A Hat in Time: Implement New Game (#2640)
Adds A Hat in Time as a supported game in Archipelago.
This commit is contained in:
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from worlds.ahit.Client import launch
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import Utils
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import ModuleUpdate
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ModuleUpdate.update()
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if __name__ == "__main__":
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Utils.init_logging("AHITClient", exception_logger="Client")
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launch()
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@ -69,6 +69,7 @@ Currently, the following games are supported:
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* Bomb Rush Cyberfunk
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* Aquaria
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* Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006
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* A Hat in Time
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For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
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Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled
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@ -13,6 +13,9 @@
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# Adventure
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/worlds/adventure/ @JusticePS
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# A Hat in Time
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/worlds/ahit/ @CookieCat45
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# A Link to the Past
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/worlds/alttp/ @Berserker66
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@ -0,0 +1,232 @@
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import asyncio
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import Utils
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import websockets
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import functools
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from copy import deepcopy
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from typing import List, Any, Iterable
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from NetUtils import decode, encode, JSONtoTextParser, JSONMessagePart, NetworkItem
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from MultiServer import Endpoint
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from CommonClient import CommonContext, gui_enabled, ClientCommandProcessor, logger, get_base_parser
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DEBUG = False
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class AHITJSONToTextParser(JSONtoTextParser):
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def _handle_color(self, node: JSONMessagePart):
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return self._handle_text(node) # No colors for the in-game text
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class AHITCommandProcessor(ClientCommandProcessor):
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def _cmd_ahit(self):
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"""Check AHIT Connection State"""
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if isinstance(self.ctx, AHITContext):
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logger.info(f"AHIT Status: {self.ctx.get_ahit_status()}")
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class AHITContext(CommonContext):
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command_processor = AHITCommandProcessor
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game = "A Hat in Time"
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def __init__(self, server_address, password):
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super().__init__(server_address, password)
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self.proxy = None
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self.proxy_task = None
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self.gamejsontotext = AHITJSONToTextParser(self)
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self.autoreconnect_task = None
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self.endpoint = None
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self.items_handling = 0b111
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self.room_info = None
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self.connected_msg = None
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self.game_connected = False
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self.awaiting_info = False
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self.full_inventory: List[Any] = []
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self.server_msgs: List[Any] = []
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async def server_auth(self, password_requested: bool = False):
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if password_requested and not self.password:
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await super(AHITContext, self).server_auth(password_requested)
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await self.get_username()
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await self.send_connect()
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def get_ahit_status(self) -> str:
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if not self.is_proxy_connected():
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return "Not connected to A Hat in Time"
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return "Connected to A Hat in Time"
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async def send_msgs_proxy(self, msgs: Iterable[dict]) -> bool:
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""" `msgs` JSON serializable """
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if not self.endpoint or not self.endpoint.socket.open or self.endpoint.socket.closed:
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return False
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if DEBUG:
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logger.info(f"Outgoing message: {msgs}")
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await self.endpoint.socket.send(msgs)
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return True
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async def disconnect(self, allow_autoreconnect: bool = False):
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await super().disconnect(allow_autoreconnect)
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async def disconnect_proxy(self):
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if self.endpoint and not self.endpoint.socket.closed:
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await self.endpoint.socket.close()
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if self.proxy_task is not None:
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await self.proxy_task
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def is_connected(self) -> bool:
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return self.server and self.server.socket.open
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def is_proxy_connected(self) -> bool:
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return self.endpoint and self.endpoint.socket.open
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def on_print_json(self, args: dict):
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text = self.gamejsontotext(deepcopy(args["data"]))
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msg = {"cmd": "PrintJSON", "data": [{"text": text}], "type": "Chat"}
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self.server_msgs.append(encode([msg]))
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if self.ui:
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self.ui.print_json(args["data"])
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else:
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text = self.jsontotextparser(args["data"])
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logger.info(text)
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def update_items(self):
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# just to be safe - we might still have an inventory from a different room
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if not self.is_connected():
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return
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self.server_msgs.append(encode([{"cmd": "ReceivedItems", "index": 0, "items": self.full_inventory}]))
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def on_package(self, cmd: str, args: dict):
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if cmd == "Connected":
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self.connected_msg = encode([args])
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if self.awaiting_info:
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self.server_msgs.append(self.room_info)
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self.update_items()
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self.awaiting_info = False
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elif cmd == "ReceivedItems":
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if args["index"] == 0:
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self.full_inventory.clear()
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for item in args["items"]:
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self.full_inventory.append(NetworkItem(*item))
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self.server_msgs.append(encode([args]))
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elif cmd == "RoomInfo":
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self.seed_name = args["seed_name"]
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self.room_info = encode([args])
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else:
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if cmd != "PrintJSON":
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self.server_msgs.append(encode([args]))
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def run_gui(self):
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from kvui import GameManager
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class AHITManager(GameManager):
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logging_pairs = [
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("Client", "Archipelago")
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]
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base_title = "Archipelago A Hat in Time Client"
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self.ui = AHITManager(self)
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self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
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async def proxy(websocket, path: str = "/", ctx: AHITContext = None):
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ctx.endpoint = Endpoint(websocket)
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try:
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await on_client_connected(ctx)
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if ctx.is_proxy_connected():
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async for data in websocket:
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if DEBUG:
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logger.info(f"Incoming message: {data}")
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for msg in decode(data):
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if msg["cmd"] == "Connect":
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# Proxy is connecting, make sure it is valid
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if msg["game"] != "A Hat in Time":
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logger.info("Aborting proxy connection: game is not A Hat in Time")
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await ctx.disconnect_proxy()
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break
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if ctx.seed_name:
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seed_name = msg.get("seed_name", "")
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if seed_name != "" and seed_name != ctx.seed_name:
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logger.info("Aborting proxy connection: seed mismatch from save file")
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logger.info(f"Expected: {ctx.seed_name}, got: {seed_name}")
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text = encode([{"cmd": "PrintJSON",
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"data": [{"text": "Connection aborted - save file to seed mismatch"}]}])
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await ctx.send_msgs_proxy(text)
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await ctx.disconnect_proxy()
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break
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if ctx.connected_msg and ctx.is_connected():
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await ctx.send_msgs_proxy(ctx.connected_msg)
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ctx.update_items()
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continue
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if not ctx.is_proxy_connected():
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break
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await ctx.send_msgs([msg])
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except Exception as e:
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if not isinstance(e, websockets.WebSocketException):
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logger.exception(e)
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finally:
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await ctx.disconnect_proxy()
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async def on_client_connected(ctx: AHITContext):
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if ctx.room_info and ctx.is_connected():
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await ctx.send_msgs_proxy(ctx.room_info)
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else:
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ctx.awaiting_info = True
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async def proxy_loop(ctx: AHITContext):
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try:
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while not ctx.exit_event.is_set():
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if len(ctx.server_msgs) > 0:
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for msg in ctx.server_msgs:
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await ctx.send_msgs_proxy(msg)
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ctx.server_msgs.clear()
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await asyncio.sleep(0.1)
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except Exception as e:
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logger.exception(e)
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logger.info("Aborting AHIT Proxy Client due to errors")
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def launch():
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async def main():
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parser = get_base_parser()
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args = parser.parse_args()
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ctx = AHITContext(args.connect, args.password)
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logger.info("Starting A Hat in Time proxy server")
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ctx.proxy = websockets.serve(functools.partial(proxy, ctx=ctx),
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host="localhost", port=11311, ping_timeout=999999, ping_interval=999999)
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ctx.proxy_task = asyncio.create_task(proxy_loop(ctx), name="ProxyLoop")
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if gui_enabled:
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ctx.run_gui()
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ctx.run_cli()
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await ctx.proxy
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await ctx.proxy_task
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await ctx.exit_event.wait()
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Utils.init_logging("AHITClient")
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# options = Utils.get_options()
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import colorama
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colorama.init()
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asyncio.run(main())
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colorama.deinit()
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from .Types import HatInTimeLocation, HatInTimeItem
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from .Regions import create_region
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from BaseClasses import Region, LocationProgressType, ItemClassification
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from worlds.generic.Rules import add_rule
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from typing import List, TYPE_CHECKING
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from .Locations import death_wishes
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from .Options import EndGoal
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if TYPE_CHECKING:
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from . import HatInTimeWorld
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dw_prereqs = {
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"So You're Back From Outer Space": ["Beat the Heat"],
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"Snatcher's Hit List": ["Beat the Heat"],
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"Snatcher Coins in Mafia Town": ["So You're Back From Outer Space"],
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"Rift Collapse: Mafia of Cooks": ["So You're Back From Outer Space"],
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"Collect-a-thon": ["So You're Back From Outer Space"],
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"She Speedran from Outer Space": ["Rift Collapse: Mafia of Cooks"],
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"Mafia's Jumps": ["She Speedran from Outer Space"],
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"Vault Codes in the Wind": ["Collect-a-thon", "She Speedran from Outer Space"],
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"Encore! Encore!": ["Collect-a-thon"],
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"Security Breach": ["Beat the Heat"],
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"Rift Collapse: Dead Bird Studio": ["Security Breach"],
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"The Great Big Hootenanny": ["Security Breach"],
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"10 Seconds until Self-Destruct": ["The Great Big Hootenanny"],
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"Killing Two Birds": ["Rift Collapse: Dead Bird Studio", "10 Seconds until Self-Destruct"],
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"Community Rift: Rhythm Jump Studio": ["10 Seconds until Self-Destruct"],
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"Snatcher Coins in Battle of the Birds": ["The Great Big Hootenanny"],
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"Zero Jumps": ["Rift Collapse: Dead Bird Studio"],
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"Snatcher Coins in Nyakuza Metro": ["Killing Two Birds"],
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"Speedrun Well": ["Beat the Heat"],
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"Rift Collapse: Sleepy Subcon": ["Speedrun Well"],
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"Boss Rush": ["Speedrun Well"],
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"Quality Time with Snatcher": ["Rift Collapse: Sleepy Subcon"],
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"Breaching the Contract": ["Boss Rush", "Quality Time with Snatcher"],
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"Community Rift: Twilight Travels": ["Quality Time with Snatcher"],
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"Snatcher Coins in Subcon Forest": ["Rift Collapse: Sleepy Subcon"],
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"Bird Sanctuary": ["Beat the Heat"],
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"Snatcher Coins in Alpine Skyline": ["Bird Sanctuary"],
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"Wound-Up Windmill": ["Bird Sanctuary"],
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"Rift Collapse: Alpine Skyline": ["Bird Sanctuary"],
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"Camera Tourist": ["Rift Collapse: Alpine Skyline"],
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"Community Rift: The Mountain Rift": ["Rift Collapse: Alpine Skyline"],
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"The Illness has Speedrun": ["Rift Collapse: Alpine Skyline", "Wound-Up Windmill"],
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"The Mustache Gauntlet": ["Wound-Up Windmill"],
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"No More Bad Guys": ["The Mustache Gauntlet"],
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"Seal the Deal": ["Encore! Encore!", "Killing Two Birds",
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"Breaching the Contract", "No More Bad Guys"],
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"Rift Collapse: Deep Sea": ["Rift Collapse: Mafia of Cooks", "Rift Collapse: Dead Bird Studio",
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"Rift Collapse: Sleepy Subcon", "Rift Collapse: Alpine Skyline"],
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"Cruisin' for a Bruisin'": ["Rift Collapse: Deep Sea"],
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}
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dw_candles = [
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"Snatcher's Hit List",
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"Zero Jumps",
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"Camera Tourist",
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"Snatcher Coins in Mafia Town",
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"Snatcher Coins in Battle of the Birds",
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"Snatcher Coins in Subcon Forest",
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"Snatcher Coins in Alpine Skyline",
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"Snatcher Coins in Nyakuza Metro",
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]
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annoying_dws = [
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"Vault Codes in the Wind",
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"Boss Rush",
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"Camera Tourist",
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"The Mustache Gauntlet",
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"Rift Collapse: Deep Sea",
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"Cruisin' for a Bruisin'",
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"Seal the Deal", # Non-excluded if goal
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]
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# includes the above as well
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annoying_bonuses = [
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"So You're Back From Outer Space",
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"Encore! Encore!",
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"Snatcher's Hit List",
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"Vault Codes in the Wind",
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"10 Seconds until Self-Destruct",
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"Killing Two Birds",
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"Zero Jumps",
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"Boss Rush",
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"Bird Sanctuary",
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"The Mustache Gauntlet",
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"Wound-Up Windmill",
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"Camera Tourist",
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"Rift Collapse: Deep Sea",
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"Cruisin' for a Bruisin'",
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"Seal the Deal",
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]
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dw_classes = {
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"Beat the Heat": "Hat_SnatcherContract_DeathWish_HeatingUpHarder",
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"So You're Back From Outer Space": "Hat_SnatcherContract_DeathWish_BackFromSpace",
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"Snatcher's Hit List": "Hat_SnatcherContract_DeathWish_KillEverybody",
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"Collect-a-thon": "Hat_SnatcherContract_DeathWish_PonFrenzy",
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"Rift Collapse: Mafia of Cooks": "Hat_SnatcherContract_DeathWish_RiftCollapse_MafiaTown",
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"Encore! Encore!": "Hat_SnatcherContract_DeathWish_MafiaBossEX",
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"She Speedran from Outer Space": "Hat_SnatcherContract_DeathWish_Speedrun_MafiaAlien",
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"Mafia's Jumps": "Hat_SnatcherContract_DeathWish_NoAPresses_MafiaAlien",
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"Vault Codes in the Wind": "Hat_SnatcherContract_DeathWish_MovingVault",
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"Snatcher Coins in Mafia Town": "Hat_SnatcherContract_DeathWish_Tokens_MafiaTown",
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"Security Breach": "Hat_SnatcherContract_DeathWish_DeadBirdStudioMoreGuards",
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"The Great Big Hootenanny": "Hat_SnatcherContract_DeathWish_DifficultParade",
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"Rift Collapse: Dead Bird Studio": "Hat_SnatcherContract_DeathWish_RiftCollapse_Birds",
