Archipelago/worlds/kh2/__init__.py

541 lines
25 KiB
Python

import logging
from typing import List
from BaseClasses import Tutorial, ItemClassification
from Fill import fill_restrictive
from worlds.LauncherComponents import Component, components, Type, launch_subprocess
from worlds.AutoWorld import World, WebWorld
from .Items import *
from .Locations import *
from .Names import ItemName, LocationName, RegionName
from .OpenKH import patch_kh2
from .Options import KingdomHearts2Options
from .Regions import create_regions, connect_regions
from .Rules import *
from .Subclasses import KH2Item
def launch_client():
from .Client import launch
launch_subprocess(launch, name="KH2Client")
components.append(Component("KH2 Client", "KH2Client", func=launch_client, component_type=Type.CLIENT))
class KingdomHearts2Web(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Kingdom Hearts 2 Final Mix with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["JaredWeakStrike"]
)]
class KH2World(World):
"""
Kingdom Hearts II is an action role-playing game developed and published by Square Enix and released in 2005.
It is the sequel to Kingdom Hearts and Kingdom Hearts: Chain of Memories, and like the two previous games,
focuses on Sora and his friends' continued battle against the Darkness.
"""
game = "Kingdom Hearts 2"
web = KingdomHearts2Web()
required_client_version = (0, 4, 4)
options_dataclass = KingdomHearts2Options
options: KingdomHearts2Options
item_name_to_id = {item: item_id
for item_id, item in enumerate(item_dictionary_table.keys(), 0x130000)}
location_name_to_id = {item: location
for location, item in enumerate(all_locations.keys(), 0x130000)}
item_name_groups = item_groups
location_name_groups = location_groups
visitlocking_dict: Dict[str, int]
plando_locations: Dict[str, str]
lucky_emblem_amount: int
lucky_emblem_required: int
bounties_required: int
bounties_amount: int
filler_items: List[str]
item_quantity_dict: Dict[str, int]
local_items: Dict[int, int]
sora_ability_dict: Dict[str, int]
goofy_ability_dict: Dict[str, int]
donald_ability_dict: Dict[str, int]
total_locations: int
# growth_list: list[str]
def __init__(self, multiworld: "MultiWorld", player: int):
super().__init__(multiworld, player)
# random_super_boss_list List[str]
# has to be in __init__ or else other players affect each other's bounties
self.random_super_boss_list = list()
self.growth_list = list()
# lists of KH2Item
self.keyblade_ability_pool = list()
self.goofy_get_bonus_abilities = list()
self.goofy_weapon_abilities = list()
self.donald_get_bonus_abilities = list()
self.donald_weapon_abilities = list()
self.slot_data_goofy_weapon = dict()
self.slot_data_sora_weapon = dict()
self.slot_data_donald_weapon = dict()
def fill_slot_data(self) -> dict:
for ability in self.slot_data_sora_weapon:
if ability in self.sora_ability_dict and self.sora_ability_dict[ability] >= 1:
self.sora_ability_dict[ability] -= 1
self.donald_ability_dict = {k: v.quantity for k, v in DonaldAbility_Table.items()}
for ability in self.slot_data_donald_weapon:
if ability in self.donald_ability_dict and self.donald_ability_dict[ability] >= 1:
self.donald_ability_dict[ability] -= 1
self.goofy_ability_dict = {k: v.quantity for k, v in GoofyAbility_Table.items()}
for ability in self.slot_data_goofy_weapon:
if ability in self.goofy_ability_dict and self.goofy_ability_dict[ability] >= 1:
self.goofy_ability_dict[ability] -= 1
slot_data = self.options.as_dict("Goal", "FinalXemnas", "LuckyEmblemsRequired", "BountyRequired")
slot_data.update({
"hitlist": [], # remove this after next update
"PoptrackerVersionCheck": 4.3,
"KeybladeAbilities": self.sora_ability_dict,
"StaffAbilities": self.donald_ability_dict,
"ShieldAbilities": self.goofy_ability_dict,
})
return slot_data
def create_item(self, name: str) -> Item:
"""
Returns created KH2Item
"""
# data = item_dictionary_table[name]
if name in progression_set:
item_classification = ItemClassification.progression
elif name in useful_set:
item_classification = ItemClassification.useful
else:
item_classification = ItemClassification.filler
created_item = KH2Item(name, item_classification, self.item_name_to_id[name], self.player)
return created_item
def create_event_item(self, name: str) -> Item:
item_classification = ItemClassification.progression
created_item = KH2Item(name, item_classification, None, self.player)
return created_item
def create_items(self) -> None:
"""
Fills ItemPool and manages schmovement, random growth, visit locking and random starting visit locking.
