from typing import Dict, List, Any from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification from worlds.generic.Rules import set_rule from . import Exits, Items, Locations, Rules from .Options import Hylics2Options from worlds.AutoWorld import WebWorld, World class Hylics2Web(WebWorld): theme = "ocean" tutorials = [Tutorial( "Multiworld Setup Guide", "A guide to settings up the Hylics 2 randomizer connected to an Archipelago Multiworld", "English", "setup_en.md", "setup/en", ["TRPG"] )] class Hylics2World(World): """ Hylics 2 is a surreal and unusual RPG, with a bizarre yet unique visual style. Play as Wayne, travel the world, and gather your allies to defeat the nefarious Gibby in his Hylemxylem! """ game: str = "Hylics 2" web = Hylics2Web() all_items = {**Items.item_table, **Items.gesture_item_table, **Items.party_item_table, **Items.medallion_item_table} all_locations = {**Locations.location_table, **Locations.tv_location_table, **Locations.party_location_table, **Locations.medallion_location_table} item_name_to_id = {data["name"]: item_id for item_id, data in all_items.items()} location_name_to_id = {data["name"]: loc_id for loc_id, data in all_locations.items()} options_dataclass = Hylics2Options options: Hylics2Options def set_rules(self): Rules.set_rules(self) def create_item(self, name: str) -> "Hylics2Item": item_id: int = self.item_name_to_id[name] return Hylics2Item(name, self.all_items[item_id]["classification"], item_id, player=self.player) def create_event(self, event: str): return Hylics2Item(event, ItemClassification.progression_skip_balancing, None, self.player) def create_items(self): # create item pool pool = [] # add regular items for item in Items.item_table.values(): if item["count"] > 0: for _ in range(item["count"]): pool.append(self.create_item(item["name"])) # add party members if option is enabled if self.options.party_shuffle: for item in Items.party_item_table.values(): pool.append(self.create_item(item["name"])) # handle gesture shuffle if not self.options.gesture_shuffle: # add gestures to pool like normal for item in Items.gesture_item_table.values(): pool.append(self.create_item(item["name"])) # add '10 Bones' items if medallion shuffle is enabled if self.options.medallion_shuffle: for item in Items.medallion_item_table.values(): for _ in range(item["count"]): pool.append(self.create_item(item["name"])) # add to world's pool self.multiworld.itempool += pool def pre_fill(self): # handle gesture shuffle options if self.options.gesture_shuffle == 2: # vanilla locations gestures = Items.gesture_item_table self.multiworld.get_location("Waynehouse: TV", self.player)\ .place_locked_item(self.create_item("POROMER BLEB")) self.multiworld.get_location("Afterlife: TV", self.player)\ .place_locked_item(self.create_item("TELEDENUDATE")) self.multiworld.get_location("New Muldul: TV", self.player)\ .place_locked_item(self.create_item("SOUL CRISPER")) self.multiworld.get_location("Viewax's Edifice: TV", self.player)\ .place_locked_item(self.create_item("TIME SIGIL")) self.multiworld.get_location("TV Island: TV", self.player)\ .place_locked_item(self.create_item("CHARGE UP")) self.multiworld.get_location("Juice Ranch: TV", self.player)\ .place_locked_item(self.create_item("FATE SANDBOX")) self.multiworld.get_location("Foglast: TV", self.player)\ .place_locked_item(self.create_item("LINK MOLLUSC")) self.multiworld.get_location("Drill Castle: TV", self.player)\ .place_locked_item(self.create_item("NEMATODE INTERFACE")) self.multiworld.get_location("Sage Airship: TV", self.player)\ .place_locked_item(self.create_item("BOMBO - GENESIS")) elif self.options.gesture_shuffle == 1: # TVs only gestures = [gesture["name"] for gesture in Items.gesture_item_table.values()] tvs = [tv["name"] for tv in Locations.tv_location_table.values()] # if Extra Items in Logic is enabled place CHARGE UP first and make sure it doesn't get # placed at Sage Airship: TV or Foglast: TV if self.options.extra_items_in_logic: tv = self.random.choice(tvs) while tv == "Sage