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"10 Seconds until Self-Destruct": "Hat_SnatcherContract_DeathWish_TrainRushShortTime",
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"Killing Two Birds": "Hat_SnatcherContract_DeathWish_BirdBossEX",
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"Snatcher Coins in Battle of the Birds": "Hat_SnatcherContract_DeathWish_Tokens_Birds",
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"Zero Jumps": "Hat_SnatcherContract_DeathWish_NoAPresses",
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"Speedrun Well": "Hat_SnatcherContract_DeathWish_Speedrun_SubWell",
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"Rift Collapse: Sleepy Subcon": "Hat_SnatcherContract_DeathWish_RiftCollapse_Subcon",
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"Boss Rush": "Hat_SnatcherContract_DeathWish_BossRush",
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"Quality Time with Snatcher": "Hat_SnatcherContract_DeathWish_SurvivalOfTheFittest",
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"Breaching the Contract": "Hat_SnatcherContract_DeathWish_SnatcherEX",
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"Snatcher Coins in Subcon Forest": "Hat_SnatcherContract_DeathWish_Tokens_Subcon",
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"Bird Sanctuary": "Hat_SnatcherContract_DeathWish_NiceBirdhouse",
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"Rift Collapse: Alpine Skyline": "Hat_SnatcherContract_DeathWish_RiftCollapse_Alps",
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"Wound-Up Windmill": "Hat_SnatcherContract_DeathWish_FastWindmill",
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"The Illness has Speedrun": "Hat_SnatcherContract_DeathWish_Speedrun_Illness",
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"Snatcher Coins in Alpine Skyline": "Hat_SnatcherContract_DeathWish_Tokens_Alps",
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"Camera Tourist": "Hat_SnatcherContract_DeathWish_CameraTourist_1",
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"The Mustache Gauntlet": "Hat_SnatcherContract_DeathWish_HardCastle",
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"No More Bad Guys": "Hat_SnatcherContract_DeathWish_MuGirlEX",
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"Seal the Deal": "Hat_SnatcherContract_DeathWish_BossRushEX",
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"Rift Collapse: Deep Sea": "Hat_SnatcherContract_DeathWish_RiftCollapse_Cruise",
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"Cruisin' for a Bruisin'": "Hat_SnatcherContract_DeathWish_EndlessTasks",
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"Community Rift: Rhythm Jump Studio": "Hat_SnatcherContract_DeathWish_CommunityRift_RhythmJump",
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"Community Rift: Twilight Travels": "Hat_SnatcherContract_DeathWish_CommunityRift_TwilightTravels",
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"Community Rift: The Mountain Rift": "Hat_SnatcherContract_DeathWish_CommunityRift_MountainRift",
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"Snatcher Coins in Nyakuza Metro": "Hat_SnatcherContract_DeathWish_Tokens_Metro",
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}
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def create_dw_regions(world: "HatInTimeWorld"):
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if world.options.DWExcludeAnnoyingContracts:
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for name in annoying_dws:
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world.excluded_dws.append(name)
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if not world.options.DWEnableBonus or world.options.DWAutoCompleteBonuses:
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for name in death_wishes:
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world.excluded_bonuses.append(name)
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elif world.options.DWExcludeAnnoyingBonuses:
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for name in annoying_bonuses:
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world.excluded_bonuses.append(name)
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if world.options.DWExcludeCandles:
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for name in dw_candles:
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if name not in world.excluded_dws:
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world.excluded_dws.append(name)
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spaceship = world.multiworld.get_region("Spaceship", world.player)
|
||||
dw_map: Region = create_region(world, "Death Wish Map")
|
||||
entrance = spaceship.connect(dw_map, "-> Death Wish Map")
|
||||
add_rule(entrance, lambda state: state.has("Time Piece", world.player, world.options.DWTimePieceRequirement))
|
||||
|
||||
if world.options.DWShuffle:
|
||||
# Connect Death Wishes randomly to one another in a linear sequence
|
||||
dw_list: List[str] = []
|
||||
for name in death_wishes.keys():
|
||||
# Don't shuffle excluded or invalid Death Wishes
|
||||
if not world.is_dlc2() and name == "Snatcher Coins in Nyakuza Metro" or world.is_dw_excluded(name):
|
||||
continue
|
||||
|
||||
dw_list.append(name)
|
||||
|
||||
world.random.shuffle(dw_list)
|
||||
count = world.random.randint(world.options.DWShuffleCountMin.value, world.options.DWShuffleCountMax.value)
|
||||
dw_shuffle: List[str] = []
|
||||
total = min(len(dw_list), count)
|
||||
for i in range(total):
|
||||
dw_shuffle.append(dw_list[i])
|
||||
|
||||
# Seal the Deal is always last if it's the goal
|
||||
if world.options.EndGoal == EndGoal.option_seal_the_deal:
|
||||
if "Seal the Deal" in dw_shuffle:
|
||||
dw_shuffle.remove("Seal the Deal")
|
||||
|
||||
dw_shuffle.append("Seal the Deal")
|
||||
|
||||
world.dw_shuffle = dw_shuffle
|
||||
prev_dw = dw_map
|
||||
for death_wish_name in dw_shuffle:
|
||||
dw = create_region(world, death_wish_name)
|
||||
prev_dw.connect(dw)
|
||||
create_dw_locations(world, dw)
|
||||
prev_dw = dw
|
||||
else:
|
||||
# DWShuffle is disabled, use vanilla connections
|
||||
for key in death_wishes.keys():
|
||||
if key == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2():
|
||||
world.excluded_dws.append(key)
|
||||
continue
|
||||
|
||||
dw = create_region(world, key)
|
||||
if key == "Beat the Heat":
|
||||
dw_map.connect(dw, f"{dw_map.name} -> Beat the Heat")
|
||||
elif key in dw_prereqs.keys():
|
||||
for name in dw_prereqs[key]:
|
||||
parent = world.multiworld.get_region(name, world.player)
|
||||
parent.connect(dw, f"{parent.name} -> {key}")
|
||||
|
||||
create_dw_locations(world, dw)
|
||||
|
||||
|
||||
def create_dw_locations(world: "HatInTimeWorld", dw: Region):
|
||||
loc_id = death_wishes[dw.name]
|
||||
main_objective = HatInTimeLocation(world.player, f"{dw.name} - Main Objective", loc_id, dw)
|
||||
full_clear = HatInTimeLocation(world.player, f"{dw.name} - All Clear", loc_id + 1, dw)
|
||||
main_stamp = HatInTimeLocation(world.player, f"Main Stamp - {dw.name}", None, dw)
|
||||
bonus_stamps = HatInTimeLocation(world.player, f"Bonus Stamps - {dw.name}", None, dw)
|
||||
main_stamp.show_in_spoiler = False
|
||||
bonus_stamps.show_in_spoiler = False
|
||||
dw.locations.append(main_stamp)
|
||||
dw.locations.append(bonus_stamps)
|
||||
main_stamp.place_locked_item(HatInTimeItem(f"1 Stamp - {dw.name}",
|
||||
ItemClassification.progression, None, world.player))
|
||||
bonus_stamps.place_locked_item(HatInTimeItem(f"2 Stamp - {dw.name}",
|
||||
ItemClassification.progression, None, world.player))
|
||||
|
||||
if dw.name in world.excluded_dws:
|
||||
main_objective.progress_type = LocationProgressType.EXCLUDED
|
||||
full_clear.progress_type = LocationProgressType.EXCLUDED
|
||||
elif world.is_bonus_excluded(dw.name):
|
||||
full_clear.progress_type = LocationProgressType.EXCLUDED
|
||||
|
||||
dw.locations.append(main_objective)
|
||||
dw.locations.append(full_clear)
|
|
@ -0,0 +1,462 @@
|
|||
from worlds.AutoWorld import CollectionState
|
||||
from .Rules import can_use_hat, can_use_hookshot, can_hit, zipline_logic, get_difficulty, has_paintings
|
||||
from .Types import HatType, Difficulty, HatInTimeLocation, HatInTimeItem, LocData, HitType
|
||||
from .DeathWishLocations import dw_prereqs, dw_candles
|
||||
from BaseClasses import Entrance, Location, ItemClassification
|
||||
from worlds.generic.Rules import add_rule, set_rule
|
||||
from typing import List, Callable, TYPE_CHECKING
|
||||
from .Locations import death_wishes
|
||||
from .Options import EndGoal
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import HatInTimeWorld
|
||||
|
||||
|
||||
# Any speedruns expect the player to have Sprint Hat
|
||||
dw_requirements = {
|
||||
"Beat the Heat": LocData(hit_type=HitType.umbrella),
|
||||
"So You're Back From Outer Space": LocData(hookshot=True),
|
||||
"Mafia's Jumps": LocData(required_hats=[HatType.ICE]),
|
||||
"Vault Codes in the Wind": LocData(required_hats=[HatType.SPRINT]),
|
||||
|
||||
"Security Breach": LocData(hit_type=HitType.umbrella_or_brewing),
|
||||
"10 Seconds until Self-Destruct": LocData(hookshot=True),
|
||||
"Community Rift: Rhythm Jump Studio": LocData(required_hats=[HatType.ICE]),
|
||||
|
||||
"Speedrun Well": LocData(hookshot=True, hit_type=HitType.umbrella_or_brewing),
|
||||
"Boss Rush": LocData(hit_type=HitType.umbrella, hookshot=True),
|
||||
"Community Rift: Twilight Travels": LocData(hookshot=True, required_hats=[HatType.DWELLER]),
|
||||
|
||||
"Bird Sanctuary": LocData(hookshot=True),
|
||||
"Wound-Up Windmill": LocData(hookshot=True),
|
||||
"The Illness has Speedrun": LocData(hookshot=True),
|
||||
"Community Rift: The Mountain Rift": LocData(hookshot=True, required_hats=[HatType.DWELLER]),
|
||||
"Camera Tourist": LocData(misc_required=["Camera Badge"]),
|
||||
|
||||
"The Mustache Gauntlet": LocData(hookshot=True, required_hats=[HatType.DWELLER]),
|
||||
|
||||
"Rift Collapse - Deep Sea": LocData(hookshot=True),
|
||||
}
|
||||
|
||||
# Includes main objective requirements
|
||||
dw_bonus_requirements = {
|
||||
# Some One-Hit Hero requirements need badge pins as well because of Hookshot
|
||||
"So You're Back From Outer Space": LocData(required_hats=[HatType.SPRINT]),
|
||||
"Encore! Encore!": LocData(misc_required=["One-Hit Hero Badge"]),
|
||||
|
||||
"10 Seconds until Self-Destruct": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]),
|
||||
|
||||
"Boss Rush": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]),
|
||||
"Community Rift: Twilight Travels": LocData(required_hats=[HatType.BREWING]),
|
||||
|
||||
"Bird Sanctuary": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"], required_hats=[HatType.DWELLER]),
|
||||
"Wound-Up Windmill": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]),
|
||||
"The Illness has Speedrun": LocData(required_hats=[HatType.SPRINT]),
|
||||
|
||||
"The Mustache Gauntlet": LocData(required_hats=[HatType.ICE]),
|
||||
|
||||
"Rift Collapse - Deep Sea": LocData(required_hats=[HatType.DWELLER]),
|
||||
}
|
||||
|
||||
dw_stamp_costs = {
|
||||
"So You're Back From Outer Space": 2,
|
||||
"Collect-a-thon": 5,
|
||||
"She Speedran from Outer Space": 8,
|
||||
"Encore! Encore!": 10,
|
||||
|
||||
"Security Breach": 4,
|
||||
"The Great Big Hootenanny": 7,
|
||||
"10 Seconds until Self-Destruct": 15,
|
||||
"Killing Two Birds": 25,
|
||||
"Snatcher Coins in Nyakuza Metro": 30,
|
||||
|
||||
"Speedrun Well": 10,
|
||||
"Boss Rush": 15,
|
||||
"Quality Time with Snatcher": 20,
|
||||
"Breaching the Contract": 40,
|
||||
|
||||
"Bird Sanctuary": 15,
|
||||
"Wound-Up Windmill": 30,
|
||||
"The Illness has Speedrun": 35,
|
||||
|
||||
"The Mustache Gauntlet": 35,
|
||||
"No More Bad Guys": 50,
|
||||
"Seal the Deal": 70,
|
||||
}
|
||||
|
||||
required_snatcher_coins = {
|
||||
"Snatcher Coins in Mafia Town": ["Snatcher Coin - Top of HQ", "Snatcher Coin - Top of Tower",
|
||||
"Snatcher Coin - Under Ruined Tower"],
|
||||
|
||||
"Snatcher Coins in Battle of the Birds": ["Snatcher Coin - Top of Red House", "Snatcher Coin - Train Rush",
|
||||
"Snatcher Coin - Picture Perfect"],
|
||||
|
||||
"Snatcher Coins in Subcon Forest": ["Snatcher Coin - Swamp Tree", "Snatcher Coin - Manor Roof",
|
||||
"Snatcher Coin - Giant Time Piece"],
|
||||
|
||||
"Snatcher Coins in Alpine Skyline": ["Snatcher Coin - Goat Village Top", "Snatcher Coin - Lava Cake",
|
||||
"Snatcher Coin - Windmill"],
|
||||
|
||||
"Snatcher Coins in Nyakuza Metro": ["Snatcher Coin - Green Clean Tower", "Snatcher Coin - Bluefin Cat Train",
|
||||
"Snatcher Coin - Pink Paw Fence"],
|
||||
}
|
||||
|
||||
|
||||
def set_dw_rules(world: "HatInTimeWorld"):
|
||||
if "Snatcher's Hit List" not in world.excluded_dws or "Camera Tourist" not in world.excluded_dws:
|
||||
set_enemy_rules(world)
|
||||
|
||||
dw_list: List[str] = []
|
||||
if world.options.DWShuffle:
|
||||
dw_list = world.dw_shuffle
|
||||
else:
|
||||
for name in death_wishes.keys():
|
||||
dw_list.append(name)
|
||||
|
||||
for name in dw_list:
|
||||
if name == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2():
|
||||
continue
|
||||
|
||||
dw = world.multiworld.get_region(name, world.player)
|
||||
if not world.options.DWShuffle and name in dw_stamp_costs.keys():
|
||||
for entrance in dw.entrances:
|
||||
add_rule(entrance, lambda state, n=name: state.has("Stamps", world.player, dw_stamp_costs[n]))
|
||||
|
||||
main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player)
|
||||
all_clear = world.multiworld.get_location(f"{name} - All Clear", world.player)
|
||||
main_stamp = world.multiworld.get_location(f"Main Stamp - {name}", world.player)
|
||||
bonus_stamps = world.multiworld.get_location(f"Bonus Stamps - {name}", world.player)
|
||||
if not world.options.DWEnableBonus:
|
||||
# place nothing, but let the locations exist still, so we can use them for bonus stamp rules
|
||||
all_clear.address = None
|
||||
all_clear.place_locked_item(HatInTimeItem("Nothing", ItemClassification.filler, None, world.player))
|
||||
all_clear.show_in_spoiler = False
|
||||
|
||||
# No need for rules if excluded - stamps will be auto-granted
|
||||
if world.is_dw_excluded(name):
|
||||
continue
|
||||
|
||||
modify_dw_rules(world, name)
|
||||
add_dw_rules(world, main_objective)
|
||||
add_dw_rules(world, all_clear)
|
||||
add_rule(main_stamp, main_objective.access_rule)
|
||||
add_rule(all_clear, main_objective.access_rule)
|
||||
# Only set bonus stamp rules if we don't auto complete bonuses
|
||||
if not world.options.DWAutoCompleteBonuses and not world.is_bonus_excluded(all_clear.name):
|
||||
add_rule(bonus_stamps, all_clear.access_rule)
|
||||
|
||||
if world.options.DWShuffle:
|
||||
for i in range(len(world.dw_shuffle)-1):
|
||||
name = world.dw_shuffle[i+1]
|
||||
prev_dw = world.multiworld.get_region(world.dw_shuffle[i], world.player)
|
||||
entrance = world.multiworld.get_entrance(f"{prev_dw.name} -> {name}", world.player)
|
||||
add_rule(entrance, lambda state, n=prev_dw.name: state.has(f"1 Stamp - {n}", world.player))
|
||||
else:
|
||||
for key, reqs in dw_prereqs.items():
|
||||
if key == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2():
|
||||
continue
|
||||
|
||||
access_rules: List[Callable[[CollectionState], bool]] = []
|
||||
entrances: List[Entrance] = []
|
||||
|
||||
for parent in reqs:
|
||||
entrance = world.multiworld.get_entrance(f"{parent} -> {key}", world.player)
|
||||
entrances.append(entrance)
|
||||
|
||||
if not world.is_dw_excluded(parent):
|
||||
access_rules.append(lambda state, n=parent: state.has(f"1 Stamp - {n}", world.player))
|
||||
|
||||
for entrance in entrances:
|
||||
for rule in access_rules:
|
||||
add_rule(entrance, rule)
|
||||
|
||||
if world.options.EndGoal == EndGoal.option_seal_the_deal:
|
||||
world.multiworld.completion_condition[world.player] = lambda state: \
|
||||
state.has("1 Stamp - Seal the Deal", world.player)
|
||||
|
||||
|
||||
def add_dw_rules(world: "HatInTimeWorld", loc: Location):
|
||||
bonus: bool = "All Clear" in loc.name
|
||||
if not bonus:
|
||||
data = dw_requirements.get(loc.name)
|
||||
else:
|
||||
data = dw_bonus_requirements.get(loc.name)
|
||||
|
||||
if data is None:
|
||||
return
|
||||
|
||||
if data.hookshot:
|
||||
add_rule(loc, lambda state: can_use_hookshot(state, world))
|
||||
|
||||
for hat in data.required_hats:
|
||||
add_rule(loc, lambda state, h=hat: can_use_hat(state, world, h))
|
||||
|
||||
for misc in data.misc_required:
|
||||
add_rule(loc, lambda state, item=misc: state.has(item, world.player))
|
||||
|
||||
if data.paintings > 0 and world.options.ShuffleSubconPaintings:
|
||||
add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings))
|
||||
|
||||
if data.hit_type is not HitType.none and world.options.UmbrellaLogic:
|
||||
if data.hit_type == HitType.umbrella:
|
||||
add_rule(loc, lambda state: state.has("Umbrella", world.player))
|
||||
|
||||
elif data.hit_type == HitType.umbrella_or_brewing:
|
||||
add_rule(loc, lambda state: state.has("Umbrella", world.player)
|
||||
or can_use_hat(state, world, HatType.BREWING))
|
||||
|
||||
elif data.hit_type == HitType.dweller_bell:
|
||||
add_rule(loc, lambda state: state.has("Umbrella", world.player)
|
||||
or can_use_hat(state, world, HatType.BREWING)
|
||||
or can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
|
||||
def modify_dw_rules(world: "HatInTimeWorld", name: str):
|
||||
difficulty: Difficulty = get_difficulty(world)
|
||||
main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player)
|
||||
full_clear = world.multiworld.get_location(f"{name} - All Clear", world.player)
|
||||
|
||||
if name == "The Illness has Speedrun":
|
||||
# All stamps with hookshot only in Expert
|
||||
if difficulty >= Difficulty.EXPERT:
|
||||
set_rule(full_clear, lambda state: True)
|
||||
else:
|
||||
add_rule(main_objective, lambda state: state.has("Umbrella", world.player))
|
||||
|
||||
elif name == "The Mustache Gauntlet":
|
||||
add_rule(main_objective, lambda state: state.has("Umbrella", world.player)
|
||||
or can_use_hat(state, world, HatType.ICE) or can_use_hat(state, world, HatType.BREWING))
|
||||
|
||||
elif name == "Vault Codes in the Wind":
|
||||
# Sprint is normally expected here
|
||||
if difficulty >= Difficulty.HARD:
|
||||
set_rule(main_objective, lambda state: True)
|
||||
|
||||
elif name == "Speedrun Well":
|
||||
# All stamps with nothing :)
|
||||
if difficulty >= Difficulty.EXPERT:
|
||||
set_rule(main_objective, lambda state: True)
|
||||
|
||||
elif name == "Mafia's Jumps":
|
||||
if difficulty >= Difficulty.HARD:
|
||||
set_rule(main_objective, lambda state: True)
|
||||
set_rule(full_clear, lambda state: True)
|
||||
|
||||
elif name == "So You're Back from Outer Space":
|
||||
# Without Hookshot
|
||||
if difficulty >= Difficulty.HARD:
|
||||
set_rule(main_objective, lambda state: True)
|
||||
|
||||
elif name == "Wound-Up Windmill":
|
||||
# No badge pin required. Player can switch to One Hit Hero after the checkpoint and do level without it.
|
||||
if difficulty >= Difficulty.MODERATE:
|
||||
set_rule(full_clear, lambda state: can_use_hookshot(state, world)
|
||||
and state.has("One-Hit Hero Badge", world.player))
|
||||
|
||||
if name in dw_candles:
|
||||
set_candle_dw_rules(name, world)
|
||||
|
||||
|
||||
def set_candle_dw_rules(name: str, world: "HatInTimeWorld"):
|
||||
main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player)
|
||||
full_clear = world.multiworld.get_location(f"{name} - All Clear", world.player)
|
||||
|
||||
if name == "Zero Jumps":
|
||||
add_rule(main_objective, lambda state: state.has("Zero Jumps", world.player))
|
||||
add_rule(full_clear, lambda state: state.has("Zero Jumps", world.player, 4)
|
||||
and state.has("Train Rush (Zero Jumps)", world.player) and can_use_hat(state, world, HatType.ICE))
|
||||
|
||||
# No Ice Hat/painting required in Expert for Toilet Zero Jumps
|
||||
# This painting wall can only be skipped via cherry hover.
|
||||
if get_difficulty(world) < Difficulty.EXPERT or world.options.NoPaintingSkips:
|
||||
set_rule(world.multiworld.get_location("Toilet of Doom (Zero Jumps)", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
|
||||
and has_paintings(state, world, 1, False))
|
||||
else:
|
||||
set_rule(world.multiworld.get_location("Toilet of Doom (Zero Jumps)", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_hit(state, world))
|
||||
|
||||
set_rule(world.multiworld.get_location("Contractual Obligations (Zero Jumps)", world.player),
|
||||
lambda state: has_paintings(state, world, 1, False))
|
||||
|
||||
elif name == "Snatcher's Hit List":
|
||||
add_rule(main_objective, lambda state: state.has("Mafia Goon", world.player))
|
||||
add_rule(full_clear, lambda state: state.has("Enemy", world.player, 12))
|
||||
|
||||
elif name == "Camera Tourist":
|
||||
add_rule(main_objective, lambda state: state.has("Enemy", world.player, 8))
|
||||
add_rule(full_clear, lambda state: state.has("Boss", world.player, 6)
|
||||
and state.has("Triple Enemy Photo", world.player))
|
||||
|
||||
elif "Snatcher Coins" in name:
|
||||
coins: List[str] = []
|
||||
for coin in required_snatcher_coins[name]:
|
||||
coins.append(coin)
|
||||
add_rule(full_clear, lambda state, c=coin: state.has(c, world.player))
|
||||
|
||||
# any coin works for the main objective
|
||||
add_rule(main_objective, lambda state: state.has(coins[0], world.player)
|
||||
or state.has(coins[1], world.player)
|
||||
or state.has(coins[2], world.player))
|
||||
|
||||
|
||||
def create_enemy_events(world: "HatInTimeWorld"):
|
||||
no_tourist = "Camera Tourist" in world.excluded_dws
|
||||
for enemy, regions in hit_list.items():
|
||||
if no_tourist and enemy in bosses:
|
||||
continue
|
||||
|
||||
for area in regions:
|
||||
if (area == "Bon Voyage!" or area == "Time Rift - Deep Sea") and not world.is_dlc1():
|
||||
continue
|
||||
|
||||
if area == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour):
|
||||
continue
|
||||
|
||||
if area == "Bluefin Tunnel" and not world.is_dlc2():
|
||||
continue
|
||||
|
||||
if world.options.DWShuffle and area in death_wishes.keys() and area not in world.dw_shuffle:
|
||||
continue
|
||||
|
||||
region = world.multiworld.get_region(area, world.player)
|
||||
event = HatInTimeLocation(world.player, f"{enemy} - {area}", None, region)
|
||||
event.place_locked_item(HatInTimeItem(enemy, ItemClassification.progression, None, world.player))
|
||||
region.locations.append(event)
|
||||
event.show_in_spoiler = False
|
||||
|
||||
for name in triple_enemy_locations:
|
||||
if name == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour):
|
||||
continue
|
||||
|
||||
if world.options.DWShuffle and name in death_wishes.keys() and name not in world.dw_shuffle:
|
||||
continue
|
||||
|
||||
region = world.multiworld.get_region(name, world.player)
|
||||
event = HatInTimeLocation(world.player, f"Triple Enemy Photo - {name}", None, region)
|
||||
event.place_locked_item(HatInTimeItem("Triple Enemy Photo", ItemClassification.progression, None, world.player))
|
||||
region.locations.append(event)
|
||||
event.show_in_spoiler = False
|
||||
if name == "The Mustache Gauntlet":
|
||||
add_rule(event, lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
|
||||
def set_enemy_rules(world: "HatInTimeWorld"):
|
||||
no_tourist = "Camera Tourist" in world.excluded_dws or "Camera Tourist" in world.excluded_bonuses
|
||||
|
||||
for enemy, regions in hit_list.items():
|
||||
if no_tourist and enemy in bosses:
|
||||
continue
|
||||
|
||||
for area in regions:
|
||||
if (area == "Bon Voyage!" or area == "Time Rift - Deep Sea") and not world.is_dlc1():
|
||||
continue
|
||||
|
||||
if area == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour):
|
||||
continue
|
||||
|
||||
if area == "Bluefin Tunnel" and not world.is_dlc2():
|
||||
continue
|
||||
|
||||
if world.options.DWShuffle and area in death_wishes and area not in world.dw_shuffle:
|
||||
continue
|
||||
|
||||
event = world.multiworld.get_location(f"{enemy} - {area}", world.player)
|
||||
|
||||
if enemy == "Toxic Flower":
|
||||
add_rule(event, lambda state: can_use_hookshot(state, world))
|
||||
|
||||
if area == "The Illness has Spread":
|
||||
add_rule(event, lambda state: not zipline_logic(world) or
|
||||
state.has("Zipline Unlock - The Birdhouse Path", world.player)
|
||||
or state.has("Zipline Unlock - The Lava Cake Path", world.player)
|
||||
or state.has("Zipline Unlock - The Windmill Path", world.player))
|
||||
|
||||
elif enemy == "Director":
|
||||
if area == "Dead Bird Studio Basement":
|
||||
add_rule(event, lambda state: can_use_hookshot(state, world))
|
||||
|
||||
elif enemy == "Snatcher" or enemy == "Mustache Girl":
|
||||
if area == "Boss Rush":
|
||||
# need to be able to kill toilet and snatcher
|
||||
add_rule(event, lambda state: can_hit(state, world) and can_use_hookshot(state, world))
|
||||
if enemy == "Mustache Girl":
|
||||
add_rule(event, lambda state: can_hit(state, world, True) and can_use_hookshot(state, world))
|
||||
|
||||
elif area == "The Finale" and enemy == "Mustache Girl":
|
||||
add_rule(event, lambda state: can_use_hookshot(state, world)
|
||||
and can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
elif enemy == "Shock Squid" or enemy == "Ninja Cat":
|
||||
if area == "Time Rift - Deep Sea":
|
||||
add_rule(event, lambda state: can_use_hookshot(state, world))
|
||||
|
||||
|
||||
# Enemies for Snatcher's Hit List/Camera Tourist, and where to find them
|
||||
hit_list = {
|
||||
"Mafia Goon": ["Mafia Town Area", "Time Rift - Mafia of Cooks", "Time Rift - Tour",
|
||||
"Bon Voyage!", "The Mustache Gauntlet", "Rift Collapse: Mafia of Cooks",
|
||||
"So You're Back From Outer Space"],
|
||||
|
||||
"Sleepy Raccoon": ["She Came from Outer Space", "Down with the Mafia!", "The Twilight Bell",
|
||||
"She Speedran from Outer Space", "Mafia's Jumps", "The Mustache Gauntlet",
|
||||
"Time Rift - Sleepy Subcon", "Rift Collapse: Sleepy Subcon"],
|
||||
|
||||
"UFO": ["Picture Perfect", "So You're Back From Outer Space", "Community Rift: Rhythm Jump Studio"],
|
||||
|
||||
"Rat": ["Down with the Mafia!", "Bluefin Tunnel"],
|
||||
|
||||
"Shock Squid": ["Bon Voyage!", "Time Rift - Sleepy Subcon", "Time Rift - Deep Sea",
|
||||
"Rift Collapse: Sleepy Subcon"],
|
||||
|
||||
"Shromb Egg": ["The Birdhouse", "Bird Sanctuary"],
|
||||
|
||||
"Spider": ["Subcon Forest Area", "The Mustache Gauntlet", "Speedrun Well",
|
||||
"The Lava Cake", "The Windmill"],
|
||||
|
||||
"Crow": ["Mafia Town Area", "The Birdhouse", "Time Rift - Tour", "Bird Sanctuary",
|
||||
"Time Rift - Alpine Skyline", "Rift Collapse: Alpine Skyline"],
|
||||
|
||||
"Pompous Crow": ["The Birdhouse", "Time Rift - The Lab", "Bird Sanctuary", "The Mustache Gauntlet"],
|
||||
|
||||
"Fiery Crow": ["The Finale", "The Lava Cake", "The Mustache Gauntlet"],
|
||||
|
||||
"Express Owl": ["The Finale", "Time Rift - The Owl Express", "Time Rift - Deep Sea"],
|
||||
|
||||
"Ninja Cat": ["The Birdhouse", "The Windmill", "Bluefin Tunnel", "The Mustache Gauntlet",
|
||||
"Time Rift - Curly Tail Trail", "Time Rift - Alpine Skyline", "Time Rift - Deep Sea",
