Subnautica: add creature scans
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@ -0,0 +1,82 @@
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from typing import Dict, Set, List
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# EN Locale Creature Name to rough depth in meters found at
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all_creatures: Dict[str, int] = {
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"Gasopod": 0,
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"Bladderfish": 0,
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"Ancient Floater": 0,
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"Skyray": 0,
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"Garryfish": 0,
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"Peeper": 0,
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"Shuttlebug": 0,
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"Rabbit Ray": 0,
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"Stalker": 0,
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"Floater": 0,
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"Holefish": 0,
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"Cave Crawler": 0,
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"Hoopfish": 0,
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"Crashfish": 0,
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"Hoverfish": 0,
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"Spadefish": 0,
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"Reefback Leviathan": 0,
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"Reaper Leviathan": 0,
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"Warper": 0,
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"Boomerang": 0,
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"Biter": 200,
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"Sand Shark": 200,
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"Bleeder": 200,
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"Crabsnake": 300,
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"Jellyray": 300,
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"Oculus": 300,
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"Mesmer": 300,
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"Eyeye": 300,
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"Reginald": 400,
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"Sea Treader Leviathan": 400,
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"Crabsquid": 400,
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"Ampeel": 400,
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"Boneshark": 400,
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"Rockgrub": 400,
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"Ghost Leviathan": 500,
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"Ghost Leviathan Juvenile": 500,
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"Spinefish": 600,
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"Blighter": 600,
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"Blood Crawler": 600,
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"Ghostray": 1000,
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"Amoeboid": 1000,
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"River Prowler": 1000,
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"Red Eyeye": 1300,
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"Magmarang": 1300,
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"Crimson Ray": 1300,
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"Lava Larva": 1300,
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"Lava Lizard": 1300,
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"Sea Dragon Leviathan": 1300,
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"Sea Emperor Leviathan": 1700,
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"Sea Emperor Juvenile": 1700,
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# "Cuddlefish": 300, # maybe at some point, needs hatching in containment chamber (20 real-life minutes)
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}
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# be nice and make these require Stasis Rifle
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aggressive: Set[str] = {
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"Cave Crawler", # is very easy without Stasis Rifle, but included for consistency
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"Crashfish",
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"Bleeder",
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"Mesmer",
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"Reaper Leviathan",
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"Crabsquid",
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"Warper",
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"Crabsnake",
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"Ampeel",
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"Boneshark",
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"Lava Lizard",
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"Sea Dragon Leviathan",
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"River Prowler",
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}
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suffix: str = " Scan"
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creature_locations: Dict[str, int] = {
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creature+suffix: creature_id for creature_id, creature in enumerate(all_creatures, start=34000)
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}
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all_creatures_presorted: List[str] = sorted(all_creatures)
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@ -166,7 +166,7 @@ item_table: Dict[int, ItemDict] = {
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'count': 5,
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'name': 'Seamoth Fragment',
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'tech_type': 'SeamothFragment'},
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35039: {'classification': ItemClassification.useful,
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35039: {'classification': ItemClassification.progression,
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'count': 2,
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'name': 'Stasis Rifle Fragment',
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'tech_type': 'StasisRifleFragment'},
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@ -1,4 +1,5 @@
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from Options import Choice
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from Options import Choice, Range
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from .Creatures import all_creatures
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class ItemPool(Choice):
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@ -31,7 +32,15 @@ class Goal(Choice):
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}[self.value]
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class CreatureScans(Range):
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"""Place items on specific creature scans.
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Warning: Includes aggressive Leviathans."""