Airship: TV" or tv == "Foglast: TV": tv = self.random.choice(tvs) self.multiworld.get_location(tv, self.player)\ .place_locked_item(self.create_item("CHARGE UP")) gestures.remove("CHARGE UP") tvs.remove(tv) self.random.shuffle(gestures) self.random.shuffle(tvs) while gestures: gesture = gestures.pop() tv = tvs.pop() self.get_location(tv).place_locked_item(self.create_item(gesture)) def fill_slot_data(self) -> Dict[str, Any]: slot_data: Dict[str, Any] = { "party_shuffle": self.options.party_shuffle.value, "medallion_shuffle": self.options.medallion_shuffle.value, "random_start": int(self.options.start_location != "waynehouse"), "start_location" : self.options.start_location.current_option_name, "death_link": self.options.death_link.value } return slot_data def create_regions(self) -> None: region_table: Dict[int, Region] = { 0: Region("Menu", self.player, self.multiworld), 1: Region("Afterlife", self.player, self.multiworld), 2: Region("Waynehouse", self.player, self.multiworld), 3: Region("World", self.player, self.multiworld), 4: Region("New Muldul", self.player, self.multiworld), 5: Region("New Muldul Vault", self.player, self.multiworld), 6: Region("Viewax", self.player, self.multiworld, "Viewax's Edifice"), 7: Region("Airship", self.player, self.multiworld), 8: Region("Arcade Island", self.player, self.multiworld), 9: Region("TV Island", self.player, self.multiworld), 10: Region("Juice Ranch", self.player, self.multiworld), 11: Region("Shield Facility", self.player, self.multiworld), 12: Region("Worm Pod", self.player, self.multiworld), 13: Region("Foglast", self.player, self.multiworld), 14: Region("Drill Castle", self.player, self.multiworld), 15: Region("Sage Labyrinth", self.player, self.multiworld), 16: Region("Sage Airship", self.player, self.multiworld), 17: Region("Hylemxylem", self.player, self.multiworld) } # create regions from table for i, reg in region_table.items(): self.multiworld.regions.append(reg) # get all exits per region for j, exits in Exits.region_exit_table.items(): if j == i: for k in exits: # create entrance and connect it to parent and destination regions ent = Entrance(self.player, f"{reg.name} {k}", reg) reg.exits.append(ent) if k == "New Game": if self.options.start_location == "waynehouse": ent.connect(region_table[2]) elif self.options.start_location == "viewaxs_edifice": ent.connect(region_table[6]) elif self.options.start_location == "tv_island": ent.connect(region_table[9]) elif self.options.start_location == "shield_facility": ent.connect(region_table[11]) else: for name, num in Exits.exit_lookup_table.items(): if k == name: ent.connect(region_table[num]) # add regular locations for i, data in Locations.location_table.items(): region_table[data["region"]].locations\ .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]])) for i, data in Locations.tv_location_table.items(): region_table[data["region"]].locations\ .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]])) # add party member locations if option is enabled if self.options.party_shuffle: for i, data in Locations.party_location_table.items(): region_table[data["region"]].locations\ .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]])) # add medallion locations if option is enabled if self.options.medallion_shuffle: for i, data in Locations.medallion_location_table.items(): region_table[data["region"]].locations\ .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]])) # create location for beating the game and place Victory event there loc = Location(self.player, "Defeat Gibby", None, self.multiworld.get_region("Hylemxylem", self.player)) loc.place_locked_item(self.create_event("Victory")) set_rule(loc, lambda state: ( state.has("UPPER CHAMBER KEY", self.player) and state.has("VESSEL ROOM KEY", self.player) )) self.multiworld.get_region("Hylemxylem", self.player).locations.append(loc) self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player) class Hylics2Location(Location): game: str = "Hylics 2" class Hylics2Item(Item): game: str = "Hylics 2"