163 lines
7.4 KiB
Python
163 lines
7.4 KiB
Python
import typing
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import random
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from .Locations import location_table, lookup_name_to_id as locations_lookup_name_to_id
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from .Items import (createResourcePackName, item_table, progressive_table, progressive_item_list,
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lookup_name_to_item, resourcepack_items as resourcePackItems, lookup_name_to_id as items_lookup_name_to_id)
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from .Regions import create_regions, getConnectionName
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from .Rules import set_rules
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from .Options import raft_options
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from BaseClasses import Region, RegionType, Entrance, Location, MultiWorld, Item
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from ..AutoWorld import World
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class RaftWorld(World):
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"""
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Raft is a flooded world exploration game. You're stranded on a small raft in the middle of the
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ocean, and you must survive on trash floating by you on the top of the water and around/on any
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islands that you come across.
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"""
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game: str = "Raft"
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item_name_to_id = items_lookup_name_to_id.copy()
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lastItemId = max(filter(lambda val: val is not None, item_name_to_id.values()))
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location_name_to_id = locations_lookup_name_to_id
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options = raft_options
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data_version = 1
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def generate_basic(self):
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minRPSpecified = self.world.minimum_resource_pack_amount[self.player].value
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maxRPSpecified = self.world.maximum_resource_pack_amount[self.player].value
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minimumResourcePackAmount = min(minRPSpecified, maxRPSpecified)
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maximumResourcePackAmount = max(minRPSpecified, maxRPSpecified)
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# Generate item pool
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pool = []
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for item in item_table:
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raft_item = self.create_item_replaceAsNecessary(item["name"])
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pool.append(raft_item)
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extraItemNamePool = []
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extras = len(location_table) - len(item_table) - 1 # Victory takes up 1 unaccounted-for slot
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if extras > 0:
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if (self.world.use_resource_packs[self.player].value):
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for packItem in resourcePackItems:
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for i in range(minimumResourcePackAmount, maximumResourcePackAmount + 1):
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extraItemNamePool.append(createResourcePackName(i, packItem))
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if self.world.duplicate_items[self.player].value != 0:
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dupeItemPool = item_table.copy()
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# Remove frequencies if necessary
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if self.world.island_frequency_locations[self.player].value != 3: # Not completely random locations
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dupeItemPool = (itm for itm in dupeItemPool if "Frequency" not in itm["name"])
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# Remove progression or non-progression items if necessary
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if (self.world.duplicate_items[self.player].value == 1): # Progression only
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dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == True)
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elif (self.world.duplicate_items[self.player].value == 2): # Non-progression only
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dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == False)
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dupeItemPool = list(dupeItemPool)
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# Finally, add items as necessary
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if len(dupeItemPool) > 0:
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for item in dupeItemPool:
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extraItemNamePool.append(item["name"])
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if (len(extraItemNamePool) > 0):
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for randomItem in random.choices(extraItemNamePool, k=extras):
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raft_item = self.create_item_replaceAsNecessary(randomItem)
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pool.append(raft_item)
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self.world.itempool += pool
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def set_rules(self):
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set_rules(self.world, self.player)
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def create_regions(self):
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create_regions(self.world, self.player)
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def fill_slot_data(self):
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slot_data = {}
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return slot_data
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def create_item_replaceAsNecessary(self, name: str) -> Item:
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isFrequency = "Frequency" in name
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shouldUseProgressive = ((isFrequency and self.world.island_frequency_locations[self.player].value == 2)
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or (not isFrequency and self.world.progressive_items[self.player].value))
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if shouldUseProgressive and name in progressive_table:
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name = progressive_table[name]
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return self.create_item(name)
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def create_item(self, name: str) -> Item:
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item = lookup_name_to_item[name]
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return RaftItem(name, item["progression"], self.item_name_to_id[name], player=self.player)
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def create_resourcePack(self, rpName: str) -> Item:
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return RaftItem(rpName, False, self.item_name_to_id[rpName], player=self.player)
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def collect_item(self, state, item, remove=False):
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if item.name in progressive_item_list:
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prog_table = progressive_item_list[item.name]
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if remove:
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for item_name in reversed(prog_table):
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if state.has(item_name, item.player):
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return item_name
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else:
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for item_name in prog_table:
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if not state.has(item_name, item.player):
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return item_name
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return super(RaftWorld, self).collect_item(state, item, remove)
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def get_required_client_version(self) -> typing.Tuple[int, int, int]:
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return max((0, 2, 0), super(RaftWorld, self).get_required_client_version())
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def pre_fill(self):
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if self.world.island_frequency_locations[self.player] == 0:
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self.setLocationItem("Radio Tower Frequency to Vasagatan", "Vasagatan Frequency")
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self.setLocationItem("Vasagatan Frequency to Balboa", "Balboa Island Frequency")
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self.setLocationItem("Relay Station quest", "Caravan Island Frequency")
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self.setLocationItem("Caravan Island Frequency to Tangaroa", "Tangaroa Frequency")
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elif self.world.island_frequency_locations[self.player] == 1:
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self.setLocationItemFromRegion("RadioTower", "Vasagatan Frequency")
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self.setLocationItemFromRegion("Vasagatan", "Balboa Island Frequency")
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self.setLocationItemFromRegion("BalboaIsland", "Caravan Island Frequency")
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self.setLocationItemFromRegion("CaravanIsland", "Tangaroa Frequency")
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# Victory item
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self.world.get_location("Tangaroa Next Frequency", self.player).place_locked_item(
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RaftItem("Victory", True, None, player=self.player))
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def setLocationItem(self, location: str, itemName: str):
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itemToUse = next(filter(lambda itm: itm.name == itemName, self.world.itempool))
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self.world.itempool.remove(itemToUse)
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self.world.get_location(location, self.player).place_locked_item(itemToUse)
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def setLocationItemFromRegion(self, region: str, itemName: str):
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itemToUse = next(filter(lambda itm: itm.name == itemName, self.world.itempool))
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self.world.itempool.remove(itemToUse)
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location = random.choice(list(loc for loc in location_table if loc["region"] == region))
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self.world.get_location(location["name"], self.player).place_locked_item(itemToUse)
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, RegionType.Generic, name, player)
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ret.world = world
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if locations:
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for location in locations:
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loc_id = locations_lookup_name_to_id.get(location, 0)
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locationObj = RaftLocation(player, location, loc_id, ret)
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ret.locations.append(locationObj)
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if exits:
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for exit in exits:
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ret.exits.append(Entrance(player, getConnectionName(name, exit), ret))
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return ret
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class RaftLocation(Location):
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game = "Raft"
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class RaftItem(Item):
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game = "Raft"
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