# Copyright (c) 2022 FelicitusNeko # # This software is released under the MIT License. # https://opensource.org/licenses/MIT from BaseClasses import Item, MultiWorld, Tutorial from Fill import fill_restrictive from .Items import item_table, item_groups, MeritousItem from .Locations import location_table, MeritousLocation from .Options import meritous_options, cost_scales from .Regions import create_regions from .Rules import set_rules from ..AutoWorld import World, WebWorld client_version = 1 class MeritousWeb(WebWorld): tutorials = [Tutorial( "Meritous Setup Guide", "A guide to setting up the Archipelago Meritous software on your computer.", "English", "setup_en.md", "setup/en", ["KewlioMZX"] )] theme = "ice" bug_report_page = "https://github.com/FelicitusNeko/meritous-ap/issues" class MeritousWorld(World): """ Meritous Gaiden is a procedurally generated bullet-hell dungeon crawl game. Five generations after the Orcus Dome incident, strange experiments conducted in a new structure on the moon are tearing at the very fabric of reality... """ game: str = "Meritous" topology_present: False web = MeritousWeb() item_name_to_id = item_table location_name_to_id = location_table item_name_groups = item_groups data_version = 2 # NOTE: Remember to change this before this game goes live required_client_version = (0, 2, 4) option_definitions = meritous_options def __init__(self, world: MultiWorld, player: int): super(MeritousWorld, self).__init__(world, player) self.goal = 0 self.include_evolution_traps = False self.include_psi_keys = False self.item_cache_cost = 0 self.death_link = False @staticmethod def _is_progression(name): return "PSI Key" in name or name in [ "Cursed Seal", "Agate Knife", "Dodge Enhancer", "Shield Boost", "Metabolism", "Circuit Booster" ] def create_item(self, name: str) -> Item: return MeritousItem(name, self._is_progression( name), item_table[name], self.player) def create_event(self, event: str): event = MeritousItem(event, True, None, self.player) event.type = "Victory" return event def _create_item_in_quantities(self, name: str, qty: int) -> [Item]: return [self.create_item(name) for _ in range(0, qty)] def _make_crystals(self, qty: int) -> [MeritousItem]: crystal_pool = [] for _ in range(0, qty): crystal_pool.append(self.create_filler()) return crystal_pool def get_filler_item_name(self) -> str: rand_crystals = self.multiworld.random.randrange(0, 32) if rand_crystals < 16: return "Crystals x500" elif rand_crystals < 28: return "Crystals x1000" else: return "Crystals x2000" def generate_early(self): self.goal = self.multiworld.goal[self.player].value self.include_evolution_traps = self.multiworld.include_evolution_traps[self.player].value self.include_psi_keys = self.multiworld.include_psi_keys[self.player].value self.item_cache_cost = self.multiworld.item_cache_cost[self.player].value self.death_link = self.multiworld.death_link[self.player].value def create_regions(self): create_regions(self.multiworld, self.player) def create_items(self): frequencies = [0, # Nothing [0] 25, 23, 22, # PSI Enhancements [1-3] 1, 1, 1, 1, 1, 1, 1, 1, 1, # Artifacts [4-12] 1, 1, 1, # PSI Keys [13-15] 0, 0, # Seal & Knife [16-17] 3] # Traps [18] location_count = len(location_table) - 2 item_pool = [] if not self.include_psi_keys: location_count -= 3 for i in range(3): frequencies[i - 6] = 0 if not self.include_evolution_traps: frequencies[-1] = 0 location_count -= 3 for i, name in enumerate(item_table): if i < len(frequencies): item_pool += self._create_item_in_quantities( name, frequencies[i]) if len(item_pool) < location_count: item_pool += self._make_crystals(location_count - len(item_pool)) self.multiworld.itempool += item_pool def set_rules(self): set_rules(self.multiworld, self.player) def generate_basic(self): self.multiworld.get_location("Place of Power", self.player).place_locked_item( self.create_item("Cursed Seal")) self.multiworld.get_location("The Last Place You'll Look", self.player).place_locked_item( self.create_item("Agate Knife")) self.multiworld.get_location("Wervyn Anixil", self.player).place_locked_item( self.create_event("Victory")) self.multiworld.get_location("Wervyn Anixil?", self.player).place_locked_item( self.create_event("Full Victory")) for boss in ["Meridian", "Ataraxia", "Merodach"]: self.multiworld.get_location(f"{boss} Defeat", self.player).place_locked_item( self.create_event(f"{boss} Defeated")) if not self.include_psi_keys: psi_keys = [] psi_key_storage = [] for i in range(0, 3): psi_keys += [self.create_item(f"PSI Key {i + 1}")] psi_key_storage += [self.multiworld.get_location( f"PSI Key Storage {i + 1}", self.player)] fill_restrictive(self.multiworld, self.multiworld.get_all_state( False), psi_key_storage, psi_keys) if not self.include_evolution_traps: for boss in ["Meridian", "Ataraxia", "Merodach"]: self.multiworld.get_location(boss, self.player).place_locked_item( self.create_item("Evolution Trap")) if self.goal == 0: self.multiworld.completion_condition[self.player] = lambda state: state.has_any( ["Victory", "Full Victory"], self.player) else: self.multiworld.completion_condition[self.player] = lambda state: state.has( "Full Victory", self.player) def fill_slot_data(self) -> dict: return { "goal": self.goal, "cost_scale": cost_scales[self.item_cache_cost], "death_link": self.death_link }