"""
self.visitlocking_dict = visit_locking_dict["AllVisitLocking"].copy()
if self.options.Schmovement != "level_0":
for _ in range(self.options.Schmovement.value):
for name in Movement_Table.keys():
self.item_quantity_dict[name] -= 1
self.growth_list.remove(name)
self.multiworld.push_precollected(self.create_item(name))
if self.options.RandomGrowth:
max_growth = min(self.options.RandomGrowth.value, len(self.growth_list))
for _ in range(max_growth):
random_growth = self.random.choice(self.growth_list)
self.item_quantity_dict[random_growth] -= 1
self.growth_list.remove(random_growth)
self.multiworld.push_precollected(self.create_item(random_growth))
if self.options.Visitlocking == "no_visit_locking":
for item, amount in visit_locking_dict["AllVisitLocking"].items():
for _ in range(amount):
self.multiworld.push_precollected(self.create_item(item))
self.item_quantity_dict[item] -= 1
self.visitlocking_dict[item] -= 1
if self.visitlocking_dict[item] == 0:
self.visitlocking_dict.pop(item)
elif self.options.Visitlocking == "second_visit_locking":
for item in visit_locking_dict["2VisitLocking"]:
self.item_quantity_dict[item] -= 1
self.visitlocking_dict[item] -= 1
if self.visitlocking_dict[item] == 0:
self.visitlocking_dict.pop(item)
self.multiworld.push_precollected(self.create_item(item))
for _ in range(self.options.RandomVisitLockingItem.value):
if sum(self.visitlocking_dict.values()) <= 0:
break
visitlocking_set = list(self.visitlocking_dict.keys())
item = self.random.choice(visitlocking_set)
self.item_quantity_dict[item] -= 1
self.visitlocking_dict[item] -= 1
if self.visitlocking_dict[item] == 0:
self.visitlocking_dict.pop(item)
self.multiworld.push_precollected(self.create_item(item))
itempool = [self.create_item(item) for item, data in self.item_quantity_dict.items() for _ in range(data)]
# Creating filler for unfilled locations
itempool += [self.create_filler() for _ in range(self.total_locations - len(itempool))]
self.multiworld.itempool += itempool
def generate_early(self) -> None:
"""
Determines the quantity of items and maps plando locations to items.
"""
# Item: Quantity Map
# Example. Quick Run: 4
self.total_locations = len(all_locations.keys())
for x in range(4):
self.growth_list.extend(Movement_Table.keys())
self.item_quantity_dict = {item: data.quantity for item, data in item_dictionary_table.items()}
self.sora_ability_dict = {k: v.quantity for dic in [SupportAbility_Table, ActionAbility_Table] for k, v in
dic.items()}
# Dictionary to mark locations with their plandoed item
# Example. Final Xemnas: Victory
# 3 random support abilities because there are left over slots
support_abilities = list(SupportAbility_Table.keys())
for _ in range(6):
random_support_ability = self.random.choice(support_abilities)
self.item_quantity_dict[random_support_ability] += 1
self.sora_ability_dict[random_support_ability] += 1
self.plando_locations = dict()
self.starting_invo_verify()
for k, v in self.options.CustomItemPoolQuantity.value.items():
# kh2's items cannot hold more than a byte
if 255 > v > self.item_quantity_dict[k] and k in default_itempool_option.keys():
self.item_quantity_dict[k] = v
elif 255 <= v:
logging.warning(
f"{self.player} has too many {k} in their CustomItemPool setting. Setting to default quantity")
# Option to turn off Promise Charm Item
if not self.options.Promise_Charm:
del self.item_quantity_dict[ItemName.PromiseCharm]
if not self.options.AntiForm:
del self.item_quantity_dict[ItemName.AntiForm]
self.set_excluded_locations()
if self.options.Goal not in ["hitlist", "three_proofs"]:
self.lucky_emblem_amount = self.options.LuckyEmblemsAmount.value
self.lucky_emblem_required = self.options.LuckyEmblemsRequired.value
self.emblem_verify()
