389 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			389 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Python
		
	
	
	
import typing
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import math
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from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
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from .Items import SA2BItem, ItemData, item_table, upgrades_table, emeralds_table, junk_table, trap_table, item_groups
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from .Locations import SA2BLocation, all_locations, setup_locations
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from .Options import sa2b_options
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from .Regions import create_regions, shuffleable_regions, connect_regions, LevelGate, gate_0_whitelist_regions, \
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    gate_0_blacklist_regions
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from .Rules import set_rules
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from .Names import ItemName, LocationName
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from ..AutoWorld import WebWorld, World
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from .GateBosses import get_gate_bosses, get_boss_name
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from .Missions import get_mission_table, get_mission_count_table, get_first_and_last_cannons_core_missions
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import Patch
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class SA2BWeb(WebWorld):
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    theme = "partyTime"
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    setup_en = Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the Sonic Adventure 2: Battle randomizer connected to an Archipelago Multiworld.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["RaspberrySpaceJam", "PoryGone", "Entiss"]
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    )
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    tutorials = [setup_en]
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def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, multiworld: MultiWorld):
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    blacklist_level_count = 0
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    for i in range(gate_0_range):
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        if shuffled_levels[i] in gate_0_blacklist_regions:
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            blacklist_level_count += 1
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    if blacklist_level_count == gate_0_range:
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        index_to_swap = multiworld.random.randint(0, gate_0_range)
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        for i in range(len(shuffled_levels)):
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            if shuffled_levels[i] in gate_0_whitelist_regions:
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                shuffled_levels[i], shuffled_levels[index_to_swap] = shuffled_levels[index_to_swap], shuffled_levels[i]
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                break
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class SA2BWorld(World):
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    """
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    Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rouge, and Eggman across 31 stages and prevent the destruction of the earth.
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    """
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    game: str = "Sonic Adventure 2 Battle"
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    option_definitions = sa2b_options
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    topology_present = False
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    data_version = 4
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    item_name_groups = item_groups
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    item_name_to_id = {name: data.code for name, data in item_table.items()}
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    location_name_to_id = all_locations
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    location_table: typing.Dict[str, int]
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    music_map: typing.Dict[int, int]
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    mission_map: typing.Dict[int, int]
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    mission_count_map: typing.Dict[int, int]
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    emblems_for_cannons_core: int
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    region_emblem_map: typing.Dict[int, int]
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    gate_costs: typing.Dict[int, int]
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    gate_bosses: typing.Dict[int, int]
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    web = SA2BWeb()
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    def _get_slot_data(self):
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        return {
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            "ModVersion": 200,
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            "Goal": self.multiworld.goal[self.player].value,
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            "MusicMap": self.music_map,
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            "MissionMap": self.mission_map,
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            "MissionCountMap": self.mission_count_map,
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            "MusicShuffle": self.multiworld.music_shuffle[self.player].value,
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            "Narrator": self.multiworld.narrator[self.player].value,
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            "RequiredRank": self.multiworld.required_rank[self.player].value,
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            "ChaoKeys": self.multiworld.keysanity[self.player].value,
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            "Whistlesanity": self.multiworld.whistlesanity[self.player].value,
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            "GoldBeetles": self.multiworld.beetlesanity[self.player].value,
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            "ChaoRaceChecks": self.multiworld.chao_race_checks[self.player].value,
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            "ChaoGardenDifficulty": self.multiworld.chao_garden_difficulty[self.player].value,
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            "DeathLink": self.multiworld.death_link[self.player].value,
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            "EmblemPercentageForCannonsCore": self.multiworld.emblem_percentage_for_cannons_core[self.player].value,
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            "RequiredCannonsCoreMissions": self.multiworld.required_cannons_core_missions[self.player].value,
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            "NumberOfLevelGates": self.multiworld.number_of_level_gates[self.player].value,
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            "LevelGateDistribution": self.multiworld.level_gate_distribution[self.player].value,
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            "EmblemsForCannonsCore": self.emblems_for_cannons_core,
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            "RegionEmblemMap": self.region_emblem_map,
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            "GateCosts": self.gate_costs,
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            "GateBosses": self.gate_bosses,
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        }
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    def _create_items(self, name: str):
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        data = item_table[name]
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        return [self.create_item(name) for _ in range(data.quantity)]
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    def fill_slot_data(self) -> dict:
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        slot_data = self._get_slot_data()
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        slot_data["MusicMap"] = self.music_map
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        for option_name in sa2b_options:
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            option = getattr(self.multiworld, option_name)[self.player]
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            slot_data[option_name] = option.value
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        return slot_data
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    def get_levels_per_gate(self) -> list:
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        levels_per_gate = list()
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        max_gate_index = self.multiworld.number_of_level_gates[self.player]
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        average_level_count = 30 / (max_gate_index + 1)
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        levels_added = 0
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        for i in range(max_gate_index + 1):
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            levels_per_gate.append(average_level_count)
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            levels_added += average_level_count
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        additional_count_iterator = 0
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        while levels_added < 30:
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            levels_per_gate[additional_count_iterator] += 1
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            levels_added += 1
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            additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index
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        if self.multiworld.level_gate_distribution[self.player] == 0 or self.multiworld.level_gate_distribution[self.player] == 2:
