Archipelago/worlds/messenger/__init__.py

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import logging
from typing import Any, ClassVar, TextIO
from BaseClasses import CollectionState, Entrance, Item, ItemClassification, MultiWorld, Tutorial
from Options import Accessibility
from Utils import output_path
from settings import FilePath, Group
from worlds.AutoWorld import WebWorld, World
from worlds.LauncherComponents import Component, Type, components
from .client_setup import launch_game
from .connections import CONNECTIONS, RANDOMIZED_CONNECTIONS, TRANSITIONS
from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS, PROG_ITEMS, TRAPS, \
USEFUL_ITEMS
from .options import AvailablePortals, Goal, Logic, MessengerOptions, NotesNeeded, ShuffleTransitions
from .portals import PORTALS, add_closed_portal_reqs, disconnect_portals, shuffle_portals, validate_portals
from .regions import LEVELS, MEGA_SHARDS, LOCATIONS, REGION_CONNECTIONS
from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules
from .shop import FIGURINES, PROG_SHOP_ITEMS, SHOP_ITEMS, USEFUL_SHOP_ITEMS, shuffle_shop_prices
from .subclasses import MessengerEntrance, MessengerItem, MessengerRegion, MessengerShopLocation
components.append(
Component("The Messenger", component_type=Type.CLIENT, func=launch_game, game_name="The Messenger", supports_uri=True)
)
class MessengerSettings(Group):
class GamePath(FilePath):
description = "The Messenger game executable"
is_exe = True
md5s = ["1b53534569060bc06179356cd968ed1d"]
game_path: GamePath = GamePath("TheMessenger.exe")
class MessengerWeb(WebWorld):
theme = "ocean"
bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues"
tut_en = Tutorial(
"Multiworld Setup Guide",
"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 clans 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"
options_dataclass = MessengerOptions
options: MessengerOptions
settings_key = "messenger_settings"
settings: ClassVar[MessengerSettings]
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,
*[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)}
item_name_groups = {
"Notes": set(NOTES),
"Keys": set(NOTES),
"Crest": {"Sun Crest", "Moon Crest"},
"Phobe": set(PHOBEKINS),
"Phobekin": set(PHOBEKINS),
}
location_name_groups = {
"Notes": {
"Autumn Hills - Key of Hope",
"Searing Crags - Key of Strength",
"Underworld - Key of Chaos",
"Sunken Shrine - Key of Love",
"Elemental Skylands - Key of Symbiosis",
"Corrupted Future - Key of Courage",
},
"Keys": {
"Autumn Hills - Key of Hope",
"Searing Crags - Key of Strength",
"Underworld - Key of Chaos",
"Sunken Shrine - Key of Love",
"Elemental Skylands - Key of Symbiosis",
"Corrupted Future - Key of Courage",
},
"Phobe": {
"Catacombs - Necro",
"Bamboo Creek - Claustro",
"Searing Crags - Pyro",
"Cloud Ruins - Acro",
},
"Phobekin": {
"Catacombs - Necro",
"Bamboo Creek - Claustro",
"Searing Crags - Pyro",
"Cloud Ruins - Acro",
},
}
required_client_version = (0, 4, 4)
web = MessengerWeb()
total_seals: int = 0
required_seals: int = 0
created_seals: int = 0
total_shards: int = 0
shop_prices: dict[str, int]
figurine_prices: dict[str, int]
_filler_items: list[str]
starting_portals: list[str]
plando_portals: list[str]
spoiler_portal_mapping: dict[str, str]
portal_mapping: list[int]
transitions: list[Entrance]
reachable_locs: int = 0
filler: dict[str, int]
def generate_early(self) -> None:
if self.options.goal == Goal.option_power_seal_hunt:
self.total_seals = self.options.total_seals.value
if self.options.limited_movement:
self.options.accessibility.value = Accessibility.option_minimal
if self.options.logic_level < Logic.option_hard:
self.options.logic_level.value = Logic.option_hard
if self.options.early_meditation:
self.multiworld.early_items[self.player]["Meditation"] = 1