|
||||
"Rift Collapse: Alpine Skyline"],
|
||||
|
||||
# Bosses
|
||||
"Mafia Boss": ["Down with the Mafia!", "Encore! Encore!", "Boss Rush"],
|
||||
|
||||
"Conductor": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"],
|
||||
"Toilet": ["Toilet of Doom", "Boss Rush"],
|
||||
|
||||
"Snatcher": ["Your Contract has Expired", "Breaching the Contract", "Boss Rush",
|
||||
"Quality Time with Snatcher"],
|
||||
|
||||
"Toxic Flower": ["The Illness has Spread", "The Illness has Speedrun"],
|
||||
|
||||
"Mustache Girl": ["The Finale", "Boss Rush", "No More Bad Guys"],
|
||||
}
|
||||
|
||||
# Camera Tourist has a bonus that requires getting three different types of enemies in one photo.
|
||||
triple_enemy_locations = [
|
||||
"She Came from Outer Space",
|
||||
"She Speedran from Outer Space",
|
||||
"Mafia's Jumps",
|
||||
"The Mustache Gauntlet",
|
||||
"The Birdhouse",
|
||||
"Bird Sanctuary",
|
||||
"Time Rift - Tour",
|
||||
]
|
||||
|
||||
bosses = [
|
||||
"Mafia Boss",
|
||||
"Conductor",
|
||||
"Toilet",
|
||||
"Snatcher",
|
||||
"Toxic Flower",
|
||||
"Mustache Girl",
|
||||
]
|
|
@ -0,0 +1,302 @@
|
|||
from BaseClasses import Item, ItemClassification
|
||||
from .Types import HatDLC, HatType, hat_type_to_item, Difficulty, ItemData, HatInTimeItem
|
||||
from .Locations import get_total_locations
|
||||
from .Rules import get_difficulty
|
||||
from .Options import get_total_time_pieces, CTRLogic
|
||||
from typing import List, Dict, TYPE_CHECKING
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import HatInTimeWorld
|
||||
|
||||
|
||||
def create_itempool(world: "HatInTimeWorld") -> List[Item]:
|
||||
itempool: List[Item] = []
|
||||
if world.has_yarn():
|
||||
yarn_pool: List[Item] = create_multiple_items(world, "Yarn",
|
||||
world.options.YarnAvailable.value,
|
||||
ItemClassification.progression_skip_balancing)
|
||||
|
||||
for i in range(int(len(yarn_pool) * (0.01 * world.options.YarnBalancePercent))):
|
||||
yarn_pool[i].classification = ItemClassification.progression
|
||||
|
||||
itempool += yarn_pool
|
||||
|
||||
for name in item_table.keys():
|
||||
if name == "Yarn":
|
||||
continue
|
||||
|
||||
if not item_dlc_enabled(world, name):
|
||||
continue
|
||||
|
||||
if not world.options.HatItems and name in hat_type_to_item.values():
|
||||
continue
|
||||
|
||||
item_type: ItemClassification = item_table.get(name).classification
|
||||
|
||||
if world.is_dw_only():
|
||||
if item_type is ItemClassification.progression \
|
||||
or item_type is ItemClassification.progression_skip_balancing:
|
||||
continue
|
||||
else:
|
||||
if name == "Scooter Badge":
|
||||
if world.options.CTRLogic is CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE:
|
||||
item_type = ItemClassification.progression
|
||||
elif name == "No Bonk Badge" and world.is_dw():
|
||||
item_type = ItemClassification.progression
|
||||
|
||||
# some death wish bonuses require one hit hero + hookshot
|
||||
if world.is_dw() and name == "Badge Pin" and not world.is_dw_only():
|
||||
item_type = ItemClassification.progression
|
||||
|
||||
if item_type is ItemClassification.filler or item_type is ItemClassification.trap:
|
||||
continue
|
||||
|
||||
if name in act_contracts.keys() and not world.options.ShuffleActContracts:
|
||||
continue
|
||||
|
||||
if name in alps_hooks.keys() and not world.options.ShuffleAlpineZiplines:
|
||||
continue
|
||||
|
||||
if name == "Progressive Painting Unlock" and not world.options.ShuffleSubconPaintings:
|
||||
continue
|
||||
|
||||
if world.options.StartWithCompassBadge and name == "Compass Badge":
|
||||
continue
|
||||
|
||||
if name == "Time Piece":
|
||||
tp_list: List[Item] = create_multiple_items(world, name, get_total_time_pieces(world), item_type)
|
||||
for i in range(int(len(tp_list) * (0.01 * world.options.TimePieceBalancePercent))):
|
||||
tp_list[i].classification = ItemClassification.progression
|
||||
|
||||
itempool += tp_list
|
||||
continue
|
||||
|
||||
itempool += create_multiple_items(world, name, item_frequencies.get(name, 1), item_type)
|
||||
|
||||
itempool += create_junk_items(world, get_total_locations(world) - len(itempool))
|
||||
return itempool
|
||||
|
||||
|
||||
def calculate_yarn_costs(world: "HatInTimeWorld"):
|
||||
min_yarn_cost = int(min(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
|
||||
max_yarn_cost = int(max(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
|
||||
|
||||
max_cost = 0
|
||||
for i in range(5):
|
||||
hat: HatType = HatType(i)
|
||||
if not world.is_hat_precollected(hat):
|
||||
cost: int = world.random.randint(min_yarn_cost, max_yarn_cost)
|
||||
world.hat_yarn_costs[hat] = cost
|
||||
max_cost += cost
|
||||
else:
|
||||
world.hat_yarn_costs[hat] = 0
|
||||
|
||||
available_yarn: int = world.options.YarnAvailable.value
|
||||
if max_cost > available_yarn:
|
||||
world.options.YarnAvailable.value = max_cost
|
||||
available_yarn = max_cost
|
||||
|
||||
extra_yarn = max_cost + world.options.MinExtraYarn - available_yarn
|
||||
if extra_yarn > 0:
|
||||
world.options.YarnAvailable.value += extra_yarn
|
||||
|
||||
|
||||
def item_dlc_enabled(world: "HatInTimeWorld", name: str) -> bool:
|
||||
data = item_table[name]
|
||||
|
||||
if data.dlc_flags == HatDLC.none:
|
||||
return True
|
||||
elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1():
|
||||
return True
|
||||
elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2():
|
||||
return True
|
||||
elif data.dlc_flags == HatDLC.death_wish and world.is_dw():
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
|
||||
def create_item(world: "HatInTimeWorld", name: str) -> Item:
|
||||
data = item_table[name]
|
||||
return HatInTimeItem(name, data.classification, data.code, world.player)
|
||||
|
||||
|
||||
def create_multiple_items(world: "HatInTimeWorld", name: str, count: int = 1,
|
||||
item_type: ItemClassification = ItemClassification.progression) -> List[Item]:
|
||||
|
||||
data = item_table[name]
|
||||
itemlist: List[Item] = []
|
||||
|
||||
for i in range(count):
|
||||
itemlist += [HatInTimeItem(name, item_type, data.code, world.player)]
|
||||
|
||||
return itemlist
|
||||
|
||||
|
||||
def create_junk_items(world: "HatInTimeWorld", count: int) -> List[Item]:
|
||||
trap_chance = world.options.TrapChance.value
|
||||
junk_pool: List[Item] = []
|
||||
junk_list: Dict[str, int] = {}
|
||||
trap_list: Dict[str, int] = {}
|
||||
ic: ItemClassification
|
||||
|
||||
for name in item_table.keys():
|
||||
ic = item_table[name].classification
|
||||
if ic == ItemClassification.filler:
|
||||
if world.is_dw_only() and "Pons" in name:
|
||||
continue
|
||||
|
||||
junk_list[name] = junk_weights.get(name)
|
||||
|
||||
elif trap_chance > 0 and ic == ItemClassification.trap:
|
||||
if name == "Baby Trap":
|
||||
trap_list[name] = world.options.BabyTrapWeight.value
|
||||
elif name == "Laser Trap":
|
||||
trap_list[name] = world.options.LaserTrapWeight.value
|
||||
elif name == "Parade Trap":
|
||||
trap_list[name] = world.options.ParadeTrapWeight.value
|
||||
|
||||
for i in range(count):
|
||||
if trap_chance > 0 and world.random.randint(1, 100) <= trap_chance:
|
||||
junk_pool.append(world.create_item(
|
||||
world.random.choices(list(trap_list.keys()), weights=list(trap_list.values()), k=1)[0]))
|
||||
else:
|
||||
junk_pool.append(world.create_item(
|
||||
world.random.choices(list(junk_list.keys()), weights=list(junk_list.values()), k=1)[0]))
|
||||
|
||||
return junk_pool
|
||||
|
||||
|
||||
def get_shop_trap_name(world: "HatInTimeWorld") -> str:
|
||||
rand = world.random.randint(1, 9)
|
||||
name = ""
|
||||
if rand == 1:
|
||||
name = "Time Plece"
|
||||
elif rand == 2:
|
||||
name = "Time Piece (Trust me bro)"
|
||||
elif rand == 3:
|
||||
name = "TimePiece"
|
||||
elif rand == 4:
|
||||
name = "Time Piece?"
|
||||
elif rand == 5:
|
||||
name = "Time Pizza"
|
||||
elif rand == 6:
|
||||
name = "Time piece"
|
||||
elif rand == 7:
|
||||
name = "TIme Piece"
|
||||
elif rand == 8:
|
||||
name = "Time Piece (maybe)"
|
||||
elif rand == 9:
|
||||
name = "Time Piece ;)"
|
||||
|
||||
return name
|
||||
|
||||
|
||||
ahit_items = {
|
||||
"Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing),
|
||||
"Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing),
|
||||
|
||||
# for HatItems option
|
||||
"Sprint Hat": ItemData(2000300049, ItemClassification.progression),
|
||||
"Brewing Hat": ItemData(2000300050, ItemClassification.progression),
|
||||
"Ice Hat": ItemData(2000300051, ItemClassification.progression),
|
||||
"Dweller Mask": ItemData(2000300052, ItemClassification.progression),
|
||||
"Time Stop Hat": ItemData(2000300053, ItemClassification.progression),
|
||||
|
||||
# Badges
|
||||
"Projectile Badge": ItemData(2000300024, ItemClassification.useful),
|
||||
"Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful),
|
||||
"Hover Badge": ItemData(2000300026, ItemClassification.useful),
|
||||
"Hookshot Badge": ItemData(2000300027, ItemClassification.progression),
|
||||
"Item Magnet Badge": ItemData(2000300028, ItemClassification.useful),
|
||||
"No Bonk Badge": ItemData(2000300029, ItemClassification.useful),
|
||||
"Compass Badge": ItemData(2000300030, ItemClassification.useful),
|
||||
"Scooter Badge": ItemData(2000300031, ItemClassification.useful),
|
||||
"One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish),
|
||||
"Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish),
|
||||
|
||||
# Relics
|
||||
"Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression),
|
||||
"Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression),
|
||||
"Relic (Mountain Set)": ItemData(2000300008, ItemClassification.progression),
|
||||
"Relic (Train)": ItemData(2000300009, ItemClassification.progression),
|
||||
"Relic (UFO)": ItemData(2000300010, ItemClassification.progression),
|
||||
"Relic (Cow)": ItemData(2000300011, ItemClassification.progression),
|
||||
"Relic (Cool Cow)": ItemData(2000300012, ItemClassification.progression),
|
||||
"Relic (Tin-foil Hat Cow)": ItemData(2000300013, ItemClassification.progression),
|
||||
"Relic (Crayon Box)": ItemData(2000300014, ItemClassification.progression),
|
||||
"Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression),
|
||||
"Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression),
|
||||
"Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression),
|
||||
# DLC
|
||||
"Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1),
|
||||
"Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1),
|
||||
"Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1),
|
||||
"Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1),
|
||||
"Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2),
|
||||
"Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2),
|
||||
|
||||
# Garbage items
|
||||
"25 Pons": ItemData(2000300034, ItemClassification.filler),
|
||||
"50 Pons": ItemData(2000300035, ItemClassification.filler),
|
||||
"100 Pons": ItemData(2000300036, ItemClassification.filler),
|
||||
"Health Pon": ItemData(2000300037, ItemClassification.filler),
|
||||
"Random Cosmetic": ItemData(2000300044, ItemClassification.filler),
|
||||
|
||||
# Traps
|
||||
"Baby Trap": ItemData(2000300039, ItemClassification.trap),
|
||||
"Laser Trap": ItemData(2000300040, ItemClassification.trap),
|
||||
"Parade Trap": ItemData(2000300041, ItemClassification.trap),
|
||||
|
||||
# Other
|
||||
"Badge Pin": ItemData(2000300043, ItemClassification.useful),
|
||||
"Umbrella": ItemData(2000300033, ItemClassification.progression),
|
||||
"Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression),
|
||||
# DLC
|
||||
"Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2),
|
||||
"Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2),
|
||||
"Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2),
|
||||
"Metro Ticket - Pink": ItemData(2000300048, ItemClassification.progression, HatDLC.dlc2),
|
||||
}
|
||||
|
||||
act_contracts = {
|
||||
"Snatcher's Contract - The Subcon Well": ItemData(2000300200, ItemClassification.progression),
|
||||
"Snatcher's Contract - Toilet of Doom": ItemData(2000300201, ItemClassification.progression),
|
||||
"Snatcher's Contract - Queen Vanessa's Manor": ItemData(2000300202, ItemClassification.progression),
|
||||
"Snatcher's Contract - Mail Delivery Service": ItemData(2000300203, ItemClassification.progression),
|
||||
}
|
||||
|
||||
alps_hooks = {
|
||||
"Zipline Unlock - The Birdhouse Path": ItemData(2000300204, ItemClassification.progression),
|
||||
"Zipline Unlock - The Lava Cake Path": ItemData(2000300205, ItemClassification.progression),
|
||||
"Zipline Unlock - The Windmill Path": ItemData(2000300206, ItemClassification.progression),
|
||||
"Zipline Unlock - The Twilight Bell Path": ItemData(2000300207, ItemClassification.progression),
|
||||
}
|
||||
|
||||
relic_groups = {
|
||||
"Burger": {"Relic (Burger Patty)", "Relic (Burger Cushion)"},
|
||||
"Train": {"Relic (Mountain Set)", "Relic (Train)"},
|
||||
"UFO": {"Relic (UFO)", "Relic (Cow)", "Relic (Cool Cow)", "Relic (Tin-foil Hat Cow)"},
|
||||
"Crayon": {"Relic (Crayon Box)", "Relic (Red Crayon)", "Relic (Blue Crayon)", "Relic (Green Crayon)"},
|
||||
"Cake": {"Relic (Cake Stand)", "Relic (Chocolate Cake)", "Relic (Chocolate Cake Slice)", "Relic (Shortcake)"},
|
||||
"Necklace": {"Relic (Necklace Bust)", "Relic (Necklace)"},
|
||||
}
|
||||
|
||||
item_frequencies = {
|
||||
"Badge Pin": 2,
|
||||
"Progressive Painting Unlock": 3,
|
||||
}
|
||||
|
||||
junk_weights = {
|
||||
"25 Pons": 50,
|
||||
"50 Pons": 25,
|
||||
"100 Pons": 10,
|
||||
"Health Pon": 35,
|
||||
"Random Cosmetic": 35,
|
||||
}
|
||||
|
||||
item_table = {
|
||||
**ahit_items,
|
||||
**act_contracts,
|
||||
**alps_hooks,
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,770 @@
|
|||
from typing import List, TYPE_CHECKING, Dict, Any
|
||||
from schema import Schema, Optional
|
||||
from dataclasses import dataclass
|
||||
from worlds.AutoWorld import PerGameCommonOptions
|
||||
from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import HatInTimeWorld
|
||||
|
||||
|
||||
def create_option_groups() -> List[OptionGroup]:
|
||||
option_group_list: List[OptionGroup] = []
|
||||
for name, options in ahit_option_groups.items():
|
||||
option_group_list.append(OptionGroup(name=name, options=options))
|
||||
|
||||
return option_group_list
|
||||
|
||||
|
||||
def adjust_options(world: "HatInTimeWorld"):
|
||||
if world.options.HighestChapterCost < world.options.LowestChapterCost:
|
||||
world.options.HighestChapterCost.value, world.options.LowestChapterCost.value = \
|
||||
world.options.LowestChapterCost.value, world.options.HighestChapterCost.value
|
||||
|
||||
if world.options.FinalChapterMaxCost < world.options.FinalChapterMinCost:
|
||||
world.options.FinalChapterMaxCost.value, world.options.FinalChapterMinCost.value = \
|
||||
world.options.FinalChapterMinCost.value, world.options.FinalChapterMaxCost.value
|
||||
|
||||
if world.options.BadgeSellerMaxItems < world.options.BadgeSellerMinItems:
|
||||
world.options.BadgeSellerMaxItems.value, world.options.BadgeSellerMinItems.value = \
|
||||
world.options.BadgeSellerMinItems.value, world.options.BadgeSellerMaxItems.value
|
||||
|
||||
if world.options.NyakuzaThugMaxShopItems < world.options.NyakuzaThugMinShopItems:
|
||||
world.options.NyakuzaThugMaxShopItems.value, world.options.NyakuzaThugMinShopItems.value = \
|
||||
world.options.NyakuzaThugMinShopItems.value, world.options.NyakuzaThugMaxShopItems.value
|
||||
|
||||
if world.options.DWShuffleCountMax < world.options.DWShuffleCountMin:
|
||||
world.options.DWShuffleCountMax.value, world.options.DWShuffleCountMin.value = \
|
||||
world.options.DWShuffleCountMin.value, world.options.DWShuffleCountMax.value
|
||||
|
||||
total_tps: int = get_total_time_pieces(world)
|
||||
if world.options.HighestChapterCost > total_tps-5:
|
||||
world.options.HighestChapterCost.value = min(45, total_tps-5)
|
||||
|
||||
if world.options.LowestChapterCost > total_tps-5:
|
||||
world.options.LowestChapterCost.value = min(45, total_tps-5)
|
||||
|
||||
if world.options.FinalChapterMaxCost > total_tps:
|
||||
world.options.FinalChapterMaxCost.value = min(50, total_tps)
|
||||
|
||||
if world.options.FinalChapterMinCost > total_tps:
|
||||
world.options.FinalChapterMinCost.value = min(50, total_tps)
|
||||
|
||||
if world.is_dlc1() and world.options.ShipShapeCustomTaskGoal <= 0:
|
||||
# automatically determine task count based on Tasksanity settings
|
||||
if world.options.Tasksanity:
|
||||
world.options.ShipShapeCustomTaskGoal.value = world.options.TasksanityCheckCount * world.options.TasksanityTaskStep
|
||||
else:
|
||||
world.options.ShipShapeCustomTaskGoal.value = 18
|
||||
|
||||
# Don't allow Rush Hour goal if DLC2 content is disabled
|
||||
if world.options.EndGoal == EndGoal.option_rush_hour and not world.options.EnableDLC2:
|
||||
world.options.EndGoal.value = EndGoal.option_finale
|
||||
|
||||
# Don't allow Seal the Deal goal if Death Wish content is disabled
|
||||
if world.options.EndGoal == EndGoal.option_seal_the_deal and not world.is_dw():
|
||||
world.options.EndGoal.value = EndGoal.option_finale
|
||||
|
||||
if world.options.DWEnableBonus:
|
||||
world.options.DWAutoCompleteBonuses.value = 0
|
||||
|
||||
if world.is_dw_only():
|
||||
world.options.EndGoal.value = EndGoal.option_seal_the_deal
|
||||
world.options.ActRandomizer.value = 0
|
||||
world.options.ShuffleAlpineZiplines.value = 0
|
||||
world.options.ShuffleSubconPaintings.value = 0
|
||||
world.options.ShuffleStorybookPages.value = 0
|
||||
world.options.ShuffleActContracts.value = 0
|
||||
world.options.EnableDLC1.value = 0
|
||||
world.options.LogicDifficulty.value = LogicDifficulty.option_normal
|
||||
world.options.DWTimePieceRequirement.value = 0
|
||||
|
||||
|
||||
def get_total_time_pieces(world: "HatInTimeWorld") -> int:
|
||||
count: int = 40
|
||||
if world.is_dlc1():
|
||||
count += 6
|
||||
|
||||
if world.is_dlc2():
|
||||
count += 10
|
||||
|
||||
return min(40+world.options.MaxExtraTimePieces, count)
|
||||
|
||||
|
||||
class EndGoal(Choice):
|
||||
"""The end goal required to beat the game.
