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import typing
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from BaseClasses import Item
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from typing import Dict
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class ItemData(typing.NamedTuple):
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code: typing.Optional[int]
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progression: bool
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event: bool = False
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item_table: Dict[str, ItemData] = {
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'Card Draw': ItemData(8000, True),
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'Rare Card Draw': ItemData(8001, True),
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'Relic': ItemData(8002, True),
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'Boss Relic': ItemData(8003, True),
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# Event Items
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'Victory': ItemData(None, True, True),
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'Beat Act 1 Boss': ItemData(None, True, True),
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'Beat Act 2 Boss': ItemData(None, True, True),
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'Beat Act 3 Boss': ItemData(None, True, True),
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}
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item_pool: Dict[str, int] = {
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'Card Draw': 15,
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'Rare Card Draw': 3,
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'Relic': 10,
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'Boss Relic': 3
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}
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event_item_pairs: Dict[str, str] = {
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"Heart Room": "Victory",
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"Act 1 Boss": "Beat Act 1 Boss",
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"Act 2 Boss": "Beat Act 2 Boss",
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"Act 3 Boss": "Beat Act 3 Boss"
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}
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location_table = {
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'Card Draw 1': 19001,
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'Card Draw 2': 19002,
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'Card Draw 3': 19003,
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'Card Draw 4': 19004,
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'Card Draw 5': 19005,
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'Card Draw 6': 19006,
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'Card Draw 7': 19007,
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'Card Draw 8': 19008,
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'Card Draw 9': 19009,
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'Card Draw 10': 19010,
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'Card Draw 11': 19011,
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'Card Draw 12': 19012,
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'Card Draw 13': 19013,
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'Card Draw 14': 19014,
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'Card Draw 15': 19015,
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'Rare Card Draw 1': 21001,
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'Rare Card Draw 2': 21002,
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'Rare Card Draw 3': 21003,
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'Relic 1': 20001,
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'Relic 2': 20002,
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'Relic 3': 20003,
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'Relic 4': 20004,
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'Relic 5': 20005,
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'Relic 6': 20006,
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'Relic 7': 20007,
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'Relic 8': 20008,
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'Relic 9': 20009,
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'Relic 10': 20010,
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'Boss Relic 1': 22001,
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'Boss Relic 2': 22002,
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'Boss Relic 3': 22003,
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'Heart Room': None,
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'Act 1 Boss': None,
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'Act 2 Boss': None,
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'Act 3 Boss': None
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}
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import typing
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from Options import Choice, Option, Range, Toggle
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class Character(Choice):
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"""Pick What Character you wish to play with."""
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display_name = "Character"
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option_ironclad = 0
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option_silent = 1
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option_defect = 2
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option_watcher = 3
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default = 0
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class Ascension(Range):
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"""What Ascension do you wish to play with."""
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display_name = "Ascension"
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range_start = 0
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range_end = 20
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default = 0
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class HeartRun(Toggle):
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"""Whether or not you will need to collect they 3 keys to unlock the final act
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and beat the heart to finish the game."""
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display_name = "Heart Run"
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option_true = 1
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option_false = 0
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default = 0
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spire_options: typing.Dict[str, type(Option)] = {
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"character": Character,
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"ascension": Ascension,
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"heart_run": HeartRun
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}
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def create_regions(world, player: int):
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from . import create_region
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from .Locations import location_table
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world.regions += [
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create_region(world, player, 'Menu', None, ['Neow\'s Room']),
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create_region(world, player, 'The Spire', [location for location in location_table])
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]
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# link up our region with the entrance we just made
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world.get_entrance('Neow\'s Room', player).connect(world.get_region('The Spire', player))
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from BaseClasses import MultiWorld
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from ..AutoWorld import LogicMixin
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from ..generic.Rules import set_rule
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class SpireLogic(LogicMixin):
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def _spire_has_relics(self, player: int, amount: int) -> bool:
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count: int = self.item_count("Relic", player) + self.item_count("Boss Relic", player)
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return count >= amount
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def _spire_has_cards(self, player: int, amount: int) -> bool:
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count = self.item_count("Card Draw", player) + self.item_count("Rare Card Draw", player)
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return count >= amount
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def set_rules(world: MultiWorld, player: int):
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# Act 1 Card Draws
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set_rule(world.get_location("Card Draw 1", player), lambda state: True)
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set_rule(world.get_location("Card Draw 2", player), lambda state: True)
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set_rule(world.get_location("Card Draw 3", player), lambda state: True)
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set_rule(world.get_location("Card Draw 4", player), lambda state: state._spire_has_relics(player, 1))
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set_rule(world.get_location("Card Draw 5", player), lambda state: state._spire_has_relics(player, 1))
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# Act 1 Relics
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set_rule(world.get_location("Relic 1", player), lambda state: state._spire_has_cards(player, 1))
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set_rule(world.get_location("Relic 2", player), lambda state: state._spire_has_cards(player, 2))
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set_rule(world.get_location("Relic 3", player), lambda state: state._spire_has_cards(player, 2))
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# Act 1 Boss Event
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set_rule(world.get_location("Act 1 Boss", player), lambda state: state._spire_has_cards(player, 3) and state._spire_has_relics(player, 2))
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# Act 1 Boss Rewards
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set_rule(world.get_location("Rare Card Draw 1", player), lambda state: state.has("Beat Act 1 Boss", player))
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set_rule(world.get_location("Boss Relic 1", player), lambda state: state.has("Beat Act 1 Boss", player))
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# Act 2 Card Draws
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set_rule(world.get_location("Card Draw 6", player), lambda state: state.has("Beat Act 1 Boss", player))
