import string from BaseClasses import Item, MultiWorld, Region, Location, Entrance from .Items import item_table, item_pool, event_item_pairs from .Locations import location_table from .Regions import create_regions from .Rules import set_rules from ..AutoWorld import World from .Options import spire_options class SpireWorld(World): options = spire_options game = "Slay the Spire" topology_present = False data_version = 1 item_name_to_id = {name: data.code for name, data in item_table.items()} location_name_to_id = location_table forced_auto_forfeit = True def _get_slot_data(self): return { 'seed': "".join(self.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)), 'character': self.world.character[self.player], 'ascension': self.world.ascension[self.player], 'heart_run': self.world.heart_run[self.player] } def generate_basic(self): # Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool pool = [] for name, data in item_table.items(): if not data.event: if name in item_pool: card_draw = 0 for amount in range(item_pool[name]): item = SpireItem(name, self.player) # This feels wrong but it makes our failure rate drop dramatically # makes all but 7 basic card draws trash fill if item.name == "Card Draw": card_draw += 1 if card_draw > 7: item.advancement = False pool.append(item) else: item = SpireItem(name, self.player) pool.append(item) self.world.itempool += pool # Pair up our event locations with our event items for event, item in event_item_pairs.items(): event_item = SpireItem(item, self.player) self.world.get_location(event, self.player).place_locked_item(event_item) if self.world.logic[self.player] != 'no logic': self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player) def set_rules(self): set_rules(self.world, self.player) def create_item(self, name: str) -> Item: item_data = item_table[name] return Item(name, item_data.progression, item_data.code, self.player) def create_regions(self): create_regions(self.world, self.player) def fill_slot_data(self) -> dict: slot_data = self._get_slot_data() for option_name in spire_options: option = getattr(self.world, option_name)[self.player] slot_data[option_name] = int(option.value) return slot_data def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None): ret = Region(name, None, name, player) ret.world = world if locations: for location in locations: loc_id = location_table.get(location, 0) location = SpireLocation(player, location, loc_id, ret) ret.locations.append(location) if exits: for exit in exits: ret.exits.append(Entrance(player, exit, ret)) return ret class SpireLocation(Location): game: str = "Slay the Spire" def __init__(self, player: int, name: str, address=None, parent=None): super(SpireLocation, self).__init__(player, name, address, parent) if address is None: self.event = True self.locked = True class SpireItem(Item): game = "Slay the Spire" def __init__(self, name, player: int = None): item_data = item_table[name] super(SpireItem, self).__init__(name, item_data.progression, item_data.code, player)