|
||||
Finale: Reach Time's End and beat Mustache Girl. The Finale will be in its vanilla location.
|
||||
|
||||
Rush Hour: Reach and complete Rush Hour. The level will be in its vanilla location and Chapter 7
|
||||
will be the final chapter. You also must find Nyakuza Metro itself and complete all of its levels.
|
||||
Requires DLC2 content to be enabled.
|
||||
|
||||
Seal the Deal: Reach and complete the Seal the Deal death wish main objective.
|
||||
Requires Death Wish content to be enabled."""
|
||||
display_name = "End Goal"
|
||||
option_finale = 1
|
||||
option_rush_hour = 2
|
||||
option_seal_the_deal = 3
|
||||
default = 1
|
||||
|
||||
|
||||
class ActRandomizer(Choice):
|
||||
"""If enabled, shuffle the game's Acts between each other.
|
||||
Light will cause Time Rifts to only be shuffled amongst each other,
|
||||
and Blue Time Rifts and Purple Time Rifts to be shuffled separately."""
|
||||
display_name = "Shuffle Acts"
|
||||
option_false = 0
|
||||
option_light = 1
|
||||
option_insanity = 2
|
||||
default = 1
|
||||
|
||||
|
||||
class ActPlando(OptionDict):
|
||||
"""Plando acts onto other acts. For example, \"Train Rush\": \"Alpine Free Roam\" will place Alpine Free Roam
|
||||
at Train Rush."""
|
||||
display_name = "Act Plando"
|
||||
schema = Schema({
|
||||
Optional(str): str
|
||||
})
|
||||
|
||||
|
||||
class ActBlacklist(OptionDict):
|
||||
"""Blacklist acts from being shuffled onto other acts. Multiple can be listed per act.
|
||||
For example, \"Barrel Battle\": [\"The Big Parade\", \"Dead Bird Studio\"]
|
||||
will prevent The Big Parade and Dead Bird Studio from being shuffled onto Barrel Battle."""
|
||||
display_name = "Act Blacklist"
|
||||
schema = Schema({
|
||||
Optional(str): list
|
||||
})
|
||||
|
||||
|
||||
class FinaleShuffle(Toggle):
|
||||
"""If enabled, chapter finales will only be shuffled amongst each other in act shuffle."""
|
||||
display_name = "Finale Shuffle"
|
||||
|
||||
|
||||
class LogicDifficulty(Choice):
|
||||
"""Choose the difficulty setting for logic.
|
||||
For an exhaustive list of all logic tricks for each difficulty, see this Google Doc:
|
||||
https://docs.google.com/document/d/1x9VLSQ5davfx1KGamR9T0mD5h69_lDXJ6H7Gq7knJRI/edit?usp=sharing"""
|
||||
display_name = "Logic Difficulty"
|
||||
option_normal = -1
|
||||
option_moderate = 0
|
||||
option_hard = 1
|
||||
option_expert = 2
|
||||
default = -1
|
||||
|
||||
|
||||
class CTRLogic(Choice):
|
||||
"""Choose how you want to logically clear Cheating the Race."""
|
||||
display_name = "Cheating the Race Logic"
|
||||
option_time_stop_only = 0
|
||||
option_scooter = 1
|
||||
option_sprint = 2
|
||||
option_nothing = 3
|
||||
default = 0
|
||||
|
||||
|
||||
class RandomizeHatOrder(Choice):
|
||||
"""Randomize the order that hats are stitched in.
|
||||
Time Stop Last will force Time Stop to be the last hat in the sequence."""
|
||||
display_name = "Randomize Hat Order"
|
||||
option_false = 0
|
||||
option_true = 1
|
||||
option_time_stop_last = 2
|
||||
default = 1
|
||||
|
||||
|
||||
class YarnBalancePercent(Range):
|
||||
"""How much (in percentage) of the yarn in the pool that will be progression balanced."""
|
||||
display_name = "Yarn Balance Percentage"
|
||||
default = 20
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
|
||||
|
||||
class TimePieceBalancePercent(Range):
|
||||
"""How much (in percentage) of time pieces in the pool that will be progression balanced."""
|
||||
display_name = "Time Piece Balance Percentage"
|
||||
default = 35
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
|
||||
|
||||
class StartWithCompassBadge(DefaultOnToggle):
|
||||
"""If enabled, start with the Compass Badge. In Archipelago, the Compass Badge will track all items in the world
|
||||
(instead of just Relics). Recommended if you're not familiar with where item locations are."""
|
||||
display_name = "Start with Compass Badge"
|
||||
|
||||
|
||||
class CompassBadgeMode(Choice):
|
||||
"""closest - Compass Badge points to the closest item regardless of classification
|
||||
important_only - Compass Badge points to progression/useful items only
|
||||
important_first - Compass Badge points to progression/useful items first, then it will point to junk items"""
|
||||
display_name = "Compass Badge Mode"
|
||||
option_closest = 1
|
||||
option_important_only = 2
|
||||
option_important_first = 3
|
||||
default = 1
|
||||
|
||||
|
||||
class UmbrellaLogic(Toggle):
|
||||
"""Makes Hat Kid's default punch attack do absolutely nothing, making the Umbrella much more relevant and useful"""
|
||||
display_name = "Umbrella Logic"
|
||||
|
||||
|
||||
class ShuffleStorybookPages(DefaultOnToggle):
|
||||
"""If enabled, each storybook page in the purple Time Rifts is an item check.
|
||||
The Compass Badge can track these down for you."""
|
||||
display_name = "Shuffle Storybook Pages"
|
||||
|
||||
|
||||
class ShuffleActContracts(DefaultOnToggle):
|
||||
"""If enabled, shuffle Snatcher's act contracts into the pool as items"""
|
||||
display_name = "Shuffle Contracts"
|
||||
|
||||
|
||||
class ShuffleAlpineZiplines(Toggle):
|
||||
"""If enabled, Alpine's zipline paths leading to the peaks will be locked behind items."""
|
||||
display_name = "Shuffle Alpine Ziplines"
|
||||
|
||||
|
||||
class ShuffleSubconPaintings(Toggle):
|
||||
"""If enabled, shuffle items into the pool that unlock Subcon Forest fire spirit paintings.
|
||||
These items are progressive, with the order of Village-Swamp-Courtyard."""
|
||||
display_name = "Shuffle Subcon Paintings"
|
||||
|
||||
|
||||
class NoPaintingSkips(Toggle):
|
||||
"""If enabled, prevent Subcon fire wall skips from being in logic on higher difficulty settings."""
|
||||
display_name = "No Subcon Fire Wall Skips"
|
||||
|
||||
|
||||
class StartingChapter(Choice):
|
||||
"""Determines which chapter you will be guaranteed to be able to enter at the beginning of the game."""
|
||||
display_name = "Starting Chapter"
|
||||
option_1 = 1
|
||||
option_2 = 2
|
||||
option_3 = 3
|
||||
option_4 = 4
|
||||
default = 1
|
||||
|
||||
|
||||
class ChapterCostIncrement(Range):
|
||||
"""Lower values mean chapter costs increase slower. Higher values make the cost differences more steep."""
|
||||
display_name = "Chapter Cost Increment"
|
||||
range_start = 1
|
||||
range_end = 8
|
||||
default = 4
|
||||
|
||||
|
||||
class ChapterCostMinDifference(Range):
|
||||
"""The minimum difference between chapter costs."""
|
||||
display_name = "Minimum Chapter Cost Difference"
|
||||
range_start = 1
|
||||
range_end = 8
|
||||
default = 4
|
||||
|
||||
|
||||
class LowestChapterCost(Range):
|
||||
"""Value determining the lowest possible cost for a chapter.
|
||||
Chapter costs will, progressively, be calculated based on this value (except for the final chapter)."""
|
||||
display_name = "Lowest Possible Chapter Cost"
|
||||
range_start = 0
|
||||
range_end = 10
|
||||
default = 5
|
||||
|
||||
|
||||
class HighestChapterCost(Range):
|
||||
"""Value determining the highest possible cost for a chapter.
|
||||
Chapter costs will, progressively, be calculated based on this value (except for the final chapter)."""
|
||||
display_name = "Highest Possible Chapter Cost"
|
||||
range_start = 15
|
||||
range_end = 45
|
||||
default = 25
|
||||
|
||||
|
||||
class FinalChapterMinCost(Range):
|
||||
"""Minimum Time Pieces required to enter the final chapter. This is part of your goal."""
|
||||
display_name = "Final Chapter Minimum Time Piece Cost"
|
||||
range_start = 0
|
||||
range_end = 50
|
||||
default = 30
|
||||
|
||||
|
||||
class FinalChapterMaxCost(Range):
|
||||
"""Maximum Time Pieces required to enter the final chapter. This is part of your goal."""
|
||||
display_name = "Final Chapter Maximum Time Piece Cost"
|
||||
range_start = 0
|
||||
range_end = 50
|
||||
default = 35
|
||||
|
||||
|
||||
class MaxExtraTimePieces(Range):
|
||||
"""Maximum number of extra Time Pieces from the DLCs.
|
||||
Arctic Cruise will add up to 6. Nyakuza Metro will add up to 10. The absolute maximum is 56."""
|
||||
display_name = "Max Extra Time Pieces"
|
||||
range_start = 0
|
||||
range_end = 16
|
||||
default = 16
|
||||
|
||||
|
||||
class YarnCostMin(Range):
|
||||
"""The minimum possible yarn needed to stitch a hat."""
|
||||
display_name = "Minimum Yarn Cost"
|
||||
range_start = 1
|
||||
range_end = 12
|
||||
default = 4
|
||||
|
||||
|
||||
class YarnCostMax(Range):
|
||||
"""The maximum possible yarn needed to stitch a hat."""
|
||||
display_name = "Maximum Yarn Cost"
|
||||
range_start = 1
|
||||
range_end = 12
|
||||
default = 8
|
||||
|
||||
|
||||
class YarnAvailable(Range):
|
||||
"""How much yarn is available to collect in the item pool."""
|
||||
display_name = "Yarn Available"
|
||||
range_start = 30
|
||||
range_end = 80
|
||||
default = 50
|
||||
|
||||
|
||||
class MinExtraYarn(Range):
|
||||
"""The minimum number of extra yarn in the item pool.
|
||||
There must be at least this much more yarn over the total number of yarn needed to craft all hats.
|
||||
For example, if this option's value is 10, and the total yarn needed to craft all hats is 40,
|
||||
there must be at least 50 yarn in the pool."""
|
||||
display_name = "Max Extra Yarn"
|
||||
range_start = 5
|
||||
range_end = 15
|
||||
default = 10
|
||||
|
||||
|
||||
class HatItems(Toggle):
|
||||
"""Removes all yarn from the pool and turns the hats into individual items instead."""
|
||||
display_name = "Hat Items"
|
||||
|
||||
|
||||
class MinPonCost(Range):
|
||||
"""The minimum number of Pons that any item in the Badge Seller's shop can cost."""
|
||||
display_name = "Minimum Shop Pon Cost"
|
||||
range_start = 10
|
||||
range_end = 800
|
||||
default = 75
|
||||
|
||||
|
||||
class MaxPonCost(Range):
|
||||
"""The maximum number of Pons that any item in the Badge Seller's shop can cost."""
|
||||
display_name = "Maximum Shop Pon Cost"
|
||||
range_start = 10
|
||||
range_end = 800
|
||||
default = 300
|
||||
|
||||
|
||||
class BadgeSellerMinItems(Range):
|
||||
"""The smallest number of items that the Badge Seller can have for sale."""
|
||||
display_name = "Badge Seller Minimum Items"
|
||||
range_start = 0
|
||||
range_end = 10
|
||||
default = 4
|
||||
|
||||
|
||||
class BadgeSellerMaxItems(Range):
|
||||
"""The largest number of items that the Badge Seller can have for sale."""
|
||||
display_name = "Badge Seller Maximum Items"
|
||||
range_start = 0
|
||||
range_end = 10
|
||||
default = 8
|
||||
|
||||
|
||||
class EnableDLC1(Toggle):
|
||||
"""Shuffle content from The Arctic Cruise (Chapter 6) into the game. This also includes the Tour time rift.
|
||||
DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!"""
|
||||
display_name = "Shuffle Chapter 6"
|
||||
|
||||
|
||||
class Tasksanity(Toggle):
|
||||
"""If enabled, Ship Shape tasks will become checks. Requires DLC1 content to be enabled."""
|
||||
display_name = "Tasksanity"
|
||||
|
||||
|
||||
class TasksanityTaskStep(Range):
|
||||
"""How many tasks the player must complete in Tasksanity to send a check."""
|
||||
display_name = "Tasksanity Task Step"
|
||||
range_start = 1
|
||||
range_end = 3
|
||||
default = 1
|
||||
|
||||
|
||||
class TasksanityCheckCount(Range):
|
||||
"""How many Tasksanity checks there will be in total."""
|
||||
display_name = "Tasksanity Check Count"
|
||||
range_start = 1
|
||||
range_end = 30
|
||||
default = 18
|
||||
|
||||
|
||||
class ExcludeTour(Toggle):
|
||||
"""Removes the Tour time rift from the game. This option is recommended if you don't want to deal with
|
||||
important levels being shuffled onto the Tour time rift, or important items being shuffled onto Tour pages
|
||||
when your goal is Time's End."""
|
||||
display_name = "Exclude Tour Time Rift"
|
||||
|
||||
|
||||
class ShipShapeCustomTaskGoal(Range):
|
||||
"""Change the number of tasks required to complete Ship Shape. If this option's value is 0, the number of tasks
|
||||
required will be TasksanityTaskStep x TasksanityCheckCount, if Tasksanity is enabled. If Tasksanity is disabled,
|
||||
it will use the game's default of 18.
|
||||
This option will not affect Cruisin' for a Bruisin'."""
|
||||
display_name = "Ship Shape Custom Task Goal"
|
||||
range_start = 0
|
||||
range_end = 90
|
||||
default = 0
|
||||
|
||||
|
||||
class EnableDLC2(Toggle):
|
||||
"""Shuffle content from Nyakuza Metro (Chapter 7) into the game.
|
||||
DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE NYAKUZA METRO DLC INSTALLED!!!"""
|
||||
display_name = "Shuffle Chapter 7"
|
||||
|
||||
|
||||
class MetroMinPonCost(Range):
|
||||
"""The cheapest an item can be in any Nyakuza Metro shop. Includes ticket booths."""
|
||||
display_name = "Metro Shops Minimum Pon Cost"
|
||||
range_start = 10
|
||||
range_end = 800
|
||||
default = 50
|
||||
|
||||
|
||||
class MetroMaxPonCost(Range):
|
||||
"""The most expensive an item can be in any Nyakuza Metro shop. Includes ticket booths."""
|
||||
display_name = "Metro Shops Maximum Pon Cost"
|
||||
range_start = 10
|
||||
range_end = 800
|
||||
default = 200
|
||||
|
||||
|
||||
class NyakuzaThugMinShopItems(Range):
|
||||
"""The smallest number of items that the thugs in Nyakuza Metro can have for sale."""
|
||||
display_name = "Nyakuza Thug Minimum Shop Items"
|
||||
range_start = 0
|
||||
range_end = 5
|
||||
default = 2
|
||||
|
||||
|
||||
class NyakuzaThugMaxShopItems(Range):
|
||||
"""The largest number of items that the thugs in Nyakuza Metro can have for sale."""
|
||||
display_name = "Nyakuza Thug Maximum Shop Items"
|
||||
range_start = 0
|
||||
range_end = 5
|
||||
default = 4
|
||||
|
||||
|
||||
class NoTicketSkips(Choice):
|
||||
"""Prevent metro gate skips from being in logic on higher difficulties.
|
||||
Rush Hour option will only consider the ticket skips for Rush Hour in logic."""
|
||||
display_name = "No Ticket Skips"
|
||||
option_false = 0
|
||||
option_true = 1
|
||||
option_rush_hour = 2
|
||||
|
||||
|
||||
class BaseballBat(Toggle):
|
||||
"""Replace the Umbrella with the baseball bat from Nyakuza Metro.
|
||||
DLC2 content does not have to be shuffled for this option but Nyakuza Metro still needs to be installed."""
|
||||
display_name = "Baseball Bat"
|
||||
|
||||
|
||||
class EnableDeathWish(Toggle):
|
||||
"""Shuffle Death Wish contracts into the game. Each contract by default will have 1 check granted upon completion.
|
||||
DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!"""
|
||||
display_name = "Enable Death Wish"
|
||||
|
||||
|
||||
class DeathWishOnly(Toggle):
|
||||
"""An alternative gameplay mode that allows you to exclusively play Death Wish in a seed.
|
||||
This has the following effects:
|
||||
- Death Wish is instantly unlocked from the start
|
||||
- All hats and other progression items are instantly given to you
|
||||
- Useful items such as Fast Hatter Badge will still be in the item pool instead of in your inventory at the start
|
||||
- All chapters and their levels are unlocked, act shuffle is forced off
|
||||
- Any checks other than Death Wish contracts are completely removed
|
||||
- All Pons in the item pool are replaced with Health Pons or random cosmetics
|
||||
- The EndGoal option is forced to complete Seal the Deal"""
|
||||
display_name = "Death Wish Only"
|
||||
|
||||
|
||||
class DWShuffle(Toggle):
|
||||
"""An alternative mode for Death Wish where each contract is unlocked one by one, in a random order.
|
||||
Stamp requirements to unlock contracts is removed. Any excluded contracts will not be shuffled into the sequence.
|
||||
If Seal the Deal is the end goal, it will always be the last Death Wish in the sequence.
|
||||
Disabling candles is highly recommended."""
|
||||
display_name = "Death Wish Shuffle"
|
||||
|
||||
|
||||
class DWShuffleCountMin(Range):
|
||||
"""The minimum number of Death Wishes that can be in the Death Wish shuffle sequence.
|
||||
The final result is clamped at the number of non-excluded Death Wishes."""
|
||||
display_name = "Death Wish Shuffle Minimum Count"
|
||||
range_start = 5
|
||||
range_end = 38
|
||||
default = 18
|
||||
|
||||
|
||||
class DWShuffleCountMax(Range):
|
||||
"""The maximum number of Death Wishes that can be in the Death Wish shuffle sequence.
|
||||
The final result is clamped at the number of non-excluded Death Wishes."""
|
||||
display_name = "Death Wish Shuffle Maximum Count"
|
||||
range_start = 5
|
||||
range_end = 38
|
||||
default = 25
|
||||
|
||||
|
||||
class DWEnableBonus(Toggle):
|
||||
"""In Death Wish, add a location for completing all of a DW contract's bonuses,
|
||||
in addition to the location for completing the DW contract normally.
|
||||
WARNING!! Only for the brave! This option can create VERY DIFFICULT SEEDS!
|
||||
ONLY turn this on if you know what you are doing to yourself and everyone else in the multiworld!
|
||||
Using Peace and Tranquility to auto-complete the bonuses will NOT count!"""
|
||||
display_name = "Shuffle Death Wish Full Completions"
|
||||
|
||||
|
||||
class DWAutoCompleteBonuses(DefaultOnToggle):
|
||||
"""If enabled, auto complete all bonus stamps after completing the main objective in a Death Wish.
|
||||
This option will have no effect if bonus checks (DWEnableBonus) are turned on."""
