from random import Random from .Items import MinecraftItem, item_table, item_frequencies from .Locations import exclusion_table, events_table from .Regions import link_minecraft_structures from .Rules import set_rules from BaseClasses import Region, Entrance, Location, MultiWorld, Item from Options import minecraft_options client_version = (0, 3) def get_mc_data(world: MultiWorld, player: int): exits = ["Overworld Structure 1", "Overworld Structure 2", "Nether Structure 1", "Nether Structure 2", "The End Structure"] return { 'world_seed': Random(world.rom_seeds[player]).getrandbits(32), # consistent and doesn't interfere with other generation 'seed_name': world.seed_name, 'player_name': world.get_player_names(player), 'player_id': player, 'client_version': client_version, 'structures': {exit: world.get_entrance(exit, player).connected_region.name for exit in exits} } def generate_mc_data(world: MultiWorld, player: int): import base64, json from Utils import output_path data = get_mc_data(world, player) filename = f"AP_{world.seed_name}_P{player}_{world.get_player_names(player)}.apmc" with open(output_path(filename), 'wb') as f: f.write(base64.b64encode(bytes(json.dumps(data), 'utf-8'))) def fill_minecraft_slot_data(world: MultiWorld, player: int): slot_data = get_mc_data(world, player) for option_name in minecraft_options: option = getattr(world, option_name)[player] slot_data[option_name] = int(option.value) return slot_data # Generates the item pool given the table and frequencies in Items.py. def minecraft_gen_item_pool(world: MultiWorld, player: int): pool = [] for item_name, item_data in item_table.items(): for count in range(item_frequencies.get(item_name, 1)): pool.append(MinecraftItem(item_name, item_data.progression, item_data.code, player)) prefill_pool = {} prefill_pool.update(events_table) exclusion_pools = ['hard', 'insane', 'postgame'] for key in exclusion_pools: if not getattr(world, f"include_{key}_advancements")[player]: prefill_pool.update(exclusion_table[key]) for loc_name, item_name in prefill_pool.items(): item_data = item_table[item_name] location = world.get_location(loc_name, player) item = MinecraftItem(item_name, item_data.progression, item_data.code, player) world.push_item(location, item, collect=False) pool.remove(item) location.event = item_data.progression location.locked = True world.itempool += pool # Generate Minecraft world. def gen_minecraft(world: MultiWorld, player: int): link_minecraft_structures(world, player) minecraft_gen_item_pool(world, player) set_rules(world, player)