270 lines
13 KiB
Python
270 lines
13 KiB
Python
from typing import Dict, List, Any
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from BaseClasses import Region, Location, Item, Tutorial, ItemClassification
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from .items import item_name_to_id, item_table, item_name_groups, fool_tiers, filler_items, slot_data_item_names
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from .locations import location_table, location_name_groups, location_name_to_id, hexagon_locations
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from .rules import set_location_rules, set_region_rules, randomize_ability_unlocks, gold_hexagon
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from .er_rules import set_er_location_rules
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from .regions import tunic_regions
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from .er_scripts import create_er_regions
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from .options import TunicOptions
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from worlds.AutoWorld import WebWorld, World
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from decimal import Decimal, ROUND_HALF_UP
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class TunicWeb(WebWorld):
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tutorials = [
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Tutorial(
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tutorial_name="Multiworld Setup Guide",
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description="A guide to setting up the TUNIC Randomizer for Archipelago multiworld games.",
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language="English",
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file_name="setup_en.md",
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link="setup/en",
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authors=["SilentDestroyer"]
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)
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]
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theme = "grassFlowers"
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game = "TUNIC"
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class TunicItem(Item):
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game: str = "TUNIC"
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class TunicLocation(Location):
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game: str = "TUNIC"
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class TunicWorld(World):
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"""
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Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game
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about a small fox on a big adventure. Stranded on a mysterious beach, armed with only your own curiosity, you will
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confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets. Be brave, tiny fox!
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"""
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game = "TUNIC"
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web = TunicWeb()
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data_version = 2
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options: TunicOptions
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options_dataclass = TunicOptions
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item_name_groups = item_name_groups
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location_name_groups = location_name_groups
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item_name_to_id = item_name_to_id
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location_name_to_id = location_name_to_id
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ability_unlocks: Dict[str, int]
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slot_data_items: List[TunicItem]
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tunic_portal_pairs: Dict[str, str]
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er_portal_hints: Dict[int, str]
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def generate_early(self) -> None:
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# Universal tracker stuff, shouldn't do anything in standard gen
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if hasattr(self.multiworld, "re_gen_passthrough"):
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if "TUNIC" in self.multiworld.re_gen_passthrough:
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passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
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self.options.start_with_sword.value = passthrough["start_with_sword"]
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self.options.keys_behind_bosses.value = passthrough["keys_behind_bosses"]
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self.options.sword_progression.value = passthrough["sword_progression"]
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self.options.ability_shuffling.value = passthrough["ability_shuffling"]
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self.options.logic_rules.value = passthrough["logic_rules"]
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self.options.lanternless.value = passthrough["lanternless"]
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self.options.maskless.value = passthrough["maskless"]
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self.options.hexagon_quest.value = passthrough["hexagon_quest"]
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self.options.entrance_rando.value = passthrough["entrance_rando"]
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def create_item(self, name: str) -> TunicItem:
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item_data = item_table[name]
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return TunicItem(name, item_data.classification, self.item_name_to_id[name], self.player)
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def create_items(self) -> None:
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keys_behind_bosses = self.options.keys_behind_bosses
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hexagon_quest = self.options.hexagon_quest
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sword_progression = self.options.sword_progression
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tunic_items: List[TunicItem] = []
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self.slot_data_items = []
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items_to_create: Dict[str, int] = {item: data.quantity_in_item_pool for item, data in item_table.items()}
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for money_fool in fool_tiers[self.options.fool_traps]:
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items_to_create["Fool Trap"] += items_to_create[money_fool]
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items_to_create[money_fool] = 0
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if self.options.start_with_sword:
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self.multiworld.push_precollected(self.create_item("Sword"))
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if sword_progression:
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items_to_create["Stick"] = 0
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items_to_create["Sword"] = 0
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else:
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items_to_create["Sword Upgrade"] = 0
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if self.options.laurels_location:
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laurels = self.create_item("Hero's Laurels")
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if self.options.laurels_location == "6_coins":
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self.multiworld.get_location("Coins in the Well - 6 Coins", self.player).place_locked_item(laurels)
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elif self.options.laurels_location == "10_coins":
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self.multiworld.get_location("Coins in the Well - 10 Coins", self.player).place_locked_item(laurels)
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elif self.options.laurels_location == "10_fairies":
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self.multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", self.player).place_locked_item(laurels)
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self.slot_data_items.append(laurels)
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items_to_create["Hero's Laurels"] = 0
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if keys_behind_bosses:
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for rgb_hexagon, location in hexagon_locations.items():
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hex_item = self.create_item(gold_hexagon if hexagon_quest else rgb_hexagon)
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self.multiworld.get_location(location, self.player).place_locked_item(hex_item)
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self.slot_data_items.append(hex_item)
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items_to_create[rgb_hexagon] = 0
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items_to_create[gold_hexagon] -= 3
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if hexagon_quest:
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# Calculate number of hexagons in item pool
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hexagon_goal = self.options.hexagon_goal
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extra_hexagons = self.options.extra_hexagon_percentage
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items_to_create[gold_hexagon] += int((Decimal(100 + extra_hexagons) / 100 * hexagon_goal).to_integral_value(rounding=ROUND_HALF_UP))
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# Replace pages and normal hexagons with filler
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for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
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items_to_create[self.get_filler_item_name()] += items_to_create[replaced_item]
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items_to_create[replaced_item] = 0
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# Filler items that are still in the item pool to swap out
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available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
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item_table[filler].classification == ItemClassification.filler]
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# Remove filler to make room for extra hexagons
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for i in range(0, items_to_create[gold_hexagon]):
