sm64ex: Add Course Randomizer and Progressive Keys (#256)
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@ -7,8 +7,9 @@ item_table = {
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"Power Star": 3626000,
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"Basement Key": 3626178,
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"Second Floor Key": 3626179,
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"Wing Cap": 3626180,
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"Metal Cap": 3626181,
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"Vanish Cap": 3626182,
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"1Up Mushroom": 3626183
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"Progressive Key": 3626180,
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"Wing Cap": 3626181,
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"Metal Cap": 3626182,
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"Vanish Cap": 3626183,
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"1Up Mushroom": 3626184
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}
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@ -172,10 +172,18 @@ loc100Coin_table = {
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"RR: 100 Coins": 3626104
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}
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locBitDW_table = {
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"Bowser in the Dark World Red Coins": 3626105,
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"Bowser in the Dark World Key": 3626178
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}
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locBitFS_table = {
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"Bowser in the Fire Sea Red Coins": 3626112,
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"Bowser in the Fire Sea Key": 3626179
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}
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#Secret Stars and Stages
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locSS_table = {
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"Bowser in the Dark World Red Coins": 3626105,
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"Bowser in the Fire Sea Red Coins": 3626112,
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"Bowser in the Sky Red Coins": 3626119,
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"The Princess's Secret Slide Block": 3626126,
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"The Princess's Secret Slide Fast": 3626127,
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@ -191,21 +199,15 @@ locSS_table = {
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"MIPS 2": 3626172
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}
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#Keys
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locKey_table = {
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"Bowser in the Dark World Key": 3626178,
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"Bowser in the Fire Sea Key": 3626179
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}
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#Caps
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locCap_table = {
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"Tower of the Wing Cap Switch": 3626180,
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"Cavern of the Metal Cap Switch": 3626181,
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"Vanish Cap Under the Moat Switch": 3626182
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"Tower of the Wing Cap Switch": 3626181,
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"Cavern of the Metal Cap Switch": 3626182,
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"Vanish Cap Under the Moat Switch": 3626183
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}
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# Correspond to 3626000 + course index * 7 + star index, then secret stars, then keys, then 100 Coin Stars
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location_table = {**locBoB_table,**locWhomp_table,**locJRB_table,**locCCM_table,**locBBH_table, \
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**locHMC_table,**locLLL_table,**locSSL_table,**locDDD_table,**locSL_table, \
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**locWDW_table,**locTTM_table,**locTHI_table,**locTTC_table,**locRR_table, \
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**loc100Coin_table,**locSS_table,**locKey_table,**locCap_table}
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**loc100Coin_table,**locBitDW_table,**locBitFS_table,**locSS_table,**locCap_table}
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@ -1,5 +1,5 @@
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import typing
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from Options import Option, DefaultOnToggle, Range
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from Options import Option, DefaultOnToggle, Range, Toggle
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class EnableCoinStars(DefaultOnToggle):
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"""Disable to Ignore 100 Coin Stars. You can still collect them, but they don't do anything"""
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@ -21,7 +21,17 @@ class ExtraStars(Range):
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range_end = 50
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default = 50
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class AreaRandomizer(Toggle):
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"""Randomize Entrances to Courses"""
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display_name = "Course Randomizer"
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class ProgressiveKeys(DefaultOnToggle):
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"""Keys will first grant you access to the Basement, then to the Secound Floor"""
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display_name = "Progressive Keys"
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sm64_options: typing.Dict[str,type(Option)] = {
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"AreaRandomizer": AreaRandomizer,
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"ProgressiveKeys": ProgressiveKeys,
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"EnableCoinStars": EnableCoinStars,
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"StrictCapRequirements": StrictCapRequirements,
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"StarsToFinish": StarsToFinish,
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@ -3,13 +3,16 @@ from BaseClasses import MultiWorld, Region, Entrance, Location, RegionType
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from .Locations import SM64Location, location_table,locBoB_table,locWhomp_table,locJRB_table,locCCM_table,locBBH_table, \
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locHMC_table,locLLL_table,locSSL_table,locDDD_table,locSL_table, \
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locWDW_table,locTTM_table,locTHI_table,locTTC_table,locRR_table, \
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locSS_table, locKey_table, locCap_table
