from .Items import MinecraftItem, item_table, item_frequencies from .Locations import MinecraftAdvancement, advancement_table, exclusion_table, events_table from .Regions import mc_regions, link_minecraft_structures from .Rules import set_rules from BaseClasses import Region, Entrance from .Options import minecraft_options from ..AutoWorld import World client_version = (0, 4) class MinecraftWorld(World): game: str = "Minecraft" options = minecraft_options def _get_mc_data(self): exits = ["Overworld Structure 1", "Overworld Structure 2", "Nether Structure 1", "Nether Structure 2", "The End Structure"] return { 'world_seed': self.world.slot_seeds[self.player].getrandbits(32), # consistent and doesn't interfere with other generation 'seed_name': self.world.seed_name, 'player_name': self.world.get_player_names(self.player), 'player_id': self.player, 'client_version': client_version, 'structures': {exit: self.world.get_entrance(exit, self.player).connected_region.name for exit in exits} } def generate_basic(self): link_minecraft_structures(self.world, self.player) pool = [] pool_counts = item_frequencies.copy() if getattr(self.world, "bee_traps")[self.player]: pool_counts.update({"Rotten Flesh": 0, "Bee Trap (Minecraft)": 4}) for item_name, item_data in item_table.items(): for count in range(pool_counts.get(item_name, 1)): pool.append(MinecraftItem(item_name, item_data.progression, item_data.code, self.player)) prefill_pool = {} prefill_pool.update(events_table) exclusion_pools = ['hard', 'insane', 'postgame'] for key in exclusion_pools: if not getattr(self.world, f"include_{key}_advancements")[self.player]: prefill_pool.update(exclusion_table[key]) for loc_name, item_name in prefill_pool.items(): item_data = item_table[item_name] location = self.world.get_location(loc_name, self.player) item = MinecraftItem(item_name, item_data.progression, item_data.code, self.player) self.world.push_item(location, item, collect=False) pool.remove(item) location.event = item_data.progression location.locked = True self.world.itempool += pool def set_rules(self): set_rules(self.world, self.player) def create_regions(self): def MCRegion(region_name: str, exits=[]): ret = Region(region_name, None, region_name, self.player) ret.world = self.world ret.locations = [ MinecraftAdvancement(self.player, loc_name, loc_data.id, ret) for loc_name, loc_data in advancement_table.items() if loc_data.region == region_name ] for exit in exits: ret.exits.append(Entrance(self.player, exit, ret)) return ret self.world.regions += [MCRegion(*r) for r in mc_regions] def generate_output(self): import json from base64 import b64encode from Utils import output_path data = self._get_mc_data() filename = f"AP_{self.world.seed_name}_P{self.player}_{self.world.get_player_names(self.player)}.apmc" with open(output_path(filename), 'wb') as f: f.write(b64encode(bytes(json.dumps(data), 'utf-8'))) def fill_slot_data(self): slot_data = self._get_mc_data() for option_name in minecraft_options: option = getattr(self.world, option_name)[self.player] slot_data[option_name] = int(option.value) return slot_data