2021-11-28 21:32:08 +00:00
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from typing import Dict
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from BaseClasses import Item, Location, MultiWorld
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from .Items import ItemData, FF1Items, FF1_STARTER_ITEMS, FF1_PROGRESSION_LIST, FF1_BRIDGE
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from .Locations import EventId, FF1Locations, generate_rule, CHAOS_TERMINATED_EVENT
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from .Options import ff1_options
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from ..AutoWorld import World
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class FF1World(World):
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"""
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Final Fantasy 1, originally released on the NES on 1987, is the game that started the beloved, long running series.
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The randomizer takes the original 8-bit Final Fantasy game for NES (USA edition) and allows you to
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shuffle important aspects like the location of key items, the difficulty of monsters and fiends,
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and even the location of towns and dungeons.
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Part puzzle and part speed-run, it breathes new life into one of the most influential games ever made.
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"""
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options = ff1_options
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game = "Final Fantasy"
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topology_present = False
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remote_items = True
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2021-11-29 21:28:51 +00:00
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data_version = 1
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2021-11-28 21:32:08 +00:00
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remote_start_inventory = True
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ff1_items = FF1Items()
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ff1_locations = FF1Locations()
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item_name_groups = ff1_items.get_item_names_per_category()
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item_name_to_id = ff1_items.get_item_name_to_code_dict()
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location_name_to_id = ff1_locations.get_location_name_to_address_dict()
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def __init__(self, world: MultiWorld, player: int):
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super().__init__(world, player)
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self.locked_items = []
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self.locked_locations = []
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def generate_early(self):
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return
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def create_regions(self):
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locations = get_options(self.world, 'locations', self.player)
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rules = get_options(self.world, 'rules', self.player)
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menu_region = self.ff1_locations.create_menu_region(self.player, locations, rules)
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terminated_event = Location(self.player, CHAOS_TERMINATED_EVENT, EventId, menu_region)
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terminated_item = Item(CHAOS_TERMINATED_EVENT, True, EventId, self.player)
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terminated_event.place_locked_item(terminated_item)
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items = get_options(self.world, 'items', self.player)
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goal_rule = generate_rule([[name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard"]],
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self.player)
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if "Shard" in items.keys():
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def goal_rule_and_shards(state):
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return goal_rule(state) and state.has("Shard", self.player, 32)
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terminated_event.access_rule = goal_rule_and_shards
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menu_region.locations.append(terminated_event)
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self.world.regions += [menu_region]
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def create_item(self, name: str) -> Item:
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return self.ff1_items.generate_item(name, self.player)
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def set_rules(self):
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self.world.completion_condition[self.player] = lambda state: state.has(CHAOS_TERMINATED_EVENT, self.player)
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def generate_basic(self):
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items = get_options(self.world, 'items', self.player)
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if FF1_BRIDGE in items.keys():
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self._place_locked_item_in_sphere0(FF1_BRIDGE)
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if items:
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possible_early_items = [name for name in FF1_STARTER_ITEMS if name in items.keys()]
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if possible_early_items:
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progression_item = self.world.random.choice(possible_early_items)
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self._place_locked_item_in_sphere0(progression_item)
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items = [self.create_item(name) for name, data in items.items() for x in range(data['count']) if name not in
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self.locked_items]
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self.world.itempool += items
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def _place_locked_item_in_sphere0(self, progression_item: str):
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if progression_item:
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rules = get_options(self.world, 'rules', self.player)
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sphere_0_locations = [name for name, rules in rules.items()
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if rules and len(rules[0]) == 0 and name not in self.locked_locations]
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if sphere_0_locations:
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initial_location = self.world.random.choice(sphere_0_locations)
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locked_location = self.world.get_location(initial_location, self.player)
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locked_location.place_locked_item(self.create_item(progression_item))
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self.locked_items.append(progression_item)
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self.locked_locations.append(locked_location.name)
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def fill_slot_data(self) -> Dict[str, object]:
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slot_data: Dict[str, object] = {}
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return slot_data
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def get_options(world: MultiWorld, name: str, player: int):
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return getattr(world, name, None)[player].value
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