Archipelago/worlds/sa2b/__init__.py

290 lines
12 KiB
Python

import typing
import math
from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
from .Items import SA2BItem, ItemData, item_table, upgrades_table, junk_table, trap_table
from .Locations import SA2BLocation, all_locations, setup_locations
from .Options import sa2b_options
from .Regions import create_regions, shuffleable_regions, connect_regions, LevelGate, gate_0_whitelist_regions, \
gate_0_blacklist_regions
from .Rules import set_rules
from .Names import ItemName, LocationName
from ..AutoWorld import WebWorld, World
from .GateBosses import get_gate_bosses, get_boss_name
import Patch
class SA2BWeb(WebWorld):
theme = "partyTime"
setup_en = Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Sonic Adventure 2: Battle randomizer connected to an Archipelago Multiworld.",
"English",
"setup_en.md",
"setup/en",
["RaspberrySpaceJam", "PoryGone"]
)
tutorials = [setup_en]
def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, world: MultiWorld):
blacklist_level_count = 0
for i in range(gate_0_range):
if shuffled_levels[i] in gate_0_blacklist_regions:
blacklist_level_count += 1
if blacklist_level_count == gate_0_range:
index_to_swap = world.random.randint(0, gate_0_range)
for i in range(len(shuffled_levels)):
if shuffled_levels[i] in gate_0_whitelist_regions:
shuffled_levels[i], shuffled_levels[index_to_swap] = shuffled_levels[index_to_swap], shuffled_levels[i]
break
class SA2BWorld(World):
"""
Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rogue, and Eggman across 31 stages and prevent the destruction of the earth.
"""
game: str = "Sonic Adventure 2 Battle"
option_definitions = sa2b_options
topology_present = False
data_version = 2
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = all_locations
location_table: typing.Dict[str, int]
music_map: typing.Dict[int, int]
emblems_for_cannons_core: int
region_emblem_map: typing.Dict[int, int]
gate_costs: typing.Dict[int, int]
gate_bosses: typing.Dict[int, int]
web = SA2BWeb()
def _get_slot_data(self):
return {
"ModVersion": 101,
"MusicMap": self.music_map,
"MusicShuffle": self.world.music_shuffle[self.player].value,
"RequiredRank": self.world.required_rank[self.player].value,
"ChaoRaceChecks": self.world.chao_race_checks[self.player].value,
"ChaoGardenDifficulty": self.world.chao_garden_difficulty[self.player].value,
"DeathLink": self.world.death_link[self.player].value,
"IncludeMissions": self.world.include_missions[self.player].value,
"EmblemPercentageForCannonsCore": self.world.emblem_percentage_for_cannons_core[self.player].value,
"NumberOfLevelGates": self.world.number_of_level_gates[self.player].value,
"LevelGateDistribution": self.world.level_gate_distribution[self.player].value,
"EmblemsForCannonsCore": self.emblems_for_cannons_core,
"RegionEmblemMap": self.region_emblem_map,
"GateCosts": self.gate_costs,
"GateBosses": self.gate_bosses,
}
def _create_items(self, name: str):
data = item_table[name]
return [self.create_item(name)] * data.quantity
def fill_slot_data(self) -> dict:
slot_data = self._get_slot_data()
slot_data["MusicMap"] = self.music_map
for option_name in sa2b_options:
option = getattr(self.world, option_name)[self.player]
slot_data[option_name] = option.value
return slot_data
def get_levels_per_gate(self) -> list:
levels_per_gate = list()
max_gate_index = self.world.number_of_level_gates[self.player]
average_level_count = 30 / (max_gate_index + 1)
levels_added = 0
for i in range(max_gate_index + 1):
levels_per_gate.append(average_level_count)
levels_added += average_level_count
additional_count_iterator = 0
while levels_added < 30:
levels_per_gate[additional_count_iterator] += 1
levels_added += 1
additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index
if self.world.level_gate_distribution[self.player] == 0 or self.world.level_gate_distribution[self.player] == 2:
early_distribution = self.world.level_gate_distribution[self.player] == 0
levels_to_distribute = 5
gate_index_offset = 0
while levels_to_distribute > 0:
if levels_per_gate[0 + gate_index_offset] == 1 or \
levels_per_gate[max_gate_index - gate_index_offset] == 1:
break
if early_distribution:
levels_per_gate[0 + gate_index_offset] += 1
levels_per_gate[max_gate_index - gate_index_offset] -= 1
else:
levels_per_gate[0 + gate_index_offset] -= 1
levels_per_gate[max_gate_index - gate_index_offset] += 1
gate_index_offset += 1
if gate_index_offset > math.floor(max_gate_index / 2):
gate_index_offset = 0
levels_to_distribute -= 1
return levels_per_gate
def generate_early(self):
self.gate_bosses = get_gate_bosses(self.world, self.player)
def generate_basic(self):
self.world.get_location(LocationName.biolizard, self.player).place_locked_item(self.create_item(ItemName.maria))
itempool: typing.List[SA2BItem] = []
# First Missions
total_required_locations = len(self.location_table)
total_required_locations -= 1; # Locked Victory Location
# Fill item pool with all required items
for item in {**upgrades_table}:
itempool += self._create_items(item)
