Archipelago/worlds/shivers/__init__.py

273 lines
13 KiB
Python

from typing import Dict, List, Optional
from BaseClasses import Item, ItemClassification, Location, Region, Tutorial
from Fill import fill_restrictive
from worlds.AutoWorld import WebWorld, World
from . import Constants, Rules
from .Items import ItemType, SHIVERS_ITEM_ID_OFFSET, ShiversItem, item_table
from .Options import ShiversOptions, shivers_option_groups
from .Rules import set_rules
class ShiversWeb(WebWorld):
tutorials = [Tutorial(
"Shivers Setup Guide",
"A guide to setting up Shivers for Multiworld.",
"English",
"setup_en.md",
"setup/en",
["GodlFire", "Cynbel_Terreus"]
)]
option_groups = shivers_option_groups
class ShiversWorld(World):
"""
Shivers is a horror themed point and click adventure.
Explore the mysteries of Windlenot's Museum of the Strange and Unusual.
"""
game = "Shivers"
topology_present = False
web = ShiversWeb()
options_dataclass = ShiversOptions
options: ShiversOptions
set_rules = set_rules
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = Constants.location_name_to_id
storage_placements = []
pot_completed_list: List[int]
def generate_early(self):
self.pot_completed_list = []
# Pot piece shuffle location:
if self.options.location_pot_pieces == "own_world":
self.options.local_items.value |= {name for name, data in item_table.items() if
data.type in [ItemType.POT, ItemType.POT_COMPLETE]}
elif self.options.location_pot_pieces == "different_world":
self.options.non_local_items.value |= {name for name, data in item_table.items() if
data.type in [ItemType.POT, ItemType.POT_COMPLETE]}
# Ixupi captures priority locations:
if self.options.ixupi_captures_priority:
self.options.priority_locations.value |= (
{name for name in self.location_names if name.startswith('Ixupi Captured')}
)
def create_item(self, name: str) -> Item:
data = item_table[name]
return ShiversItem(name, data.classification, data.code, self.player)
def create_event_location(self, region_name: str, location_name: str, event_name: Optional[str] = None) -> None:
region = self.get_region(region_name)
loc = ShiversLocation(self.player, location_name, None, region)
if event_name is not None:
loc.place_locked_item(ShiversItem(event_name, ItemClassification.progression, None, self.player))
else:
loc.place_locked_item(ShiversItem(location_name, ItemClassification.progression, None, self.player))
loc.show_in_spoiler = False
region.locations.append(loc)
def create_regions(self) -> None:
# Create regions
for region_name, exits in Constants.region_info["regions"]:
r = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(r)
for exit_name in exits:
r.create_exit(exit_name)
# Bind mandatory connections
for entr_name, region_name in Constants.region_info["mandatory_connections"]:
e = self.get_entrance(entr_name)
r = self.get_region(region_name)
e.connect(r)
# Locations
# Build exclusion list
removed_locations = set()
if not self.options.include_information_plaques:
removed_locations.update(Constants.exclusion_info["plaques"])
if not self.options.elevators_stay_solved:
removed_locations.update(Constants.exclusion_info["elevators"])
if not self.options.early_lightning:
removed_locations.update(Constants.exclusion_info["lightning"])
# Add locations
for region_name, locations in Constants.location_info["locations_by_region"].items():
region = self.get_region(region_name)
for loc_name in locations:
if loc_name not in removed_locations:
loc = ShiversLocation(self.player, loc_name, self.location_name_to_id.get(loc_name, None), region)
region.locations.append(loc)
self.create_event_location("Prehistoric", "Set Skull Dial: Prehistoric")
self.create_event_location("Tar River", "Set Skull Dial: Tar River")
self.create_event_location("Egypt", "Set Skull Dial: Egypt")
self.create_event_location("Burial", "Set Skull Dial: Burial")
self.create_event_location("Gods Room", "Set Skull Dial: Gods Room")
self.create_event_location("Werewolf", "Set Skull Dial: Werewolf")
self.create_event_location("Projector Room", "Viewed Theater Movie")
self.create_event_location("Clock Chains", "Clock Chains", "Set Time")
self.create_event_location("Clock Tower", "Jukebox", "Set Song")
self.create_event_location("Fortune Teller", "Viewed Fortune")
self.create_event_location("Orrery", "Orrery", "Aligned Planets")
self.create_event_location("Norse Stone", "Norse Stone", "Viewed Norse Stone")
self.create_event_location("Beth's Body", "Beth's Body", "Viewed Page 17")
self.create_event_location("Windlenot's Body", "Windlenot's Body", "Viewed Egyptian Hieroglyphics Explained")
self.create_event_location("Guillotine", "Guillotine", "Lost Your Head")
def create_items(self) -> None:
# Add items to item pool
item_pool = []
for name, data in item_table.items():
if data.type in [ItemType.KEY, ItemType.ABILITY, ItemType.IXUPI_AVAILABILITY]:
item_pool.append(self.create_item(name))
# Pot pieces/Completed/Mixed:
if self.options.full_pots == "pieces":
item_pool += [self.create_item(name) for name, data in item_table.items() if data.type == ItemType.POT]
elif self.options.full_pots == "complete":
item_pool += [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE]
else:
