Archipelago/worlds/clique/__init__.py

103 lines
3.9 KiB
Python

from typing import List
from BaseClasses import Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import CliqueItem, item_data_table, item_table
from .Locations import CliqueLocation, location_data_table, location_table, locked_locations
from .Options import clique_options
from .Regions import region_data_table
from .Rules import get_button_rule
class CliqueWebWorld(WebWorld):
theme = "partyTime"
setup_en = Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Clique.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["Phar"]
)
setup_de = Tutorial(
tutorial_name="Anleitung zum Anfangen",
description="Eine Anleitung um Clique zu spielen.",
language="Deutsch",
file_name="guide_de.md",
link="guide/de",
authors=["Held_der_Zeit"]
)
tutorials = [setup_en, setup_de]
class CliqueWorld(World):
"""The greatest game of all time."""
game = "Clique"
data_version = 3
web = CliqueWebWorld()
option_definitions = clique_options
location_name_to_id = location_table
item_name_to_id = item_table
def create_item(self, name: str) -> CliqueItem:
return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
def create_items(self) -> None:
item_pool: List[CliqueItem] = []
for name, item in item_data_table.items():
if item.code and item.can_create(self.multiworld, self.player):
item_pool.append(self.create_item(name))
self.multiworld.itempool += item_pool
def create_regions(self) -> None:
# Create regions.
for region_name in region_data_table.keys():
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
# Create locations.
for region_name, region_data in region_data_table.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_locations({
location_name: location_data.address for location_name, location_data in location_data_table.items()
if location_data.region == region_name and location_data.can_create(self.multiworld, self.player)
}, CliqueLocation)
region.add_exits(region_data_table[region_name].connecting_regions)
# Place locked locations.
for location_name, location_data in locked_locations.items():
# Ignore locations we never created.
if not location_data.can_create(self.multiworld, self.player):
continue
locked_item = self.create_item(location_data_table[location_name].locked_item)
self.multiworld.get_location(location_name, self.player).place_locked_item(locked_item)
# Set priority location for the Big Red Button!
self.multiworld.priority_locations[self.player].value.add("The Big Red Button")
def get_filler_item_name(self) -> str:
return "A Cool Filler Item (No Satisfaction Guaranteed)"
def set_rules(self) -> None:
button_rule = get_button_rule(self.multiworld, self.player)
self.multiworld.get_location("The Big Red Button", self.player).access_rule = button_rule
self.multiworld.get_location("In the Player's Mind", self.player).access_rule = button_rule
# Do not allow button activations on buttons.
self.multiworld.get_location("The Big Red Button", self.player).item_rule =\
lambda item: item.name != "Button Activation"
# Completion condition.
self.multiworld.completion_condition[self.player] = lambda state: state.has("The Urge to Push", self.player)
def fill_slot_data(self):
return {
"color": getattr(self.multiworld, "color")[self.player].current_key
}