sm64ex: Add Course Randomizer and Progressive Keys ()

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Yussur Mustafa Oraji 2022-02-09 20:57:38 +01:00 committed by GitHub
parent ee5ea09cbc
commit 3d17f0d588
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6 changed files with 99 additions and 79 deletions

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@ -7,8 +7,9 @@ item_table = {
"Power Star": 3626000,
"Basement Key": 3626178,
"Second Floor Key": 3626179,
"Wing Cap": 3626180,
"Metal Cap": 3626181,
"Vanish Cap": 3626182,
"1Up Mushroom": 3626183
"Progressive Key": 3626180,
"Wing Cap": 3626181,
"Metal Cap": 3626182,
"Vanish Cap": 3626183,
"1Up Mushroom": 3626184
}

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@ -172,10 +172,18 @@ loc100Coin_table = {
"RR: 100 Coins": 3626104
}
locBitDW_table = {
"Bowser in the Dark World Red Coins": 3626105,
"Bowser in the Dark World Key": 3626178
}
locBitFS_table = {
"Bowser in the Fire Sea Red Coins": 3626112,
"Bowser in the Fire Sea Key": 3626179
}
#Secret Stars and Stages
locSS_table = {
"Bowser in the Dark World Red Coins": 3626105,
"Bowser in the Fire Sea Red Coins": 3626112,
"Bowser in the Sky Red Coins": 3626119,
"The Princess's Secret Slide Block": 3626126,
"The Princess's Secret Slide Fast": 3626127,
@ -191,21 +199,15 @@ locSS_table = {
"MIPS 2": 3626172
}
#Keys
locKey_table = {
"Bowser in the Dark World Key": 3626178,
"Bowser in the Fire Sea Key": 3626179
}
#Caps
locCap_table = {
"Tower of the Wing Cap Switch": 3626180,
"Cavern of the Metal Cap Switch": 3626181,
"Vanish Cap Under the Moat Switch": 3626182
"Tower of the Wing Cap Switch": 3626181,
"Cavern of the Metal Cap Switch": 3626182,
"Vanish Cap Under the Moat Switch": 3626183
}
# Correspond to 3626000 + course index * 7 + star index, then secret stars, then keys, then 100 Coin Stars
location_table = {**locBoB_table,**locWhomp_table,**locJRB_table,**locCCM_table,**locBBH_table, \
**locHMC_table,**locLLL_table,**locSSL_table,**locDDD_table,**locSL_table, \
**locWDW_table,**locTTM_table,**locTHI_table,**locTTC_table,**locRR_table, \
**loc100Coin_table,**locSS_table,**locKey_table,**locCap_table}
**loc100Coin_table,**locBitDW_table,**locBitFS_table,**locSS_table,**locCap_table}

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@ -1,5 +1,5 @@
import typing
from Options import Option, DefaultOnToggle, Range
from Options import Option, DefaultOnToggle, Range, Toggle
class EnableCoinStars(DefaultOnToggle):
"""Disable to Ignore 100 Coin Stars. You can still collect them, but they don't do anything"""
@ -21,7 +21,17 @@ class ExtraStars(Range):
range_end = 50
default = 50
class AreaRandomizer(Toggle):
"""Randomize Entrances to Courses"""
display_name = "Course Randomizer"
class ProgressiveKeys(DefaultOnToggle):
"""Keys will first grant you access to the Basement, then to the Secound Floor"""
display_name = "Progressive Keys"
sm64_options: typing.Dict[str,type(Option)] = {
"AreaRandomizer": AreaRandomizer,
"ProgressiveKeys": ProgressiveKeys,
"EnableCoinStars": EnableCoinStars,
"StrictCapRequirements": StrictCapRequirements,
"StarsToFinish": StarsToFinish,

