Archipelago/worlds/sc2wol/Regions.py

289 lines
14 KiB
Python

from typing import List, Set, Dict, Tuple, Optional, Callable
from BaseClasses import MultiWorld, Region, Entrance, Location
from .Locations import LocationData
from .Options import get_option_value
from .MissionTables import MissionInfo, mission_orders, vanilla_mission_req_table, alt_final_mission_locations, MissionPools
from .PoolFilter import filter_missions
def create_regions(multiworld: MultiWorld, player: int, locations: Tuple[LocationData, ...], location_cache: List[Location])\
-> Tuple[Dict[str, MissionInfo], int, str]:
locations_per_region = get_locations_per_region(locations)
mission_order_type = get_option_value(multiworld, player, "mission_order")
mission_order = mission_orders[mission_order_type]
mission_pools = filter_missions(multiworld, player)
regions = [create_region(multiworld, player, locations_per_region, location_cache, "Menu")]
names: Dict[str, int] = {}
if mission_order_type == 0:
# Generating all regions and locations
for region_name in vanilla_mission_req_table.keys():
regions.append(create_region(multiworld, player, locations_per_region, location_cache, region_name))
multiworld.regions += regions
connect(multiworld, player, names, 'Menu', 'Liberation Day'),
connect(multiworld, player, names, 'Liberation Day', 'The Outlaws',
lambda state: state.has("Beat Liberation Day", player)),
connect(multiworld, player, names, 'The Outlaws', 'Zero Hour',
lambda state: state.has("Beat The Outlaws", player)),
connect(multiworld, player, names, 'Zero Hour', 'Evacuation',
lambda state: state.has("Beat Zero Hour", player)),
connect(multiworld, player, names, 'Evacuation', 'Outbreak',
lambda state: state.has("Beat Evacuation", player)),
connect(multiworld, player, names, "Outbreak", "Safe Haven",
lambda state: state._sc2wol_cleared_missions(multiworld, player, 7) and
state.has("Beat Outbreak", player)),
connect(multiworld, player, names, "Outbreak", "Haven's Fall",
lambda state: state._sc2wol_cleared_missions(multiworld, player, 7) and
state.has("Beat Outbreak", player)),
connect(multiworld, player, names, 'Zero Hour', 'Smash and Grab',
lambda state: state.has("Beat Zero Hour", player)),
connect(multiworld, player, names, 'Smash and Grab', 'The Dig',
lambda state: state._sc2wol_cleared_missions(multiworld, player, 8) and
state.has("Beat Smash and Grab", player)),
connect(multiworld, player, names, 'The Dig', 'The Moebius Factor',
lambda state: state._sc2wol_cleared_missions(multiworld, player, 11) and
state.has("Beat The Dig", player)),
connect(multiworld, player, names, 'The Moebius Factor', 'Supernova',
lambda state: state._sc2wol_cleared_missions(multiworld, player, 14) and
state.has("Beat The Moebius Factor", player)),
connect(multiworld, player, names, 'Supernova', 'Maw of the Void',
lambda state: state.has("Beat Supernova", player)),
connect(multiworld, player, names, 'Zero Hour', "Devil's Playground",
lambda state: state._sc2wol_cleared_missions(multiworld, player, 4) and
state.has("Beat Zero Hour", player)),
connect(multiworld, player, names, "Devil's Playground", 'Welcome to the Jungle',
lambda state: state.has("Beat Devil's Playground", player)),
connect(multiworld, player, names, "Welcome to the Jungle", 'Breakout',
lambda state: state._sc2wol_cleared_missions(multiworld, player, 8) and
state.has("Beat Welcome to the Jungle", player)),
connect(multiworld, player, names, "Welcome to the Jungle", 'Ghost of a Chance',
lambda state: state._sc2wol_cleared_missions(multiworld, player, 8) and
state.has("Beat Welcome to the Jungle", player)),
connect(multiworld, player, names, "Zero Hour", 'The Great Train Robbery',
lambda state: state._sc2wol_cleared_missions(multiworld, player, 6) and