|
||||
display_name = "Auto Complete Bonus Stamps"
|
||||
|
||||
|
||||
class DWExcludeAnnoyingContracts(DefaultOnToggle):
|
||||
"""Exclude Death Wish contracts from the pool that are particularly tedious or take a long time to reach/clear.
|
||||
Excluded Death Wishes are automatically completed as soon as they are unlocked.
|
||||
This option currently excludes the following contracts:
|
||||
- Vault Codes in the Wind
|
||||
- Boss Rush
|
||||
- Camera Tourist
|
||||
- The Mustache Gauntlet
|
||||
- Rift Collapse: Deep Sea
|
||||
- Cruisin' for a Bruisin'
|
||||
- Seal the Deal (non-excluded if goal, but the checks are still excluded)"""
|
||||
display_name = "Exclude Annoying Death Wish Contracts"
|
||||
|
||||
|
||||
class DWExcludeAnnoyingBonuses(DefaultOnToggle):
|
||||
"""If Death Wish full completions are shuffled in, exclude tedious Death Wish full completions from the pool.
|
||||
Excluded bonus Death Wishes automatically reward their bonus stamps upon completion of the main objective.
|
||||
This option currently excludes the following bonuses:
|
||||
- So You're Back From Outer Space
|
||||
- Encore! Encore!
|
||||
- Snatcher's Hit List
|
||||
- 10 Seconds until Self-Destruct
|
||||
- Killing Two Birds
|
||||
- Zero Jumps
|
||||
- Bird Sanctuary
|
||||
- Wound-Up Windmill
|
||||
- Vault Codes in the Wind
|
||||
- Boss Rush
|
||||
- Camera Tourist
|
||||
- The Mustache Gauntlet
|
||||
- Rift Collapse: Deep Sea
|
||||
- Cruisin' for a Bruisin'
|
||||
- Seal the Deal"""
|
||||
display_name = "Exclude Annoying Death Wish Full Completions"
|
||||
|
||||
|
||||
class DWExcludeCandles(DefaultOnToggle):
|
||||
"""If enabled, exclude all candle Death Wishes."""
|
||||
display_name = "Exclude Candle Death Wishes"
|
||||
|
||||
|
||||
class DWTimePieceRequirement(Range):
|
||||
"""How many Time Pieces that will be required to unlock Death Wish."""
|
||||
display_name = "Death Wish Time Piece Requirement"
|
||||
range_start = 0
|
||||
range_end = 35
|
||||
default = 15
|
||||
|
||||
|
||||
class TrapChance(Range):
|
||||
"""The chance for any junk item in the pool to be replaced by a trap."""
|
||||
display_name = "Trap Chance"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 0
|
||||
|
||||
|
||||
class BabyTrapWeight(Range):
|
||||
"""The weight of Baby Traps in the trap pool.
|
||||
Baby Traps place a multitude of the Conductor's grandkids into Hat Kid's hands, causing her to lose her balance."""
|
||||
display_name = "Baby Trap Weight"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 40
|
||||
|
||||
|
||||
class LaserTrapWeight(Range):
|
||||
"""The weight of Laser Traps in the trap pool.
|
||||
Laser Traps will spawn multiple giant lasers (from Snatcher's boss fight) at Hat Kid's location."""
|
||||
display_name = "Laser Trap Weight"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 40
|
||||
|
||||
|
||||
class ParadeTrapWeight(Range):
|
||||
"""The weight of Parade Traps in the trap pool.
|
||||
Parade Traps will summon multiple Express Band owls with knives that chase Hat Kid by mimicking her movement."""
|
||||
display_name = "Parade Trap Weight"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 20
|
||||
|
||||
|
||||
@dataclass
|
||||
class AHITOptions(PerGameCommonOptions):
|
||||
EndGoal: EndGoal
|
||||
ActRandomizer: ActRandomizer
|
||||
ActPlando: ActPlando
|
||||
ActBlacklist: ActBlacklist
|
||||
ShuffleAlpineZiplines: ShuffleAlpineZiplines
|
||||
FinaleShuffle: FinaleShuffle
|
||||
LogicDifficulty: LogicDifficulty
|
||||
YarnBalancePercent: YarnBalancePercent
|
||||
TimePieceBalancePercent: TimePieceBalancePercent
|
||||
RandomizeHatOrder: RandomizeHatOrder
|
||||
UmbrellaLogic: UmbrellaLogic
|
||||
StartWithCompassBadge: StartWithCompassBadge
|
||||
CompassBadgeMode: CompassBadgeMode
|
||||
ShuffleStorybookPages: ShuffleStorybookPages
|
||||
ShuffleActContracts: ShuffleActContracts
|
||||
ShuffleSubconPaintings: ShuffleSubconPaintings
|
||||
NoPaintingSkips: NoPaintingSkips
|
||||
StartingChapter: StartingChapter
|
||||
CTRLogic: CTRLogic
|
||||
|
||||
EnableDLC1: EnableDLC1
|
||||
Tasksanity: Tasksanity
|
||||
TasksanityTaskStep: TasksanityTaskStep
|
||||
TasksanityCheckCount: TasksanityCheckCount
|
||||
ExcludeTour: ExcludeTour
|
||||
ShipShapeCustomTaskGoal: ShipShapeCustomTaskGoal
|
||||
|
||||
EnableDeathWish: EnableDeathWish
|
||||
DWShuffle: DWShuffle
|
||||
DWShuffleCountMin: DWShuffleCountMin
|
||||
DWShuffleCountMax: DWShuffleCountMax
|
||||
DeathWishOnly: DeathWishOnly
|
||||
DWEnableBonus: DWEnableBonus
|
||||
DWAutoCompleteBonuses: DWAutoCompleteBonuses
|
||||
DWExcludeAnnoyingContracts: DWExcludeAnnoyingContracts
|
||||
DWExcludeAnnoyingBonuses: DWExcludeAnnoyingBonuses
|
||||
DWExcludeCandles: DWExcludeCandles
|
||||
DWTimePieceRequirement: DWTimePieceRequirement
|
||||
|
||||
EnableDLC2: EnableDLC2
|
||||
BaseballBat: BaseballBat
|
||||
MetroMinPonCost: MetroMinPonCost
|
||||
MetroMaxPonCost: MetroMaxPonCost
|
||||
NyakuzaThugMinShopItems: NyakuzaThugMinShopItems
|
||||
NyakuzaThugMaxShopItems: NyakuzaThugMaxShopItems
|
||||
NoTicketSkips: NoTicketSkips
|
||||
|
||||
LowestChapterCost: LowestChapterCost
|
||||
HighestChapterCost: HighestChapterCost
|
||||
ChapterCostIncrement: ChapterCostIncrement
|
||||
ChapterCostMinDifference: ChapterCostMinDifference
|
||||
MaxExtraTimePieces: MaxExtraTimePieces
|
||||
|
||||
FinalChapterMinCost: FinalChapterMinCost
|
||||
FinalChapterMaxCost: FinalChapterMaxCost
|
||||
|
||||
YarnCostMin: YarnCostMin
|
||||
YarnCostMax: YarnCostMax
|
||||
YarnAvailable: YarnAvailable
|
||||
MinExtraYarn: MinExtraYarn
|
||||
HatItems: HatItems
|
||||
|
||||
MinPonCost: MinPonCost
|
||||
MaxPonCost: MaxPonCost
|
||||
BadgeSellerMinItems: BadgeSellerMinItems
|
||||
BadgeSellerMaxItems: BadgeSellerMaxItems
|
||||
|
||||
TrapChance: TrapChance
|
||||
BabyTrapWeight: BabyTrapWeight
|
||||
LaserTrapWeight: LaserTrapWeight
|
||||
ParadeTrapWeight: ParadeTrapWeight
|
||||
|
||||
death_link: DeathLink
|
||||
|
||||
|
||||
ahit_option_groups: Dict[str, List[Any]] = {
|
||||
"General Options": [EndGoal, ShuffleStorybookPages, ShuffleAlpineZiplines, ShuffleSubconPaintings,
|
||||
ShuffleActContracts, MinPonCost, MaxPonCost, BadgeSellerMinItems, BadgeSellerMaxItems,
|
||||
LogicDifficulty, NoPaintingSkips, CTRLogic],
|
||||
|
||||
"Act Options": [ActRandomizer, StartingChapter, LowestChapterCost, HighestChapterCost,
|
||||
ChapterCostIncrement, ChapterCostMinDifference, FinalChapterMinCost, FinalChapterMaxCost,
|
||||
FinaleShuffle, ActPlando, ActBlacklist],
|
||||
|
||||
"Item Options": [StartWithCompassBadge, CompassBadgeMode, RandomizeHatOrder, YarnAvailable, YarnCostMin,
|
||||
YarnCostMax, MinExtraYarn, HatItems, UmbrellaLogic, MaxExtraTimePieces, YarnBalancePercent,
|
||||
TimePieceBalancePercent],
|
||||
|
||||
"Arctic Cruise Options": [EnableDLC1, Tasksanity, TasksanityTaskStep, TasksanityCheckCount,
|
||||
ShipShapeCustomTaskGoal, ExcludeTour],
|
||||
|
||||
"Nyakuza Metro Options": [EnableDLC2, MetroMinPonCost, MetroMaxPonCost, NyakuzaThugMinShopItems,
|
||||
NyakuzaThugMaxShopItems, BaseballBat, NoTicketSkips],
|
||||
|
||||
"Death Wish Options": [EnableDeathWish, DWTimePieceRequirement, DWShuffle, DWShuffleCountMin, DWShuffleCountMax,
|
||||
DWEnableBonus, DWAutoCompleteBonuses, DWExcludeAnnoyingContracts, DWExcludeAnnoyingBonuses,
|
||||
DWExcludeCandles, DeathWishOnly],
|
||||
|
||||
"Trap Options": [TrapChance, BabyTrapWeight, LaserTrapWeight, ParadeTrapWeight]
|
||||
}
|
||||
|
||||
|
||||
slot_data_options: List[str] = [
|
||||
"EndGoal",
|
||||
"ActRandomizer",
|
||||
"ShuffleAlpineZiplines",
|
||||
"LogicDifficulty",
|
||||
"CTRLogic",
|
||||
"RandomizeHatOrder",
|
||||
"UmbrellaLogic",
|
||||
"StartWithCompassBadge",
|
||||
"CompassBadgeMode",
|
||||
"ShuffleStorybookPages",
|
||||
"ShuffleActContracts",
|
||||
"ShuffleSubconPaintings",
|
||||
"NoPaintingSkips",
|
||||
"HatItems",
|
||||
|
||||
"EnableDLC1",
|
||||
"Tasksanity",
|
||||
"TasksanityTaskStep",
|
||||
"TasksanityCheckCount",
|
||||
"ShipShapeCustomTaskGoal",
|
||||
"ExcludeTour",
|
||||
|
||||
"EnableDeathWish",
|
||||
"DWShuffle",
|
||||
"DeathWishOnly",
|
||||
"DWEnableBonus",
|
||||
"DWAutoCompleteBonuses",
|
||||
"DWTimePieceRequirement",
|
||||
|
||||
"EnableDLC2",
|
||||
"MetroMinPonCost",
|
||||
"MetroMaxPonCost",
|
||||
"BaseballBat",
|
||||
"NoTicketSkips",
|
||||
|
||||
"MinPonCost",
|
||||
"MaxPonCost",
|
||||
|
||||
"death_link",
|
||||
]
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,959 @@
|
|||
from worlds.AutoWorld import CollectionState
|
||||
from worlds.generic.Rules import add_rule, set_rule
|
||||
from .Locations import location_table, zipline_unlocks, is_location_valid, contract_locations, \
|
||||
shop_locations, event_locs
|
||||
from .Types import HatType, ChapterIndex, hat_type_to_item, Difficulty, HitType
|
||||
from BaseClasses import Location, Entrance, Region
|
||||
from typing import TYPE_CHECKING, List, Callable, Union, Dict
|
||||
from .Options import EndGoal, CTRLogic, NoTicketSkips
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import HatInTimeWorld
|
||||
|
||||
|
||||
act_connections = {
|
||||
"Mafia Town - Act 2": ["Mafia Town - Act 1"],
|
||||
"Mafia Town - Act 3": ["Mafia Town - Act 1"],
|
||||
"Mafia Town - Act 4": ["Mafia Town - Act 2", "Mafia Town - Act 3"],
|
||||
"Mafia Town - Act 6": ["Mafia Town - Act 4"],
|
||||
"Mafia Town - Act 7": ["Mafia Town - Act 4"],
|
||||
"Mafia Town - Act 5": ["Mafia Town - Act 6", "Mafia Town - Act 7"],
|
||||
|
||||
"Battle of the Birds - Act 2": ["Battle of the Birds - Act 1"],
|
||||
"Battle of the Birds - Act 3": ["Battle of the Birds - Act 1"],
|
||||
"Battle of the Birds - Act 4": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"],
|
||||
"Battle of the Birds - Act 5": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"],
|
||||
"Battle of the Birds - Finale A": ["Battle of the Birds - Act 4", "Battle of the Birds - Act 5"],
|
||||
"Battle of the Birds - Finale B": ["Battle of the Birds - Finale A"],
|
||||
|
||||
"Subcon Forest - Finale": ["Subcon Forest - Act 1", "Subcon Forest - Act 2",
|
||||
"Subcon Forest - Act 3", "Subcon Forest - Act 4",
|
||||
"Subcon Forest - Act 5"],
|
||||
|
||||
"The Arctic Cruise - Act 2": ["The Arctic Cruise - Act 1"],
|
||||
"The Arctic Cruise - Finale": ["The Arctic Cruise - Act 2"],
|
||||
}
|
||||
|
||||
|
||||
def can_use_hat(state: CollectionState, world: "HatInTimeWorld", hat: HatType) -> bool:
|
||||
if world.options.HatItems:
|
||||
return state.has(hat_type_to_item[hat], world.player)
|
||||
|
||||
if world.hat_yarn_costs[hat] <= 0: # this means the hat was put into starting inventory
|
||||
return True
|
||||
|
||||
return state.has("Yarn", world.player, get_hat_cost(world, hat))
|
||||
|
||||
|
||||
def get_hat_cost(world: "HatInTimeWorld", hat: HatType) -> int:
|
||||
cost = 0
|
||||
for h in world.hat_craft_order:
|
||||
cost += world.hat_yarn_costs[h]
|
||||
if h == hat:
|
||||
break
|
||||
|
||||
return cost
|
||||
|
||||
|
||||
def painting_logic(world: "HatInTimeWorld") -> bool:
|
||||
return bool(world.options.ShuffleSubconPaintings)
|
||||
|
||||
|
||||
# -1 = Normal, 0 = Moderate, 1 = Hard, 2 = Expert
|
||||
def get_difficulty(world: "HatInTimeWorld") -> Difficulty:
|
||||
return Difficulty(world.options.LogicDifficulty)
|
||||
|
||||
|
||||
def has_paintings(state: CollectionState, world: "HatInTimeWorld", count: int, allow_skip: bool = True) -> bool:
|
||||
if not painting_logic(world):
|
||||
return True
|
||||
|
||||
if not world.options.NoPaintingSkips and allow_skip:
|
||||
# In Moderate there is a very easy trick to skip all the walls, except for the one guarding the boss arena
|
||||
if get_difficulty(world) >= Difficulty.MODERATE:
|
||||
return True
|
||||
|
||||
return state.has("Progressive Painting Unlock", world.player, count)
|
||||
|
||||
|
||||
def zipline_logic(world: "HatInTimeWorld") -> bool:
|
||||
return bool(world.options.ShuffleAlpineZiplines)
|
||||
|
||||
|
||||
def can_use_hookshot(state: CollectionState, world: "HatInTimeWorld"):
|
||||
return state.has("Hookshot Badge", world.player)
|
||||
|
||||
|
||||
def can_hit(state: CollectionState, world: "HatInTimeWorld", umbrella_only: bool = False):
|
||||
if not world.options.UmbrellaLogic:
|
||||
return True
|
||||
|
||||
return state.has("Umbrella", world.player) or not umbrella_only and can_use_hat(state, world, HatType.BREWING)
|
||||
|
||||
|
||||
def has_relic_combo(state: CollectionState, world: "HatInTimeWorld", relic: str) -> bool:
|
||||
return state.has_group(relic, world.player, len(world.item_name_groups[relic]))
|
||||
|
||||
|
||||
def get_relic_count(state: CollectionState, world: "HatInTimeWorld", relic: str) -> int:
|
||||
return state.count_group(relic, world.player)
|
||||
|
||||
|
||||
# This is used to determine if the player can clear an act that's required to unlock a Time Rift
|
||||
def can_clear_required_act(state: CollectionState, world: "HatInTimeWorld", act_entrance: str) -> bool:
|
||||
entrance: Entrance = world.multiworld.get_entrance(act_entrance, world.player)
|
||||
if not state.can_reach(entrance.connected_region, "Region", world.player):
|
||||
return False
|
||||
|
||||
if "Free Roam" in entrance.connected_region.name:
|
||||
return True
|
||||
|
||||
name: str = f"Act Completion ({entrance.connected_region.name})"
|
||||
return world.multiworld.get_location(name, world.player).access_rule(state)
|
||||
|
||||
|
||||
def can_clear_alpine(state: CollectionState, world: "HatInTimeWorld") -> bool:
|
||||
return state.has("Birdhouse Cleared", world.player) and state.has("Lava Cake Cleared", world.player) \
|
||||
and state.has("Windmill Cleared", world.player) and state.has("Twilight Bell Cleared", world.player)
|
||||
|
||||
|
||||
def can_clear_metro(state: CollectionState, world: "HatInTimeWorld") -> bool:
|
||||
return state.has("Nyakuza Intro Cleared", world.player) \
|
||||
and state.has("Yellow Overpass Station Cleared", world.player) \
|
||||
and state.has("Yellow Overpass Manhole Cleared", world.player) \
|
||||
and state.has("Green Clean Station Cleared", world.player) \
|
||||
and state.has("Green Clean Manhole Cleared", world.player) \
|
||||
and state.has("Bluefin Tunnel Cleared", world.player) \
|
||||
and state.has("Pink Paw Station Cleared", world.player) \
|
||||
and state.has("Pink Paw Manhole Cleared", world.player)
|
||||
|
||||
|
||||
def set_rules(world: "HatInTimeWorld"):
|
||||
# First, chapter access
|
||||
starting_chapter = ChapterIndex(world.options.StartingChapter)
|
||||
world.chapter_timepiece_costs[starting_chapter] = 0
|
||||
|
||||
# Chapter costs increase progressively. Randomly decide the chapter order, except for Finale
|
||||
chapter_list: List[ChapterIndex] = [ChapterIndex.MAFIA, ChapterIndex.BIRDS,
|
||||
ChapterIndex.SUBCON, ChapterIndex.ALPINE]
|
||||
|
||||
final_chapter = ChapterIndex.FINALE
|
||||
if world.options.EndGoal == EndGoal.option_rush_hour:
|
||||
final_chapter = ChapterIndex.METRO
|
||||
chapter_list.append(ChapterIndex.FINALE)
|
||||
elif world.options.EndGoal == EndGoal.option_seal_the_deal:
|
||||
final_chapter = None
|
||||
chapter_list.append(ChapterIndex.FINALE)
|
||||
|
||||
if world.is_dlc1():
|
||||
chapter_list.append(ChapterIndex.CRUISE)
|
||||
|
||||
if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
|
||||
chapter_list.append(ChapterIndex.METRO)
|
||||
|
||||
chapter_list.remove(starting_chapter)
|
||||
world.random.shuffle(chapter_list)
|
||||
|
||||
# Make sure Alpine is unlocked before any DLC chapters are, as the Alpine door needs to be open to access them
|
||||
if starting_chapter is not ChapterIndex.ALPINE and (world.is_dlc1() or world.is_dlc2()):
|
||||
index1 = 69
|
||||
index2 = 69
|
||||
pos: int
|
||||
lowest_index: int
|
||||
chapter_list.remove(ChapterIndex.ALPINE)
|
||||
|
||||
if world.is_dlc1():
|
||||
index1 = chapter_list.index(ChapterIndex.CRUISE)
|
||||
|
||||
if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
|
||||
index2 = chapter_list.index(ChapterIndex.METRO)
|
||||
|
||||
lowest_index = min(index1, index2)
|
||||
if lowest_index == 0:
|
||||
pos = 0
|
||||
else:
|
||||
pos = world.random.randint(0, lowest_index)
|
||||
|
||||
chapter_list.insert(pos, ChapterIndex.ALPINE)
|
||||
|
||||
lowest_cost: int = world.options.LowestChapterCost.value
|
||||
highest_cost: int = world.options.HighestChapterCost.value
|
||||
cost_increment: int = world.options.ChapterCostIncrement.value
|
||||
min_difference: int = world.options.ChapterCostMinDifference.value
|
||||
last_cost = 0
|
||||
|
||||
for i, chapter in enumerate(chapter_list):
|
||||
min_range: int = lowest_cost + (cost_increment * i)
|
||||
if min_range >= highest_cost:
|
||||
min_range = highest_cost-1
|
||||
|
||||
value: int = world.random.randint(min_range, min(highest_cost, max(lowest_cost, last_cost + cost_increment)))
|
||||
cost = world.random.randint(value, min(value + cost_increment, highest_cost))
|
||||
if i >= 1:
|
||||
if last_cost + min_difference > cost:
|
||||
cost = last_cost + min_difference
|
||||
|
||||
cost = min(cost, highest_cost)
|
||||
world.chapter_timepiece_costs[chapter] = cost
|
||||
last_cost = cost
|
||||
|
||||
if final_chapter is not None:
|
||||
final_chapter_cost: int
|
||||
if world.options.FinalChapterMinCost == world.options.FinalChapterMaxCost:
|
||||
final_chapter_cost = world.options.FinalChapterMaxCost.value
|
||||
else:
|
||||
final_chapter_cost = world.random.randint(world.options.FinalChapterMinCost.value,
|
||||
world.options.FinalChapterMaxCost.value)
|
||||
|
||||
world.chapter_timepiece_costs[final_chapter] = final_chapter_cost
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Mafia Town", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.MAFIA]))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Battle of the Birds", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Subcon Forest", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.SUBCON]))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Alpine Skyline", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE])
|
||||
and can_use_hat(state, world, HatType.BREWING) and can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
if world.is_dlc1():
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Arctic Cruise", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.CRUISE]))
|
||||
|
||||
if world.is_dlc2():
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Nyakuza Metro", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.METRO])
|
||||
and can_use_hat(state, world, HatType.DWELLER) and can_use_hat(state, world, HatType.ICE))
|
||||
|
||||
if not world.options.ActRandomizer:
|
||||
set_default_rift_rules(world)
|
||||
|
||||
table = {**location_table, **event_locs}
|
||||
for (key, data) in table.items():
|
||||
if not is_location_valid(world, key):
|
||||
continue
|
||||
|
||||
if key in contract_locations.keys():
|
||||
continue
|
||||
|
||||
loc = world.multiworld.get_location(key, world.player)
|
||||
|
||||
for hat in data.required_hats:
|
||||
add_rule(loc, lambda state, h=hat: can_use_hat(state, world, h))
|
||||
|
||||
if data.hookshot:
|
||||
add_rule(loc, lambda state: can_use_hookshot(state, world))
|
||||
|
||||
if data.paintings > 0 and world.options.ShuffleSubconPaintings:
|
||||
add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings))
|
||||
|
||||
if data.hit_type is not HitType.none and world.options.UmbrellaLogic:
|
||||
if data.hit_type == HitType.umbrella:
|
||||
add_rule(loc, lambda state: state.has("Umbrella", world.player))
|
||||
|
||||
elif data.hit_type == HitType.umbrella_or_brewing:
|
||||
add_rule(loc, lambda state: state.has("Umbrella", world.player)
|
||||
or can_use_hat(state, world, HatType.BREWING))
|
||||
|
||||
elif data.hit_type == HitType.dweller_bell:
|
||||
add_rule(loc, lambda state: state.has("Umbrella", world.player)
|
||||
or can_use_hat(state, world, HatType.BREWING)
|
||||
or can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
for misc in data.misc_required:
|
||||
add_rule(loc, lambda state, item=misc: state.has(item, world.player))
|
||||
|
||||
set_specific_rules(world)
|
||||
|
||||
# Putting all of this here, so it doesn't get overridden by anything
|
||||
# Illness starts the player past the intro
|
||||
alpine_entrance = world.multiworld.get_entrance("AFR -> Alpine Skyline Area", world.player)
|
||||
add_rule(alpine_entrance, lambda state: can_use_hookshot(state, world))
|
||||
if world.options.UmbrellaLogic:
|
||||
add_rule(alpine_entrance, lambda state: state.has("Umbrella", world.player))
|
||||
|
||||
if zipline_logic(world):
|
||||
add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
|
||||
lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player),
|
||||
lambda state: state.has("Zipline Unlock - The Lava Cake Path", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> The Windmill", world.player),
|
||||
lambda state: state.has("Zipline Unlock - The Windmill Path", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
|
||||
lambda state: state.has("Zipline Unlock - The Twilight Bell Path", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_location("Act Completion (The Illness has Spread)", world.player),
|
||||
lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player)
|
||||
and state.has("Zipline Unlock - The Lava Cake Path", world.player)
|
||||
and state.has("Zipline Unlock - The Windmill Path", world.player))
|
||||
|
||||
if zipline_logic(world):
|
||||
for (loc, zipline) in zipline_unlocks.items():
|
||||
add_rule(world.multiworld.get_location(loc, world.player),
|
||||
lambda state, z=zipline: state.has(z, world.player))
|
||||
|
||||
dummy_entrances: List[Entrance] = []
|
||||
|
||||
for (key, acts) in act_connections.items():
|
||||
if "Arctic Cruise" in key and not world.is_dlc1():
|
||||
continue
|
||||
|
||||
entrance: Entrance = world.multiworld.get_entrance(key, world.player)
|
||||
region: Region = entrance.connected_region
|
||||
access_rules: List[Callable[[CollectionState], bool]] = []
|
||||
dummy_entrances.append(entrance)
|
||||
|
||||
# Entrances to this act that we have to set access_rules on
|
||||
entrances: List[Entrance] = []
|
||||
|
||||
for i, act in enumerate(acts, start=1):
|
||||
act_entrance: Entrance = world.multiworld.get_entrance(act, world.player)
|
||||
access_rules.append(act_entrance.access_rule)