# hitlist
if self.options.Goal not in ["lucky_emblem_hunt", "three_proofs"]:
self.random_super_boss_list.extend(exclusion_table["Hitlist"])
self.bounties_amount = self.options.BountyAmount.value
self.bounties_required = self.options.BountyRequired.value
self.hitlist_verify()
prio_hitlist = [location for location in self.options.priority_locations.value if
location in self.random_super_boss_list]
for bounty in range(self.options.BountyAmount.value):
if prio_hitlist:
random_boss = self.random.choice(prio_hitlist)
prio_hitlist.remove(random_boss)
else:
random_boss = self.random.choice(self.random_super_boss_list)
self.plando_locations[random_boss] = ItemName.Bounty
self.random_super_boss_list.remove(random_boss)
self.total_locations -= 1
self.donald_gen_early()
self.goofy_gen_early()
self.keyblade_gen_early()
# final xemnas isn't a location anymore
# self.total_locations -= 1
if self.options.WeaponSlotStartHint:
for location in all_weapon_slot:
self.options.start_location_hints.value.add(location)
if self.options.FillerItemsLocal:
for item in filler_items:
self.options.local_items.value.add(item)
# By imitating remote this doesn't have to be plandoded filler anymore
# for location in {LocationName.JunkMedal, LocationName.JunkMedal}:
# self.plando_locations[location] = random_stt_item
if not self.options.SummonLevelLocationToggle:
self.total_locations -= 6
self.total_locations -= self.level_subtraction()
def pre_fill(self):
"""
Plandoing Events and Fill_Restrictive for donald,goofy and sora
"""
self.donald_pre_fill()
self.goofy_pre_fill()
self.keyblade_pre_fill()
for location, item in self.plando_locations.items():
self.multiworld.get_location(location, self.player).place_locked_item(
self.create_item(item))
def create_regions(self):
"""
Creates the Regions and Connects them.
"""
create_regions(self)
connect_regions(self)
def set_rules(self):
"""
Sets the Logic for the Regions and Locations.
"""
universal_logic = Rules.KH2WorldRules(self)
form_logic = Rules.KH2FormRules(self)
fight_rules = Rules.KH2FightRules(self)
fight_rules.set_kh2_fight_rules()
universal_logic.set_kh2_rules()
form_logic.set_kh2_form_rules()
def generate_output(self, output_directory: str):
"""
Generates the .zip for OpenKH (The KH Mod Manager)
"""
patch_kh2(self, output_directory)
def donald_gen_early(self):
random_prog_ability = self.random.choice([ItemName.Fantasia, ItemName.FlareForce])
donald_master_ability = [donald_ability for donald_ability in DonaldAbility_Table.keys() for _ in
range(self.item_quantity_dict[donald_ability]) if
donald_ability != random_prog_ability]
self.donald_weapon_abilities = []
self.donald_get_bonus_abilities = []
# fill goofy weapons first
for _ in range(15):
random_ability = self.random.choice(donald_master_ability)
donald_master_ability.remove(random_ability)
self.donald_weapon_abilities += [self.create_item(random_ability)]
self.item_quantity_dict[random_ability] -= 1
self.total_locations -= 1
self.slot_data_donald_weapon = [item_name.name for item_name in self.donald_weapon_abilities]
if not self.options.DonaldGoofyStatsanity:
# pre plando donald get bonuses
self.donald_get_bonus_abilities += [self.create_item(random_prog_ability)]
self.total_locations -= 1
for item_name in donald_master_ability:
self.donald_get_bonus_abilities += [self.create_item(item_name)]
self.item_quantity_dict[item_name] -= 1
self.total_locations -= 1
def goofy_gen_early(self):
random_prog_ability = self.random.choice([ItemName.Teamwork, ItemName.TornadoFusion])
goofy_master_ability = [goofy_ability for goofy_ability in GoofyAbility_Table.keys() for _ in
range(self.item_quantity_dict[goofy_ability]) if goofy_ability != random_prog_ability]
self.goofy_weapon_abilities = []
self.goofy_get_bonus_abilities = []