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locBitDW_table, locBitFS_table, locSS_table, locCap_table
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sm64courses = ["Bob-omb Battlefield", "Whomp's Fortress", "Jolly Roger Bay", "Cool, Cool Mountain", "Big Boo's Haunt",
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"Hazy Maze Cave", "Lethal Lava Land", "Shifting Sand Land", "Dire, Dire Docks", "Snowman's Land", "Wet-Dry World",
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"Tall, Tall Mountain", "Tiny-Huge Island", "Tick Tock Clock", "Rainbow Ride"]
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def create_regions(world: MultiWorld, player: int):
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regSS = Region("Menu", RegionType.Generic, "Castle Area", player, world)
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locSS_names = [name for name, id in locSS_table.items()]
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locSS_names += [name for name, id in locKey_table.items()]
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locSS_names += [name for name, id in locCap_table.items()]
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regSS.locations += [SM64Location(player, loc_name, location_table[loc_name], regSS) for loc_name in locSS_names]
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world.regions.append(regSS)
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@ -49,6 +52,11 @@ def create_regions(world: MultiWorld, player: int):
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regBBH.locations.append(SM64Location(player, "BBH: 100 Coins", location_table["BBH: 100 Coins"], regBBH))
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world.regions.append(regBBH)
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regBitDW = Region("Bowser in the Dark World", RegionType.Generic, "Bowser in the Dark World", player, world)
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locBitDW_names = [name for name, id in locBitDW_table.items()]
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regBitDW.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitDW) for loc_name in locBitDW_names]
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world.regions.append(regBitDW)
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regBasement = Region("Basement", RegionType.Generic, "Basement", player, world)
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world.regions.append(regBasement)
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@ -80,6 +88,11 @@ def create_regions(world: MultiWorld, player: int):
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regDDD.locations.append(SM64Location(player, "DDD: 100 Coins", location_table["DDD: 100 Coins"], regDDD))
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world.regions.append(regDDD)
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regBitFS = Region("Bowser in the Fire Sea", RegionType.Generic, "Bowser in the Fire Sea", player, world)
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locBitFS_names = [name for name, id in locBitFS_table.items()]
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regBitFS.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitFS) for loc_name in locBitFS_names]
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world.regions.append(regBitFS)
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regFloor2 = Region("Second Floor", RegionType.Generic, "Second Floor", player, world)
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world.regions.append(regFloor2)
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@ -1,60 +1,50 @@
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import typing
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from ..generic.Rules import add_rule
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from .Regions import connect_regions
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from .Regions import connect_regions, sm64courses
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def set_rules(world,player):
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connect_regions(world, player, "Menu", "Bob-omb Battlefield", lambda state: True)
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connect_regions(world, player, "Menu", "Whomp's Fortress", lambda state: state.has("Power Star", player, 1))
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connect_regions(world, player, "Menu", "Jolly Roger Bay", lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", "Cool, Cool Mountain", lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", "Big Boo's Haunt", lambda state: state.has("Power Star", player, 12))
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def set_rules(world,player,area_connections):
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courseshuffle = list(range(len(sm64courses)))
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if (world.AreaRandomizer[player].value):
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world.random.shuffle(courseshuffle)
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area_connections.update({index: value for index, value in enumerate(courseshuffle)})
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connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player))
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connect_regions(world, player, "Basement", "Menu", lambda state: True)
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connect_regions(world, player, "Menu", sm64courses[area_connections[0]], lambda state: True)
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connect_regions(world, player, "Menu", sm64courses[area_connections[1]], lambda state: state.has("Power Star", player, 1))
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connect_regions(world, player, "Menu", sm64courses[area_connections[2]], lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", sm64courses[area_connections[3]], lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", "Bowser in the Dark World", lambda state: state.has("Power Star", player, 8))
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connect_regions(world, player, "Menu", sm64courses[area_connections[4]], lambda state: state.has("Power Star", player, 12))
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connect_regions(world, player, "Basement", "Hazy Maze Cave", lambda state: True)
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connect_regions(world, player, "Basement", "Lethal Lava Land", lambda state: True)
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connect_regions(world, player, "Basement", "Shifting Sand Land", lambda state: True)
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connect_regions(world, player, "Basement", "Dire, Dire Docks", lambda state: state.has("Power Star", player, 30))
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connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
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connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player))
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connect_regions(world, player, "Second Floor", "Menu", lambda state: True)
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connect_regions(world, player, "Basement", sm64courses[area_connections[5]], lambda state: True)
