Clique: Refactors and Additional Features supported by v1.5 (#1989)
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from typing import Callable, Dict, NamedTuple, Optional
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from BaseClasses import Item, ItemClassification, MultiWorld
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class CliqueItem(Item):
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game = "Clique"
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class CliqueItemData(NamedTuple):
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code: Optional[int] = None
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type: ItemClassification = ItemClassification.filler
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can_create: Callable[[MultiWorld, int], bool] = lambda multiworld, player: True
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item_data_table: Dict[str, CliqueItemData] = {
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"Feeling of Satisfaction": CliqueItemData(
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code=69696969,
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type=ItemClassification.progression,
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),
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"Button Activation": CliqueItemData(
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code=69696968,
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type=ItemClassification.progression,
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can_create=lambda multiworld, player: bool(getattr(multiworld, "hard_mode")[player]),
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),
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"A Cool Filler Item (No Satisfaction Guaranteed)": CliqueItemData(
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code=69696967,
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can_create=lambda multiworld, player: False # Only created from `get_filler_item_name`.
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),
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"The Urge to Push": CliqueItemData(
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type=ItemClassification.progression,
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),
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}
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item_table = {name: data.code for name, data in item_data_table.items() if data.code is not None}
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from typing import Callable, Dict, NamedTuple, Optional
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from BaseClasses import Location, MultiWorld
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class CliqueLocation(Location):
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game = "Clique"
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class CliqueLocationData(NamedTuple):
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region: str
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address: Optional[int] = None
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can_create: Callable[[MultiWorld, int], bool] = lambda multiworld, player: True
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locked_item: Optional[str] = None
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location_data_table: Dict[str, CliqueLocationData] = {
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"The Big Red Button": CliqueLocationData(
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region="The Button Realm",
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address=69696969,
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),
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"The Item on the Desk": CliqueLocationData(
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region="The Button Realm",
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address=69696968,
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can_create=lambda multiworld, player: bool(getattr(multiworld, "hard_mode")[player]),
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),
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"In the Player's Mind": CliqueLocationData(
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region="The Button Realm",
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locked_item="The Urge to Push",
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),
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}
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location_table = {name: data.address for name, data in location_data_table.items() if data.address is not None}
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locked_locations = {name: data for name, data in location_data_table.items() if data.locked_item}
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@ -1,6 +1,6 @@
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from typing import Dict
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from Options import Option, Toggle
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from Options import Choice, Option, Toggle
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class HardMode(Toggle):
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@ -8,6 +8,27 @@ class HardMode(Toggle):
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display_name = "Hard Mode"
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class ButtonColor(Choice):
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"""Customize your button! Now available in 12 unique colors."""
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display_name = "Button Color"
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option_red = 0
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option_orange = 1
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option_yellow = 2
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option_green = 3
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option_cyan = 4
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option_blue = 5
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option_magenta = 6
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option_purple = 7
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option_pink = 8
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option_brown = 9
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option_white = 10
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option_black = 11
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clique_options: Dict[str, type(Option)] = {
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"hard_mode": HardMode
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"color": ButtonColor,
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"hard_mode": HardMode,
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# DeathLink is always on. Always.
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# "death_link": DeathLink,
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}
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from typing import Dict, List, NamedTuple
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class CliqueRegionData(NamedTuple):
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connecting_regions: List[str] = []
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region_data_table: Dict[str, CliqueRegionData] = {
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"Menu": CliqueRegionData(["The Button Realm"]),
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"The Button Realm": CliqueRegionData(),
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}
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from typing import Callable
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from BaseClasses import CollectionState, MultiWorld
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def get_button_rule(multiworld: MultiWorld, player: int) -> Callable[[CollectionState], bool]:
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if getattr(multiworld, "hard_mode")[player]:
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return lambda state: state.has("Button Activation", player)
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return lambda state: True
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@ -1,15 +1,12 @@
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from BaseClasses import Entrance, Item, ItemClassification, Location, MultiWorld, Region, Tutorial
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from typing import List
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from BaseClasses import Region, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from worlds.generic.Rules import set_rule
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from .Items import CliqueItem, item_data_table, item_table
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from .Locations import CliqueLocation, location_data_table, location_table, locked_locations
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from .Options import clique_options
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class CliqueItem(Item):
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game = "Clique"
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class CliqueLocation(Location):
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game = "Clique"
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from .Regions import region_data_table
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from .Rules import get_button_rule
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class CliqueWebWorld(WebWorld):
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@ -27,71 +24,69 @@ class CliqueWebWorld(WebWorld):
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class CliqueWorld(World):
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"""The greatest game ever designed. Full of exciting gameplay!"""
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"""The greatest game of all time."""
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game = "Clique"
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data_version = 2
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data_version = 3
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web = CliqueWebWorld()
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option_definitions = clique_options
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# Yes, I'm like 12 for this.
