Archipelago/worlds/AutoWorld.py

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from __future__ import annotations
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from typing import Dict, Set, Tuple
from BaseClasses import MultiWorld, Item, CollectionState
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class AutoWorldRegister(type):
world_types:Dict[str, World] = {}
def __new__(cls, name, bases, dct):
dct["all_names"] = dct["item_names"] | dct["location_names"] | set(dct.get("item_name_groups", {}))
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# filter out any events
dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id}
dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id}
# build reverse lookups
dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()}
dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()}
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# construct class
new_class = super().__new__(cls, name, bases, dct)
if "game" in dct:
AutoWorldRegister.world_types[dct["game"]] = new_class
return new_class
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class AutoLogicRegister(type):
def __new__(cls, name, bases, dct):
new_class = super().__new__(cls, name, bases, dct)
for item_name, function in dct.items():
if not item_name.startswith("__"):
if hasattr(CollectionState, item_name):
raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}")
setattr(CollectionState, item_name, function)
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return new_class
def call_single(world: MultiWorld, method_name: str, player: int, *args):
method = getattr(world.worlds[player], method_name)
return method(*args)
def call_all(world: MultiWorld, method_name: str, *args):
for player in world.player_ids:
call_single(world, method_name, player, *args)
class World(metaclass=AutoWorldRegister):
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
A Game should have its own subclass of World in which it defines the required data structures."""
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options: dict = {} # link your Options mapping
game: str # name the game
topology_present: bool = False # indicate if world type has any meaningful layout/pathing
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item_names: Set[str] = frozenset() # set of all potential item names
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# maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"}
item_name_groups: Dict[str, Set[str]] = {}
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location_names: Set[str] = frozenset() # set of all potential location names
all_names: Set[str] = frozenset() # gets automatically populated with all item, item group and location names
# map names to their IDs
item_name_to_id: Dict[str, int] = {}
location_name_to_id: Dict[str, int] = {}
# reverse, automatically generated
item_id_to_name: Dict[int, str] = {}
location_id_to_name: Dict[int, str] = {}
data_version = 1 # increment this every time something in your world's names/id mappings changes.
hint_blacklist: Set[str] = frozenset() # any names that should not be hintable
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# if a world is set to remote_items, then it just needs to send location checks to the server and the server
# sends back the items
# if a world is set to remote_items = False, then the server never sends an item where receiver == finder,
# the client finds its own items in its own world.
remote_items: bool = True
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# autoset on creation:
world: MultiWorld
player: int
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def __init__(self, world: MultiWorld, player: int):
self.world = world
self.player = player
# overwritable methods that get called by Main.py, sorted by execution order
def generate_early(self):
pass
def create_regions(self):
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pass
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def set_rules(self):
pass
def generate_basic(self):
pass
def generate_output(self, output_directory: str):
"""This method gets called from a threadpool, do not use world.random here.
If you need any last-second randomization, use MultiWorld.slot_seeds[slot] instead."""
pass
def fill_slot_data(self):
"""Fill in the slot_data field in the Connected network package."""
return {}
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def get_required_client_version(self) -> Tuple[int, int, int]:
return 0, 0, 3
# end of Main.py calls
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def collect(self, state: CollectionState, item: Item) -> bool:
"""Collect an item into state. For speed reasons items that aren't logically useful get skipped."""
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if item.advancement:
state.prog_items[item.name, item.player] += 1
return True # indicate that a logical state change has occured
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return False
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def create_item(self, name: str) -> Item:
"""Create an item for this world type and player.
Warning: this may be called with self.world = None, for example by MultiServer"""
raise NotImplementedError
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# any methods attached to this can be used as part of CollectionState,
# please use a prefix as all of them get clobbered together
class LogicMixin(metaclass=AutoLogicRegister):
pass