Celeste 64: Implement New Game (#2798)

Co-authored-by: chandler05 <66492208+chandler05@users.noreply.github.com>
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
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PoryGone 2024-03-05 18:55:56 -05:00 committed by GitHub
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@ -60,6 +60,7 @@ Currently, the following games are supported:
* Final Fantasy Mystic Quest
* TUNIC
* Kirby's Dream Land 3
* Celeste 64
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

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@ -28,6 +28,9 @@
# Bumper Stickers
/worlds/bumpstik/ @FelicitusNeko
# Celeste 64
/worlds/celeste64/ @PoryGone
# ChecksFinder
/worlds/checksfinder/ @jonloveslegos

58
worlds/celeste64/Items.py Normal file
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from typing import Dict, NamedTuple, Optional
from BaseClasses import Item, ItemClassification
from .Names import ItemName
celeste_64_base_id: int = 0xCA0000
class Celeste64Item(Item):
game = "Celeste 64"
class Celeste64ItemData(NamedTuple):
code: Optional[int] = None
type: ItemClassification = ItemClassification.filler
item_data_table: Dict[str, Celeste64ItemData] = {
ItemName.strawberry: Celeste64ItemData(
code = celeste_64_base_id + 0,
type=ItemClassification.progression_skip_balancing,
),
ItemName.dash_refill: Celeste64ItemData(
code = celeste_64_base_id + 1,
type=ItemClassification.progression,
),
ItemName.double_dash_refill: Celeste64ItemData(
code = celeste_64_base_id + 2,
type=ItemClassification.progression,
),
ItemName.feather: Celeste64ItemData(
code = celeste_64_base_id + 3,
type=ItemClassification.progression,
),
ItemName.coin: Celeste64ItemData(
code = celeste_64_base_id + 4,
type=ItemClassification.progression,
),
ItemName.cassette: Celeste64ItemData(
code = celeste_64_base_id + 5,
type=ItemClassification.progression,
),
ItemName.traffic_block: Celeste64ItemData(
code = celeste_64_base_id + 6,
type=ItemClassification.progression,
),
ItemName.spring: Celeste64ItemData(
code = celeste_64_base_id + 7,
type=ItemClassification.progression,
),
ItemName.breakables: Celeste64ItemData(
code = celeste_64_base_id + 8,
type=ItemClassification.progression,
)
}
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 Dict, NamedTuple, Optional
from BaseClasses import Location
from .Names import LocationName
celeste_64_base_id: int = 0xCA0000
class Celeste64Location(Location):
game = "Celeste 64"
class Celeste64LocationData(NamedTuple):
region: str
address: Optional[int] = None
location_data_table: Dict[str, Celeste64LocationData] = {
LocationName.strawberry_1 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 0,
),
LocationName.strawberry_2 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 1,
),
LocationName.strawberry_3 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 2,
),
LocationName.strawberry_4 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 3,
),
LocationName.strawberry_5 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 4,
),
LocationName.strawberry_6 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 5,
),
LocationName.strawberry_7 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 6,
),
LocationName.strawberry_8 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 7,
),
LocationName.strawberry_9 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 8,
),
LocationName.strawberry_10 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 9,
),
LocationName.strawberry_11 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 10,
),
LocationName.strawberry_12 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 11,
),
LocationName.strawberry_13 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 12,
),
LocationName.strawberry_14 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 13,
),
LocationName.strawberry_15 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 14,
),
LocationName.strawberry_16 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 15,
),
LocationName.strawberry_17 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 16,
),
LocationName.strawberry_18 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 17,
),
LocationName.strawberry_19 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 18,
),
LocationName.strawberry_20 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 19,
),
LocationName.strawberry_21 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 20,
),
LocationName.strawberry_22 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 21,
),
LocationName.strawberry_23 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 22,
),
LocationName.strawberry_24 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 23,
),
LocationName.strawberry_25 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 24,
),
LocationName.strawberry_26 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 25,
),
LocationName.strawberry_27 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 26,
),
LocationName.strawberry_28 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 27,
),
LocationName.strawberry_29 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 28,
),
LocationName.strawberry_30 : Celeste64LocationData(
region = "Forsaken City",
address = celeste_64_base_id + 29,
)
}
location_table = {name: data.address for name, data in location_data_table.items() if data.address is not None}

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strawberry = "Strawberry"
dash_refill = "Dash Refills"
double_dash_refill = "Double Dash Refills"
feather = "Feathers"
coin = "Coins"
cassette = "Cassettes"
traffic_block = "Traffic Blocks"
spring = "Springs"
breakables = "Breakable Blocks"