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display_name = "Creature Scans"
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range_end = len(all_creatures)
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options = {
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"item_pool": ItemPool,
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"goal": Goal,
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"creature_scans": CreatureScans
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}
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@ -1,112 +1,122 @@
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from typing import TYPE_CHECKING
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from worlds.generic.Rules import set_rule
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from .Locations import location_table, LocationDict
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from .Creatures import all_creatures, aggressive, suffix
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import math
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if TYPE_CHECKING:
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from . import SubnauticaWorld
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def has_seaglide(state, player):
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def has_seaglide(state, player: int):
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return state.has("Seaglide Fragment", player, 2)
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def has_modification_station(state, player):
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def has_modification_station(state, player: int):
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return state.has("Modification Station Fragment", player, 3)
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def has_mobile_vehicle_bay(state, player):
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def has_mobile_vehicle_bay(state, player: int):
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return state.has("Mobile Vehicle Bay Fragment", player, 3)
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def has_moonpool(state, player):
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def has_moonpool(state, player: int):
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return state.has("Moonpool Fragment", player, 2)
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def has_vehicle_upgrade_console(state, player):
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def has_vehicle_upgrade_console(state, player: int):
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return state.has("Vehicle Upgrade Console", player) and \
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has_moonpool(state, player)
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def has_seamoth(state, player):
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def has_seamoth(state, player: int):
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return state.has("Seamoth Fragment", player, 3) and \
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has_mobile_vehicle_bay(state, player)
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def has_seamoth_depth_module_mk1(state, player):
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def has_seamoth_depth_module_mk1(state, player: int):
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return has_vehicle_upgrade_console(state, player)
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def has_seamoth_depth_module_mk2(state, player):
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def has_seamoth_depth_module_mk2(state, player: int):
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return has_seamoth_depth_module_mk1(state, player) and \
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has_modification_station(state, player)
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def has_seamoth_depth_module_mk3(state, player):
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def has_seamoth_depth_module_mk3(state, player: int):
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return has_seamoth_depth_module_mk2(state, player) and \
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has_modification_station(state, player)
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def has_cyclops_bridge(state, player):
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def has_cyclops_bridge(state, player: int):
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return state.has("Cyclops Bridge Fragment", player, 3)
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def has_cyclops_engine(state, player):
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def has_cyclops_engine(state, player: int):
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return state.has("Cyclops Engine Fragment", player, 3)
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def has_cyclops_hull(state, player):
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def has_cyclops_hull(state, player: int):
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return state.has("Cyclops Hull Fragment", player, 3)
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def has_cyclops(state, player):
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def has_cyclops(state, player: int):
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return has_cyclops_bridge(state, player) and \
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has_cyclops_engine(state, player) and \
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has_cyclops_hull(state, player) and \
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has_mobile_vehicle_bay(state, player)
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def has_cyclops_depth_module_mk1(state, player):
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def has_cyclops_depth_module_mk1(state, player: int):
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return state.has("Cyclops Depth Module MK1", player) and \
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has_modification_station(state, player)
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def has_cyclops_depth_module_mk2(state, player):
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def has_cyclops_depth_module_mk2(state, player: int):
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return has_cyclops_depth_module_mk1(state, player) and \
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has_modification_station(state, player)
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def has_cyclops_depth_module_mk3(state, player):
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def has_cyclops_depth_module_mk3(state, player: int):
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return has_cyclops_depth_module_mk2(state, player) and \
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has_modification_station(state, player)
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def has_prawn(state, player):
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def has_prawn(state, player: int):
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return state.has("Prawn Suit Fragment", player, 4) and \
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has_mobile_vehicle_bay(state, player)
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def has_praw_propulsion_arm(state, player):
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def has_praw_propulsion_arm(state, player: int):
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return state.has("Prawn Suit Propulsion Cannon Fragment", player, 2) and \
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has_vehicle_upgrade_console(state, player)
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def has_prawn_depth_module_mk1(state, player):
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def has_prawn_depth_module_mk1(state, player: int):
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return has_vehicle_upgrade_console(state, player)
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def has_prawn_depth_module_mk2(state, player):
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def has_prawn_depth_module_mk2(state, player: int):
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return has_prawn_depth_module_mk1(state, player) and \
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has_modification_station(state, player)
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def has_laser_cutter(state, player):
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def has_laser_cutter(state, player: int):
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return state.has("Laser Cutter Fragment", player, 3)
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def has_stasis_rile(state, player: int):
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return state.has("Stasis Rifle Fragment", player, 2)
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# Either we have propulsion cannon, or prawn + propulsion cannon arm
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def has_propulsion_cannon(state, player):
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def has_propulsion_cannon(state, player: int):
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return state.has("Propulsion Cannon Fragment", player, 2) or \
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(has_prawn(state, player) and has_praw_propulsion_arm(state, player))
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def has_cyclops_shield(state, player):
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def has_cyclops_shield(state, player: int):
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return has_cyclops(state, player) and \
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state.has("Cyclops Shield Generator", player)
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@ -119,7 +129,7 @@ def has_cyclops_shield(state, player):
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# negligeable with from high capacity tank. 430m -> 460m
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# Fins are not used when using seaglide
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#
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def get_max_swim_depth(state, player):
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def get_max_swim_depth(state, player: int):
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# TODO, Make this a difficulty setting.
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# Only go up to 200m without any submarines for now.