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@ -3,13 +3,16 @@ from BaseClasses import MultiWorld, Region, Entrance, Location, RegionType
from .Locations import SM64Location, location_table,locBoB_table,locWhomp_table,locJRB_table,locCCM_table,locBBH_table, \
locHMC_table,locLLL_table,locSSL_table,locDDD_table,locSL_table, \
locWDW_table,locTTM_table,locTHI_table,locTTC_table,locRR_table, \
locSS_table, locKey_table, locCap_table
locBitDW_table, locBitFS_table, locSS_table, locCap_table
sm64courses = ["Bob-omb Battlefield", "Whomp's Fortress", "Jolly Roger Bay", "Cool, Cool Mountain", "Big Boo's Haunt",
"Hazy Maze Cave", "Lethal Lava Land", "Shifting Sand Land", "Dire, Dire Docks", "Snowman's Land", "Wet-Dry World",
"Tall, Tall Mountain", "Tiny-Huge Island", "Tick Tock Clock", "Rainbow Ride"]
def create_regions(world: MultiWorld, player: int):
regSS = Region("Menu", RegionType.Generic, "Castle Area", player, world)
locSS_names = [name for name, id in locSS_table.items()]
locSS_names += [name for name, id in locKey_table.items()]
locSS_names += [name for name, id in locCap_table.items()]
regSS.locations += [SM64Location(player, loc_name, location_table[loc_name], regSS) for loc_name in locSS_names]
world.regions.append(regSS)
@ -49,6 +52,11 @@ def create_regions(world: MultiWorld, player: int):
regBBH.locations.append(SM64Location(player, "BBH: 100 Coins", location_table["BBH: 100 Coins"], regBBH))
world.regions.append(regBBH)
regBitDW = Region("Bowser in the Dark World", RegionType.Generic, "Bowser in the Dark World", player, world)
locBitDW_names = [name for name, id in locBitDW_table.items()]
regBitDW.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitDW) for loc_name in locBitDW_names]
world.regions.append(regBitDW)
regBasement = Region("Basement", RegionType.Generic, "Basement", player, world)
world.regions.append(regBasement)
@ -80,6 +88,11 @@ def create_regions(world: MultiWorld, player: int):
regDDD.locations.append(SM64Location(player, "DDD: 100 Coins", location_table["DDD: 100 Coins"], regDDD))
world.regions.append(regDDD)
regBitFS = Region("Bowser in the Fire Sea", RegionType.Generic, "Bowser in the Fire Sea", player, world)
locBitFS_names = [name for name, id in locBitFS_table.items()]
regBitFS.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitFS) for loc_name in locBitFS_names]
world.regions.append(regBitFS)
regFloor2 = Region("Second Floor", RegionType.Generic, "Second Floor", player, world)
world.regions.append(regFloor2)