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# Strawberry Locations
strawberry_1 = "First Strawberry"
strawberry_2 = "Floating Blocks Strawberry"
strawberry_3 = "South-East Tower Top Strawberry"
strawberry_4 = "Theo Strawberry"
strawberry_5 = "Fall Through Spike Floor Strawberry"
strawberry_6 = "Troll Strawberry"
strawberry_7 = "Falling Blocks Strawberry"
strawberry_8 = "Traffic Block Strawberry"
strawberry_9 = "South-West Dash Refills Strawberry"
strawberry_10 = "South-East Tower Side Strawberry"
strawberry_11 = "Girders Strawberry"
strawberry_12 = "North-East Tower Bottom Strawberry"
strawberry_13 = "Breakable Blocks Strawberry"
strawberry_14 = "Feather Maze Strawberry"
strawberry_15 = "Feather Chain Strawberry"
strawberry_16 = "Feather Hidden Strawberry"
strawberry_17 = "Double Dash Puzzle Strawberry"
strawberry_18 = "Double Dash Spike Climb Strawberry"
strawberry_19 = "Double Dash Spring Strawberry"
strawberry_20 = "North-East Tower Breakable Bottom Strawberry"
strawberry_21 = "Theo Tower Lower Cassette Strawberry"
strawberry_22 = "Theo Tower Upper Cassette Strawberry"
strawberry_23 = "South End of Bridge Cassette Strawberry"
strawberry_24 = "You Are Ready Cassette Strawberry"
strawberry_25 = "Cassette Hidden in the House Strawberry"
strawberry_26 = "North End of Bridge Cassette Strawberry"
strawberry_27 = "Distant Feather Cassette Strawberry"
strawberry_28 = "Feather Arches Cassette Strawberry"
strawberry_29 = "North-East Tower Cassette Strawberry"
strawberry_30 = "Badeline Cassette Strawberry"

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from dataclasses import dataclass
from Options import Range, DeathLink, PerGameCommonOptions
class StrawberriesRequired(Range):
"""How many Strawberries you must receive to finish"""
display_name = "Strawberries Required"
range_start = 0
range_end = 20
default = 15
class DeathLinkAmnesty(Range):
"""How many deaths it takes to send a DeathLink"""
display_name = "Death Link Amnesty"
range_start = 1
range_end = 30
default = 10
@dataclass
class Celeste64Options(PerGameCommonOptions):
death_link: DeathLink
death_link_amnesty: DeathLinkAmnesty
strawberries_required: StrawberriesRequired

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from typing import Dict, List, NamedTuple
class Celeste64RegionData(NamedTuple):
connecting_regions: List[str] = []
region_data_table: Dict[str, Celeste64RegionData] = {
"Menu": Celeste64RegionData(["Forsaken City"]),
"Forsaken City": Celeste64RegionData(),
}

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worlds/celeste64/Rules.py Normal file
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from worlds.generic.Rules import set_rule
from . import Celeste64World
from .Names import ItemName, LocationName
def set_rules(world: Celeste64World):
set_rule(world.multiworld.get_location(LocationName.strawberry_4, world.player),
lambda state: state.has_all({ItemName.traffic_block,
ItemName.breakables}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_5, world.player),
lambda state: state.has(ItemName.breakables, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_6, world.player),
lambda state: state.has(ItemName.dash_refill, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_8, world.player),
lambda state: state.has(ItemName.traffic_block, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_9, world.player),
lambda state: state.has(ItemName.dash_refill, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_11, world.player),
lambda state: state.has(ItemName.dash_refill, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_12, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.double_dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_13, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.breakables}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_14, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.feather}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_15, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.feather}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_16, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.feather}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_17, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.double_dash_refill,
ItemName.feather,
ItemName.traffic_block}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_18, world.player),
lambda state: state.has(ItemName.double_dash_refill, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_19, world.player),
lambda state: state.has_all({ItemName.double_dash_refill,
ItemName.spring}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_20, world.player),
lambda state: state.has_all({ItemName.dash_refill,
ItemName.feather,
ItemName.breakables}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_21, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.traffic_block,
ItemName.breakables}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_22, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.dash_refill,
ItemName.breakables}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_23, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.dash_refill,
ItemName.coin}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_24, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.traffic_block,
ItemName.dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_25, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.dash_refill,
ItemName.double_dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_26, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_27, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.feather,
ItemName.coin,
ItemName.dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_28, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.feather,
ItemName.coin,
ItemName.dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_29, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.feather,
ItemName.coin,
ItemName.dash_refill}, world.player))
set_rule(world.multiworld.get_location(LocationName.strawberry_30, world.player),
lambda state: state.has_all({ItemName.cassette,
ItemName.feather,
ItemName.traffic_block,
ItemName.spring,
ItemName.breakables,
ItemName.dash_refill,
ItemName.double_dash_refill}, world.player))
# Completion condition.
world.multiworld.completion_condition[world.player] = lambda state: (state.has(ItemName.strawberry,world.player,world.options.strawberries_required.value) and
state.has_all({ItemName.feather,
ItemName.traffic_block,
ItemName.breakables,
ItemName.dash_refill,
ItemName.double_dash_refill}, world.player))