# fill goofy weapons first
for _ in range(15):
random_ability = self.random.choice(goofy_master_ability)
goofy_master_ability.remove(random_ability)
self.goofy_weapon_abilities += [self.create_item(random_ability)]
self.item_quantity_dict[random_ability] -= 1
self.total_locations -= 1
self.slot_data_goofy_weapon = [item_name.name for item_name in self.goofy_weapon_abilities]
if not self.options.DonaldGoofyStatsanity:
# pre plando goofy get bonuses
self.goofy_get_bonus_abilities += [self.create_item(random_prog_ability)]
self.total_locations -= 1
for item_name in goofy_master_ability:
self.goofy_get_bonus_abilities += [self.create_item(item_name)]
self.item_quantity_dict[item_name] -= 1
self.total_locations -= 1
def keyblade_gen_early(self):
keyblade_master_ability = [ability for ability in SupportAbility_Table.keys() if ability not in progression_set
for _ in range(self.item_quantity_dict[ability])]
self.keyblade_ability_pool = []
for _ in range(len(Keyblade_Slots)):
random_ability = self.random.choice(keyblade_master_ability)
keyblade_master_ability.remove(random_ability)
self.keyblade_ability_pool += [self.create_item(random_ability)]
self.item_quantity_dict[random_ability] -= 1
self.total_locations -= 1
self.slot_data_sora_weapon = [item_name.name for item_name in self.keyblade_ability_pool]
def goofy_pre_fill(self):
"""
Removes donald locations from the location pool maps random donald items to be plandoded.
"""
goofy_weapon_location_list = [self.multiworld.get_location(location, self.player) for location in
Goofy_Checks.keys() if Goofy_Checks[location].yml == "Keyblade"]
# take one of the 2 out
# randomize the list with only
for location in goofy_weapon_location_list:
random_ability = self.random.choice(self.goofy_weapon_abilities)
location.place_locked_item(random_ability)
self.goofy_weapon_abilities.remove(random_ability)
if not self.options.DonaldGoofyStatsanity:
# plando goofy get bonuses
goofy_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
Goofy_Checks.keys() if Goofy_Checks[location].yml != "Keyblade"]
for location in goofy_get_bonus_location_pool:
self.random.choice(self.goofy_get_bonus_abilities)
random_ability = self.random.choice(self.goofy_get_bonus_abilities)
location.place_locked_item(random_ability)
self.goofy_get_bonus_abilities.remove(random_ability)
def donald_pre_fill(self):
donald_weapon_location_list = [self.multiworld.get_location(location, self.player) for location in
Donald_Checks.keys() if Donald_Checks[location].yml == "Keyblade"]
# take one of the 2 out
# randomize the list with only
for location in donald_weapon_location_list:
random_ability = self.random.choice(self.donald_weapon_abilities)
location.place_locked_item(random_ability)
self.donald_weapon_abilities.remove(random_ability)
if not self.options.DonaldGoofyStatsanity:
# plando goofy get bonuses
donald_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
Donald_Checks.keys() if Donald_Checks[location].yml != "Keyblade"]
for location in donald_get_bonus_location_pool:
random_ability = self.random.choice(self.donald_get_bonus_abilities)
location.place_locked_item(random_ability)
self.donald_get_bonus_abilities.remove(random_ability)
def keyblade_pre_fill(self):
"""
Fills keyblade slots with abilities determined on player's setting
"""
keyblade_locations = [self.multiworld.get_location(location, self.player) for location in Keyblade_Slots.keys()]
state = self.multiworld.get_all_state(False)
keyblade_ability_pool_copy = self.keyblade_ability_pool.copy()
fill_restrictive(self.multiworld, state, keyblade_locations, keyblade_ability_pool_copy, True, True, allow_excluded=True)
def starting_invo_verify(self):
"""
Making sure the player doesn't put too many abilities in their starting inventory.
