from __future__ import annotations import logging from typing import Dict, Set, Tuple, List, Optional, TextIO, Any from BaseClasses import MultiWorld, Item, CollectionState, Location from Options import Option class AutoWorldRegister(type): world_types: Dict[str, World] = {} def __new__(cls, name: str, bases, dct: Dict[str, Any]): # filter out any events dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id} dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id} # build reverse lookups dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()} dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()} # build rest dct["item_names"] = frozenset(dct["item_name_to_id"]) dct["item_name_groups"] = dct.get("item_name_groups", {}) dct["item_name_groups"]["Everything"] = dct["item_names"] dct["location_names"] = frozenset(dct["location_name_to_id"]) dct["all_item_and_group_names"] = frozenset(dct["item_names"] | set(dct.get("item_name_groups", {}))) # construct class new_class = super().__new__(cls, name, bases, dct) if "game" in dct: AutoWorldRegister.world_types[dct["game"]] = new_class return new_class class AutoLogicRegister(type): def __new__(cls, name, bases, dct): new_class = super().__new__(cls, name, bases, dct) for item_name, function in dct.items(): if not item_name.startswith("__"): if hasattr(CollectionState, item_name): raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}") setattr(CollectionState, item_name, function) return new_class def call_single(world: MultiWorld, method_name: str, player: int, *args): method = getattr(world.worlds[player], method_name) return method(*args) def call_all(world: MultiWorld, method_name: str, *args): world_types = set() for player in world.player_ids: world_types.add(world.worlds[player].__class__) call_single(world, method_name, player, *args) for world_type in world_types: stage_callable = getattr(world_type, f"stage_{method_name}", None) if stage_callable: stage_callable(world, *args) def call_stage(world: MultiWorld, method_name: str, *args): world_types = {world.worlds[player].__class__ for player in world.player_ids} for world_type in world_types: stage_callable = getattr(world_type, f"stage_{method_name}", None) if stage_callable: stage_callable(world, *args) class World(metaclass=AutoWorldRegister): """A World object encompasses a game's Items, Locations, Rules and additional data or functionality required. A Game should have its own subclass of World in which it defines the required data structures.""" options: Dict[str, type(Option)] = {} # link your Options mapping game: str # name the game topology_present: bool = False # indicate if world type has any meaningful layout/pathing all_item_and_group_names: Set[str] = frozenset() # gets automatically populated with all item and item group names # map names to their IDs item_name_to_id: Dict[str, int] = {} location_name_to_id: Dict[str, int] = {} # maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"} item_name_groups: Dict[str, Set[str]] = {} # increment this every time something in your world's names/id mappings changes. # While this is set to 0 in *any* AutoWorld, the entire DataPackage is considered in testing mode and will be # retrieved by clients on every connection. data_version: int = 1 hint_blacklist: Set[str] = frozenset() # any names that should not be hintable # NOTE: remote_items and remote_start_inventory are now available in the network protocol for the client to set. # These values will be removed. # if a world is set to remote_items, then it just needs to send location checks to the server and the server # sends back the items # if a world is set to remote_items = False, then the server never sends an item where receiver == finder, # the client finds its own items in its own world. remote_items: bool = True # If remote_start_inventory is true, the start_inventory/world.precollected_items is sent on connection, # otherwise the world implementation is in charge of writing the items to their output data. remote_start_inventory: bool = True # For games where after a victory it is impossible to go back in and get additional/remaining Locations checked. # this forces forfeit: auto for those games. forced_auto_forfeit: bool = False # Hide World Type from various views. Does not remove functionality. hidden: bool = False # autoset on creation: world: MultiWorld player: int # automatically generated item_id_to_name: Dict[int, str] location_id_to_name: Dict[int, str] item_names: Set[str] # set of all potential item names location_names: Set[str] # set of all potential location names # If the game displays all contained items to the user, this flag pre-fills the hint system with this information # For example the "full" tech tree information option in Factorio sending_visible: bool = False def __init__(self, world: MultiWorld, player: int): self.world = world self.player = player # overridable methods that get called by Main.py, sorted by execution order # can also be implemented as a classmethod and called "stage_", # in that case the MultiWorld object is passed as an argument and it gets called once for the entire multiworld. # An example of this can be found in alttp as stage_pre_fill def generate_early(self): pass def create_regions(self): pass def create_items(self): pass def set_rules(self): pass def generate_basic(self): pass def pre_fill(self): """Optional method that is supposed to be used for special fill stages. This is run *after* plando.""" pass @classmethod def fill_hook(cls, progitempool: List[Item], nonexcludeditempool: List[Item], localrestitempool: Dict[int, List[Item]], nonlocalrestitempool: Dict[int, List[Item]], restitempool: List[Item], fill_locations: List[Location]): """Special method that gets called as part of distribute_items_restrictive (main fill). This gets called once per present world type.""" pass def post_fill(self): """Optional Method that is called after regular fill. Can be used to do adjustments before output generation.""" def generate_output(self, output_directory: str): """This method gets called from a threadpool, do not use world.random here. If you need any last-second randomization, use MultiWorld.slot_seeds[slot] instead.""" pass def fill_slot_data(self) -> dict: """Fill in the slot_data field in the Connected network package.""" return {} def modify_multidata(self, multidata: dict): """For deeper modification of server multidata.""" pass def get_required_client_version(self) -> Tuple[int, int, int]: return 0, 1, 6 # Spoiler writing is optional, these may not get called. def write_spoiler_header(self, spoiler_handle: TextIO): """Write to the spoiler header. If individual it's right at the end of that player's options, if as stage it's right under the common header before per-player options.""" pass def write_spoiler(self, spoiler_handle: TextIO): """Write to the spoiler "middle", this is after the per-player options and before locations, meant for useful or interesting info.""" pass def write_spoiler_end(self, spoiler_handle: TextIO): """Write to the end of the spoiler""" pass # end of ordered Main.py calls def create_item(self, name: str) -> Item: """Create an item for this world type and player. Warning: this may be called with self.world = None, for example by MultiServer""" raise NotImplementedError def get_filler_item_name(self) -> str: """Called when the item pool needs to be filled with additional items to match location count.""" logging.warning(f"World {self} is generating a filler item without custom filler pool.") return self.world.random.choice(self.item_name_to_id) # decent place to implement progressive items, in most cases can stay as-is def collect_item(self, state: CollectionState, item: Item, remove: bool = False) -> Optional[str]: """Collect an item name into state. For speed reasons items that aren't logically useful get skipped. Collect None to skip item. :param state: CollectionState to collect into :param item: Item to decide on if it should be collected into state :param remove: indicate if this is meant to remove from state instead of adding.""" if item.advancement: return item.name # following methods should not need to be overridden. def collect(self, state: CollectionState, item: Item) -> bool: name = self.collect_item(state, item) if name: state.prog_items[name, self.player] += 1 return True return False def remove(self, state: CollectionState, item: Item) -> bool: name = self.collect_item(state, item, True) if name: state.prog_items[name, self.player] -= 1 if state.prog_items[name, self.player] < 1: del (state.prog_items[name, self.player]) return True return False def create_filler(self): self.world.itempool.append(self.create_item(self.get_filler_item_name())) # any methods attached to this can be used as part of CollectionState, # please use a prefix as all of them get clobbered together class LogicMixin(metaclass=AutoLogicRegister): pass