state.has("Beat Zero Hour", player)),
connect(multiworld, player, names, 'The Great Train Robbery', 'Cutthroat',
lambda state: state.has("Beat The Great Train Robbery", player)),
connect(multiworld, player, names, 'Cutthroat', 'Engine of Destruction',
lambda state: state.has("Beat Cutthroat", player)),
connect(multiworld, player, names, 'Engine of Destruction', 'Media Blitz',
lambda state: state.has("Beat Engine of Destruction", player)),
connect(multiworld, player, names, 'Media Blitz', 'Piercing the Shroud',
lambda state: state.has("Beat Media Blitz", player)),
connect(multiworld, player, names, 'The Dig', 'Whispers of Doom',
lambda state: state.has("Beat The Dig", player)),
connect(multiworld, player, names, 'Whispers of Doom', 'A Sinister Turn',
lambda state: state.has("Beat Whispers of Doom", player)),
connect(multiworld, player, names, 'A Sinister Turn', 'Echoes of the Future',
lambda state: state.has("Beat A Sinister Turn", player)),
connect(multiworld, player, names, 'Echoes of the Future', 'In Utter Darkness',
lambda state: state.has("Beat Echoes of the Future", player)),
connect(multiworld, player, names, 'Maw of the Void', 'Gates of Hell',
lambda state: state.has("Beat Maw of the Void", player)),
connect(multiworld, player, names, 'Gates of Hell', 'Belly of the Beast',
lambda state: state.has("Beat Gates of Hell", player)),
connect(multiworld, player, names, 'Gates of Hell', 'Shatter the Sky',
lambda state: state.has("Beat Gates of Hell", player)),
connect(multiworld, player, names, 'Gates of Hell', 'All-In',
lambda state: state.has('Beat Gates of Hell', player) and (
state.has('Beat Shatter the Sky', player) or state.has('Beat Belly of the Beast', player)))
return vanilla_mission_req_table, 29, 'All-In: Victory'
else:
missions = []
remove_prophecy = mission_order_type == 1 and not get_option_value(multiworld, player, "shuffle_protoss")
final_mission = mission_pools[MissionPools.FINAL][0]
# Determining if missions must be removed
mission_pool_size = sum(len(mission_pool) for mission_pool in mission_pools.values())
removals = len(mission_order) - mission_pool_size
# Removing entire Prophecy chain on vanilla shuffled when not shuffling protoss
if remove_prophecy:
removals -= 4
# Initial fill out of mission list and marking all-in mission
for mission in mission_order:
# Removing extra missions if mission pool is too small
if 0 < mission.removal_priority <= removals or mission.category == 'Prophecy' and remove_prophecy:
missions.append(None)
elif mission.type == MissionPools.FINAL:
missions.append(final_mission)
else:
missions.append(mission.type)
no_build_slots = []
easy_slots = []
medium_slots = []
hard_slots = []
# Search through missions to find slots needed to fill
for i in range(len(missions)):
if missions[i] is None:
continue
if missions[i] == MissionPools.STARTER:
no_build_slots.append(i)
elif missions[i] == MissionPools.EASY:
easy_slots.append(i)
elif missions[i] == MissionPools.MEDIUM:
medium_slots.append(i)
elif missions[i] == MissionPools.HARD:
hard_slots.append(i)
# Add no_build missions to the pool and fill in no_build slots
missions_to_add = mission_pools[MissionPools.STARTER]
if len(no_build_slots) > len(missions_to_add):
raise Exception("There are no valid No-Build missions. Please exclude fewer missions.")
for slot in no_build_slots:
filler = multiworld.random.randint(0, len(missions_to_add) - 1)
missions[slot] = missions_to_add.pop(filler)
# Add easy missions into pool and fill in easy slots
missions_to_add = missions_to_add + mission_pools[MissionPools.EASY]
if len(easy_slots) > len(missions_to_add):
raise Exception("There are not enough Easy missions to fill the campaign. Please exclude fewer missions.")