"""
for item, value in self.options.start_inventory.value.items():
if item in ActionAbility_Table \
or item in SupportAbility_Table or item in exclusion_item_table["StatUps"] \
or item in DonaldAbility_Table or item in GoofyAbility_Table:
# cannot have more than the quantity for abilties
if value > item_dictionary_table[item].quantity:
logging.info(
f"{self.multiworld.get_file_safe_player_name(self.player)} cannot have more than {item_dictionary_table[item].quantity} of {item}."
f" Changing the amount to the max amount")
value = item_dictionary_table[item].quantity
self.item_quantity_dict[item] -= value
def emblem_verify(self):
"""
Making sure lucky emblems have amount>=required.
"""
if self.lucky_emblem_amount < self.lucky_emblem_required:
logging.info(
f"Lucky Emblem Amount {self.options.LuckyEmblemsAmount.value} is less than required "
f"{self.options.LuckyEmblemsRequired.value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
f" Setting amount to {self.options.LuckyEmblemsRequired.value}")
luckyemblemamount = max(self.lucky_emblem_amount, self.lucky_emblem_required)
self.options.LuckyEmblemsAmount.value = luckyemblemamount
self.item_quantity_dict[ItemName.LuckyEmblem] = self.options.LuckyEmblemsAmount.value
# give this proof to unlock the final door once the player has the amount of lucky emblem required
if ItemName.ProofofNonexistence in self.item_quantity_dict:
del self.item_quantity_dict[ItemName.ProofofNonexistence]
def hitlist_verify(self):
"""
Making sure hitlist have amount>=required.
"""
for location in self.options.exclude_locations.value:
if location in self.random_super_boss_list:
self.random_super_boss_list.remove(location)
if not self.options.SummonLevelLocationToggle and LocationName.Summonlvl7 in self.random_super_boss_list:
self.random_super_boss_list.remove(LocationName.Summonlvl7)
# Testing if the player has the right amount of Bounties for Completion.
if len(self.random_super_boss_list) < self.bounties_amount:
logging.info(
f"{self.multiworld.get_file_safe_player_name(self.player)} has more bounties than bosses."
f" Setting total bounties to {len(self.random_super_boss_list)}")
self.bounties_amount = len(self.random_super_boss_list)
self.options.BountyAmount.value = self.bounties_amount
if len(self.random_super_boss_list) < self.bounties_required:
logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many required bounties."
f" Setting required bounties to {len(self.random_super_boss_list)}")
self.bounties_required = len(self.random_super_boss_list)
self.options.BountyRequired.value = self.bounties_required
if self.bounties_amount < self.bounties_required:
logging.info(
f"Bounties Amount is less than required for player {self.multiworld.get_file_safe_player_name(self.player)}."
f" Swapping Amount and Required")
temp = self.options.BountyRequired.value
self.options.BountyRequired.value = self.options.BountyAmount.value
self.options.BountyAmount.value = temp
if self.options.BountyStartingHintToggle:
self.options.start_hints.value.add(ItemName.Bounty)
if ItemName.ProofofNonexistence in self.item_quantity_dict:
del self.item_quantity_dict[ItemName.ProofofNonexistence]
def set_excluded_locations(self):
"""
Fills excluded_locations from player's settings.
"""
# Option to turn off all superbosses. Can do this individually but its like 20+ checks
if not self.options.SuperBosses:
for superboss in exclusion_table["SuperBosses"]:
self.options.exclude_locations.value.add(superboss)
# Option to turn off Olympus Colosseum Cups.
if self.options.Cups == "no_cups":
for cup in exclusion_table["Cups"]:
self.options.exclude_locations.value.add(cup)
# exclude only hades paradox. If cups and hades paradox then nothing is excluded
elif self.options.Cups == "cups":
self.options.exclude_locations.value.add(LocationName.HadesCupTrophyParadoxCups)
if not self.options.AtlanticaToggle:
for loc in exclusion_table["Atlantica"]:
self.options.exclude_locations.value.add(loc)
def level_subtraction(self):
"""
Determine how many locations are on sora's levels.
"""
if self.options.LevelDepth == "level_50_sanity":
# level 50 sanity
return 49
elif self.options.LevelDepth == "level_1":
# level 1. No checks on levels
return 98
elif self.options.LevelDepth in ["level_50", "level_99"]:
# could be if leveldepth!= 99 sanity but this reads better imo
return 75
else:
return 0
def get_filler_item_name(self) -> str:
"""
Returns random filler item name.
"""
return self.random.choice(filler_items)