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set_rule(world.get_location("Card Draw 7", player), lambda state: state.has("Beat Act 1 Boss", player))
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set_rule(world.get_location("Card Draw 8", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 6) and state._spire_has_relics(player, 3))
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set_rule(world.get_location("Card Draw 9", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 6) and state._spire_has_relics(player, 4))
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set_rule(world.get_location("Card Draw 10", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 7) and state._spire_has_relics(player, 4))
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# Act 2 Relics
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set_rule(world.get_location("Relic 4", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 7) and state._spire_has_relics(player, 2))
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set_rule(world.get_location("Relic 5", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 7) and state._spire_has_relics(player, 2))
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set_rule(world.get_location("Relic 6", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 7) and state._spire_has_relics(player, 3))
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# Act 2 Boss Event
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set_rule(world.get_location("Act 2 Boss", player), lambda state: state.has("Beat Act 1 Boss", player) and state._spire_has_cards(player, 7) and state._spire_has_relics(player, 4) and state.has("Boss Relic", player))
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# Act 2 Boss Rewards
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set_rule(world.get_location("Rare Card Draw 2", player), lambda state: state.has("Beat Act 2 Boss", player))
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set_rule(world.get_location("Boss Relic 2", player), lambda state: state.has("Beat Act 2 Boss", player))
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# Act 3 Card Draws
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set_rule(world.get_location("Card Draw 11", player), lambda state: state.has("Beat Act 2 Boss", player))
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set_rule(world.get_location("Card Draw 12", player), lambda state: state.has("Beat Act 2 Boss", player))
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set_rule(world.get_location("Card Draw 13", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 4))
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set_rule(world.get_location("Card Draw 14", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 4))
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set_rule(world.get_location("Card Draw 15", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 4))
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# Act 3 Relics
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set_rule(world.get_location("Relic 7", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 4))
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set_rule(world.get_location("Relic 8", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 5))
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set_rule(world.get_location("Relic 9", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 5))
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set_rule(world.get_location("Relic 10", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 5))
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# Act 3 Boss Event
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set_rule(world.get_location("Act 3 Boss", player), lambda state: state.has("Beat Act 2 Boss", player) and state._spire_has_relics(player, 7) and state.has("Boss Relic", player, 2))
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# Act 3 Boss Rewards
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set_rule(world.get_location("Rare Card Draw 3", player), lambda state: state.has("Beat Act 3 Boss", player))
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set_rule(world.get_location("Boss Relic 3", player), lambda state: state.has("Beat Act 3 Boss", player))
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set_rule(world.get_location("Heart Room", player), lambda state: state.has("Beat Act 3 Boss", player))
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import string
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from BaseClasses import Item, MultiWorld, Region, Location, Entrance
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from .Items import item_table, item_pool, event_item_pairs
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from .Locations import location_table
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from .Regions import create_regions
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from .Rules import set_rules
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from ..AutoWorld import World
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from .Options import spire_options
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class SpireWorld(World):
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options = spire_options
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game = "Slay the Spire"
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topology_present = False
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data_version = 1
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = location_table
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def _get_slot_data(self):
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return {
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'seed': "".join(self.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
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'character': self.world.character[self.player],
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'ascension': self.world.ascension[self.player],
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'heart_run': self.world.heart_run[self.player]
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}
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def generate_basic(self):
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# Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool
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pool = []
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for name, data in item_table.items():
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if not data.event:
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if name in item_pool:
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card_draw = 0
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for amount in range(item_pool[name]):
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item = SpireItem(name, self.player)
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# This feels wrong but it makes our failure rate drop dramatically
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# makes all but 7 basic card draws trash fill
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if item.name == "Card Draw":
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card_draw += 1
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if card_draw > 7:
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item.advancement = False
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pool.append(item)
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else:
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item = SpireItem(name, self.player)
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pool.append(item)
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self.world.itempool += pool
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# Pair up our event locations with our event items
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for event, item in event_item_pairs.items():
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event_item = SpireItem(item, self.player)
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self.world.get_location(event, self.player).place_locked_item(event_item)
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if self.world.logic[self.player] != 'no logic':
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self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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def set_rules(self):
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set_rules(self.world, self.player)
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def create_item(self, name: str) -> Item:
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item_data = item_table[name]
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return Item(name, item_data.progression, item_data.code, self.player)
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def create_regions(self):
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create_regions(self.world, self.player)
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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for option_name in spire_options:
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option = getattr(self.world, option_name)[self.player]
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slot_data[option_name] = int(option.value)
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return slot_data
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, None, name, player)
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ret.world = world
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if locations:
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for location in locations:
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loc_id = location_table.get(location, 0)
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location = SpireLocation(player, location, loc_id, ret)
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ret.locations.append(location)
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if exits:
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for exit in exits:
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ret.exits.append(Entrance(player, exit, ret))
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return ret
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class SpireLocation(Location):
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game: str = "Slay the Spire"
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def __init__(self, player: int, name: str, address=None, parent=None):
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super(SpireLocation, self).__init__(player, name, address, parent)
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if address is None:
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self.event = True
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self.locked = True
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class SpireItem(Item):
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game = "Slay the Spire"
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def __init__(self, name, player: int = None):
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item_data = item_table[name]
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super(SpireItem, self).__init__(name, item_data.progression, item_data.code, player)
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