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@ -1,60 +1,50 @@
import typing
from ..generic.Rules import add_rule
from .Regions import connect_regions
from .Regions import connect_regions, sm64courses
def set_rules(world,player):
connect_regions(world, player, "Menu", "Bob-omb Battlefield", lambda state: True)
connect_regions(world, player, "Menu", "Whomp's Fortress", lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", "Jolly Roger Bay", lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", "Cool, Cool Mountain", lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", "Big Boo's Haunt", lambda state: state.has("Power Star", player, 12))
def set_rules(world,player,area_connections):
courseshuffle = list(range(len(sm64courses)))
if (world.AreaRandomizer[player].value):
world.random.shuffle(courseshuffle)
area_connections.update({index: value for index, value in enumerate(courseshuffle)})
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player))
connect_regions(world, player, "Basement", "Menu", lambda state: True)
connect_regions(world, player, "Menu", sm64courses[area_connections[0]], lambda state: True)
connect_regions(world, player, "Menu", sm64courses[area_connections[1]], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", sm64courses[area_connections[2]], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", sm64courses[area_connections[3]], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", "Bowser in the Dark World", lambda state: state.has("Power Star", player, 8))
connect_regions(world, player, "Menu", sm64courses[area_connections[4]], lambda state: state.has("Power Star", player, 12))
connect_regions(world, player, "Basement", "Hazy Maze Cave", lambda state: True)
connect_regions(world, player, "Basement", "Lethal Lava Land", lambda state: True)
connect_regions(world, player, "Basement", "Shifting Sand Land", lambda state: True)
connect_regions(world, player, "Basement", "Dire, Dire Docks", lambda state: state.has("Power Star", player, 30))
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player))
connect_regions(world, player, "Second Floor", "Menu", lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[5]], lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[6]], lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[7]], lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[8]], lambda state: state.has("Power Star", player, 30))
connect_regions(world, player, "Basement", "Bowser in the Fire Sea", lambda state: state.has("Power Star", player, 30) and
state.can_reach("Dire, Dire Docks", 'Region', player))
connect_regions(world, player, "Second Floor", "Snowman's Land", lambda state: True)
connect_regions(world, player, "Second Floor", "Wet-Dry World", lambda state: True)
connect_regions(world, player, "Second Floor", "Tall, Tall Mountain", lambda state: True)
connect_regions(world, player, "Second Floor", "Tiny-Huge Island", lambda state: True)
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
connect_regions(world, player, "Second Floor", sm64courses[area_connections[9]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[10]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[11]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[12]], lambda state: True)
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, 50))
connect_regions(world, player, "Third Floor", "Second Floor", lambda state: True)
connect_regions(world, player, "Third Floor", "Tick Tock Clock", lambda state: True)
connect_regions(world, player, "Third Floor", "Rainbow Ride", lambda state: True)
connect_regions(world, player, "Bob-omb Battlefield", "Menu", lambda state: True)
connect_regions(world, player, "Whomp's Fortress", "Menu", lambda state: True)
connect_regions(world, player, "Jolly Roger Bay", "Menu", lambda state: True)
connect_regions(world, player, "Cool, Cool Mountain", "Menu", lambda state: True)
connect_regions(world, player, "Big Boo's Haunt", "Menu", lambda state: True)
connect_regions(world, player, "Hazy Maze Cave", "Basement", lambda state: True)
connect_regions(world, player, "Lethal Lava Land", "Basement", lambda state: True)
connect_regions(world, player, "Shifting Sand Land", "Basement", lambda state: True)
connect_regions(world, player, "Dire, Dire Docks", "Basement", lambda state: True)
connect_regions(world, player, "Snowman's Land", "Second Floor", lambda state: True)
connect_regions(world, player, "Wet-Dry World", "Second Floor", lambda state: True)
connect_regions(world, player, "Tall, Tall Mountain", "Second Floor", lambda state: True)
connect_regions(world, player, "Tiny-Huge Island", "Second Floor", lambda state: True)
connect_regions(world, player, "Tick Tock Clock", "Second Floor", lambda state: True)
connect_regions(world, player, "Rainbow Ride", "Second Floor", lambda state: True)
connect_regions(world, player, "Third Floor", sm64courses[area_connections[13]], lambda state: True)
connect_regions(world, player, "Third Floor", sm64courses[area_connections[14]], lambda state: True)
#Special Rules for some Locations
add_rule(world.get_location("Tower of the Wing Cap Switch", player), lambda state: state.has("Power Star", player, 10))
add_rule(world.get_location("Cavern of the Metal Cap Switch", player), lambda state: state.can_reach("Basement", 'Region', player))
add_rule(world.get_location("Cavern of the Metal Cap Switch", player), lambda state: state.can_reach("Hazy Maze Cave",'Region',player))
add_rule(world.get_location("Vanish Cap Under the Moat Switch", player), lambda state: state.can_reach("Basement", 'Region', player))
add_rule(world.get_location("BBH: Eye to Eye in the Secret Room", player), lambda state: state.has("Vanish Cap", player))
add_rule(world.get_location("DDD: Collect the Caps...", player), lambda state: state.has("Metal Cap", player) and
state.has("Vanish Cap", player))
add_rule(world.get_location("DDD: Pole-Jumping for Red Coins", player), lambda state: state.can_reach("Bowser in the Fire Sea",'Region',player))
add_rule(world.get_location("SL: Into the Igloo", player), lambda state: state.has("Vanish Cap", player))
add_rule(world.get_location("WDW: Quick Race Through Downtown!", player), lambda state: state.has("Vanish Cap", player))
if (world.StrictCapRequirements[player].value):
@ -66,8 +56,6 @@ def set_rules(world,player):
add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.has("Vanish Cap", player))
#Rules for Secret Stars
add_rule(world.get_location("Bowser in the Dark World Red Coins", player), lambda state: state.has("Power Star", player, 8))
add_rule(world.get_location("Bowser in the Fire Sea Red Coins", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 30))
add_rule(world.get_location("Bowser in the Sky Red Coins", player), lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Power Star", player, world.StarsToFinish[player].value))
add_rule(world.get_location("The Princess's Secret Slide Block", player), lambda state: state.has("Power Star", player, 1))
add_rule(world.get_location("The Princess's Secret Slide Fast", player), lambda state: state.has("Power Star", player, 1))
@ -75,15 +63,11 @@ def set_rules(world,player):
add_rule(world.get_location("Tower of the Wing Cap Red Coins", player), lambda state: state.can_reach("Tower of the Wing Cap Switch", 'Location', player))
add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.can_reach("Vanish Cap Under the Moat Switch", 'Location', player))
add_rule(world.get_location("Wing Mario Over the Rainbow", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Wing Cap", player))
add_rule(world.get_location("The Secret Aquarium", player), lambda state: state.can_reach("Jolly Roger Bay", 'Region', player))
add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement",'Region',player))
add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor",'Region',player))
add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor",'Region',player))
add_rule(world.get_location("The Secret Aquarium", player), lambda state: state.has("Power Star", player, 3))
add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 12))
add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor",'Region',player) and state.has("Power Star", player, 25))
add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Power Star", player, 35))
add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 15))
add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 50))
#Rules for Keys
add_rule(world.get_location("Bowser in the Dark World Key", player), lambda state: state.has("Power Star", player, 8))
add_rule(world.get_location("Bowser in the Fire Sea Key", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 30))
world.completion_condition[player] = lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Power Star", player, world.StarsToFinish[player].value)

