import string from BaseClasses import Entrance, Item, ItemClassification, Location, MultiWorld, Region, RegionType, Tutorial from .Items import event_item_pairs, item_pool, item_table from .Locations import location_table from .Options import spire_options from .Regions import create_regions from .Rules import set_rules from ..AutoWorld import WebWorld, World class SpireWeb(WebWorld): tutorials = [Tutorial( "Multiworld Setup Guide", "A guide to setting up Slay the Spire for Archipelago. " "This guide covers single-player, multiworld, and related software.", "English", "slay-the-spire_en.md", "slay-the-spire/en", ["Phar"] )] class SpireWorld(World): """ A deck-building roguelike where you must craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire! """ option_definitions = spire_options game = "Slay the Spire" topology_present = False data_version = 1 web = SpireWeb() item_name_to_id = {name: data.code for name, data in item_table.items()} location_name_to_id = location_table def _get_slot_data(self): return { 'seed': "".join(self.multiworld.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)), 'character': self.multiworld.character[self.player], 'ascension': self.multiworld.ascension[self.player], 'heart_run': self.multiworld.heart_run[self.player] } def generate_basic(self): # Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool pool = [] for name, data in item_table.items(): if not data.event: for amount in range(item_pool.get(name, 1)): item = SpireItem(name, self.player) pool.append(item) self.multiworld.itempool += pool # Pair up our event locations with our event items for event, item in event_item_pairs.items(): event_item = SpireItem(item, self.player) self.multiworld.get_location(event, self.player).place_locked_item(event_item) if self.multiworld.logic[self.player] != 'no logic': self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player) def set_rules(self): set_rules(self.multiworld, self.player) def create_item(self, name: str) -> Item: return SpireItem(name, self.player) def create_regions(self): create_regions(self.multiworld, self.player) def fill_slot_data(self) -> dict: slot_data = self._get_slot_data() for option_name in spire_options: option = getattr(self.multiworld, option_name)[self.player] slot_data[option_name] = int(option.value) return slot_data def get_filler_item_name(self) -> str: return self.multiworld.random.choice(["Card Draw", "Card Draw", "Card Draw", "Relic", "Relic"]) def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None): ret = Region(name, RegionType.Generic, name, player) ret.multiworld = world if locations: for location in locations: loc_id = location_table.get(location, 0) location = SpireLocation(player, location, loc_id, ret) ret.locations.append(location) if exits: for exit in exits: ret.exits.append(Entrance(player, exit, ret)) return ret class SpireLocation(Location): game: str = "Slay the Spire" def __init__(self, player: int, name: str, address=None, parent=None): super(SpireLocation, self).__init__(player, name, address, parent) if address is None: self.event = True self.locked = True class SpireItem(Item): game = "Slay the Spire" def __init__(self, name, player: int = None): item_data = item_table[name] super(SpireItem, self).__init__( name, ItemClassification.progression if item_data.progression else ItemClassification.filler, item_data.code, player )