from typing import Dict from BaseClasses import Item, Location, MultiWorld from .Items import ItemData, FF1Items, FF1_STARTER_ITEMS, FF1_PROGRESSION_LIST, FF1_BRIDGE from .Locations import EventId, FF1Locations, generate_rule, CHAOS_TERMINATED_EVENT from .Options import ff1_options from ..AutoWorld import World class FF1World(World): """ Final Fantasy 1, originally released on the NES on 1987, is the game that started the beloved, long running series. The randomizer takes the original 8-bit Final Fantasy game for NES (USA edition) and allows you to shuffle important aspects like the location of key items, the difficulty of monsters and fiends, and even the location of towns and dungeons. Part puzzle and part speed-run, it breathes new life into one of the most influential games ever made. """ options = ff1_options game = "Final Fantasy" topology_present = False remote_items = True data_version = 1 remote_start_inventory = True ff1_items = FF1Items() ff1_locations = FF1Locations() item_name_groups = ff1_items.get_item_names_per_category() item_name_to_id = ff1_items.get_item_name_to_code_dict() location_name_to_id = ff1_locations.get_location_name_to_address_dict() def __init__(self, world: MultiWorld, player: int): super().__init__(world, player) self.locked_items = [] self.locked_locations = [] def generate_early(self): return def create_regions(self): locations = get_options(self.world, 'locations', self.player) rules = get_options(self.world, 'rules', self.player) menu_region = self.ff1_locations.create_menu_region(self.player, locations, rules) terminated_event = Location(self.player, CHAOS_TERMINATED_EVENT, EventId, menu_region) terminated_item = Item(CHAOS_TERMINATED_EVENT, True, EventId, self.player) terminated_event.place_locked_item(terminated_item) items = get_options(self.world, 'items', self.player) goal_rule = generate_rule([[name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard"]], self.player) if "Shard" in items.keys(): def goal_rule_and_shards(state): return goal_rule(state) and state.has("Shard", self.player, 32) terminated_event.access_rule = goal_rule_and_shards menu_region.locations.append(terminated_event) self.world.regions += [menu_region] def create_item(self, name: str) -> Item: return self.ff1_items.generate_item(name, self.player) def set_rules(self): self.world.completion_condition[self.player] = lambda state: state.has(CHAOS_TERMINATED_EVENT, self.player) def generate_basic(self): items = get_options(self.world, 'items', self.player) if FF1_BRIDGE in items.keys(): self._place_locked_item_in_sphere0(FF1_BRIDGE) if items: possible_early_items = [name for name in FF1_STARTER_ITEMS if name in items.keys()] if possible_early_items: progression_item = self.world.random.choice(possible_early_items) self._place_locked_item_in_sphere0(progression_item) items = [self.create_item(name) for name, data in items.items() for x in range(data['count']) if name not in self.locked_items] self.world.itempool += items def _place_locked_item_in_sphere0(self, progression_item: str): if progression_item: rules = get_options(self.world, 'rules', self.player) sphere_0_locations = [name for name, rules in rules.items() if rules and len(rules[0]) == 0 and name not in self.locked_locations] if sphere_0_locations: initial_location = self.world.random.choice(sphere_0_locations) locked_location = self.world.get_location(initial_location, self.player) locked_location.place_locked_item(self.create_item(progression_item)) self.locked_items.append(progression_item) self.locked_locations.append(locked_location.name) def fill_slot_data(self) -> Dict[str, object]: slot_data: Dict[str, object] = {} return slot_data def get_options(world: MultiWorld, name: str, player: int): return getattr(world, name, None)[player].value