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@ -1,4 +1,4 @@
import string
import typing
from .Items import item_table, SM64Item
from .Locations import location_table, SM64Location
from .Options import sm64_options
@ -21,17 +21,22 @@ class SM64World(World):
item_name_to_id = item_table
location_name_to_id = location_table
data_version = 4
data_version = 5
forced_auto_forfeit = False
area_connections: typing.Dict[int, int]
options = sm64_options
def generate_early(self):
self.topology_present = self.world.AreaRandomizer[self.player].value
def create_regions(self):
create_regions(self.world,self.player)
def set_rules(self):
set_rules(self.world,self.player)
self.area_connections = {}
set_rules(self.world, self.player, self.area_connections)
def create_item(self, name: str) -> Item:
item_id = item_table[name]
@ -40,16 +45,20 @@ class SM64World(World):
def generate_basic(self):
staritem = self.create_item("Power Star")
starcount = self.world.StarsToFinish[self.player].value + self.world.ExtraStars[self.player].value
if (self.world.EnableCoinStars[self.player].value and (starcount-15) >= self.world.StarsToFinish[self.player].value):
starcount -= 15
starcount = min(self.world.StarsToFinish[self.player].value + self.world.ExtraStars[self.player].value,120)
if (not self.world.EnableCoinStars[self.player].value):
starcount = max(starcount - 15,self.world.StarsToFinish[self.player].value)
self.world.itempool += [staritem for i in range(0,starcount)]
mushroomitem = self.create_item("1Up Mushroom")
self.world.itempool += [mushroomitem for i in range(starcount,120)]
self.world.itempool += [mushroomitem for i in range(starcount,120 - (15 if not self.world.EnableCoinStars[self.player].value else 0))]
if (not self.world.ProgressiveKeys[self.player].value):
key1 = self.create_item("Basement Key")
key2 = self.create_item("Second Floor Key")
self.world.itempool += [key1,key2]
else:
key = self.create_item("Progressive Key")
self.world.itempool += [key,key]
wingcap = self.create_item("Wing Cap")
metalcap = self.create_item("Metal Cap")
@ -58,5 +67,6 @@ class SM64World(World):
def fill_slot_data(self):
return {
"AreaRando": self.area_connections,
"StarsToFinish": self.world.StarsToFinish[self.player].value
}