2022-04-01 01:23:52 +00:00
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from typing import Dict, Set, NamedTuple
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from .ExtractedData import items, logic_items, item_effects
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2021-02-21 19:17:24 +00:00
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2022-04-01 01:23:52 +00:00
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item_table = {}
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2021-02-24 05:02:51 +00:00
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2022-04-01 01:23:52 +00:00
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class HKItemData(NamedTuple):
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advancement: bool
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id: int
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type: str
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for i, (item_name, item_type) in enumerate(items.items(), start=0x1000000):
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item_table[item_name] = HKItemData(advancement=item_name in logic_items or item_name in item_effects,
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id=i, type=item_type)
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lookup_id_to_name: Dict[int, str] = {data.id: item_name for item_name, data in item_table.items()}
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lookup_type_to_names: Dict[str, Set[str]] = {}
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2021-02-26 20:03:16 +00:00
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for item, item_data in item_table.items():
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2022-04-01 01:23:52 +00:00
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lookup_type_to_names.setdefault(item_data.type, set()).add(item)
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2022-04-03 22:15:16 +00:00
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item_name_groups = {group: lookup_type_to_names[group] for group in ("Skill", "Charm", "Mask", "Vessel",
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"Relic", "Root", "Map", "Stag", "Cocoon",
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"Soul", "DreamWarrior", "DreamBoss")}
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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directionals = ('', 'Left_', 'Right_')
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item_name_groups.update({
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2023-01-18 14:45:48 +00:00
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"Dreamers": {"Herrah", "Monomon", "Lurien"},
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Hollow Knight updates (goals, WP/POP, etc.) (#438)
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
2022-06-13 06:23:03 +00:00
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"Cloak": {x + 'Mothwing_Cloak' for x in directionals} | {'Shade_Cloak', 'Split_Shade_Cloak'},
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"Claw": {x + 'Mantis_Claw' for x in directionals},
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"CDash": {x + 'Crystal_Heart' for x in directionals},
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"Fragments": {"Queen_Fragment", "King_Fragment", "Void_Heart"},
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})
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item_name_groups['Horizontal'] = item_name_groups['Cloak'] | item_name_groups['CDash']
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item_name_groups['Vertical'] = item_name_groups['Claw'] | {'Monarch_Wings'}
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