from typing import Dict, List, Set from BaseClasses import Item, MultiWorld from ..AutoWorld import World from .LogicMixin import TimespinnerLogic from .Items import item_table, starter_melee_weapons, starter_spells, starter_progression_items, filler_items from .Locations import get_locations, starter_progression_locations, EventId from .Regions import create_regions from .Options import is_option_enabled, timespinner_options from .PyramidKeys import get_pyramid_keys_unlock class TimespinnerWorld(World): options = timespinner_options game = "Timespinner" topology_present = True data_version = 1 hidden = True item_name_to_id = {name: data.code for name, data in item_table.items()} location_name_to_id = {location.name: location.code for location in get_locations(None, None)} locked_locations: Dict[int, List[str]] = {} pyramid_keys_unlock: Dict[int, str] = {} def generate_early(self): self.locked_locations[self.player] = [] self.pyramid_keys_unlock[self.player] = get_pyramid_keys_unlock(self.world, self.player) self.item_name_groups = get_item_name_groups() def create_regions(self): create_regions(self.world, self.player, get_locations(self.world, self.player), self.pyramid_keys_unlock[self.player]) def create_item(self, name: str) -> Item: return create_item(name, self.player) def set_rules(self): setup_events(self.world, self.player, self.locked_locations[self.player]) self.world.completion_condition[self.player] = lambda state: state.has('Killed Nightmare', self.player) def generate_basic(self): excluded_items = get_excluded_items_based_on_options(self.world, self.player) assign_starter_items(self.world, self.player, excluded_items, self.locked_locations[self.player]) if not is_option_enabled(self.world, self.player, "QuickSeed") or \ not is_option_enabled(self.world, self.player, "Inverted"): place_first_progression_item(self.world, self.player, excluded_items, self.locked_locations[self.player]) pool = get_item_pool(self.world, self.player, excluded_items) fill_item_pool_with_dummy_items(self.world, self.player, self.locked_locations[self.player], pool) self.world.itempool += pool def fill_slot_data(self) -> Dict: slot_data = {} for option_name in timespinner_options: option = getattr(self.world, option_name)[self.player] slot_data[option_name] = int(option.value) slot_data["StinkyMaw"] = 1 slot_data["ProgressiveVerticalMovement"] = 0 slot_data["ProgressiveKeycards"] = 0 slot_data["PyramidKeysGate"] = self.pyramid_keys_unlock[self.player] return slot_data def create_item(name: str, player: int) -> Item: data = item_table[name] return Item(name, data.progression, data.code, player) def get_excluded_items_based_on_options(world: MultiWorld, player: int) -> List[str]: excluded_items = [] if is_option_enabled(world, player, "StartWithJewelryBox"): excluded_items.append('Jewelry Box') if is_option_enabled(world, player, "StartWithMeyef"): excluded_items.append('Meyef') if is_option_enabled(world, player, "QuickSeed"): excluded_items.append('Talaria Attachment') return excluded_items def assign_starter_items(world: MultiWorld, player: int, excluded_items: List[str], locked_locations: List[str]): melee_weapon = world.random.choice(starter_melee_weapons) spell = world.random.choice(starter_spells) excluded_items.append(melee_weapon) excluded_items.append(spell) melee_weapon_item = create_item(melee_weapon, player) spell_item = create_item(spell, player) world.get_location('Yo Momma 1', player).place_locked_item(melee_weapon_item) world.get_location('Yo Momma 2', player).place_locked_item(spell_item) locked_locations.append('Yo Momma 1') locked_locations.append('Yo Momma 2') def get_item_pool(world: MultiWorld, player: int, excluded_items: List[str]) -> List[Item]: pool = [] for name, data in item_table.items(): if not name in excluded_items: for _ in range(data.count): item = update_progressive_state_based_flags(world, player, name, create_item(name, player)) pool.append(item) return pool def fill_item_pool_with_dummy_items(world: MultiWorld, player: int, locked_locations: List[str], pool: List[Item]): for _ in range(len(get_locations(world, player)) - len(locked_locations) - len(pool)): item = create_item(world.random.choice(filler_items), player) pool.append(item) def place_first_progression_item(world: MultiWorld, player: int, excluded_items: List[str], locked_locations: List[str]): progression_item = world.random.choice(starter_progression_items) location = world.random.choice(starter_progression_locations) excluded_items.append(progression_item) locked_locations.append(location) item = create_item(progression_item, player) world.get_location(location, player).place_locked_item(item) def update_progressive_state_based_flags(world: MultiWorld, player: int, name: str, data: Item) -> Item: if not data.advancement: return data if (name == 'Tablet' or name == 'Library Keycard V') and not is_option_enabled(world, player, "DownloadableItems"): data.advancement = False if name == 'Oculus Ring' and not is_option_enabled(world, player, "FacebookMode"): data.advancement = False return data def setup_events(world: MultiWorld, player: int, locked_locations: List[str]): for location in get_locations(world, player): if location.code == EventId: location = world.get_location(location.name, player) item = Item(location.name, True, EventId, player) locked_locations.append(location.name) location.place_locked_item(item) def get_item_name_groups() -> Dict[str, Set[str]]: groups: Dict[str, Set[str]] = {} for name, data in item_table.items(): groups.setdefault(data.category, set()).add(name) return groups