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fill = self.random.choice(available_filler)
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items_to_create[fill] -= 1
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if items_to_create[fill] == 0:
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available_filler.remove(fill)
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if self.options.maskless:
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mask_item = TunicItem("Scavenger Mask", ItemClassification.useful, self.item_name_to_id["Scavenger Mask"], self.player)
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tunic_items.append(mask_item)
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items_to_create["Scavenger Mask"] = 0
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if self.options.lanternless:
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mask_item = TunicItem("Lantern", ItemClassification.useful, self.item_name_to_id["Lantern"], self.player)
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tunic_items.append(mask_item)
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items_to_create["Lantern"] = 0
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for item, quantity in items_to_create.items():
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for i in range(0, quantity):
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tunic_item: TunicItem = self.create_item(item)
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if item in slot_data_item_names:
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self.slot_data_items.append(tunic_item)
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tunic_items.append(tunic_item)
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self.multiworld.itempool += tunic_items
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def create_regions(self) -> None:
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self.tunic_portal_pairs = {}
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self.er_portal_hints = {}
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self.ability_unlocks = randomize_ability_unlocks(self.random, self.options)
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# stuff for universal tracker support, can be ignored for standard gen
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if hasattr(self.multiworld, "re_gen_passthrough"):
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if "TUNIC" in self.multiworld.re_gen_passthrough:
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passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
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self.ability_unlocks["Pages 24-25 (Prayer)"] = passthrough["Hexagon Quest Prayer"]
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self.ability_unlocks["Pages 42-43 (Holy Cross)"] = passthrough["Hexagon Quest Holy Cross"]
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self.ability_unlocks["Pages 52-53 (Icebolt)"] = passthrough["Hexagon Quest Icebolt"]
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if self.options.entrance_rando:
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portal_pairs, portal_hints = create_er_regions(self)
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for portal1, portal2 in portal_pairs.items():
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self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
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self.er_portal_hints = portal_hints
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else:
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for region_name in tunic_regions:
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region = Region(region_name, self.player, self.multiworld)
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self.multiworld.regions.append(region)
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for region_name, exits in tunic_regions.items():
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region = self.multiworld.get_region(region_name, self.player)
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region.add_exits(exits)
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for location_name, location_id in self.location_name_to_id.items():
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region = self.multiworld.get_region(location_table[location_name].region, self.player)
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location = TunicLocation(self.player, location_name, location_id, region)
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region.locations.append(location)
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victory_region = self.multiworld.get_region("Spirit Arena", self.player)
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victory_location = TunicLocation(self.player, "The Heir", None, victory_region)
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victory_location.place_locked_item(TunicItem("Victory", ItemClassification.progression, None, self.player))
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self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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victory_region.locations.append(victory_location)
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def set_rules(self) -> None:
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if self.options.entrance_rando:
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set_er_location_rules(self, self.ability_unlocks)
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else:
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set_region_rules(self, self.ability_unlocks)
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set_location_rules(self, self.ability_unlocks)
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def get_filler_item_name(self) -> str:
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return self.random.choice(filler_items)
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def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
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if self.options.entrance_rando:
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hint_data[self.player] = self.er_portal_hints
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def fill_slot_data(self) -> Dict[str, Any]:
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slot_data: Dict[str, Any] = {
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"seed": self.random.randint(0, 2147483647),
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"start_with_sword": self.options.start_with_sword.value,
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"keys_behind_bosses": self.options.keys_behind_bosses.value,
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"sword_progression": self.options.sword_progression.value,
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"ability_shuffling": self.options.ability_shuffling.value,
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"hexagon_quest": self.options.hexagon_quest.value,
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"fool_traps": self.options.fool_traps.value,
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"logic_rules": self.options.logic_rules.value,
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"lanternless": self.options.lanternless.value,
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"maskless": self.options.maskless.value,
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"entrance_rando": self.options.entrance_rando.value,
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"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
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"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
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"Hexagon Quest Icebolt": self.ability_unlocks["Pages 52-53 (Icebolt)"],
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"Hexagon Quest Goal": self.options.hexagon_goal.value,
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"Entrance Rando": self.tunic_portal_pairs
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}
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for tunic_item in filter(lambda item: item.location is not None and item.code is not None, self.slot_data_items):
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if tunic_item.name not in slot_data:
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slot_data[tunic_item.name] = []
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if tunic_item.name == gold_hexagon and len(slot_data[gold_hexagon]) >= 6:
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continue
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slot_data[tunic_item.name].extend([tunic_item.location.name, tunic_item.location.player])
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for start_item in self.options.start_inventory_from_pool:
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if start_item in slot_data_item_names:
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if start_item not in slot_data:
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slot_data[start_item] = []
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for i in range(0, self.options.start_inventory_from_pool[start_item]):
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slot_data[start_item].extend(["Your Pocket", self.player])
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for plando_item in self.multiworld.plando_items[self.player]:
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if plando_item["from_pool"]:
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items_to_find = set()
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for item_type in [key for key in ["item", "items"] if key in plando_item]:
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for item in plando_item[item_type]:
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items_to_find.add(item)
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for item in items_to_find:
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if item in slot_data_item_names:
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slot_data[item] = []
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for item_location in self.multiworld.find_item_locations(item, self.player):
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slot_data[item].extend([item_location.name, item_location.player])
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return slot_data
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# for the universal tracker, doesn't get called in standard gen
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@staticmethod
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def interpret_slot_data(slot_data: Dict[str, Any]) -> Dict[str, Any]:
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# returning slot_data so it regens, giving it back in multiworld.re_gen_passthrough
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return slot_data
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