules(self):
self.world.completion_condition[self.player] = lambda state: state.has(CHAOS_TERMINATED_EVENT, self.player)
def generate_basic(self):
items = get_options(self.world, 'items', self.player)
if FF1_BRIDGE in items.keys():
self._place_locked_item_in_sphere0(FF1_BRIDGE)
if items:
possible_early_items = [name for name in FF1_STARTER_ITEMS if name in items.keys()]
if possible_early_items:
progression_item = self.world.random.choice(possible_early_items)
self._place_locked_item_in_sphere0(progression_item)
else:
# Fail generation if there are no items in the pool
raise Exception("FFR settings submitted with no key items. Please ensure you generated the settings using "
"finalfantasyrandomizer.com AND enabled the AP flag")
items = [self.create_item(name) for name, data in items.items() for x in range(data['count']) if name not in
self.locked_items]
self.world.itempool += items
def _place_locked_item_in_sphere0(self, progression_item: str):
if progression_item:
rules = get_options(self.world, 'rules', self.player)
sphere_0_locations = [name for name, rules in rules.items()
if rules and len(rules[0]) == 0 and name not in self.locked_locations]
if sphere_0_locations:
initial_location = self.world.random.choice(sphere_0_locations)
locked_location = self.world.get_location(initial_location, self.player)
locked_location.place_locked_item(self.create_item(progression_item))
self.locked_items.append(progression_item)
self.locked_locations.append(locked_location.name)
def fill_slot_data(self) -> Dict[str, object]:
slot_data: Dict[str, object] = {}
return slot_data
def get_filler_item_name(self) -> str:
return self.world.random.choice(["Heal", "Pure", "Soft", "Tent", "Cabin", "House"])
def get_options(world: MultiWorld, name: str, player: int):
return getattr(world, name, None)[player].value