# world/dark_souls_3/__init__.py import json import os from .Options import dark_souls_options from .data.items_data import weapons_upgrade_5_table, weapons_upgrade_10_table, item_dictionary_table, key_items_list from .data.locations_data import location_dictionary_table, cemetery_of_ash_table, fire_link_shrine_table, \ high_wall_of_lothric, \ undead_settlement_table, road_of_sacrifice_table, consumed_king_garden_table, cathedral_of_the_deep_table, \ farron_keep_table, catacombs_of_carthus_table, smouldering_lake_table, irithyll_of_the_boreal_valley_table, \ irithyll_dungeon_table, profaned_capital_table, anor_londo_table, lothric_castle_table, grand_archives_table, \ untended_graves_table, archdragon_peak_table, firelink_shrine_bell_tower_table from ..AutoWorld import World, WebWorld from BaseClasses import MultiWorld, Location, Region, Item, RegionType, Entrance, Tutorial, ItemClassification from ..generic.Rules import set_rule class DarkSouls3Web(WebWorld): bug_report_page = "https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/issues" setup_en = Tutorial( "Multiworld Setup Tutorial", "A guide to setting up the Archipelago Dark Souls III randomizer on your computer.", "English", "setup_en.md", "setup/en", ["Marech"] ) setup_fr = Tutorial( setup_en.tutorial_name, setup_en.description, "Français", "setup_fr.md", "setup/fr", ["Marech"] ) tutorials = [setup_en, setup_fr] class DarkSouls3World(World): """ Dark souls III is an Action role-playing game and is part of the Souls series developed by FromSoftware. Played in a third-person perspective, players have access to various weapons, armour, magic, and consumables that they can use to fight their enemies. """ game: str = "Dark Souls III" option_definitions = dark_souls_options topology_present: bool = True remote_items: bool = False remote_start_inventory: bool = False web = DarkSouls3Web() data_version = 2 base_id = 100000 item_name_to_id = {name: id for id, name in enumerate(item_dictionary_table, base_id)} location_name_to_id = {name: id for id, name in enumerate(location_dictionary_table, base_id)} def __init__(self, world: MultiWorld, player: int): super().__init__(world, player) self.locked_items = [] self.locked_locations = [] self.main_path_locations = [] def create_item(self, name: str) -> Item: data = self.item_name_to_id[name] if name in key_items_list: item_classification = ItemClassification.progression elif name in weapons_upgrade_5_table or name in weapons_upgrade_10_table: item_classification = ItemClassification.useful else: item_classification = ItemClassification.filler return DarkSouls3Item(name, item_classification, data, self.player) def create_regions(self): menu_region = Region("Menu", RegionType.Generic, "Menu", self.player) self.world.regions.append(menu_region) # Create all Vanilla regions of Dark Souls III cemetery_of_ash_region = self.create_region("Cemetery Of Ash", cemetery_of_ash_table) firelink_shrine_region = self.create_region("Firelink Shrine", fire_link_shrine_table) firelink_shrine_bell_tower_region = self.create_region("Firelink Shrine Bell Tower", firelink_shrine_bell_tower_table) high_wall_of_lothric_region = self.create_region("High Wall of Lothric", high_wall_of_lothric) undead_settlement_region = self.create_region("Undead Settlement", undead_settlement_table) road_of_sacrifices_region = self.create_region("Road of Sacrifices", road_of_sacrifice_table) consumed_king_garden_region = self.create_region("Consumed King's Garden", consumed_king_garden_table) cathedral_of_the_deep_region = self.create_region("Cathedral of the Deep", cathedral_of_the_deep_table) farron_keep_region = self.create_region("Farron Keep", farron_keep_table) catacombs_of_carthus_region = self.create_region("Catacombs of Carthus", catacombs_of_carthus_table) smouldering_lake_region = self.create_region("Smouldering Lake", smouldering_lake_table) irithyll_of_the_boreal_valley_region = self.create_region("Irithyll of the Boreal Valley", irithyll_of_the_boreal_valley_table) irithyll_dungeon_region = self.create_region("Irithyll Dungeon", irithyll_dungeon_table) profaned_capital_region = self.create_region("Profaned Capital", profaned_capital_table) anor_londo_region = self.create_region("Anor Londo", anor_londo_table) lothric_castle_region = self.create_region("Lothric Castle", lothric_castle_table) grand_archives_region = self.create_region("Grand Archives", grand_archives_table) untended_graves_region = self.create_region("Untended Graves", untended_graves_table) archdragon_peak_region = self.create_region("Archdragon Peak", archdragon_peak_table) kiln_of_the_first_flame_region = self.create_region("Kiln Of The First Flame", None) # Create the entrance to connect those regions menu_region.exits.append(Entrance(self.player, "New Game", menu_region)) self.world.get_entrance("New Game", self.player).connect(cemetery_of_ash_region) cemetery_of_ash_region.exits.append(Entrance(self.player, "Goto Firelink Shrine", cemetery_of_ash_region)) self.world.get_entrance("Goto Firelink