|
||||
required_region = act_entrance.connected_region
|
||||
name: str = f"{key}: Connection {i}"
|
||||
new_entrance: Entrance = required_region.connect(region, name)
|
||||
entrances.append(new_entrance)
|
||||
|
||||
# Copy access rules from act completions
|
||||
if "Free Roam" not in required_region.name:
|
||||
rule: Callable[[CollectionState], bool]
|
||||
name = f"Act Completion ({required_region.name})"
|
||||
rule = world.multiworld.get_location(name, world.player).access_rule
|
||||
access_rules.append(rule)
|
||||
|
||||
for e in entrances:
|
||||
for rules in access_rules:
|
||||
add_rule(e, rules)
|
||||
|
||||
for e in dummy_entrances:
|
||||
set_rule(e, lambda state: False)
|
||||
|
||||
set_event_rules(world)
|
||||
|
||||
if world.options.EndGoal == EndGoal.option_finale:
|
||||
world.multiworld.completion_condition[world.player] = lambda state: state.has("Time Piece Cluster", world.player)
|
||||
elif world.options.EndGoal == EndGoal.option_rush_hour:
|
||||
world.multiworld.completion_condition[world.player] = lambda state: state.has("Rush Hour Cleared", world.player)
|
||||
|
||||
|
||||
def set_specific_rules(world: "HatInTimeWorld"):
|
||||
add_rule(world.multiworld.get_location("Mafia Boss Shop Item", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, 12)
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
|
||||
|
||||
set_mafia_town_rules(world)
|
||||
set_botb_rules(world)
|
||||
set_subcon_rules(world)
|
||||
set_alps_rules(world)
|
||||
|
||||
if world.is_dlc1():
|
||||
set_dlc1_rules(world)
|
||||
|
||||
if world.is_dlc2():
|
||||
set_dlc2_rules(world)
|
||||
|
||||
difficulty: Difficulty = get_difficulty(world)
|
||||
|
||||
if difficulty >= Difficulty.MODERATE:
|
||||
set_moderate_rules(world)
|
||||
|
||||
if difficulty >= Difficulty.HARD:
|
||||
set_hard_rules(world)
|
||||
|
||||
if difficulty >= Difficulty.EXPERT:
|
||||
set_expert_rules(world)
|
||||
|
||||
|
||||
def set_moderate_rules(world: "HatInTimeWorld"):
|
||||
# Moderate: Gallery without Brewing Hat
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Gallery)", world.player), lambda state: True)
|
||||
|
||||
# Moderate: Above Boats via Ice Hat Sliding
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.ICE), "or")
|
||||
|
||||
# Moderate: Clock Tower Chest + Ruined Tower with nothing
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Clock Tower Chest", world.player), lambda state: True)
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Top of Ruined Tower", world.player), lambda state: True)
|
||||
|
||||
# Moderate: enter and clear The Subcon Well without Hookshot and without hitting the bell
|
||||
for loc in world.multiworld.get_region("The Subcon Well", world.player).locations:
|
||||
set_rule(loc, lambda state: has_paintings(state, world, 1))
|
||||
|
||||
# Moderate: Vanessa Manor with nothing
|
||||
for loc in world.multiworld.get_region("Queen Vanessa's Manor", world.player).locations:
|
||||
set_rule(loc, lambda state: has_paintings(state, world, 1))
|
||||
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Manor Rooftop", world.player),
|
||||
lambda state: has_paintings(state, world, 1))
|
||||
|
||||
# Moderate: Village Time Rift with nothing IF umbrella logic is off
|
||||
if not world.options.UmbrellaLogic:
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), lambda state: True)
|
||||
|
||||
# Moderate: get to Birdhouse/Yellow Band Hills without Brewing Hat
|
||||
set_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
set_rule(world.multiworld.get_location("Alpine Skyline - Yellow Band Hills", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
|
||||
# Moderate: The Birdhouse - Dweller Platforms Relic with only Birdhouse access
|
||||
set_rule(world.multiworld.get_location("Alpine Skyline - The Birdhouse: Dweller Platforms Relic", world.player),
|
||||
lambda state: True)
|
||||
|
||||
# Moderate: Twilight Path without Dweller Mask
|
||||
set_rule(world.multiworld.get_location("Alpine Skyline - The Twilight Path", world.player), lambda state: True)
|
||||
|
||||
# Moderate: Mystifying Time Mesa time trial without hats
|
||||
set_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
|
||||
# Moderate: Goat Refinery from TIHS with Sprint only
|
||||
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
|
||||
lambda state: state.has("TIHS Access", world.player)
|
||||
and can_use_hat(state, world, HatType.SPRINT), "or")
|
||||
|
||||
# Moderate: Finale Telescope with only Ice Hat
|
||||
add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE])
|
||||
and can_use_hat(state, world, HatType.ICE), "or")
|
||||
|
||||
# Moderate: Finale without Hookshot
|
||||
set_rule(world.multiworld.get_location("Act Completion (The Finale)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
if world.is_dlc1():
|
||||
# Moderate: clear Rock the Boat without Ice Hat
|
||||
add_rule(world.multiworld.get_location("Rock the Boat - Post Captain Rescue", world.player), lambda state: True)
|
||||
add_rule(world.multiworld.get_location("Act Completion (Rock the Boat)", world.player), lambda state: True)
|
||||
|
||||
# Moderate: clear Deep Sea without Ice Hat
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
# There is a glitched fall damage volume near the Yellow Overpass time piece that warps the player to Pink Paw.
|
||||
# Yellow Overpass time piece can also be reached without Hookshot quite easily.
|
||||
if world.is_dlc2():
|
||||
# No Hookshot
|
||||
set_rule(world.multiworld.get_location("Act Completion (Yellow Overpass Station)", world.player),
|
||||
lambda state: True)
|
||||
|
||||
# No Dweller, Hookshot, or Time Stop for these
|
||||
set_rule(world.multiworld.get_location("Pink Paw Station - Cat Vacuum", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Pink Paw Station - Behind Fan", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Pink Paw Station - Pink Ticket Booth", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Act Completion (Pink Paw Station)", world.player), lambda state: True)
|
||||
for key in shop_locations.keys():
|
||||
if "Pink Paw Station Thug" in key and is_location_valid(world, key):
|
||||
set_rule(world.multiworld.get_location(key, world.player), lambda state: True)
|
||||
|
||||
# Moderate: clear Rush Hour without Hookshot
|
||||
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
|
||||
lambda state: state.has("Metro Ticket - Pink", world.player)
|
||||
and state.has("Metro Ticket - Yellow", world.player)
|
||||
and state.has("Metro Ticket - Blue", world.player)
|
||||
and can_use_hat(state, world, HatType.ICE)
|
||||
and can_use_hat(state, world, HatType.BREWING))
|
||||
|
||||
# Moderate: Bluefin Tunnel + Pink Paw Station without tickets
|
||||
if not world.options.NoTicketSkips:
|
||||
set_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player), lambda state: True)
|
||||
|
||||
|
||||
def set_hard_rules(world: "HatInTimeWorld"):
|
||||
# Hard: clear Time Rift - The Twilight Bell with Sprint+Scooter only
|
||||
add_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.SPRINT)
|
||||
and state.has("Scooter Badge", world.player), "or")
|
||||
|
||||
# No Dweller Mask required
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Dweller Floating Rocks", world.player),
|
||||
lambda state: has_paintings(state, world, 3))
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree B", world.player),
|
||||
lambda state: has_paintings(state, world, 3))
|
||||
|
||||
# Cherry bridge over boss arena gap (painting still expected)
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
|
||||
lambda state: has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
|
||||
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Noose Treehouse", world.player),
|
||||
lambda state: has_paintings(state, world, 2, True))
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
|
||||
lambda state: has_paintings(state, world, 2, True))
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Tall Tree Hookshot Swing", world.player),
|
||||
lambda state: has_paintings(state, world, 3, True))
|
||||
|
||||
# SDJ
|
||||
add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.SPRINT) and has_paintings(state, world, 2), "or")
|
||||
|
||||
add_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.SPRINT), "or")
|
||||
|
||||
# Hard: Goat Refinery from TIHS with nothing
|
||||
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
|
||||
lambda state: state.has("TIHS Access", world.player), "or")
|
||||
|
||||
if world.is_dlc1():
|
||||
# Hard: clear Deep Sea without Dweller Mask
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
|
||||
if world.is_dlc2():
|
||||
# Hard: clear Green Clean Manhole without Dweller Mask
|
||||
set_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.ICE))
|
||||
|
||||
# Hard: clear Rush Hour with Brewing Hat only
|
||||
if world.options.NoTicketSkips is not NoTicketSkips.option_true:
|
||||
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.BREWING))
|
||||
else:
|
||||
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.BREWING)
|
||||
and state.has("Metro Ticket - Yellow", world.player)
|
||||
and state.has("Metro Ticket - Blue", world.player)
|
||||
and state.has("Metro Ticket - Pink", world.player))
|
||||
|
||||
|
||||
def set_expert_rules(world: "HatInTimeWorld"):
|
||||
# Finale Telescope with no hats
|
||||
set_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
|
||||
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE]))
|
||||
|
||||
# Expert: Mafia Town - Above Boats, Top of Lighthouse, and Hot Air Balloon with nothing
|
||||
set_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Mafia Town - Top of Lighthouse", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player), lambda state: True)
|
||||
|
||||
# Expert: Clear Dead Bird Studio with nothing
|
||||
for loc in world.multiworld.get_region("Dead Bird Studio - Post Elevator Area", world.player).locations:
|
||||
set_rule(loc, lambda state: True)
|
||||
|
||||
set_rule(world.multiworld.get_location("Act Completion (Dead Bird Studio)", world.player), lambda state: True)
|
||||
|
||||
# Expert: Clear Dead Bird Studio Basement without Hookshot
|
||||
for loc in world.multiworld.get_region("Dead Bird Studio Basement", world.player).locations:
|
||||
set_rule(loc, lambda state: True)
|
||||
|
||||
# Expert: get to and clear Twilight Bell without Dweller Mask.
|
||||
# Dweller Mask OR Sprint Hat OR Brewing Hat OR Time Stop + Umbrella required to complete act.
|
||||
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
|
||||
lambda state: can_use_hookshot(state, world), "or")
|
||||
|
||||
add_rule(world.multiworld.get_location("Act Completion (The Twilight Bell)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.BREWING)
|
||||
or can_use_hat(state, world, HatType.DWELLER)
|
||||
or can_use_hat(state, world, HatType.SPRINT)
|
||||
or (can_use_hat(state, world, HatType.TIME_STOP) and state.has("Umbrella", world.player)))
|
||||
|
||||
# Expert: Time Rift - Curly Tail Trail with nothing
|
||||
# Time Rift - Twilight Bell and Time Rift - Village with nothing
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player),
|
||||
lambda state: True)
|
||||
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player),
|
||||
lambda state: True)
|
||||
|
||||
# Expert: Cherry Hovering
|
||||
subcon_area = world.multiworld.get_region("Subcon Forest Area", world.player)
|
||||
yche = world.multiworld.get_region("Your Contract has Expired", world.player)
|
||||
entrance = yche.connect(subcon_area, "Subcon Forest Entrance YCHE")
|
||||
|
||||
if world.options.NoPaintingSkips:
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 1))
|
||||
|
||||
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
|
||||
and has_paintings(state, world, 1, True))
|
||||
|
||||
# Set painting rules only. Skipping paintings is determined in has_paintings
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
|
||||
lambda state: has_paintings(state, world, 1, True))
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Magnet Badge Bush", world.player),
|
||||
lambda state: has_paintings(state, world, 3, True))
|
||||
|
||||
# You can cherry hover to Snatcher's post-fight cutscene, which completes the level without having to fight him
|
||||
subcon_area.connect(yche, "Snatcher Hover")
|
||||
set_rule(world.multiworld.get_location("Act Completion (Your Contract has Expired)", world.player),
|
||||
lambda state: True)
|
||||
|
||||
if world.is_dlc2():
|
||||
# Expert: clear Rush Hour with nothing
|
||||
if not world.options.NoTicketSkips:
|
||||
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), lambda state: True)
|
||||
else:
|
||||
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
|
||||
lambda state: state.has("Metro Ticket - Yellow", world.player)
|
||||
and state.has("Metro Ticket - Blue", world.player)
|
||||
and state.has("Metro Ticket - Pink", world.player))
|
||||
|
||||
# Expert: Yellow/Green Manhole with nothing using a Boop Clip
|
||||
set_rule(world.multiworld.get_location("Act Completion (Yellow Overpass Manhole)", world.player),
|
||||
lambda state: True)
|
||||
set_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player),
|
||||
lambda state: True)
|
||||
|
||||
|
||||
def set_mafia_town_rules(world: "HatInTimeWorld"):
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Behind HQ Chest", world.player),
|
||||
lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", world.player)
|
||||
or state.can_reach("Down with the Mafia!", "Region", world.player)
|
||||
or state.can_reach("Cheating the Race", "Region", world.player)
|
||||
or state.can_reach("The Golden Vault", "Region", world.player))
|
||||
|
||||
# Old guys don't appear in SCFOS
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Old Man (Steel Beams)", world.player),
|
||||
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
|
||||
or state.can_reach("Barrel Battle", "Region", world.player)
|
||||
or state.can_reach("Cheating the Race", "Region", world.player)
|
||||
or state.can_reach("The Golden Vault", "Region", world.player)
|
||||
or state.can_reach("Down with the Mafia!", "Region", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Old Man (Seaside Spaghetti)", world.player),
|
||||
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
|
||||
or state.can_reach("Barrel Battle", "Region", world.player)
|
||||
or state.can_reach("Cheating the Race", "Region", world.player)
|
||||
or state.can_reach("The Golden Vault", "Region", world.player)
|
||||
or state.can_reach("Down with the Mafia!", "Region", world.player))
|
||||
|
||||
# Only available outside She Came from Outer Space
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Mafia Geek Platform", world.player),
|
||||
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
|
||||
or state.can_reach("Barrel Battle", "Region", world.player)
|
||||
or state.can_reach("Down with the Mafia!", "Region", world.player)
|
||||
or state.can_reach("Cheating the Race", "Region", world.player)
|
||||
or state.can_reach("Heating Up Mafia Town", "Region", world.player)
|
||||
or state.can_reach("The Golden Vault", "Region", world.player))
|
||||
|
||||
# Only available outside Down with the Mafia! (for some reason)
|
||||
add_rule(world.multiworld.get_location("Mafia Town - On Scaffolding", world.player),
|
||||
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
|
||||
or state.can_reach("Barrel Battle", "Region", world.player)
|
||||
or state.can_reach("She Came from Outer Space", "Region", world.player)
|
||||
or state.can_reach("Cheating the Race", "Region", world.player)
|
||||
or state.can_reach("Heating Up Mafia Town", "Region", world.player)
|
||||
or state.can_reach("The Golden Vault", "Region", world.player))
|
||||
|
||||
# For some reason, the brewing crate is removed in HUMT
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Secret Cave", world.player),
|
||||
lambda state: state.has("HUMT Access", world.player), "or")
|
||||
|
||||
# Can bounce across the lava to get this without Hookshot (need to die though)
|
||||
add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player),
|
||||
lambda state: state.has("HUMT Access", world.player), "or")
|
||||
|
||||
if world.options.CTRLogic == CTRLogic.option_nothing:
|
||||
set_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player), lambda state: True)
|
||||
elif world.options.CTRLogic == CTRLogic.option_sprint:
|
||||
add_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.SPRINT), "or")
|
||||
elif world.options.CTRLogic == CTRLogic.option_scooter:
|
||||
add_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.SPRINT)
|
||||
and state.has("Scooter Badge", world.player), "or")
|
||||
|
||||
|
||||
def set_botb_rules(world: "HatInTimeWorld"):
|
||||
if not world.options.UmbrellaLogic and get_difficulty(world) < Difficulty.MODERATE:
|
||||
set_rule(world.multiworld.get_location("Dead Bird Studio - DJ Grooves Sign Chest", world.player),
|
||||
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
|
||||
set_rule(world.multiworld.get_location("Dead Bird Studio - Tepee Chest", world.player),
|
||||
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
|
||||
set_rule(world.multiworld.get_location("Dead Bird Studio - Conductor Chest", world.player),
|
||||
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
|
||||
set_rule(world.multiworld.get_location("Act Completion (Dead Bird Studio)", world.player),
|
||||
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
|
||||
|
||||
|
||||
def set_subcon_rules(world: "HatInTimeWorld"):
|
||||
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.BREWING) or state.has("Umbrella", world.player)
|
||||
or can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
# You can't skip over the boss arena wall without cherry hover, so these two need to be set this way
|
||||
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
|
||||
lambda state: state.has("TOD Access", world.player) and can_use_hookshot(state, world)
|
||||
and has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
|
||||
|
||||
# The painting wall can't be skipped without cherry hover, which is Expert
|
||||
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
|
||||
and has_paintings(state, world, 1, False))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 2", world.player),
|
||||
lambda state: state.has("Snatcher's Contract - The Subcon Well", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 3", world.player),
|
||||
lambda state: state.has("Snatcher's Contract - Toilet of Doom", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 4", world.player),
|
||||
lambda state: state.has("Snatcher's Contract - Queen Vanessa's Manor", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 5", world.player),
|
||||
lambda state: state.has("Snatcher's Contract - Mail Delivery Service", world.player))
|
||||
|
||||
if painting_logic(world):
|
||||
add_rule(world.multiworld.get_location("Act Completion (Contractual Obligations)", world.player),
|
||||
lambda state: has_paintings(state, world, 1, False))
|
||||
|
||||
|
||||
def set_alps_rules(world: "HatInTimeWorld"):
|
||||
add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.BREWING))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> The Windmill", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
|
||||
lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER))
|
||||
|
||||
add_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
|
||||
lambda state: can_use_hat(state, world, HatType.SPRINT) or can_use_hat(state, world, HatType.TIME_STOP))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Alpine Skyline - Finale", world.player),
|
||||
lambda state: can_clear_alpine(state, world))
|
||||
|
||||
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
|
||||
lambda state: state.has("AFR Access", world.player)
|
||||
and can_use_hookshot(state, world)
|
||||
and can_hit(state, world, True))
|
||||
|
||||
|
||||
def set_dlc1_rules(world: "HatInTimeWorld"):
|
||||
add_rule(world.multiworld.get_entrance("Cruise Ship Entrance BV", world.player),
|
||||
lambda state: can_use_hookshot(state, world))
|
||||
|
||||
# This particular item isn't present in Act 3 for some reason, yes in vanilla too
|
||||
add_rule(world.multiworld.get_location("The Arctic Cruise - Toilet", world.player),
|
||||
lambda state: state.can_reach("Bon Voyage!", "Region", world.player)
|
||||
or state.can_reach("Ship Shape", "Region", world.player))
|
||||
|
||||
|
||||
def set_dlc2_rules(world: "HatInTimeWorld"):
|
||||
add_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player),
|
||||
lambda state: state.has("Metro Ticket - Green", world.player)
|
||||
or state.has("Metro Ticket - Blue", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player),
|
||||
lambda state: state.has("Metro Ticket - Pink", world.player)
|
||||
or state.has("Metro Ticket - Yellow", world.player) and state.has("Metro Ticket - Blue", world.player))
|
||||
|
||||
add_rule(world.multiworld.get_entrance("Nyakuza Metro - Finale", world.player),
|
||||
lambda state: can_clear_metro(state, world))
|
||||
|
||||
add_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
|
||||
lambda state: state.has("Metro Ticket - Yellow", world.player)
|
||||
and state.has("Metro Ticket - Blue", world.player)
|
||||
and state.has("Metro Ticket - Pink", world.player))
|
||||
|
||||
for key in shop_locations.keys():
|
||||
if "Green Clean Station Thug B" in key and is_location_valid(world, key):
|
||||
add_rule(world.multiworld.get_location(key, world.player),
|
||||
lambda state: state.has("Metro Ticket - Yellow", world.player), "or")
|
||||
|
||||
|
||||
def reg_act_connection(world: "HatInTimeWorld", region: Union[str, Region], unlocked_entrance: Union[str, Entrance]):
|
||||
reg: Region
|
||||
entrance: Entrance
|
||||
if isinstance(region, str):
|
||||
reg = world.multiworld.get_region(region, world.player)
|
||||
else:
|
||||
reg = region
|
||||
|
||||
if isinstance(unlocked_entrance, str):
|
||||
entrance = world.multiworld.get_entrance(unlocked_entrance, world.player)
|
||||
else:
|
||||
entrance = unlocked_entrance
|
||||
|
||||
world.multiworld.register_indirect_condition(reg, entrance)
|
||||
|
||||
|
||||
# See randomize_act_entrances in Regions.py
|
||||
# Called before set_rules
|
||||
def set_rift_rules(world: "HatInTimeWorld", regions: Dict[str, Region]):