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from typing import List
from BaseClasses import ItemClassification, Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import Celeste64Item, item_data_table, item_table
from .Locations import Celeste64Location, location_data_table, location_table
from .Names import ItemName
from .Options import Celeste64Options
class Celeste64WebWorld(WebWorld):
theme = "ice"
setup_en = Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Celeste 64 in Archipelago.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["PoryGone"]
)
tutorials = [setup_en]
class Celeste64World(World):
"""Relive the magic of Celeste Mountain alongside Madeline in this small, heartfelt 3D platformer.
Created in a week(ish) by the Celeste team to celebrate the games sixth anniversary 🍓"""
game = "Celeste 64"
web = Celeste64WebWorld()
options_dataclass = Celeste64Options
options: Celeste64Options
location_name_to_id = location_table
item_name_to_id = item_table
def create_item(self, name: str) -> Celeste64Item:
# Only make required amount of strawberries be Progression
if getattr(self, "options", None) and name == ItemName.strawberry:
classification: ItemClassification = ItemClassification.filler
self.prog_strawberries = getattr(self, "prog_strawberries", 0)
if self.prog_strawberries < self.options.strawberries_required.value:
classification = ItemClassification.progression_skip_balancing
self.prog_strawberries += 1
return Celeste64Item(name, classification, item_data_table[name].code, self.player)
else:
return Celeste64Item(name, item_data_table[name].type, item_data_table[name].code, self.player)
def create_items(self) -> None:
item_pool: List[Celeste64Item] = []
item_pool += [self.create_item(name) for name in item_data_table.keys()]
item_pool += [self.create_item(ItemName.strawberry) for _ in range(21)]
self.multiworld.itempool += item_pool
def create_regions(self) -> None:
from .Regions import region_data_table
# Create regions.
for region_name in region_data_table.keys():
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
# Create locations.
for region_name, region_data in region_data_table.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_locations({
location_name: location_data.address for location_name, location_data in location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
region.add_exits(region_data_table[region_name].connecting_regions)
def get_filler_item_name(self) -> str:
return ItemName.strawberry
def set_rules(self) -> None:
from .Rules import set_rules
set_rules(self)
def fill_slot_data(self):
return {
"death_link": self.options.death_link.value,
"death_link_amnesty": self.options.death_link_amnesty.value,
"strawberries_required": self.options.strawberries_required.value
}

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# Celeste 64
## What is this game?
Relive the magic of Celeste Mountain alongside Madeline in this small, heartfelt 3D platformer.
Created in a week(ish) by the Celeste team to celebrate the game's sixth anniversary.
Ported to Archipelago in a week(ish) by PoryGone, this World provides the following as unlockable items:
- Strawberries
- Dash Refills
- Double Dash Refills
- Feathers
- Coins
- Cassettes
- Traffic Blocks
- Springs
- Breakable Blocks
The goal is to collect a certain number of Strawberries, then visit Badeline on her floating island.
## Where is the options page?
The [player options page for this game](../player-options) contains all the options you need to configure
and export a config file.

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# Celeste 64 Setup Guide
## Required Software
- Archipelago Build of Celeste 64 from: [Celeste 64 Archipelago Releases Page](https://github.com/PoryGoneDev/Celeste64/releases/)
## Installation Procedures (Windows)
1. Download the above release and extract it.
## Joining a MultiWorld Game
1. Before launching the game, edit the `AP.json` file in the root of the Celeste 64 install.
2. For the `Url` field, enter the address of the server, such as `archipelago.gg:38281`. Your server host should be able to tell you this.
3. For the `SlotName` field, enter your "name" field from the yaml or website config.
4. For the `Password` field, enter the server password if one exists; otherwise leave this field blank.
5. Save the file, and run `Celeste64.exe`. If you can continue past the title screen, then you are successfully connected.
An Example `AP.json` file:
```
{
"Url": "archipelago:12345",
"SlotName": "Maddy",
"Password": ""
}
```