2022-10-01 13:24:05 +00:00
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from typing import List, Set, Dict, Tuple, Optional, Callable
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2022-05-18 21:27:38 +00:00
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from BaseClasses import MultiWorld, Region, Entrance, Location, RegionType
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from .Locations import LocationData
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2022-05-26 17:28:10 +00:00
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from .Options import get_option_value
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2022-10-01 13:24:05 +00:00
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from .MissionTables import MissionInfo, vanilla_shuffle_order, vanilla_mission_req_table, \
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2022-05-26 17:28:10 +00:00
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no_build_regions_list, easy_regions_list, medium_regions_list, hard_regions_list
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import random
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2022-05-18 21:27:38 +00:00
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def create_regions(world: MultiWorld, player: int, locations: Tuple[LocationData, ...], location_cache: List[Location]):
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locations_per_region = get_locations_per_region(locations)
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regions = [
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create_region(world, player, locations_per_region, location_cache, "Menu"),
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create_region(world, player, locations_per_region, location_cache, "Liberation Day"),
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create_region(world, player, locations_per_region, location_cache, "The Outlaws"),
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create_region(world, player, locations_per_region, location_cache, "Zero Hour"),
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create_region(world, player, locations_per_region, location_cache, "Evacuation"),
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create_region(world, player, locations_per_region, location_cache, "Outbreak"),
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create_region(world, player, locations_per_region, location_cache, "Safe Haven"),
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create_region(world, player, locations_per_region, location_cache, "Haven's Fall"),
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create_region(world, player, locations_per_region, location_cache, "Smash and Grab"),
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create_region(world, player, locations_per_region, location_cache, "The Dig"),
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create_region(world, player, locations_per_region, location_cache, "The Moebius Factor"),
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create_region(world, player, locations_per_region, location_cache, "Supernova"),
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create_region(world, player, locations_per_region, location_cache, "Maw of the Void"),
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create_region(world, player, locations_per_region, location_cache, "Devil's Playground"),
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create_region(world, player, locations_per_region, location_cache, "Welcome to the Jungle"),
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create_region(world, player, locations_per_region, location_cache, "Breakout"),
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create_region(world, player, locations_per_region, location_cache, "Ghost of a Chance"),
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create_region(world, player, locations_per_region, location_cache, "The Great Train Robbery"),
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create_region(world, player, locations_per_region, location_cache, "Cutthroat"),
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create_region(world, player, locations_per_region, location_cache, "Engine of Destruction"),
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create_region(world, player, locations_per_region, location_cache, "Media Blitz"),
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create_region(world, player, locations_per_region, location_cache, "Piercing the Shroud"),
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create_region(world, player, locations_per_region, location_cache, "Whispers of Doom"),
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create_region(world, player, locations_per_region, location_cache, "A Sinister Turn"),
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create_region(world, player, locations_per_region, location_cache, "Echoes of the Future"),
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create_region(world, player, locations_per_region, location_cache, "In Utter Darkness"),
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create_region(world, player, locations_per_region, location_cache, "Gates of Hell"),
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create_region(world, player, locations_per_region, location_cache, "Belly of the Beast"),
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create_region(world, player, locations_per_region, location_cache, "Shatter the Sky"),
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create_region(world, player, locations_per_region, location_cache, "All-In")
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]
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if __debug__:
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throwIfAnyLocationIsNotAssignedToARegion(regions, locations_per_region.keys())
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world.regions += regions
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names: Dict[str, int] = {}
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2022-05-26 17:28:10 +00:00
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if get_option_value(world, player, "mission_order") == 0:
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connect(world, player, names, 'Menu', 'Liberation Day'),
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connect(world, player, names, 'Liberation Day', 'The Outlaws',
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lambda state: state.has("Beat Liberation Day", player)),
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connect(world, player, names, 'The Outlaws', 'Zero Hour',
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lambda state: state.has("Beat The Outlaws", player)),
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connect(world, player, names, 'Zero Hour', 'Evacuation',
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lambda state: state.has("Beat Zero Hour", player)),
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connect(world, player, names, 'Evacuation', 'Outbreak',
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lambda state: state.has("Beat Evacuation", player)),
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connect(world, player, names, "Outbreak", "Safe Haven",
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lambda state: state._sc2wol_cleared_missions(world, player, 7) and
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state.has("Beat Outbreak", player)),
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connect(world, player, names, "Outbreak", "Haven's Fall",
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lambda state: state._sc2wol_cleared_missions(world, player, 7) and
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state.has("Beat Outbreak", player)),
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connect(world, player, names, 'Zero Hour', 'Smash and Grab',
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lambda state: state.has("Beat Zero Hour", player)),
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connect(world, player, names, 'Smash and Grab', 'The Dig',
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lambda state: state._sc2wol_cleared_missions(world, player, 8) and
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state.has("Beat Smash and Grab", player)),
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connect(world, player, names, 'The Dig', 'The Moebius Factor',
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lambda state: state._sc2wol_cleared_missions(world, player, 11) and