|
||||
|
||||
# This is accessing the regions in place of these time rifts, so we can set the rules on all the entrances.
|
||||
for entrance in regions["Time Rift - Gallery"].entrances:
|
||||
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING)
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
|
||||
|
||||
for entrance in regions["Time Rift - The Lab"].entrances:
|
||||
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER)
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]))
|
||||
|
||||
for entrance in regions["Time Rift - Sewers"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 4"))
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 4",
|
||||
world.player).connected_region, entrance)
|
||||
|
||||
for entrance in regions["Time Rift - Bazaar"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 6"))
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 6",
|
||||
world.player).connected_region, entrance)
|
||||
|
||||
for entrance in regions["Time Rift - Mafia of Cooks"].entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger"))
|
||||
|
||||
for entrance in regions["Time Rift - The Owl Express"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 2"))
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 3"))
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 2",
|
||||
world.player).connected_region, entrance)
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 3",
|
||||
world.player).connected_region, entrance)
|
||||
|
||||
for entrance in regions["Time Rift - The Moon"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 4"))
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 5"))
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 4",
|
||||
world.player).connected_region, entrance)
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 5",
|
||||
world.player).connected_region, entrance)
|
||||
|
||||
for entrance in regions["Time Rift - Dead Bird Studio"].entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Train"))
|
||||
|
||||
for entrance in regions["Time Rift - Pipe"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2"))
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 2",
|
||||
world.player).connected_region, entrance)
|
||||
if painting_logic(world):
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 2))
|
||||
|
||||
for entrance in regions["Time Rift - Village"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4"))
|
||||
reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 4",
|
||||
world.player).connected_region, entrance)
|
||||
|
||||
if painting_logic(world):
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 2))
|
||||
|
||||
for entrance in regions["Time Rift - Sleepy Subcon"].entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
|
||||
if painting_logic(world):
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 3))
|
||||
|
||||
for entrance in regions["Time Rift - Curly Tail Trail"].entrances:
|
||||
add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player))
|
||||
|
||||
for entrance in regions["Time Rift - The Twilight Bell"].entrances:
|
||||
add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player))
|
||||
|
||||
for entrance in regions["Time Rift - Alpine Skyline"].entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
|
||||
|
||||
if world.is_dlc1():
|
||||
for entrance in regions["Time Rift - Balcony"].entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "The Arctic Cruise - Finale"))
|
||||
|
||||
for entrance in regions["Time Rift - Deep Sea"].entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake"))
|
||||
|
||||
if world.is_dlc2():
|
||||
for entrance in regions["Time Rift - Rumbi Factory"].entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Necklace"))
|
||||
|
||||
|
||||
# Basically the same as above, but without the need of the dict since we are just setting defaults
|
||||
# Called if Act Rando is disabled
|
||||
def set_default_rift_rules(world: "HatInTimeWorld"):
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Gallery", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING)
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - The Lab", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER)
|
||||
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Sewers", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 4"))
|
||||
reg_act_connection(world, "Down with the Mafia!", entrance.name)
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Bazaar", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 6"))
|
||||
reg_act_connection(world, "Heating Up Mafia Town", entrance.name)
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Mafia of Cooks", world.player).entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger"))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - The Owl Express", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 2"))
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 3"))
|
||||
reg_act_connection(world, "Murder on the Owl Express", entrance.name)
|
||||
reg_act_connection(world, "Picture Perfect", entrance.name)
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - The Moon", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 4"))
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 5"))
|
||||
reg_act_connection(world, "Train Rush", entrance.name)
|
||||
reg_act_connection(world, "The Big Parade", entrance.name)
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Dead Bird Studio", world.player).entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Train"))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Pipe", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2"))
|
||||
reg_act_connection(world, "The Subcon Well", entrance.name)
|
||||
if painting_logic(world):
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 2))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Village", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4"))
|
||||
reg_act_connection(world, "Queen Vanessa's Manor", entrance.name)
|
||||
if painting_logic(world):
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 2))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Sleepy Subcon", world.player).entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
|
||||
if painting_logic(world):
|
||||
add_rule(entrance, lambda state: has_paintings(state, world, 3))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Curly Tail Trail", world.player).entrances:
|
||||
add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - The Twilight Bell", world.player).entrances:
|
||||
add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Alpine Skyline", world.player).entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
|
||||
|
||||
if world.is_dlc1():
|
||||
for entrance in world.multiworld.get_region("Time Rift - Balcony", world.player).entrances:
|
||||
add_rule(entrance, lambda state: can_clear_required_act(state, world, "The Arctic Cruise - Finale"))
|
||||
|
||||
for entrance in world.multiworld.get_region("Time Rift - Deep Sea", world.player).entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake"))
|
||||
|
||||
if world.is_dlc2():
|
||||
for entrance in world.multiworld.get_region("Time Rift - Rumbi Factory", world.player).entrances:
|
||||
add_rule(entrance, lambda state: has_relic_combo(state, world, "Necklace"))
|
||||
|
||||
|
||||
def set_event_rules(world: "HatInTimeWorld"):
|
||||
for (name, data) in event_locs.items():
|
||||
if not is_location_valid(world, name):
|
||||
continue
|
||||
|
||||
event: Location = world.multiworld.get_location(name, world.player)
|
||||
|
||||
if data.act_event:
|
||||
add_rule(event, world.multiworld.get_location(f"Act Completion ({data.region})", world.player).access_rule)
|
|
@ -0,0 +1,86 @@
|
|||
from enum import IntEnum, IntFlag
|
||||
from typing import NamedTuple, Optional, List
|
||||
from BaseClasses import Location, Item, ItemClassification
|
||||
|
||||
|
||||
class HatInTimeLocation(Location):
|
||||
game = "A Hat in Time"
|
||||
|
||||
|
||||
class HatInTimeItem(Item):
|
||||
game = "A Hat in Time"
|
||||
|
||||
|
||||
class HatType(IntEnum):
|
||||
SPRINT = 0
|
||||
BREWING = 1
|
||||
ICE = 2
|
||||
DWELLER = 3
|
||||
TIME_STOP = 4
|
||||
|
||||
|
||||
class HitType(IntEnum):
|
||||
none = 0
|
||||
umbrella = 1
|
||||
umbrella_or_brewing = 2
|
||||
dweller_bell = 3
|
||||
|
||||
|
||||
class HatDLC(IntFlag):
|
||||
none = 0b000
|
||||
dlc1 = 0b001
|
||||
dlc2 = 0b010
|
||||
death_wish = 0b100
|
||||
dlc1_dw = 0b101
|
||||
dlc2_dw = 0b110
|
||||
|
||||
|
||||
class ChapterIndex(IntEnum):
|
||||
SPACESHIP = 0
|
||||
MAFIA = 1
|
||||
BIRDS = 2
|
||||
SUBCON = 3
|
||||
ALPINE = 4
|
||||
FINALE = 5
|
||||
CRUISE = 6
|
||||
METRO = 7
|
||||
|
||||
|
||||
class Difficulty(IntEnum):
|
||||
NORMAL = -1
|
||||
MODERATE = 0
|
||||
HARD = 1
|
||||
EXPERT = 2
|
||||
|
||||
|
||||
class LocData(NamedTuple):
|
||||
id: int = 0
|
||||
region: str = ""
|
||||
required_hats: List[HatType] = []
|
||||
hookshot: bool = False
|
||||
dlc_flags: HatDLC = HatDLC.none
|
||||
paintings: int = 0 # Paintings required for Subcon painting shuffle
|
||||
misc_required: List[str] = []
|
||||
|
||||
# For UmbrellaLogic setting only.
|
||||
hit_type: HitType = HitType.none
|
||||
|
||||
# Other
|
||||
act_event: bool = False # Only used for event locations. Copy access rule from act completion
|
||||
nyakuza_thug: str = "" # Name of Nyakuza thug NPC (for metro shops)
|
||||
snatcher_coin: str = "" # Only for Snatcher Coin event locations, name of the Snatcher Coin item
|
||||
|
||||
|
||||
class ItemData(NamedTuple):
|
||||
code: Optional[int]
|
||||
classification: ItemClassification
|
||||
dlc_flags: Optional[HatDLC] = HatDLC.none
|
||||
|
||||
|
||||
hat_type_to_item = {
|
||||
HatType.SPRINT: "Sprint Hat",
|
||||
HatType.BREWING: "Brewing Hat",
|
||||
HatType.ICE: "Ice Hat",
|
||||
HatType.DWELLER: "Dweller Mask",
|
||||
HatType.TIME_STOP: "Time Stop Hat",
|
||||
}
|
|
@ -0,0 +1,374 @@
|
|||
from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
|
||||
from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \
|
||||
calculate_yarn_costs
|
||||
from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
|
||||
from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
|
||||
get_total_locations
|
||||
from .Rules import set_rules
|
||||
from .Options import AHITOptions, slot_data_options, adjust_options, RandomizeHatOrder, EndGoal, create_option_groups
|
||||
from .Types import HatType, ChapterIndex, HatInTimeItem, hat_type_to_item
|
||||
from .DeathWishLocations import create_dw_regions, dw_classes, death_wishes
|
||||
from .DeathWishRules import set_dw_rules, create_enemy_events, hit_list, bosses
|
||||
from worlds.AutoWorld import World, WebWorld, CollectionState
|
||||
from typing import List, Dict, TextIO
|
||||
from worlds.LauncherComponents import Component, components, icon_paths, launch_subprocess, Type
|
||||
from Utils import local_path
|
||||
|
||||
|
||||
def launch_client():
|
||||
from .Client import launch
|
||||
launch_subprocess(launch, name="AHITClient")
|
||||
|
||||
|
||||
components.append(Component("A Hat in Time Client", "AHITClient", func=launch_client,
|
||||
component_type=Type.CLIENT, icon='yatta'))
|
||||
|
||||
icon_paths['yatta'] = local_path('data', 'yatta.png')
|
||||
|
||||
|
||||
class AWebInTime(WebWorld):
|
||||
theme = "partyTime"
|
||||
option_groups = create_option_groups()
|
||||
tutorials = [Tutorial(
|
||||
"Multiworld Setup Guide",
|
||||
"A guide for setting up A Hat in Time to be played in Archipelago.",
|
||||
"English",
|
||||
"ahit_en.md",
|
||||
"setup/en",
|
||||
["CookieCat"]
|
||||
)]
|
||||
|
||||
|
||||
class HatInTimeWorld(World):
|
||||
"""
|
||||
A Hat in Time is a cute-as-peck 3D platformer featuring a little girl who stitches hats for wicked powers!
|
||||
Freely explore giant worlds and recover Time Pieces to travel to new heights!