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return 200
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@ -130,7 +140,7 @@ def get_max_swim_depth(state, player):
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# has_ultra_glide_fins = state.has("Ultra Glide Fins", player)
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# max_depth = 400 # More like 430m. Give some room
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# if has_seaglide(state, player):
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# if has_seaglide(state, player: int):
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# if has_ultra_high_capacity_tank:
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# max_depth = 750 # It's about 50m more. Give some room
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# else:
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@ -146,7 +156,7 @@ def get_max_swim_depth(state, player):
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# return max_depth
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def get_seamoth_max_depth(state, player):
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def get_seamoth_max_depth(state, player: int):
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if has_seamoth(state, player):
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if has_seamoth_depth_module_mk3(state, player):
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return 900
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@ -186,7 +196,7 @@ def get_prawn_max_depth(state, player):
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return 0
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def get_max_depth(state, player):
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def get_max_depth(state, player: int):
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# TODO, Difficulty option, we can add vehicle depth + swim depth
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# But at this point, we have to consider traver distance in caves, not
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# just depth
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@ -196,7 +206,7 @@ def get_max_depth(state, player):
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get_prawn_max_depth(state, player))
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def can_access_location(state, player: int, loc: LocationDict):
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def can_access_location(state, player: int, loc: LocationDict) -> bool:
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need_laser_cutter = loc.get("need_laser_cutter", False)
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if need_laser_cutter and not has_laser_cutter(state, player):
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return False
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@ -225,17 +235,33 @@ def can_access_location(state, player: int, loc: LocationDict):
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return get_max_depth(state, player) >= depth
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def set_location_rule(world, player, loc):
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def set_location_rule(world, player: int, loc: LocationDict):
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set_rule(world.get_location(loc["name"], player), lambda state: can_access_location(state, player, loc))
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def set_rules(subnautica_world):
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def can_scan_creature(state, player: int, creature: str) -> bool:
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if not has_seaglide(state, player):
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return False
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if creature in aggressive and not has_stasis_rile(state, player):
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return False
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return get_max_depth(state, player) >= all_creatures[creature]
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def set_creature_rule(world, player, creature_name: str):
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set_rule(world.get_location(creature_name + suffix, player),
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lambda state: can_scan_creature(state, player, creature_name))
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def set_rules(subnautica_world: "SubnauticaWorld"):
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player = subnautica_world.player
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world = subnautica_world.world
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for loc in location_table.values():
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set_location_rule(world, player, loc)
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for creature_name in subnautica_world.creatures_to_scan:
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set_creature_rule(world, player, creature_name)
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# Victory locations
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set_rule(world.get_location("Neptune Launch", player), lambda state:
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get_max_depth(state, player) >= 1444 and
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@ -5,6 +5,7 @@ from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassifi
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from worlds.AutoWorld import World, WebWorld
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from . import Items
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from . import Locations
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from . import Creatures
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from . import Options
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from .Items import item_table
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from .Rules import set_rules
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@ -23,6 +24,10 @@ class SubnaticaWeb(WebWorld):
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)]
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all_locations = {data["name"]: loc_id for loc_id, data in Locations.location_table.items()}
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all_locations.update(Creatures.creature_locations)
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class SubnauticaWorld(World):
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"""
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Subnautica is an undersea exploration game. Stranded on an alien world, you become infected by
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@ -33,25 +38,30 @@ class SubnauticaWorld(World):
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web = SubnaticaWeb()
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item_name_to_id = {data["name"]: item_id for item_id, data in Items.item_table.items()}
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location_name_to_id = {data["name"]: loc_id for loc_id, data in Locations.location_table.items()}
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location_name_to_id = all_locations
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options = Options.options
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data_version = 2
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data_version = 3
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required_client_version = (0, 3, 3)
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prefill_items: List[Item]
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creatures_to_scan: List[str]
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def generate_early(self) -> None:
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self.prefill_items = [
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self.create_item("Seaglide Fragment"),
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self.create_item("Seaglide Fragment")
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]
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self.creatures_to_scan = self.world.random.sample(Creatures.all_creatures_presorted,
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self.world.creature_scans[self.player].value)
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def create_regions(self):
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self.world.regions += [
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self.create_region("Menu", None, ["Lifepod 5"]),
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self.create_region("Planet 4546B",
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Locations.events + [location["name"] for location in Locations.location_table.values()])
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Locations.events +
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[location["name"] for location in Locations.location_table.values()] +
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[creature+Creatures.suffix for creature in self.creatures_to_scan])
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]
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# refer to Rules.py
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@ -64,7 +74,7 @@ class SubnauticaWorld(World):
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# Generate item pool
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pool = []
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neptune_launch_platform = None
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extras = 0
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extras = self.world.creature_scans[self.player].value
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valuable = self.world.item_pool[self.player] == Options.ItemPool.option_valuable
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for item in item_table.values():
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for i in range(item["count"]):
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@ -105,6 +115,7 @@ class SubnauticaWorld(World):
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slot_data: Dict[str, Any] = {
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"goal": goal.current_key,
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"vanilla_tech": vanilla_tech,
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"creatures_to_scan": self.creatures_to_scan
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}
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return slot_data
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