import logging from typing import Any, Dict, List, Optional from BaseClasses import CollectionState, Item, ItemClassification, Tutorial from worlds.AutoWorld import WebWorld, World from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS from .options import Goal, Logic, MessengerOptions, NotesNeeded, PowerSeals from .regions import MEGA_SHARDS, REGIONS, REGION_CONNECTIONS, SEALS from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules from .shop import FIGURINES, SHOP_ITEMS, shuffle_shop_prices from .subclasses import MessengerItem, MessengerRegion class MessengerWeb(WebWorld): theme = "ocean" bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues" tut_en = Tutorial( "Multiworld Setup Tutorial", "A guide to setting up The Messenger randomizer on your computer.", "English", "setup_en.md", "setup/en", ["alwaysintreble"], ) tutorials = [tut_en] class MessengerWorld(World): """ As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling adventure full of thrills, surprises, and humor. """ game = "The Messenger" item_name_groups = { "Notes": set(NOTES), "Keys": set(NOTES), "Crest": {"Sun Crest", "Moon Crest"}, "Phobe": set(PHOBEKINS), "Phobekin": set(PHOBEKINS), } options_dataclass = MessengerOptions options: MessengerOptions base_offset = 0xADD_000 item_name_to_id = {item: item_id for item_id, item in enumerate(ALL_ITEMS, base_offset)} location_name_to_id = {location: location_id for location_id, location in enumerate([ *ALWAYS_LOCATIONS, *[seal for seals in SEALS.values() for seal in seals], *[shard for shards in MEGA_SHARDS.values() for shard in shards], *BOSS_LOCATIONS, *[f"The Shop - {shop_loc}" for shop_loc in SHOP_ITEMS], *FIGURINES, "Money Wrench", ], base_offset)} data_version = 3 required_client_version = (0, 4, 0) web = MessengerWeb() total_seals: int = 0 required_seals: int = 0 total_shards: int = 0 shop_prices: Dict[str, int] figurine_prices: Dict[str, int] _filler_items: List[str] def generate_early(self) -> None: if self.options.goal == Goal.option_power_seal_hunt: self.options.shuffle_seals.value = PowerSeals.option_true self.total_seals = self.options.total_seals.value self.shop_prices, self.figurine_prices = shuffle_shop_prices(self) def create_regions(self) -> None: self.multiworld.regions += [MessengerRegion(reg_name, self) for reg_name in REGIONS] def create_items(self) -> None: # create items that are always in the item pool itempool: List[MessengerItem] = [ self.create_item(item) for item in self.item_name_to_id if item not in { "Power Seal", *NOTES, *FIGURINES, *{collected_item.name for collected_item in self.multiworld.precollected_items[self.player]}, } and "Time Shard" not in item ] if self.options.goal == Goal.option_open_music_box: # make a list of all notes except those in the player's defined starting inventory, and adjust the # amount we need to put in the itempool and precollect based on that notes = [note for note in NOTES if note not in self.multiworld.precollected_items[self.player]] self.random.shuffle(notes) precollected_notes_amount = NotesNeeded.range_end - \ self.options.notes_needed - \ (len(NOTES) - len(notes)) if precollected_notes_amount: for note in notes[:precollected_notes_amount]: self.multiworld.push_precollected(self.create_item(note)) notes = notes[precollected_notes_amount:] itempool += [self.create_item(note) for note in notes] elif self.options.goal == Goal.option_power_seal_hunt: total_seals = min(len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool), self.options.total_seals.value) if total_seals < self.total_seals: logging.warning(f"Not enough locations for total seals setting " f"({self.options.total_seals}). Adjusting to {total_seals}") self.total_seals = total_seals self.required_seals = int(self.options.percent_seals_required.value / 100 * self.total_seals) seals = [self.create_item("Power Seal") for _ in range(self.total_seals)] for i in range(self.required_seals): seals[i].classification = ItemClassification.progression_skip_balancing itempool += seals remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool) if remaining_fill < 10: self._filler_items = self.random.choices( list(FILLER)[2:], weights=list(FILLER.values())[2:], k=remaining_fill ) itempool += [self.create_filler() for _ in range(remaining_fill)] self.multiworld.itempool += itempool def set_rules(self) -> None: for reg_name, connections in REGION_CONNECTIONS.items(): self.multiworld.get_region(reg_name, self.player).add_exits(connections) logic = self.options.logic_level if logic == Logic.option_normal: MessengerRules(self).set_messenger_rules() elif logic == Logic.option_hard: MessengerHardRules(self).set_messenger_rules() else: MessengerOOBRules(self).set_messenger_rules() def fill_slot_data(self) -> Dict[str, Any]: shop_prices = {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()} figure_prices = {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()} return { "deathlink": self.options.death_link.value, "goal": self.options.goal.current_key, "music_box": self.options.music_box.value, "required_seals": self.required_seals, "mega_shards": self.options.shuffle_shards.value, "logic": self.options.logic_level.current_key, "shop": shop_prices, "figures": figure_prices, "max_price": self.total_shards, } def get_filler_item_name(self) -> str: if not getattr(self, "_filler_items", None): self._filler_items = [name for name in self.random.choices( list(FILLER), weights=list(FILLER.values()), k=20 )] return self._filler_items.pop(0) def create_item(self, name: str) -> MessengerItem: item_id: Optional[int] = self.item_name_to_id.get(name, None) override_prog = getattr(self, "multiworld") is not None and \ name in {"Windmill Shuriken"} and \ self.options.logic_level > Logic.option_normal count = 0 if "Time Shard " in name: count = int(name.strip("Time Shard ()")) count = count if count >= 100 else 0 self.total_shards += count return MessengerItem(name, self.player, item_id, override_prog, count) def collect_item(self, state: "CollectionState", item: "Item", remove: bool = False) -> Optional[str]: if item.advancement and "Time Shard" in item.name: shard_count = int(item.name.strip("Time Shard ()")) if remove: shard_count = -shard_count state.prog_items["Shards", self.player] += shard_count return super().collect_item(state, item, remove)