Archipelago/worlds/checksfinder/__init__.py

97 lines
3.7 KiB
Python

from BaseClasses import Region, Entrance, Item, Tutorial, ItemClassification, RegionType
from .Items import ChecksFinderItem, item_table, required_items
from .Locations import ChecksFinderAdvancement, advancement_table, exclusion_table
from .Options import checksfinder_options
from .Regions import checksfinder_regions, link_checksfinder_structures
from .Rules import set_rules, set_completion_rules
from ..AutoWorld import World, WebWorld
client_version = 7
class ChecksFinderWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Tutorial",
"A guide to setting up the Archipelago ChecksFinder software on your computer. This guide covers "
"single-player, multiworld, and related software.",
"English",
"checksfinder_en.md",
"checksfinder/en",
["Mewlif"]
)]
class ChecksFinderWorld(World):
"""
ChecksFinder is a game where you avoid mines and find checks inside the board
with the mines! You win when you get all your items and beat the board!
"""
game: str = "ChecksFinder"
option_definitions = checksfinder_options
topology_present = True
web = ChecksFinderWeb()
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = {name: data.id for name, data in advancement_table.items()}
data_version = 4
def _get_checksfinder_data(self):
return {
'world_seed': self.world.slot_seeds[self.player].getrandbits(32),
'seed_name': self.world.seed_name,
'player_name': self.world.get_player_name(self.player),
'player_id': self.player,
'client_version': client_version,
'race': self.world.is_race,
}
def generate_basic(self):
# Generate item pool
itempool = []
# Add all required progression items
for (name, num) in required_items.items():
itempool += [name] * num
# Add the map width and height stuff
itempool += ["Map Width"] * (10-5)
itempool += ["Map Height"] * (10-5)
# Add the map bombs
itempool += ["Map Bombs"] * (20-5)
# Convert itempool into real items
itempool = [item for item in map(lambda name: self.create_item(name), itempool)]
self.world.itempool += itempool
def set_rules(self):
set_rules(self.world, self.player)
set_completion_rules(self.world, self.player)
def create_regions(self):
def ChecksFinderRegion(region_name: str, exits=[]):
ret = Region(region_name, RegionType.Generic, region_name, self.player, self.world)
ret.locations = [ChecksFinderAdvancement(self.player, loc_name, loc_data.id, ret)
for loc_name, loc_data in advancement_table.items()
if loc_data.region == region_name]
for exit in exits:
ret.exits.append(Entrance(self.player, exit, ret))
return ret
self.world.regions += [ChecksFinderRegion(*r) for r in checksfinder_regions]
link_checksfinder_structures(self.world, self.player)
def fill_slot_data(self):
slot_data = self._get_checksfinder_data()
for option_name in checksfinder_options:
option = getattr(self.world, option_name)[self.player]
if slot_data.get(option_name, None) is None and type(option.value) in {str, int}:
slot_data[option_name] = int(option.value)
return slot_data
def create_item(self, name: str) -> Item:
item_data = item_table[name]
item = ChecksFinderItem(name,
ItemClassification.progression if item_data.progression else ItemClassification.filler,
item_data.code, self.player)
return item