# Cap at 180 Emblems
raw_emblem_count = total_required_locations - len(itempool)
total_emblem_count = min(raw_emblem_count, 180)
extra_junk_count = raw_emblem_count - total_emblem_count
self.emblems_for_cannons_core = math.floor(
total_emblem_count * (self.world.emblem_percentage_for_cannons_core[self.player].value / 100.0))
gate_cost_mult = 1.0
if self.world.level_gate_costs[self.player].value == 0:
gate_cost_mult = 0.6
elif self.world.level_gate_costs[self.player].value == 1:
gate_cost_mult = 0.8
shuffled_region_list = list(range(30))
emblem_requirement_list = list()
self.world.random.shuffle(shuffled_region_list)
levels_per_gate = self.get_levels_per_gate()
check_for_impossible_shuffle(shuffled_region_list, math.ceil(levels_per_gate[0]), self.world)
levels_added_to_gate = 0
total_levels_added = 0
current_gate = 0
current_gate_emblems = 0
self.gate_costs = dict()
self.gate_costs[0] = 0
gates = list()
gates.append(LevelGate(0))
for i in range(30):
gates[current_gate].gate_levels.append(shuffled_region_list[i])
emblem_requirement_list.append(current_gate_emblems)
levels_added_to_gate += 1
total_levels_added += 1
if levels_added_to_gate >= levels_per_gate[current_gate]:
current_gate += 1
if current_gate > self.world.number_of_level_gates[self.player].value:
current_gate = self.world.number_of_level_gates[self.player].value
else:
current_gate_emblems = max(
math.floor(total_emblem_count * math.pow(total_levels_added / 30.0, 2.0) * gate_cost_mult), current_gate)
gates.append(LevelGate(current_gate_emblems))
self.gate_costs[current_gate] = current_gate_emblems
levels_added_to_gate = 0
self.region_emblem_map = dict(zip(shuffled_region_list, emblem_requirement_list))
connect_regions(self.world, self.player, gates, self.emblems_for_cannons_core, self.gate_bosses)
max_required_emblems = max(max(emblem_requirement_list), self.emblems_for_cannons_core)
itempool += [self.create_item(ItemName.emblem)] * max_required_emblems
non_required_emblems = (total_emblem_count - max_required_emblems)
junk_count = math.floor(non_required_emblems * (self.world.junk_fill_percentage[self.player].value / 100.0))
itempool += [self.create_item(ItemName.emblem, True)] * (non_required_emblems - junk_count)
# Carve Traps out of junk_count
trap_weights = []
trap_weights += ([ItemName.omochao_trap] * self.world.omochao_trap_weight[self.player].value)
trap_weights += ([ItemName.timestop_trap] * self.world.timestop_trap_weight[self.player].value)
trap_weights += ([ItemName.confuse_trap] * self.world.confusion_trap_weight[self.player].value)
trap_weights += ([ItemName.tiny_trap] * self.world.tiny_trap_weight[self.player].value)
junk_count += extra_junk_count
trap_count = 0 if (len(trap_weights) == 0) else math.ceil(junk_count * (self.world.trap_fill_percentage[self.player].value / 100.0))
junk_count -= trap_count
junk_pool = []
junk_keys = list(junk_table.keys())
for i in range(junk_count):
junk_item = self.world.random.choice(junk_keys)
junk_pool += [self.create_item(junk_item)]
itempool += junk_pool
trap_pool = []
for i in range(trap_count):
trap_item = self.world.random.choice(trap_weights)
trap_pool += [self.create_item(trap_item)]
itempool += trap_pool
self.world.itempool += itempool
# Music Shuffle
if self.world.music_shuffle[self.player] == "levels":
musiclist_o = list(range(0, 47))
musiclist_s = musiclist_o.copy()
self.world.random.shuffle(musiclist_s)
self.music_map = dict(zip(musiclist_o, musiclist_s))
elif self.world.music_shuffle[self.player] == "full":
musiclist_o = list(range(0, 78))
musiclist_s = musiclist_o.copy()
self.world.random.shuffle(musiclist_s)
self.music_map = dict(zip(musiclist_o, musiclist_s))
else:
self.music_map = dict()
def create_regions(self):
self.location_table = setup_locations(self.world, self.player)
create_regions(self.world, self.player, self.location_table)
def create_item(self, name: str, force_non_progression=False) -> Item:
data = item_table[name]
if force_non_progression:
classification = ItemClassification.filler
elif name == ItemName.emblem:
classification = ItemClassification.progression_skip_balancing
elif data.progression:
classification = ItemClassification.progression
elif data.trap:
classification = ItemClassification.trap
else:
classification = ItemClassification.filler
created_item = SA2BItem(name, classification, data.code, self.player)
return created_item
def set_rules(self):
set_rules(self.world, self.player, self.gate_bosses)
def write_spoiler(self, spoiler_handle: typing.TextIO):
spoiler_handle.write("\n")
header_text = "Sonic Adventure 2 Bosses for {}:\n"
header_text = header_text.format(self.world.player_name[self.player])
spoiler_handle.write(header_text)
for x in range(len(self.gate_bosses.values())):
text = "Gate {0} Boss: {1}\n"
text = text.format((x + 1), get_boss_name(self.gate_bosses[x + 1]))
spoiler_handle.writelines(text)
@classmethod
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
restitempool, fill_locations):
if world.get_game_players("Sonic Adventure 2 Battle"):
progitempool.sort(
key=lambda item: 0 if (item.name != 'Emblem') else 1)