# Roll for if pieces or a complete pot will be used.
# Pot Pieces
pieces = [self.create_item(name) for name, data in item_table.items() if data.type == ItemType.POT]
complete = [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE]
for i in range(10):
if self.random.randint(0, 1) == 0:
self.pot_completed_list.append(0)
item_pool.append(pieces[i])
item_pool.append(pieces[i + 10])
# Completed Pot
else:
self.pot_completed_list.append(1)
item_pool.append(complete[i])
# Add Easier Lyre
item_pool += [self.create_item("Easier Lyre") for _ in range(9)]
# Place library escape items. Choose a location to place the escape item
library_region = self.get_region("Library")
library_location = self.random.choice(
[loc for loc in library_region.locations if not loc.name.startswith("Storage: ")]
)
# Roll for which escape items will be placed in the Library
library_random = self.random.randint(1, 3)
if library_random == 1:
library_location.place_locked_item(self.create_item("Crawling"))
item_pool = [item for item in item_pool if item.name != "Crawling"]
elif library_random == 2:
library_location.place_locked_item(self.create_item("Key for Library"))
item_pool = [item for item in item_pool if item.name != "Key for Library"]
elif library_random == 3:
library_location.place_locked_item(self.create_item("Key for Three Floor Elevator"))
library_location_2 = self.random.choice(
[loc for loc in library_region.locations if
not loc.name.startswith("Storage: ") and loc != library_location]
)
library_location_2.place_locked_item(self.create_item("Key for Egypt Room"))
item_pool = [item for item in item_pool if
item.name not in ["Key for Three Floor Elevator", "Key for Egypt Room"]]
# If front door option is on, determine which set of keys will
# be used for lobby access and add front door key to item pool
lobby_access_keys = 0
if self.options.front_door_usable:
lobby_access_keys = self.random.randint(0, 1)
item_pool.append(self.create_item("Key for Front Door"))
else:
item_pool.append(self.create_item("Heal"))
def set_lobby_access_keys(items: Dict[str, int]):
if lobby_access_keys == 0:
items["Key for Underground Lake"] = 1
items["Key for Office Elevator"] = 1
items["Key for Office"] = 1
else:
items["Key for Front Door"] = 1
# Lobby access:
if self.options.lobby_access == "early":
set_lobby_access_keys(self.multiworld.early_items[self.player])
elif self.options.lobby_access == "local":
set_lobby_access_keys(self.multiworld.local_early_items[self.player])
goal_item_code = SHIVERS_ITEM_ID_OFFSET + 100 + Constants.years_since_sep_30_1980
for name, data in item_table.items():
if data.type == ItemType.GOAL and data.code == goal_item_code:
goal = self.create_item(name)
self.get_location("Mystery Solved").place_locked_item(goal)
# Extra filler is random between Heals and Easier Lyre. Heals weighted 95%.
filler_needed = len(self.multiworld.get_unfilled_locations(self.player)) - len(item_pool) - 23
item_pool += map(self.create_item, self.random.choices(
["Heal", "Easier Lyre"], weights=[95, 5], k=filler_needed
))
self.multiworld.itempool += item_pool
def pre_fill(self) -> None:
# Prefills event storage locations with duplicate pots
storage_locs = []
storage_items = []
for locations in Constants.location_info["locations_by_region"].values():
for loc_name in locations:
if loc_name.startswith("Storage: "):
storage_locs.append(self.get_location(loc_name))
# Pot pieces/Completed/Mixed:
if self.options.full_pots == "pieces":
storage_items += [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_DUPLICATE]
elif self.options.full_pots == "complete":
storage_items += [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE_DUPLICATE]
storage_items += [self.create_item("Empty") for _ in range(10)]
else:
pieces = [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_DUPLICATE]
complete = [self.create_item(name) for name, data in item_table.items() if
data.type == ItemType.POT_COMPLETE_DUPLICATE]
for i in range(10):
# Pieces
if self.pot_completed_list[i] == 0:
storage_items.append(pieces[i])
storage_items.append(pieces[i + 10])
# Complete
else:
storage_items.append(complete[i])
storage_items.append(self.create_item("Empty"))
storage_items += [self.create_item("Empty") for _ in range(3)]
state = self.multiworld.get_all_state(True)
self.random.shuffle(storage_locs)
self.random.shuffle(storage_items)
fill_restrictive(self.multiworld, state, storage_locs.copy(), storage_items, True, True)
self.storage_placements = {location.name.replace("Storage: ", ""): location.item.name.replace(" DUPE", "") for
location in storage_locs}
def fill_slot_data(self) -> dict:
return {
"StoragePlacements": self.storage_placements,
"ExcludedLocations": list(self.options.exclude_locations.value),
"IxupiCapturesNeeded": self.options.ixupi_captures_needed.value,
"ElevatorsStaySolved": self.options.elevators_stay_solved.value,
"EarlyBeth": self.options.early_beth.value,
"EarlyLightning": self.options.early_lightning.value,
"FrontDoorUsable": self.options.front_door_usable.value,
"PuzzleCollectBehavior": self.options.puzzle_collect_behavior.value,
}
class ShiversLocation(Location):
game = "Shivers"