import os import typing import math from BaseClasses import Item, MultiWorld, Tutorial from .Items import SA2BItem, ItemData, item_table, upgrades_table from .Locations import SA2BLocation, all_locations, setup_locations from .Options import sa2b_options from .Regions import create_regions, shuffleable_regions, connect_regions, LevelGate, gate_0_whitelist_regions, \ gate_0_blacklist_regions from .Rules import set_rules from .Names import ItemName, LocationName from ..AutoWorld import WebWorld, World import Patch class SA2BWeb(WebWorld): theme = "partyTime" setup_en = Tutorial( "Multiworld Setup Guide", "A guide to setting up the Sonic Adventure 2: Battle randomizer connected to an Archipelago Multiworld.", "English", "setup_en.md", "setup/en", ["RaspberrySpaceJam", "PoryGone"] ) tutorials = [setup_en] def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, world: MultiWorld): blacklist_level_count = 0 for i in range(gate_0_range): if shuffled_levels[i] in gate_0_blacklist_regions: blacklist_level_count += 1 if blacklist_level_count == gate_0_range: index_to_swap = world.random.randint(0, gate_0_range) for i in range(len(shuffled_levels)): if shuffled_levels[i] in gate_0_whitelist_regions: shuffled_levels[i], shuffled_levels[index_to_swap] = shuffled_levels[index_to_swap], shuffled_levels[i] break class SA2BWorld(World): """ Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rogue, and Eggman across 31 stages and prevent the destruction of the earth. """ game: str = "Sonic Adventure 2 Battle" options = sa2b_options topology_present = False data_version = 1 item_name_to_id = {name: data.code for name, data in item_table.items()} location_name_to_id = all_locations music_map: typing.Dict[int, int] emblems_for_cannons_core: int region_emblem_map: typing.Dict[int, int] web = SA2BWeb() def _get_slot_data(self): return { "ModVersion": 100, "MusicMap": self.music_map, "MusicShuffle": self.world.music_shuffle[self.player].value, "DeathLink": self.world.death_link[self.player].value, "IncludeMissions": self.world.include_missions[self.player].value, "EmblemPercentageForCannonsCore": self.world.emblem_percentage_for_cannons_core[self.player].value, "NumberOfLevelGates": self.world.number_of_level_gates[self.player].value, "LevelGateDistribution": self.world.level_gate_distribution[self.player].value, "EmblemsForCannonsCore": self.emblems_for_cannons_core, "RegionEmblemMap": self.region_emblem_map, } def _create_items(self, name: str): data = item_table[name] return [self.create_item(name)] * data.quantity def fill_slot_data(self) -> dict: slot_data = self._get_slot_data() slot_data["MusicMap"] = self.music_map for option_name in sa2b_options: option = getattr(self.world, option_name)[self.player] slot_data[option_name] = option.value return slot_data def get_levels_per_gate(self) -> list: levels_per_gate = list() max_gate_index = self.world.number_of_level_gates[self.player] average_level_count = 30 / (max_gate_index + 1) levels_added = 0 for i in range(max_gate_index + 1): levels_per_gate.append(average_level_count) levels_added += average_level_count additional_count_iterator = 0 while levels_added < 30: levels_per_gate[additional_count_iterator] += 1 levels_added += 1 additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index if self.world.level_gate_distribution[self.player] == 0 or self.world.level_gate_distribution[self.player] == 2: early_distribution = self.world.level_gate_distribution[self.player] == 0 levels_to_distribute = 5 gate_index_offset = 0 while levels_to_distribute > 0: if levels_per_gate[0 + gate_index_offset] == 1 or \ levels_per_gate[max_gate_index - gate_index_offset] == 1: break if early_distribution: levels_per_gate[0 + gate_index_offset] += 1 levels_per_gate[max_gate_index - gate_index_offset] -= 1 else: levels_per_gate[0 + gate_index_offset] -= 1 levels_per_gate[max_gate_index - gate_index_offset] += 1 gate_index_offset += 1 if gate_index_offset > math.floor(max_gate_index / 2): gate_index_offset = 0 levels_to_distribute -= 1 return levels_per_gate def generate_basic(self): self.world.get_location(LocationName.biolizard, self.player).place_locked_item(self.create_item(ItemName.maria)) itempool: typing.List[SA2BItem] = [] # First Missions total_required_locations = 31 # Mission Locations total_required_locations *= self.world.include_missions[self.player].value # Upgrades total_required_locations += 28 # Fill item pool with all required items for item in {**upgrades_table}: itempool += self._create_items(item) total_emblem_count = total_required_locations - len(itempool) # itempool += [self.create_item(ItemName.emblem)] * total_emblem_count self.emblems_for_cannons_core = math.floor( total_emblem_count * (self.world.emblem_percentage_for_cannons_core[self.player].value / 100.0)) shuffled_region_list = list(range(30)) emblem_requirement_list = list() self.world.random.shuffle(shuffled_region_list) levels_per_gate = self.get_levels_per_gate() check_for_impossible_shuffle(shuffled_region_list, math.ceil(levels_per_gate[0]), self.world) levels_added_to_gate = 0 total_levels_added = 0 current_gate = 0 current_gate_emblems = 0 gates = list() gates.append(LevelGate(0)) for i in range(30): gates[current_gate].gate_levels.append(shuffled_region_list[i]) emblem_requirement_list.append(current_gate_emblems) levels_added_to_gate += 1 total_levels_added += 1 if levels_added_to_gate >= levels_per_gate[current_gate]: current_gate += 1 if current_gate > self.world.number_of_level_gates[self.player].value: current_gate = self.world.number_of_level_gates[self.player].value else: current_gate_emblems = max( math.floor(total_emblem_count * math.pow(total_levels_added / 30.0, 2.0)), current_gate) gates.append(LevelGate(current_gate_emblems)) levels_added_to_gate = 0 self.region_emblem_map = dict(zip(shuffled_region_list, emblem_requirement_list)) connect_regions(self.world, self.player, gates, self.emblems_for_cannons_core) max_required_emblems = max(max(emblem_requirement_list), self.emblems_for_cannons_core) itempool += [self.create_item(ItemName.emblem)] * max_required_emblems itempool += [self.create_item(ItemName.emblem, True)] * (total_emblem_count - max_required_emblems) self.world.itempool += itempool if self.world.music_shuffle[self.player] == "levels": musiclist_o = list(range(0, 47)) musiclist_s = musiclist_o.copy() self.world.random.shuffle(musiclist_s) self.music_map = dict(zip(musiclist_o, musiclist_s)) elif self.world.music_shuffle[self.player] == "full": musiclist_o = list(range(0, 78)) musiclist_s = musiclist_o.copy() self.world.random.shuffle(musiclist_s) self.music_map = dict(zip(musiclist_o, musiclist_s)) else: self.music_map = dict() def create_regions(self): location_table = setup_locations(self.world, self.player) create_regions(self.world, self.player, location_table) def create_item(self, name: str, force_non_progression=False) -> Item: data = item_table[name] created_item = SA2BItem(name, data.progression, data.code, self.player) if name == ItemName.emblem: created_item.skip_in_prog_balancing = True if force_non_progression: created_item.advancement = False return created_item def set_rules(self): set_rules(self.world, self.player) @classmethod def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations): if world.get_game_players("Sonic Adventure 2 Battle"): progitempool.sort( key=lambda item: 0 if (item.name != 'Emblem') else 1)