for slot in easy_slots:
filler = multiworld.random.randint(0, len(missions_to_add) - 1)
missions[slot] = missions_to_add.pop(filler)
# Add medium missions into pool and fill in medium slots
missions_to_add = missions_to_add + mission_pools[MissionPools.MEDIUM]
if len(medium_slots) > len(missions_to_add):
raise Exception("There are not enough Easy and Medium missions to fill the campaign. Please exclude fewer missions.")
for slot in medium_slots:
filler = multiworld.random.randint(0, len(missions_to_add) - 1)
missions[slot] = missions_to_add.pop(filler)
# Add hard missions into pool and fill in hard slots
missions_to_add = missions_to_add + mission_pools[MissionPools.HARD]
if len(hard_slots) > len(missions_to_add):
raise Exception("There are not enough missions to fill the campaign. Please exclude fewer missions.")
for slot in hard_slots:
filler = multiworld.random.randint(0, len(missions_to_add) - 1)
missions[slot] = missions_to_add.pop(filler)
# Generating regions and locations from selected missions
for region_name in missions:
regions.append(create_region(multiworld, player, locations_per_region, location_cache, region_name))
multiworld.regions += regions
# Mapping original mission slots to shifted mission slots when missions are removed
slot_map = []
slot_offset = 0
for position, mission in enumerate(missions):
slot_map.append(position - slot_offset + 1)
if mission is None:
slot_offset += 1
# Loop through missions to create requirements table and connect regions
# TODO: Handle 'and' connections
mission_req_table = {}
for i, mission in enumerate(missions):
if mission is None:
continue
connections = []
for connection in mission_order[i].connect_to:
required_mission = missions[connection]
if connection == -1:
connect(multiworld, player, names, "Menu", mission)
elif required_mission is None:
continue
else:
connect(multiworld, player, names, required_mission, mission,
(lambda name, missions_req: (lambda state: state.has(f"Beat {name}", player) and
state._sc2wol_cleared_missions(multiworld, player,
missions_req)))
(missions[connection], mission_order[i].number))
connections.append(slot_map[connection])
mission_req_table.update({mission: MissionInfo(
vanilla_mission_req_table[mission].id, connections, mission_order[i].category,
number=mission_order[i].number,
completion_critical=mission_order[i].completion_critical,
or_requirements=mission_order[i].or_requirements)})
final_mission_id = vanilla_mission_req_table[final_mission].id
# Changing the completion condition for alternate final missions into an event
if final_mission != 'All-In':
final_location = alt_final_mission_locations[final_mission]
# Final location should be near the end of the cache
for i in range(len(location_cache) - 1, -1, -1):
if location_cache[i].name == final_location:
location_cache[i].locked = True
location_cache[i].event = True
location_cache[i].address = None
break
else:
final_location = 'All-In: Victory'
return mission_req_table, final_mission_id, final_location
def create_location(player: int, location_data: LocationData, region: Region,
location_cache: List[Location]) -> Location:
location = Location(player, location_data.name, location_data.code, region)
location.access_rule = location_data.rule
if id is None:
location.event = True
location.locked = True
location_cache.append(location)
return location
def create_region(multiworld: MultiWorld, player: int, locations_per_region: Dict[str, List[LocationData]],
location_cache: List[Location], name: str) -> Region:
region = Region(name, player, multiworld)
if name in locations_per_region:
for location_data in locations_per_region[name]:
location = create_location(player, location_data, region, location_cache)
region.locations.append(location)
return region
def connect(world: MultiWorld, player: int, used_names: Dict[str, int], source: str, target: str,
rule: Optional[Callable] = None):
sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player)
if target not in used_names:
used_names[target] = 1
name = target
else:
used_names[target] += 1
name = target + (' ' * used_names[target])
connection = Entrance(player, name, sourceRegion)
if rule:
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)
def get_locations_per_region(locations: Tuple[LocationData, ...]) -> Dict[str, List[LocationData]]:
per_region: Dict[str, List[LocationData]] = {}
for location in locations:
per_region.setdefault(location.region, []).append(location)
return per_region