|
||||
"""
|
||||
|
||||
game = "A Hat in Time"
|
||||
item_name_to_id = {name: data.code for name, data in item_table.items()}
|
||||
location_name_to_id = get_location_names()
|
||||
options_dataclass = AHITOptions
|
||||
options: AHITOptions
|
||||
item_name_groups = relic_groups
|
||||
web = AWebInTime()
|
||||
|
||||
def __init__(self, multiworld: "MultiWorld", player: int):
|
||||
super().__init__(multiworld, player)
|
||||
self.act_connections: Dict[str, str] = {}
|
||||
self.shop_locs: List[str] = []
|
||||
|
||||
self.hat_craft_order: List[HatType] = [HatType.SPRINT, HatType.BREWING, HatType.ICE,
|
||||
HatType.DWELLER, HatType.TIME_STOP]
|
||||
|
||||
self.hat_yarn_costs: Dict[HatType, int] = {HatType.SPRINT: -1, HatType.BREWING: -1, HatType.ICE: -1,
|
||||
HatType.DWELLER: -1, HatType.TIME_STOP: -1}
|
||||
|
||||
self.chapter_timepiece_costs: Dict[ChapterIndex, int] = {ChapterIndex.MAFIA: -1,
|
||||
ChapterIndex.BIRDS: -1,
|
||||
ChapterIndex.SUBCON: -1,
|
||||
ChapterIndex.ALPINE: -1,
|
||||
ChapterIndex.FINALE: -1,
|
||||
ChapterIndex.CRUISE: -1,
|
||||
ChapterIndex.METRO: -1}
|
||||
self.excluded_dws: List[str] = []
|
||||
self.excluded_bonuses: List[str] = []
|
||||
self.dw_shuffle: List[str] = []
|
||||
self.nyakuza_thug_items: Dict[str, int] = {}
|
||||
self.badge_seller_count: int = 0
|
||||
|
||||
def generate_early(self):
|
||||
adjust_options(self)
|
||||
|
||||
if self.options.StartWithCompassBadge:
|
||||
self.multiworld.push_precollected(self.create_item("Compass Badge"))
|
||||
|
||||
if self.is_dw_only():
|
||||
return
|
||||
|
||||
# If our starting chapter is 4 and act rando isn't on, force hookshot into inventory
|
||||
# If starting chapter is 3 and painting shuffle is enabled, and act rando isn't, give one free painting unlock
|
||||
start_chapter: ChapterIndex = ChapterIndex(self.options.StartingChapter)
|
||||
|
||||
if start_chapter == ChapterIndex.ALPINE or start_chapter == ChapterIndex.SUBCON:
|
||||
if not self.options.ActRandomizer:
|
||||
if start_chapter == ChapterIndex.ALPINE:
|
||||
self.multiworld.push_precollected(self.create_item("Hookshot Badge"))
|
||||
if self.options.UmbrellaLogic:
|
||||
self.multiworld.push_precollected(self.create_item("Umbrella"))
|
||||
|
||||
if start_chapter == ChapterIndex.SUBCON and self.options.ShuffleSubconPaintings:
|
||||
self.multiworld.push_precollected(self.create_item("Progressive Painting Unlock"))
|
||||
|
||||
def create_regions(self):
|
||||
# noinspection PyClassVar
|
||||
self.topology_present = bool(self.options.ActRandomizer)
|
||||
|
||||
create_regions(self)
|
||||
if self.options.EnableDeathWish:
|
||||
create_dw_regions(self)
|
||||
|
||||
if self.is_dw_only():
|
||||
return
|
||||
|
||||
create_events(self)
|
||||
if self.is_dw():
|
||||
if "Snatcher's Hit List" not in self.excluded_dws or "Camera Tourist" not in self.excluded_dws:
|
||||
create_enemy_events(self)
|
||||
|
||||
# place vanilla contract locations if contract shuffle is off
|
||||
if not self.options.ShuffleActContracts:
|
||||
for name in contract_locations.keys():
|
||||
self.multiworld.get_location(name, self.player).place_locked_item(create_item(self, name))
|
||||
|
||||
def create_items(self):
|
||||
if self.has_yarn():
|
||||
calculate_yarn_costs(self)
|
||||
|
||||
if self.options.RandomizeHatOrder:
|
||||
self.random.shuffle(self.hat_craft_order)
|
||||
if self.options.RandomizeHatOrder == RandomizeHatOrder.option_time_stop_last:
|
||||
self.hat_craft_order.remove(HatType.TIME_STOP)
|
||||
self.hat_craft_order.append(HatType.TIME_STOP)
|
||||
|
||||
# move precollected hats to the start of the list
|
||||
for i in range(5):
|
||||
hat = HatType(i)
|
||||
if self.is_hat_precollected(hat):
|
||||
self.hat_craft_order.remove(hat)
|
||||
self.hat_craft_order.insert(0, hat)
|
||||
|
||||
self.multiworld.itempool += create_itempool(self)
|
||||
|
||||
def set_rules(self):
|
||||
if self.is_dw_only():
|
||||
# we already have all items if this is the case, no need for rules
|
||||
self.multiworld.push_precollected(HatInTimeItem("Death Wish Only Mode", ItemClassification.progression,
|
||||
None, self.player))
|
||||
|
||||
self.multiworld.completion_condition[self.player] = lambda state: state.has("Death Wish Only Mode",
|
||||
self.player)
|
||||
|
||||
if not self.options.DWEnableBonus:
|
||||
for name in death_wishes:
|
||||
if name == "Snatcher Coins in Nyakuza Metro" and not self.is_dlc2():
|
||||
continue
|
||||
|
||||
if self.options.DWShuffle and name not in self.dw_shuffle:
|
||||
continue
|
||||
|
||||
full_clear = self.multiworld.get_location(f"{name} - All Clear", self.player)
|
||||
full_clear.address = None
|
||||
full_clear.place_locked_item(HatInTimeItem("Nothing", ItemClassification.filler, None, self.player))
|
||||
full_clear.show_in_spoiler = False
|
||||
|
||||
return
|
||||
|
||||
if self.options.ActRandomizer:
|
||||
randomize_act_entrances(self)
|
||||
|
||||
set_rules(self)
|
||||
|
||||
if self.is_dw():
|
||||
set_dw_rules(self)
|
||||
|
||||
def create_item(self, name: str) -> Item:
|
||||
return create_item(self, name)
|
||||
|
||||
def fill_slot_data(self) -> dict:
|
||||
slot_data: dict = {"Chapter1Cost": self.chapter_timepiece_costs[ChapterIndex.MAFIA],
|
||||
"Chapter2Cost": self.chapter_timepiece_costs[ChapterIndex.BIRDS],
|
||||
"Chapter3Cost": self.chapter_timepiece_costs[ChapterIndex.SUBCON],
|
||||
"Chapter4Cost": self.chapter_timepiece_costs[ChapterIndex.ALPINE],
|
||||
"Chapter5Cost": self.chapter_timepiece_costs[ChapterIndex.FINALE],
|
||||
"Chapter6Cost": self.chapter_timepiece_costs[ChapterIndex.CRUISE],
|
||||
"Chapter7Cost": self.chapter_timepiece_costs[ChapterIndex.METRO],
|
||||
"BadgeSellerItemCount": self.badge_seller_count,
|
||||
"SeedNumber": str(self.multiworld.seed), # For shop prices
|
||||
"SeedName": self.multiworld.seed_name,
|
||||
"TotalLocations": get_total_locations(self)}
|
||||
|
||||
if self.has_yarn():
|
||||
slot_data.setdefault("SprintYarnCost", self.hat_yarn_costs[HatType.SPRINT])
|
||||
slot_data.setdefault("BrewingYarnCost", self.hat_yarn_costs[HatType.BREWING])
|
||||
slot_data.setdefault("IceYarnCost", self.hat_yarn_costs[HatType.ICE])
|
||||
slot_data.setdefault("DwellerYarnCost", self.hat_yarn_costs[HatType.DWELLER])
|
||||
slot_data.setdefault("TimeStopYarnCost", self.hat_yarn_costs[HatType.TIME_STOP])
|
||||
slot_data.setdefault("Hat1", int(self.hat_craft_order[0]))
|
||||
slot_data.setdefault("Hat2", int(self.hat_craft_order[1]))
|
||||
slot_data.setdefault("Hat3", int(self.hat_craft_order[2]))
|
||||
slot_data.setdefault("Hat4", int(self.hat_craft_order[3]))
|
||||
slot_data.setdefault("Hat5", int(self.hat_craft_order[4]))
|
||||
|
||||
if self.options.ActRandomizer:
|
||||
for name in self.act_connections.keys():
|
||||
slot_data[name] = self.act_connections[name]
|
||||
|
||||
if self.is_dlc2() and not self.is_dw_only():
|
||||
for name in self.nyakuza_thug_items.keys():
|
||||
slot_data[name] = self.nyakuza_thug_items[name]
|
||||
|
||||
if self.is_dw():
|
||||
i = 0
|
||||
for name in self.excluded_dws:
|
||||
if self.options.EndGoal.value == EndGoal.option_seal_the_deal and name == "Seal the Deal":
|
||||
continue
|
||||
|
||||
slot_data[f"excluded_dw{i}"] = dw_classes[name]
|
||||
i += 1
|
||||
|
||||
i = 0
|
||||
if not self.options.DWAutoCompleteBonuses:
|
||||
for name in self.excluded_bonuses:
|
||||
if name in self.excluded_dws:
|
||||
continue
|
||||
|
||||
slot_data[f"excluded_bonus{i}"] = dw_classes[name]
|
||||
i += 1
|
||||
|
||||
if self.options.DWShuffle:
|
||||
shuffled_dws = self.dw_shuffle
|
||||
for i in range(len(shuffled_dws)):
|
||||
slot_data[f"dw_{i}"] = dw_classes[shuffled_dws[i]]
|
||||
|
||||
shop_item_names: Dict[str, str] = {}
|
||||
for name in self.shop_locs:
|
||||
loc: Location = self.multiworld.get_location(name, self.player)
|
||||
assert loc.item
|
||||
item_name: str
|
||||
if loc.item.classification is ItemClassification.trap and loc.item.game == "A Hat in Time":
|
||||
item_name = get_shop_trap_name(self)
|
||||
else:
|
||||
item_name = loc.item.name
|
||||
|
||||
shop_item_names.setdefault(str(loc.address), item_name)
|
||||
|
||||
slot_data["ShopItemNames"] = shop_item_names
|
||||
|
||||
for name, value in self.options.as_dict(*self.options_dataclass.type_hints).items():
|
||||
if name in slot_data_options:
|
||||
slot_data[name] = value
|
||||
|
||||
return slot_data
|
||||
|
||||
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
|
||||
if self.is_dw_only() or not self.options.ActRandomizer:
|
||||
return
|
||||
|
||||
new_hint_data = {}
|
||||
alpine_regions = ["The Birdhouse", "The Lava Cake", "The Windmill",
|
||||
"The Twilight Bell", "Alpine Skyline Area", "Alpine Skyline Area (TIHS)"]
|
||||
|
||||
metro_regions = ["Yellow Overpass Station", "Green Clean Station", "Bluefin Tunnel", "Pink Paw Station"]
|
||||
|
||||
for key, data in location_table.items():
|
||||
if not is_location_valid(self, key):
|
||||
continue
|
||||
|
||||
location = self.multiworld.get_location(key, self.player)
|
||||
region_name: str
|
||||
|
||||
if data.region in alpine_regions:
|
||||
region_name = "Alpine Free Roam"
|
||||
elif data.region in metro_regions:
|
||||
region_name = "Nyakuza Free Roam"
|
||||
elif "Dead Bird Studio - " in data.region:
|
||||
region_name = "Dead Bird Studio"
|
||||
elif data.region in chapter_act_info.keys():
|
||||
region_name = location.parent_region.name
|
||||
else:
|
||||
continue
|
||||
|
||||
new_hint_data[location.address] = get_shuffled_region(self, region_name)
|
||||
|
||||
if self.is_dlc1() and self.options.Tasksanity:
|
||||
ship_shape_region = get_shuffled_region(self, "Ship Shape")
|
||||
id_start: int = TASKSANITY_START_ID
|
||||
for i in range(self.options.TasksanityCheckCount):
|
||||
new_hint_data[id_start+i] = ship_shape_region
|
||||
|
||||
hint_data[self.player] = new_hint_data
|
||||
|
||||
def write_spoiler_header(self, spoiler_handle: TextIO):
|
||||
for i in self.chapter_timepiece_costs:
|
||||
spoiler_handle.write("Chapter %i Cost: %i\n" % (i, self.chapter_timepiece_costs[ChapterIndex(i)]))
|
||||
|
||||
for hat in self.hat_craft_order:
|
||||
spoiler_handle.write("Hat Cost: %s: %i\n" % (hat, self.hat_yarn_costs[hat]))
|
||||
|
||||
def collect(self, state: "CollectionState", item: "Item") -> bool:
|
||||
old_count: int = state.count(item.name, self.player)
|
||||
change = super().collect(state, item)
|
||||
if change and old_count == 0:
|
||||
if "Stamp" in item.name:
|
||||
if "2 Stamp" in item.name:
|
||||
state.prog_items[self.player]["Stamps"] += 2
|
||||
else:
|
||||
state.prog_items[self.player]["Stamps"] += 1
|
||||
elif "(Zero Jumps)" in item.name:
|
||||
state.prog_items[self.player]["Zero Jumps"] += 1
|
||||
elif item.name in hit_list.keys():
|
||||
if item.name not in bosses:
|
||||
state.prog_items[self.player]["Enemy"] += 1
|
||||
else:
|
||||
state.prog_items[self.player]["Boss"] += 1
|
||||
|
||||
return change
|
||||
|
||||
def remove(self, state: "CollectionState", item: "Item") -> bool:
|
||||
old_count: int = state.count(item.name, self.player)
|
||||
change = super().collect(state, item)
|
||||
if change and old_count == 1:
|
||||
if "Stamp" in item.name:
|
||||
if "2 Stamp" in item.name:
|
||||
state.prog_items[self.player]["Stamps"] -= 2
|
||||
else:
|
||||
state.prog_items[self.player]["Stamps"] -= 1
|
||||
elif "(Zero Jumps)" in item.name:
|
||||
state.prog_items[self.player]["Zero Jumps"] -= 1
|
||||
elif item.name in hit_list.keys():
|
||||
if item.name not in bosses:
|
||||
state.prog_items[self.player]["Enemy"] -= 1
|
||||
else:
|
||||
state.prog_items[self.player]["Boss"] -= 1
|
||||
|
||||
return change
|
||||
|
||||
def has_yarn(self) -> bool:
|
||||
return not self.is_dw_only() and not self.options.HatItems
|
||||
|
||||
def is_hat_precollected(self, hat: HatType) -> bool:
|
||||
for item in self.multiworld.precollected_items[self.player]:
|
||||
if item.name == hat_type_to_item[hat]:
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def is_dlc1(self) -> bool:
|
||||
return bool(self.options.EnableDLC1)
|
||||
|
||||
def is_dlc2(self) -> bool:
|
||||
return bool(self.options.EnableDLC2)
|
||||
|
||||
def is_dw(self) -> bool:
|
||||
return bool(self.options.EnableDeathWish)
|
||||
|
||||
def is_dw_only(self) -> bool:
|
||||
return self.is_dw() and bool(self.options.DeathWishOnly)
|
||||
|
||||
def is_dw_excluded(self, name: str) -> bool:
|
||||
# don't exclude Seal the Deal if it's our goal
|
||||
if self.options.EndGoal.value == EndGoal.option_seal_the_deal and name == "Seal the Deal" \
|
||||
and f"{name} - Main Objective" not in self.options.exclude_locations:
|
||||
return False
|
||||
|
||||
if name in self.excluded_dws:
|
||||
return True
|
||||
|
||||
return f"{name} - Main Objective" in self.options.exclude_locations
|
||||
|
||||
def is_bonus_excluded(self, name: str) -> bool:
|
||||
if self.is_dw_excluded(name) or name in self.excluded_bonuses:
|
||||
return True
|
||||
|
||||
return f"{name} - All Clear" in self.options.exclude_locations
|
|
@ -0,0 +1,53 @@
|
|||
# A Hat in Time
|
||||
|
||||
## 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.
|
||||
|
||||
## What does randomization do to this game?
|
||||
|
||||
Items which the player would normally acquire throughout the game have been moved around.
|
||||
Chapter costs are randomized in a progressive order based on your options,
|
||||
so for example you could go to Subcon Forest -> Battle of the Birds -> Alpine Skyline, etc. in that order.
|
||||
If act shuffle is turned on, the levels and Time Rifts in these chapters will be randomized as well.
|
||||
|
||||
To unlock and access a chapter's Time Rift in act shuffle,
|
||||
the levels in place of the original acts required to unlock the Time Rift in the vanilla game must be completed,
|
||||
and then you must enter a level that allows you to access that Time Rift.
|
||||
For example, Time Rift: Bazaar requires Heating Up Mafia Town to be completed in the vanilla game.
|
||||
To unlock this Time Rift in act shuffle (and therefore the level it contains)
|
||||
you must complete the level that was shuffled in place of Heating Up Mafia Town
|
||||
and then enter the Time Rift through a Mafia Town level.
|
||||
|
||||
## What items and locations get shuffled?
|
||||
|
||||
Time Pieces, Relics, Yarn, Badges, and most other items are shuffled.
|
||||
Unlike in the vanilla game, yarn is typeless, and hats will be automatically stitched
|
||||
in a set order once you gather enough yarn for each hat.
|
||||
Hats can also optionally be shuffled as individual items instead.
|
||||
Any items in the world, shops, act completions,
|
||||
and optionally storybook pages or Death Wish contracts are locations.
|
||||
|
||||
Any freestanding items that are considered to be progression or useful
|
||||
will have a rainbow streak particle attached to them.
|
||||
Filler items will have a white glow attached to them instead.
|
||||
|
||||
## Which items can be in another player's world?
|
||||
|
||||
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit
|
||||
certain items to your own world.
|
||||
|
||||
## What does another world's item look like in A Hat in Time?
|
||||
|
||||
Items belonging to other worlds are represented by a badge with the Archipelago logo on it.
|
||||
|
||||
## When the player receives an item, what happens?
|
||||
|
||||
When the player receives an item, it will play the item collect effect and information about the item
|
||||
will be printed on the screen and in the in-game developer console.
|
||||
|
||||
## Is the DLC required to play A Hat in Time in Archipelago?
|
||||
|
||||
No, the DLC expansions are not required to play. Their content can be enabled through certain options
|
||||
that are disabled by default, but please don't turn them on if you don't own the respective DLC.
|
|
@ -0,0 +1,102 @@
|
|||
# Setup Guide for A Hat in Time in Archipelago
|
||||
|
||||
## Required Software
|
||||
- [Steam release of A Hat in Time](https://store.steampowered.com/app/253230/A_Hat_in_Time/)
|
||||
|
||||
- [Archipelago Workshop Mod for A Hat in Time](https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601)
|
||||
|
||||
|
||||
## Optional Software
|
||||
- [A Hat in Time Archipelago Map Tracker](https://github.com/Mysteryem/ahit-poptracker/releases), for use with [PopTracker](https://github.com/black-sliver/PopTracker/releases)
|
||||
|
||||
|
||||
## Instructions
|
||||
|
||||
1. Have Steam running. Open the Steam console with this link: [steam://open/console](steam://open/console)
|
||||
This may not work for some browsers. If that's the case, and you're on Windows, open the Run dialog using Win+R,
|
||||
paste the link into the box, and hit Enter.
|
||||
|
||||
|
||||
2. In the Steam console, enter the following command:
|
||||
`download_depot 253230 253232 7770543545116491859`. ***Wait for the console to say the download is finished!***
|
||||
This can take a while to finish (30+ minutes) depending on your connection speed, so please be patient. Additionally,
|
||||
**try to prevent your connection from being interrupted or slowed while Steam is downloading the depot,**
|
||||
or else the download may potentially become corrupted (see first FAQ issue below).
|
||||
|
||||
|
||||
3. Once the download finishes, go to `steamapps/content/app_253230` in Steam's program folder.
|
||||
|
||||
|
||||
4. There should be a folder named `depot_253232`. Rename it to HatinTime_AP and move it to your `steamapps/common` folder.
|
||||
|
||||
|
||||
5. In the HatinTime_AP folder, navigate to `Binaries/Win64` and create a new file: `steam_appid.txt`.
|
||||
In this new text file, input the number **253230** on the first line.
|
||||
|
||||
|
||||
6. Create a shortcut of `HatinTimeGame.exe` from that folder and move it to wherever you'd like.
|
||||
You will use this shortcut to open the Archipelago-compatible version of A Hat in Time.
|
||||
|
||||
|
||||
7. Start up the game using your new shortcut. To confirm if you are on the correct version,
|
||||
go to Settings -> Game Settings. If you don't see an option labelled ***Live Game Events*** you should be running
|
||||
the correct version of the game. In Game Settings, make sure ***Enable Developer Console*** is checked.
|
||||
|
||||
|
||||
## Connecting to the Archipelago server
|
||||
|
||||
To connect to the multiworld server, simply run the **ArchipelagoAHITClient**
|
||||
(or run it from the Launcher if you have the apworld installed) and connect it to the Archipelago server.
|
||||
The game will connect to the client automatically when you create a new save file.
|
||||
|
||||
|
||||
## Console Commands
|
||||
|
||||
Commands will not work on the title screen, you must be in-game to use them. To use console commands,
|
||||
make sure ***Enable Developer Console*** is checked in Game Settings and press the tilde key or TAB while in-game.
|
||||
|
||||
`ap_say <message>` - Send a chat message to the server. Supports commands, such as `!hint` or `!release`.
|
||||
|
||||
`ap_deathlink` - Toggle Death Link.
|
||||
|
||||
|
||||
## FAQ/Common Issues
|
||||
### I followed the setup, but I receive an odd error message upon starting the game or creating a save file!
|
||||
If you receive an error message such as
|
||||
**"Failed to find default engine .ini to retrieve My Documents subdirectory to use. Force quitting."** or
|
||||
**"Failed to load map "hub_spaceship"** after booting up the game or creating a save file respectively, then the depot
|
||||
download was likely corrupted. The only way to fix this is to start the entire download all over again.
|
||||
Unfortunately, this appears to be an underlying issue with Steam's depot downloader. The only way to really prevent this
|
||||
from happening is to ensure that your connection is not interrupted or slowed while downloading.
|
||||
|
||||
### The game keeps crashing on startup after the splash screen!
|
||||
This issue is unfortunately very hard to fix, and the underlying cause is not known. If it does happen however,
|
||||
try the following:
|
||||
|
||||
- Close Steam **entirely**.
|
||||
- Open the downpatched version of the game (with Steam closed) and allow it to load to the titlescreen.
|
||||
- Close the game, and then open Steam again.
|
||||
- After launching the game, the issue should hopefully disappear. If not, repeat the above steps until it does.
|
||||
|
||||
### I followed the setup, but "Live Game Events" still shows up in the options menu!
|
||||
The most common cause of this is the `steam_appid.txt` file. If you're on Windows 10, file extensions are hidden by
|
||||
default (thanks Microsoft). You likely made the mistake of still naming the file `steam_appid.txt`, which, since file
|
||||
extensions are hidden, would result in the file being named `steam_appid.txt.txt`, which is incorrect.
|
||||
To show file extensions in Windows 10, open any folder, click the View tab at the top, and check
|
||||
"File name extensions". Then you can correct the name of the file. If the name of the file is correct,
|
||||
and you're still running into the issue, re-read the setup guide again in case you missed a step.
|
||||
If you still can't get it to work, ask for help in the Discord thread.
|
||||
|
||||
### The game is running on the older version, but it's not connecting when starting a new save!
|
||||
For unknown reasons, the mod will randomly disable itself in the mod menu. To fix this, go to the Mods menu
|
||||
(rocket icon) in-game, and re-enable the mod.
|
||||
|
||||
### Why do relics disappear from the stands in the Spaceship after they're completed?
|
||||
This is intentional behaviour. Because of how randomizer logic works, there is no way to predict the order that
|
||||
a player will place their relics. Since there are a limited amount of relic stands in the Spaceship, relics are removed
|
||||
after being completed to allow for the placement of more relics without being potentially locked out.
|
||||
The level that the relic set unlocked will stay unlocked.
|
||||
|
||||
### When I start a new save file, the intro cinematic doesn't get skipped, Hat Kid's body is missing and the mod doesn't work!
|
||||
There is a bug on older versions of A Hat in Time that causes save file creation to fail to work properly
|
||||
if you have too many save files. Delete them and it should fix the problem.
|
|
@ -0,0 +1,5 @@
|
|||
from test.bases import WorldTestBase
|
||||
|
||||
|
||||
class HatInTimeTestBase(WorldTestBase):
|
||||
game = "A Hat in Time"
|
|
@ -0,0 +1,31 @@
|
|||
from ..Regions import act_chapters
|
||||
from ..Rules import act_connections
|
||||
from . import HatInTimeTestBase
|
||||
|
||||
|
||||
class TestActs(HatInTimeTestBase):
|
||||
run_default_tests = False
|
||||
|
||||
options = {
|
||||
"ActRandomizer": 2,
|
||||
"EnableDLC1": 1,
|
||||
"EnableDLC2": 1,
|
||||
"ShuffleActContracts": 0,
|
||||
}
|
||||
|
||||
def test_act_shuffle(self):
|
||||
for i in range(300):
|
||||
self.world_setup()
|
||||
self.collect_all_but([""])
|
||||
|
||||
for name in act_chapters.keys():
|
||||
region = self.multiworld.get_region(name, 1)
|
||||
for entrance in region.entrances:
|
||||
if entrance.name in act_connections.keys():
|
||||
continue
|
||||
|
||||
self.assertTrue(self.can_reach_entrance(entrance.name),
|
||||
f"Can't reach {name} from {entrance}\n"
|
||||
f"{entrance.parent_region.entrances[0]} -> {entrance.parent_region} "
|
||||
f"-> {entrance} -> {name}"
|
||||
f" (expected method of access)")
|
Loading…
Reference in New Issue