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connect_regions(world, player, "Basement", sm64courses[area_connections[6]], lambda state: True)
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connect_regions(world, player, "Basement", sm64courses[area_connections[7]], lambda state: True)
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connect_regions(world, player, "Basement", sm64courses[area_connections[8]], lambda state: state.has("Power Star", player, 30))
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connect_regions(world, player, "Basement", "Bowser in the Fire Sea", lambda state: state.has("Power Star", player, 30) and
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state.can_reach("Dire, Dire Docks", 'Region', player))
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connect_regions(world, player, "Second Floor", "Snowman's Land", lambda state: True)
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connect_regions(world, player, "Second Floor", "Wet-Dry World", lambda state: True)
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connect_regions(world, player, "Second Floor", "Tall, Tall Mountain", lambda state: True)
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connect_regions(world, player, "Second Floor", "Tiny-Huge Island", lambda state: True)
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connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
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connect_regions(world, player, "Second Floor", sm64courses[area_connections[9]], lambda state: True)
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connect_regions(world, player, "Second Floor", sm64courses[area_connections[10]], lambda state: True)
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connect_regions(world, player, "Second Floor", sm64courses[area_connections[11]], lambda state: True)
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connect_regions(world, player, "Second Floor", sm64courses[area_connections[12]], lambda state: True)
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connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, 50))
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connect_regions(world, player, "Third Floor", "Second Floor", lambda state: True)
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connect_regions(world, player, "Third Floor", "Tick Tock Clock", lambda state: True)
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connect_regions(world, player, "Third Floor", "Rainbow Ride", lambda state: True)
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connect_regions(world, player, "Bob-omb Battlefield", "Menu", lambda state: True)
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connect_regions(world, player, "Whomp's Fortress", "Menu", lambda state: True)
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connect_regions(world, player, "Jolly Roger Bay", "Menu", lambda state: True)
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connect_regions(world, player, "Cool, Cool Mountain", "Menu", lambda state: True)
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connect_regions(world, player, "Big Boo's Haunt", "Menu", lambda state: True)
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connect_regions(world, player, "Hazy Maze Cave", "Basement", lambda state: True)
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connect_regions(world, player, "Lethal Lava Land", "Basement", lambda state: True)
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connect_regions(world, player, "Shifting Sand Land", "Basement", lambda state: True)
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connect_regions(world, player, "Dire, Dire Docks", "Basement", lambda state: True)
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connect_regions(world, player, "Snowman's Land", "Second Floor", lambda state: True)
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connect_regions(world, player, "Wet-Dry World", "Second Floor", lambda state: True)
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connect_regions(world, player, "Tall, Tall Mountain", "Second Floor", lambda state: True)
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connect_regions(world, player, "Tiny-Huge Island", "Second Floor", lambda state: True)
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connect_regions(world, player, "Tick Tock Clock", "Second Floor", lambda state: True)
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connect_regions(world, player, "Rainbow Ride", "Second Floor", lambda state: True)
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connect_regions(world, player, "Third Floor", sm64courses[area_connections[13]], lambda state: True)
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connect_regions(world, player, "Third Floor", sm64courses[area_connections[14]], lambda state: True)
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#Special Rules for some Locations
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add_rule(world.get_location("Tower of the Wing Cap Switch", player), lambda state: state.has("Power Star", player, 10))
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add_rule(world.get_location("Cavern of the Metal Cap Switch", player), lambda state: state.can_reach("Basement", 'Region', player))
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add_rule(world.get_location("Cavern of the Metal Cap Switch", player), lambda state: state.can_reach("Hazy Maze Cave",'Region',player))
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add_rule(world.get_location("Vanish Cap Under the Moat Switch", player), lambda state: state.can_reach("Basement", 'Region', player))
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add_rule(world.get_location("BBH: Eye to Eye in the Secret Room", player), lambda state: state.has("Vanish Cap", player))
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add_rule(world.get_location("DDD: Collect the Caps...", player), lambda state: state.has("Metal Cap", player) and
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state.has("Vanish Cap", player))
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add_rule(world.get_location("DDD: Pole-Jumping for Red Coins", player), lambda state: state.can_reach("Bowser in the Fire Sea",'Region',player))
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add_rule(world.get_location("SL: Into the Igloo", player), lambda state: state.has("Vanish Cap", player))
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add_rule(world.get_location("WDW: Quick Race Through Downtown!", player), lambda state: state.has("Vanish Cap", player))
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if (world.StrictCapRequirements[player].value):
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@ -66,8 +56,6 @@ def set_rules(world,player):
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add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.has("Vanish Cap", player))
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#Rules for Secret Stars
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add_rule(world.get_location("Bowser in the Dark World Red Coins", player), lambda state: state.has("Power Star", player, 8))
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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))
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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))