Shrine", self.player).connect(firelink_shrine_region) firelink_shrine_region.exits.append(Entrance(self.player, "Goto High Wall of Lothric", firelink_shrine_region)) firelink_shrine_region.exits.append(Entrance(self.player, "Goto Kiln Of The First Flame", firelink_shrine_region)) firelink_shrine_region.exits.append(Entrance(self.player, "Goto Bell Tower", firelink_shrine_region)) self.world.get_entrance("Goto High Wall of Lothric", self.player).connect(high_wall_of_lothric_region) self.world.get_entrance("Goto Kiln Of The First Flame", self.player).connect(kiln_of_the_first_flame_region) self.world.get_entrance("Goto Bell Tower", self.player).connect(firelink_shrine_bell_tower_region) high_wall_of_lothric_region.exits.append(Entrance(self.player, "Goto Undead Settlement", high_wall_of_lothric_region)) high_wall_of_lothric_region.exits.append(Entrance(self.player, "Goto Lothric Castle", high_wall_of_lothric_region)) self.world.get_entrance("Goto Undead Settlement", self.player).connect(undead_settlement_region) self.world.get_entrance("Goto Lothric Castle", self.player).connect(lothric_castle_region) undead_settlement_region.exits.append(Entrance(self.player, "Goto Road Of Sacrifices", undead_settlement_region)) self.world.get_entrance("Goto Road Of Sacrifices", self.player).connect(road_of_sacrifices_region) road_of_sacrifices_region.exits.append(Entrance(self.player, "Goto Cathedral", road_of_sacrifices_region)) road_of_sacrifices_region.exits.append(Entrance(self.player, "Goto Farron keep", road_of_sacrifices_region)) self.world.get_entrance("Goto Cathedral", self.player).connect(cathedral_of_the_deep_region) self.world.get_entrance("Goto Farron keep", self.player).connect(farron_keep_region) farron_keep_region.exits.append(Entrance(self.player, "Goto Carthus catacombs", farron_keep_region)) self.world.get_entrance("Goto Carthus catacombs", self.player).connect(catacombs_of_carthus_region) catacombs_of_carthus_region.exits.append(Entrance(self.player, "Goto Irithyll of the boreal", catacombs_of_carthus_region)) catacombs_of_carthus_region.exits.append(Entrance(self.player, "Goto Smouldering Lake", catacombs_of_carthus_region)) self.world.get_entrance("Goto Irithyll of the boreal", self.player).\ connect(irithyll_of_the_boreal_valley_region) self.world.get_entrance("Goto Smouldering Lake", self.player).connect(smouldering_lake_region) irithyll_of_the_boreal_valley_region.exits.append(Entrance(self.player, "Goto Irithyll dungeon", irithyll_of_the_boreal_valley_region)) irithyll_of_the_boreal_valley_region.exits.append(Entrance(self.player, "Goto Anor Londo", irithyll_of_the_boreal_valley_region)) self.world.get_entrance("Goto Irithyll dungeon", self.player).connect(irithyll_dungeon_region) self.world.get_entrance("Goto Anor Londo", self.player).connect(anor_londo_region) irithyll_dungeon_region.exits.append(Entrance(self.player, "Goto Archdragon peak", irithyll_dungeon_region)) irithyll_dungeon_region.exits.append(Entrance(self.player, "Goto Profaned capital", irithyll_dungeon_region)) self.world.get_entrance("Goto Archdragon peak", self.player).connect(archdragon_peak_region) self.world.get_entrance("Goto Profaned capital", self.player).connect(profaned_capital_region) lothric_castle_region.exits.append(Entrance(self.player, "Goto Consumed King Garden", lothric_castle_region)) lothric_castle_region.exits.append(Entrance(self.player, "Goto Grand Archives", lothric_castle_region)) self.world.get_entrance("Goto Consumed King Garden", self.player).connect(consumed_king_garden_region) self.world.get_entrance("Goto Grand Archives", self.player).connect(grand_archives_region) consumed_king_garden_region.exits.append(Entrance(self.player, "Goto Untended Graves", consumed_king_garden_region)) self.world.get_entrance("Goto Untended Graves", self.player).connect(untended_graves_region) # For each region, add the associated locations retrieved from the corresponding location_table def create_region(self, region_name, location_table) -> Region: new_region = Region(region_name, RegionType.Generic, region_name, self.player, self.world) if location_table: for name, address in location_table.items(): location = DarkSouls3Location(self.player, name, self.location_name_to_id[name], new_region) new_region.locations.append(location) self.world.regions.append(new_region) return new_region def create_items(self): for name, address in self.item_name_to_id.items(): # Specific items will be included in the item pool under certain conditions. See generate_basic if name != "Basin of Vows": self.world.itempool += [self.create_item(name)] def generate_early(self): pass def set_rules(self) -> None: # Define the access rules to the entrances set_rule(self.world.get_entrance("Goto Bell Tower", self.player), lambda state: state.has("Tower Key", self.player)) set_rule(self.world.get_entrance("Goto Undead Settlement", self.player), lambda state: state.has("Small Lothric Banner", self.player)) set_rule(self.world.get_entrance("Goto Lothric Castle", self.player), lambda state: state.has("Basin of Vows", self.player)) set_rule(self.world.get_entrance("Goto