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state.has("Beat The Dig", player)),
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connect(world, player, names, 'The Moebius Factor', 'Supernova',
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lambda state: state._sc2wol_cleared_missions(world, player, 14) and
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state.has("Beat The Moebius Factor", player)),
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connect(world, player, names, 'Supernova', 'Maw of the Void',
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lambda state: state.has("Beat Supernova", player)),
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connect(world, player, names, 'Zero Hour', "Devil's Playground",
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lambda state: state._sc2wol_cleared_missions(world, player, 4) and
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state.has("Beat Zero Hour", player)),
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connect(world, player, names, "Devil's Playground", 'Welcome to the Jungle',
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lambda state: state.has("Beat Devil's Playground", player)),
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connect(world, player, names, "Welcome to the Jungle", 'Breakout',
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lambda state: state._sc2wol_cleared_missions(world, player, 8) and
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state.has("Beat Welcome to the Jungle", player)),
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connect(world, player, names, "Welcome to the Jungle", 'Ghost of a Chance',
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lambda state: state._sc2wol_cleared_missions(world, player, 8) and
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state.has("Beat Welcome to the Jungle", player)),
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connect(world, player, names, "Zero Hour", 'The Great Train Robbery',
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lambda state: state._sc2wol_cleared_missions(world, player, 6) and
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state.has("Beat Zero Hour", player)),
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connect(world, player, names, 'The Great Train Robbery', 'Cutthroat',
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lambda state: state.has("Beat The Great Train Robbery", player)),
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connect(world, player, names, 'Cutthroat', 'Engine of Destruction',
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lambda state: state.has("Beat Cutthroat", player)),
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connect(world, player, names, 'Engine of Destruction', 'Media Blitz',
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lambda state: state.has("Beat Engine of Destruction", player)),
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connect(world, player, names, 'Media Blitz', 'Piercing the Shroud',
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lambda state: state.has("Beat Media Blitz", player)),
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connect(world, player, names, 'The Dig', 'Whispers of Doom',
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lambda state: state.has("Beat The Dig", player)),
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connect(world, player, names, 'Whispers of Doom', 'A Sinister Turn',
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lambda state: state.has("Beat Whispers of Doom", player)),
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connect(world, player, names, 'A Sinister Turn', 'Echoes of the Future',
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lambda state: state.has("Beat A Sinister Turn", player)),
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connect(world, player, names, 'Echoes of the Future', 'In Utter Darkness',
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lambda state: state.has("Beat Echoes of the Future", player)),
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connect(world, player, names, 'Maw of the Void', 'Gates of Hell',
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lambda state: state.has("Beat Maw of the Void", player)),
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connect(world, player, names, 'Gates of Hell', 'Belly of the Beast',
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lambda state: state.has("Beat Gates of Hell", player)),
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connect(world, player, names, 'Gates of Hell', 'Shatter the Sky',
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lambda state: state.has("Beat Gates of Hell", player)),
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connect(world, player, names, 'Gates of Hell', 'All-In',
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lambda state: state.has('Beat Gates of Hell', player) and (
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state.has('Beat Shatter the Sky', player) or state.has('Beat Belly of the Beast', player)))
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return vanilla_mission_req_table
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elif get_option_value(world, player, "mission_order") == 1:
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missions = []
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no_build_pool = no_build_regions_list[:]
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easy_pool = easy_regions_list[:]
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medium_pool = medium_regions_list[:]
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hard_pool = hard_regions_list[:]
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# Initial fill out of mission list and marking all-in mission
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for mission in vanilla_shuffle_order:
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if mission.type == "all_in":
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missions.append("All-In")
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2022-06-03 18:18:36 +00:00
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elif get_option_value(world, player, "relegate_no_build") and mission.relegate:
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missions.append("no_build")
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else:
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missions.append(mission.type)
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# Place Protoss Missions if we are not using ShuffleProtoss
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if get_option_value(world, player, "shuffle_protoss") == 0:
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missions[22] = "A Sinister Turn"
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medium_pool.remove("A Sinister Turn")
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missions[23] = "Echoes of the Future"
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medium_pool.remove("Echoes of the Future")
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missions[24] = "In Utter Darkness"
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hard_pool.remove("In Utter Darkness")
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no_build_slots = []
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easy_slots = []
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medium_slots = []
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hard_slots = []
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# Search through missions to find slots needed to fill
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for i in range(len(missions)):
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if missions[i] == "no_build":
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no_build_slots.append(i)
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elif missions[i] == "easy":
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easy_slots.append(i)
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elif missions[i] == "medium":
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medium_slots.append(i)
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elif missions[i] == "hard":
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hard_slots.append(i)
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# Add no_build missions to the pool and fill in no_build slots
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missions_to_add = no_build_pool
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for slot in no_build_slots:
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filler = random.randint(0, len(missions_to_add)-1)
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missions[slot] = missions_to_add.pop(filler)
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# Add easy missions into pool and fill in easy slots
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missions_to_add = missions_to_add + easy_pool
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for slot in easy_slots:
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filler = random.randint(0, len(missions_to_add) - 1)
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missions[slot] = missions_to_add.pop(filler)
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# Add medium missions into pool and fill in medium slots
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missions_to_add = missions_to_add + medium_pool
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for slot in medium_slots:
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filler = random.randint(0, len(missions_to_add) - 1)
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missions[slot] = missions_to_add.pop(filler)
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# Add hard missions into pool and fill in hard slots
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missions_to_add = missions_to_add + hard_pool
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for slot in hard_slots:
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filler = random.randint(0, len(missions_to_add) - 1)
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missions[slot] = missions_to_add.pop(filler)
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# Loop through missions to create requirements table and connect regions
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# TODO: Handle 'and' connections
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mission_req_table = {}
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for i in range(len(missions)):
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connections = []
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for connection in vanilla_shuffle_order[i].connect_to:
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if connection == -1:
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connect(world, player, names, "Menu", missions[i])
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else:
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connect(world, player, names, missions[connection], missions[i],
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2022-08-19 20:50:44 +00:00
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(lambda name, missions_req: (lambda state: state.has(f"Beat {name}", player) and
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state._sc2wol_cleared_missions(world, player,
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missions_req)))
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(missions[connection], vanilla_shuffle_order[i].number))
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connections.append(connection + 1)
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mission_req_table.update({missions[i]: MissionInfo(
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vanilla_mission_req_table[missions[i]].id, vanilla_mission_req_table[missions[i]].extra_locations,
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2022-05-30 05:11:01 +00:00
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connections, vanilla_shuffle_order[i].category, number=vanilla_shuffle_order[i].number,
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completion_critical=vanilla_shuffle_order[i].completion_critical,
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or_requirements=vanilla_shuffle_order[i].or_requirements)})
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return mission_req_table
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2022-05-18 21:27:38 +00:00
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def throwIfAnyLocationIsNotAssignedToARegion(regions: List[Region], regionNames: Set[str]):
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existingRegions = set()
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for region in regions:
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existingRegions.add(region.name)
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if (regionNames - existingRegions):
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2022-05-21 00:47:16 +00:00
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raise Exception("Starcraft: the following regions are used in locations: {}, but no such region exists".format(
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regionNames - existingRegions))
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2022-05-21 00:47:16 +00:00
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def create_location(player: int, location_data: LocationData, region: Region,
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location_cache: List[Location]) -> Location:
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location = Location(player, location_data.name, location_data.code, region)
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location.access_rule = location_data.rule
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if id is None:
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location.event = True
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location.locked = True
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location_cache.append(location)
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return location
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2022-05-21 00:47:16 +00:00
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def create_region(world: MultiWorld, player: int, locations_per_region: Dict[str, List[LocationData]],
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location_cache: List[Location], name: str) -> Region:
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region = Region(name, RegionType.Generic, name, player)
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region.world = world
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if name in locations_per_region:
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for location_data in locations_per_region[name]:
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location = create_location(player, location_data, region, location_cache)
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region.locations.append(location)
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return region
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2022-05-21 00:47:16 +00:00
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def connect(world: MultiWorld, player: int, used_names: Dict[str, int], source: str, target: str,
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rule: Optional[Callable] = None):
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sourceRegion = world.get_region(source, player)
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targetRegion = world.get_region(target, player)
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if target not in used_names:
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used_names[target] = 1
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name = target
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else:
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used_names[target] += 1
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name = target + (' ' * used_names[target])
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connection = Entrance(player, name, sourceRegion)
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if rule:
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connection.access_rule = rule
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sourceRegion.exits.append(connection)
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connection.connect(targetRegion)
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def get_locations_per_region(locations: Tuple[LocationData, ...]) -> Dict[str, List[LocationData]]:
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per_region: Dict[str, List[LocationData]] = {}
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2022-05-18 21:27:38 +00:00
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for location in locations:
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per_region.setdefault(location.region, []).append(location)
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return per_region
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