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add_rule(world.get_location("The Princess's Secret Slide Block", player), lambda state: state.has("Power Star", player, 1))
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add_rule(world.get_location("The Princess's Secret Slide Fast", player), lambda state: state.has("Power Star", player, 1))
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@ -75,15 +63,11 @@ def set_rules(world,player):
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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))
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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))
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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))
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add_rule(world.get_location("The Secret Aquarium", player), lambda state: state.can_reach("Jolly Roger Bay", 'Region', player))
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add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement",'Region',player))
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add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor",'Region',player))
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add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor",'Region',player))
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add_rule(world.get_location("The Secret Aquarium", player), lambda state: state.has("Power Star", player, 3))
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add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 12))
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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))
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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))
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add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 15))
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add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 50))
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#Rules for Keys
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add_rule(world.get_location("Bowser in the Dark World Key", player), lambda state: state.has("Power Star", player, 8))
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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))
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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 @@
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import string
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import typing
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from .Items import item_table, SM64Item
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from .Locations import location_table, SM64Location
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from .Options import sm64_options
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@ -21,17 +21,22 @@ class SM64World(World):
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item_name_to_id = item_table
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location_name_to_id = location_table
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data_version = 4
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data_version = 5
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forced_auto_forfeit = False
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area_connections: typing.Dict[int, int]
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options = sm64_options
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def generate_early(self):
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self.topology_present = self.world.AreaRandomizer[self.player].value
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def create_regions(self):
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create_regions(self.world,self.player)
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def set_rules(self):
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set_rules(self.world,self.player)
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self.area_connections = {}
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set_rules(self.world, self.player, self.area_connections)
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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@ -40,16 +45,20 @@ class SM64World(World):
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def generate_basic(self):
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staritem = self.create_item("Power Star")
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starcount = self.world.StarsToFinish[self.player].value + self.world.ExtraStars[self.player].value
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if (self.world.EnableCoinStars[self.player].value and (starcount-15) >= self.world.StarsToFinish[self.player].value):
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starcount -= 15
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starcount = min(self.world.StarsToFinish[self.player].value + self.world.ExtraStars[self.player].value,120)
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if (not self.world.EnableCoinStars[self.player].value):
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starcount = max(starcount - 15,self.world.StarsToFinish[self.player].value)
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self.world.itempool += [staritem for i in range(0,starcount)]
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mushroomitem = self.create_item("1Up Mushroom")
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self.world.itempool += [mushroomitem for i in range(starcount,120)]
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self.world.itempool += [mushroomitem for i in range(starcount,120 - (15 if not self.world.EnableCoinStars[self.player].value else 0))]
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if (not self.world.ProgressiveKeys[self.player].value):
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key1 = self.create_item("Basement Key")
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key2 = self.create_item("Second Floor Key")
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self.world.itempool += [key1,key2]
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else:
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key = self.create_item("Progressive Key")
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self.world.itempool += [key,key]
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wingcap = self.create_item("Wing Cap")
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metalcap = self.create_item("Metal Cap")
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@ -58,5 +67,6 @@ class SM64World(World):
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def fill_slot_data(self):
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return {
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"AreaRando": self.area_connections,
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"StarsToFinish": self.world.StarsToFinish[self.player].value
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}
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Reference in New Issue