self.shop_prices, self.figurine_prices = shuffle_shop_prices(self)
starting_portals = ["Autumn Hills", "Howling Grotto", "Glacial Peak", "Riviere Turquoise", "Sunken Shrine", "Searing Crags"]
self.starting_portals = [f"{portal} Portal"
for portal in starting_portals[:3] +
self.random.sample(starting_portals[3:], k=self.options.available_portals - 3)]
# super complicated method for adding searing crags to starting portals if it wasn't chosen
# TODO add a check for transition shuffle when that gets added back in
if not self.options.shuffle_portals and "Searing Crags Portal" not in self.starting_portals:
self.starting_portals.append("Searing Crags Portal")
portals_to_strip = [portal for portal in ["Riviere Turquoise Portal", "Sunken Shrine Portal"]
if portal in self.starting_portals]
if portals_to_strip:
self.starting_portals.remove(self.random.choice(portals_to_strip))
self.filler = FILLER.copy()
if self.options.traps:
self.filler.update(TRAPS)
self.plando_portals = []
self.portal_mapping = []
self.spoiler_portal_mapping = {}
self.transitions = []
def create_regions(self) -> None:
# MessengerRegion adds itself to the multiworld
# create simple regions
simple_regions = [MessengerRegion(level, self) for level in LEVELS]
# create complex regions that have sub-regions
complex_regions = [MessengerRegion(f"{parent} - {reg_name}", self, parent)
for parent, sub_region in CONNECTIONS.items()
for reg_name in sub_region]
for region in complex_regions:
region_name = region.name.removeprefix(f"{region.parent} - ")
connection_data = CONNECTIONS[region.parent][region_name]
for exit_region in connection_data:
region.connect(self.multiworld.get_region(exit_region, self.player))
# all regions need to be created before i can do these connections so we create and connect the complex first
for region in [level for level in simple_regions if level.name in REGION_CONNECTIONS]:
region.add_exits(REGION_CONNECTIONS[region.name])
def create_items(self) -> None:
# create items that are always in the item pool
main_movement_items = ["Rope Dart", "Wingsuit"]
precollected_names = [item.name for item in self.multiworld.precollected_items[self.player]]
itempool: list[MessengerItem] = [
self.create_item(item)
for item in self.item_name_to_id
if item not in {
"Power Seal", *NOTES, *FIGURINES, *main_movement_items,
*precollected_names, *FILLER, *TRAPS,
}
]
if self.options.limited_movement:
itempool.append(self.create_item(self.random.choice(main_movement_items)))
else:
itempool += [self.create_item(move_item) for move_item in main_movement_items]
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 precollected_names]
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)]
itempool += seals
self.multiworld.itempool += itempool
remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool)
if remaining_fill < 10:
self._filler_items = self.random.choices(
list(self.filler)[2:],
weights=list(self.filler.values())[2:],
k=remaining_fill
)
filler = [self.create_filler() for _ in range(remaining_fill)]
self.multiworld.itempool += filler
def set_rules(self) -> None:
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:
raise ValueError(f"Somehow you have a logic option that's currently invalid."
f" {logic} for {self.multiworld.get_player_name(self.player)}")
# MessengerOOBRules(self).set_messenger_rules()
add_closed_portal_reqs(self)
# i need portal shuffle to happen after rules exist so i can validate it
attempts = 5
if self.options.shuffle_portals:
self.portal_mapping = []
self.spoiler_portal_mapping = {}
for _ in range(attempts):
disconnect_portals(self)
shuffle_portals(self)
if validate_portals(self):
break
# failsafe mostly for invalid plandoed portals with no transition shuffle
else:
raise RuntimeError("Unable to generate valid portal output.")