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location_name_to_id = {
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"The Big Red Button": 69696969,
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"The Item on the Desk": 69696968,
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}
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item_name_to_id = {
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"Feeling of Satisfaction": 69696969,
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"Button Activation": 69696968,
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}
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location_name_to_id = location_table
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item_name_to_id = item_table
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def create_item(self, name: str) -> CliqueItem:
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return CliqueItem(name, ItemClassification.progression, self.item_name_to_id[name], self.player)
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return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
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def create_items(self) -> None:
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self.multiworld.itempool.append(self.create_item("Feeling of Satisfaction"))
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self.multiworld.priority_locations[self.player].value.add("The Big Red Button")
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item_pool: List[CliqueItem] = []
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for name, item in item_data_table.items():
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if item.code and item.can_create(self.multiworld, self.player):
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item_pool.append(self.create_item(name))
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if self.multiworld.hard_mode[self.player]:
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self.multiworld.itempool.append(self.create_item("Button Activation"))
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self.multiworld.itempool += item_pool
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def create_regions(self) -> None:
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if self.multiworld.hard_mode[self.player]:
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self.multiworld.regions += [
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create_region(self.multiworld, self.player, "Menu", None, ["The entrance to the button."]),
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create_region(self.multiworld, self.player, "The realm of the button.", self.location_name_to_id)
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]
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else:
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self.multiworld.regions += [
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create_region(self.multiworld, self.player, "Menu", None, ["The entrance to the button."]),
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create_region(self.multiworld, self.player, "The realm of the button.", {
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"The Big Red Button": 69696969
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})]
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# Create regions.
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for region_name in region_data_table.keys():
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region = Region(region_name, self.player, self.multiworld)
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self.multiworld.regions.append(region)
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self.multiworld.get_entrance("The entrance to the button.", self.player) \
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.connect(self.multiworld.get_region("The realm of the button.", self.player))
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# Create locations.
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for region_name, region_data in region_data_table.items():
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region = self.multiworld.get_region(region_name, self.player)
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region.add_locations({
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location_name: location_data.address for location_name, location_data in location_data_table.items()
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if location_data.region == region_name and location_data.can_create(self.multiworld, self.player)
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}, CliqueLocation)
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region.add_exits(region_data_table[region_name].connecting_regions)
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# Place locked locations.
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for location_name, location_data in locked_locations.items():
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# Ignore locations we never created.
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if not location_data.can_create(self.multiworld, self.player):
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continue
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locked_item = self.create_item(location_data_table[location_name].locked_item)
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self.multiworld.get_location(location_name, self.player).place_locked_item(locked_item)
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# Set priority location for the Big Red Button!
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self.multiworld.priority_locations[self.player].value.add("The Big Red Button")
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def get_filler_item_name(self) -> str:
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return self.multiworld.random.choice(self.item_name_to_id)
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return "A Cool Filler Item (No Satisfaction Guaranteed)"
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def set_rules(self) -> None:
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if self.multiworld.hard_mode[self.player]:
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set_rule(
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self.multiworld.get_location("The Big Red Button", self.player),
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lambda state: state.has("Button Activation", self.player))
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button_rule = get_button_rule(self.multiworld, self.player)
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self.multiworld.get_location("The Big Red Button", self.player).access_rule = button_rule
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self.multiworld.get_location("In the Player's Mind", self.player).access_rule = button_rule
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self.multiworld.completion_condition[self.player] = lambda state: \
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state.has("Feeling of Satisfaction", self.player)
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# Do not allow button activations on buttons.
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self.multiworld.get_location("The Big Red Button", self.player).item_rule =\
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lambda item: item.name != "Button Activation"
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# Completion condition.
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self.multiworld.completion_condition[self.player] = lambda state: state.has("The Urge to Push", self.player)
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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region = Region(name, player, world)
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if locations:
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for location_name in locations.keys():
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region.locations.append(CliqueLocation(player, location_name, locations[location_name], region))
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if exits:
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for _exit in exits:
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region.exits.append(Entrance(player, _exit, region))
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return region
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def fill_slot_data(self):
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return {
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"color": getattr(self.multiworld, "color")[self.player].current_key
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}
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@ -8,7 +8,7 @@ Clique is a joke game developed for Archipelago in March 2023 to showcase how ea
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Archipelago. The objective of the game is to press the big red button. If a player is playing on `hard_mode`, they must
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wait for someone else in the multiworld to "activate" their button before they can press it.
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Clique can be played on any HTML5-capable browser.
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Clique can be played on most modern HTML5-capable browsers.
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## Where is the settings page?
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@ -6,7 +6,7 @@ slot name, and a room password if one is required. Then click "Connect".
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If you're playing on "easy mode", just click the button and receive "Satisfaction".
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If you're playing on "hard mode", you may need to wait for activation before you can complete your objective. Luckily,
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Clique runs in all the major browsers that support HTML5, so you can load Clique on your phone and be productive while
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Clique runs in most major browsers that support HTML5, so you can load Clique on your phone and be productive while
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you wait!
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If you need some ideas for what to do while waiting for button activation, give the following a try:
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@ -19,4 +19,4 @@ If you need some ideas for what to do while waiting for button activation, give
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- Do your school work.
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~~If you run into any issues with this game, definitely do not contact Phar#4444 on discord. *wink* *wink*~~
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~~If you run into any issues with this game, definitely do not contact **thephar** on discord. *wink* *wink*~~
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