Irithyll of the boreal", self.player), lambda state: state.has("Small Doll", self.player)) set_rule(self.world.get_entrance("Goto Archdragon peak", self.player), lambda state: state.can_reach("CKG: Soul of Consumed Oceiros", "Location", self.player)) set_rule(self.world.get_entrance("Goto Profaned capital", self.player), lambda state: state.has("Storm Ruler", self.player)) set_rule(self.world.get_entrance("Goto Grand Archives", self.player), lambda state: state.has("Grand Archives Key", self.player)) set_rule(self.world.get_entrance("Goto Kiln Of The First Flame", self.player), lambda state: state.has("Cinders of a Lord - Abyss Watcher", self.player) and state.has("Cinders of a Lord - Yhorm the Giant", self.player) and state.has("Cinders of a Lord - Aldrich", self.player) and state.has("Cinders of a Lord - Lothric Prince", self.player)) # Define the access rules to some specific locations set_rule(self.world.get_location("HWL: Soul of the Dancer", self.player), lambda state: state.has("Basin of Vows", self.player)) set_rule(self.world.get_location("HWL: Greirat's Ashes", self.player), lambda state: state.has("Cell Key", self.player)) set_rule(self.world.get_location("ID: Bellowing Dragoncrest Ring", self.player), lambda state: state.has("Jailbreaker's Key", self.player)) set_rule(self.world.get_location("ID: Prisoner Chief's Ashes", self.player), lambda state: state.has("Jailer's Key Ring", self.player)) set_rule(self.world.get_location("ID: Covetous Gold Serpent Ring", self.player), lambda state: state.has("Old Cell Key", self.player)) black_hand_gotthard_corpse_rule = lambda state: \ (state.can_reach("AL: Cinders of a Lord - Aldrich", "Location", self.player) and state.can_reach("PC: Cinders of a Lord - Yhorm the Giant", "Location", self.player)) set_rule(self.world.get_location("LC: Grand Archives Key", self.player), black_hand_gotthard_corpse_rule) set_rule(self.world.get_location("LC: Gotthard Twinswords", self.player), black_hand_gotthard_corpse_rule) self.world.completion_condition[self.player] = lambda state: \ state.has("Cinders of a Lord - Abyss Watcher", self.player) and \ state.has("Cinders of a Lord - Yhorm the Giant", self.player) and \ state.has("Cinders of a Lord - Aldrich", self.player) and \ state.has("Cinders of a Lord - Lothric Prince", self.player) def generate_basic(self): # Depending on the specified option, add the Basin of Vows to a specific location or to the item pool item = self.create_item("Basin of Vows") if self.world.late_basin_of_vows[self.player]: self.world.get_location("IBV: Soul of Pontiff Sulyvahn", self.player).place_locked_item(item) else: self.world.itempool += [item] # Fill item pool with additional items item_pool_len = self.item_name_to_id.__len__() total_required_locations = self.location_name_to_id.__len__() for i in range(item_pool_len, total_required_locations): self.world.itempool += [self.create_item("Soul of an Intrepid Hero")] def generate_output(self, output_directory: str): # Depending on the specified option, modify items hexadecimal value to add an upgrade level item_dictionary = item_dictionary_table.copy() if self.world.randomize_weapons_level[self.player]: # Randomize some weapons upgrades for name in weapons_upgrade_5_table.keys(): if self.world.random.randint(0, 100) < 33: value = self.world.random.randint(1, 5) item_dictionary[name] += value for name in weapons_upgrade_10_table.keys(): if self.world.random.randint(0, 100) < 33: value = self.world.random.randint(1, 10) item_dictionary[name] += value # Create the mandatory lists to generate the player's output file items_id = [] items_address = [] locations_id = [] locations_address = [] locations_target = [] for location in self.world.get_filled_locations(): if location.item.player == self.player: items_id.append(location.item.code) items_address.append(item_dictionary[location.item.name]) if location.player == self.player: locations_address.append(location_dictionary_table[location.name]) locations_id.append(location.address) if location.item.player == self.player: locations_target.append(item_dictionary[location.item.name]) else: locations_target.append(0) data = { "options": { "auto_equip": self.world.auto_equip[self.player].value, "lock_equip": self.world.lock_equip[self.player].value, "no_weapon_requirements": self.world.no_weapon_requirements[self.player].value, }, "seed": self.world.seed_name, # to verify the server's multiworld "slot": self.world.player_name[self.player], # to connect to server "base_id": self.base_id, # to merge location and items lists "locationsId": locations_id, "locationsAddress": locations_address, "locationsTarget": locations_target, "itemsId": items_id, "itemsAddress": items_address } # generate the file filename = f"AP-{self.world.seed_name}-P{self.player}-{self.world.player_name[self.player]}.json" with open(os.path.join(output_directory, filename), 'w') as outfile: json.dump(data, outfile) class DarkSouls3Location(Location): game: str = "Dark Souls III" class DarkSouls3Item(Item): game: str = "Dark Souls III"