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
if self.options.available_portals < 6:
spoiler_handle.write(f"\nStarting Portals:\n\n")
for portal in self.starting_portals:
spoiler_handle.write(f"{portal}\n")
spoiler = self.multiworld.spoiler
if self.options.shuffle_portals:
# sort the portals as they appear left to right in-game
portal_info = sorted(
self.spoiler_portal_mapping.items(),
key=lambda portal:
["Autumn Hills", "Riviere Turquoise",
"Howling Grotto", "Sunken Shrine",
"Searing Crags", "Glacial Peak"].index(portal[0]))
for portal, output in portal_info:
spoiler.set_entrance(f"{portal} Portal", output, "I can write anything I want here lmao", self.player)
def fill_slot_data(self) -> dict[str, Any]:
slot_data = {
"shop": {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()},
"figures": {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()},
"max_price": self.total_shards,
"required_seals": self.required_seals,
"starting_portals": self.starting_portals,
"portal_exits": self.portal_mapping,
"transitions": [[TRANSITIONS.index("Corrupted Future") if transition.name == "Artificer's Portal"
else TRANSITIONS.index(RANDOMIZED_CONNECTIONS[transition.parent_region.name]),
TRANSITIONS.index(transition.connected_region.name)]
for transition in self.transitions],
**self.options.as_dict("music_box", "death_link", "logic_level"),
}
return slot_data
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(self.filler),
weights=list(self.filler.values()),
k=20
)]
return self._filler_items.pop(0)
def create_item(self, name: str) -> MessengerItem:
item_id: int | None = self.item_name_to_id.get(name, None)
return MessengerItem(
name,
ItemClassification.progression if item_id is None else self.get_item_classification(name),
item_id,
self.player
)
def get_item_classification(self, name: str) -> ItemClassification:
if "Time Shard " in name:
count = int(name.strip("Time Shard ()"))
count = count if count >= 100 else 0
self.total_shards += count
return ItemClassification.progression_skip_balancing if count else ItemClassification.filler
if name == "Windmill Shuriken" and getattr(self, "multiworld", None) is not None:
return ItemClassification.progression if self.options.logic_level else ItemClassification.filler
if name == "Power Seal":
self.created_seals += 1
return ItemClassification.progression_skip_balancing \
if self.required_seals >= self.created_seals else ItemClassification.filler
if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
return ItemClassification.progression
if name in {*USEFUL_ITEMS, *USEFUL_SHOP_ITEMS}:
return ItemClassification.useful
if name in TRAPS:
return ItemClassification.trap
return ItemClassification.filler
@classmethod
def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: set[int]) -> World:
group = super().create_group(multiworld, new_player_id, players)
assert isinstance(group, MessengerWorld)
group.filler = FILLER.copy()
group.options.traps.value = all(multiworld.worlds[player].options.traps for player in players)
if group.options.traps:
group.filler.update(TRAPS)
return group
def collect(self, state: "CollectionState", item: "Item") -> bool:
change = super().collect(state, item)
if change and "Time Shard" in item.name:
state.prog_items[self.player]["Shards"] += int(item.name.strip("Time Shard ()"))
return change
def remove(self, state: "CollectionState", item: "Item") -> bool:
change = super().remove(state, item)
if change and "Time Shard" in item.name:
state.prog_items[self.player]["Shards"] -= int(item.name.strip("Time Shard ()"))
return change
@classmethod
def stage_generate_output(cls, multiworld: MultiWorld, output_directory: str) -> None:
# using stage_generate_output because it doesn't increase the logged player count for players without output
# only generate output if there's a single player
if multiworld.players > 1:
return
# the messenger client calls into AP with specific args, so check the out path matches what the client sends
out_path = output_path(multiworld.get_out_file_name_base(1) + ".aptm")
if "Messenger\\Archipelago\\output" not in out_path:
return
import orjson
data = {
"name": multiworld.get_player_name(1),
"slot_data": multiworld.worlds[1].fill_slot_data(),
"loc_data": {loc.address: {loc.item.name: [loc.item.code, loc.item.flags]}
for loc in multiworld.get_filled_locations() if loc.address},
}
output = orjson.dumps(data, option=orjson.OPT_NON_STR_KEYS)
with open(out_path, "wb") as f:
f.write(output)