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            early_distribution = self.multiworld.level_gate_distribution[self.player] == 0
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            levels_to_distribute = 5
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            gate_index_offset = 0
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            while levels_to_distribute > 0:
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                if levels_per_gate[0 + gate_index_offset] == 1 or \
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                        levels_per_gate[max_gate_index - gate_index_offset] == 1:
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                    break
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                if early_distribution:
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                    levels_per_gate[0 + gate_index_offset] += 1
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                    levels_per_gate[max_gate_index - gate_index_offset] -= 1
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                else:
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                    levels_per_gate[0 + gate_index_offset] -= 1
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                    levels_per_gate[max_gate_index - gate_index_offset] += 1
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                gate_index_offset += 1
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                if gate_index_offset > math.floor(max_gate_index / 2):
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                    gate_index_offset = 0
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                levels_to_distribute -= 1
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        return levels_per_gate
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    def generate_early(self):
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        self.gate_bosses = get_gate_bosses(self.multiworld, self.player)
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    def generate_basic(self):
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        if self.multiworld.goal[self.player].value == 0 or self.multiworld.goal[self.player].value == 2:
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            self.multiworld.get_location(LocationName.finalhazard, self.player).place_locked_item(self.create_item(ItemName.maria))
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        elif self.multiworld.goal[self.player].value == 1:
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            self.multiworld.get_location(LocationName.green_hill, self.player).place_locked_item(self.create_item(ItemName.maria))
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        itempool: typing.List[SA2BItem] = []
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        # First Missions
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        total_required_locations = len(self.location_table)
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        total_required_locations -= 1; # Locked Victory Location
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        # Fill item pool with all required items
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        for item in {**upgrades_table}:
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            itempool += self._create_items(item)
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        if self.multiworld.goal[self.player].value == 1 or self.multiworld.goal[self.player].value == 2:
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            # Some flavor of Chaos Emerald Hunt
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            for item in {**emeralds_table}:
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                itempool += self._create_items(item)
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        # Cap at 180 Emblems
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        raw_emblem_count = total_required_locations - len(itempool)
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        total_emblem_count = min(raw_emblem_count, 180)
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        extra_junk_count = raw_emblem_count - total_emblem_count
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        self.emblems_for_cannons_core = math.floor(
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            total_emblem_count * (self.multiworld.emblem_percentage_for_cannons_core[self.player].value / 100.0))
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        gate_cost_mult = 1.0
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        if self.multiworld.level_gate_costs[self.player].value == 0:
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            gate_cost_mult = 0.6
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        elif self.multiworld.level_gate_costs[self.player].value == 1:
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            gate_cost_mult = 0.8
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        shuffled_region_list = list(range(30))
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        emblem_requirement_list = list()
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        self.multiworld.random.shuffle(shuffled_region_list)
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        levels_per_gate = self.get_levels_per_gate()
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        check_for_impossible_shuffle(shuffled_region_list, math.ceil(levels_per_gate[0]), self.multiworld)
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        levels_added_to_gate = 0
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        total_levels_added = 0
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        current_gate = 0
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        current_gate_emblems = 0
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        self.gate_costs = dict()
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        self.gate_costs[0] = 0
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        gates = list()
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        gates.append(LevelGate(0))
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        for i in range(30):
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            gates[current_gate].gate_levels.append(shuffled_region_list[i])
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            emblem_requirement_list.append(current_gate_emblems)
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            levels_added_to_gate += 1
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            total_levels_added += 1
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            if levels_added_to_gate >= levels_per_gate[current_gate]:
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                current_gate += 1
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                if current_gate > self.multiworld.number_of_level_gates[self.player].value:
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                    current_gate = self.multiworld.number_of_level_gates[self.player].value
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                else:
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                    current_gate_emblems = max(
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                        math.floor(total_emblem_count * math.pow(total_levels_added / 30.0, 2.0) * gate_cost_mult), current_gate)
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                    gates.append(LevelGate(current_gate_emblems))
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                    self.gate_costs[current_gate] = current_gate_emblems
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                levels_added_to_gate = 0
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        self.region_emblem_map = dict(zip(shuffled_region_list, emblem_requirement_list))
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        first_cannons_core_mission, final_cannons_core_mission = get_first_and_last_cannons_core_missions(self.mission_map, self.mission_count_map)
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        connect_regions(self.multiworld, self.player, gates, self.emblems_for_cannons_core, self.gate_bosses, first_cannons_core_mission, final_cannons_core_mission)
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        max_required_emblems = max(max(emblem_requirement_list), self.emblems_for_cannons_core)
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        itempool += [self.create_item(ItemName.emblem) for _ in range(max_required_emblems)]
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        non_required_emblems = (total_emblem_count - max_required_emblems)
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        junk_count = math.floor(non_required_emblems * (self.multiworld.junk_fill_percentage[self.player].value / 100.0))
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        itempool += [self.create_item(ItemName.emblem, True) for _ in range(non_required_emblems - junk_count)]
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        # Carve Traps out of junk_count
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        trap_weights = []
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        trap_weights += ([ItemName.omochao_trap] * self.multiworld.omochao_trap_weight[self.player].value)
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        trap_weights += ([ItemName.timestop_trap] * self.multiworld.timestop_trap_weight[self.player].value)
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        trap_weights += ([ItemName.confuse_trap] * self.multiworld.confusion_trap_weight[self.player].value)
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        trap_weights += ([ItemName.tiny_trap] * self.multiworld.tiny_trap_weight[self.player].value)
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        trap_weights += ([ItemName.gravity_trap] * self.multiworld.gravity_trap_weight[self.player].value)
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        trap_weights += ([ItemName.exposition_trap] * self.multiworld.exposition_trap_weight[self.player].value)
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        #trap_weights += ([ItemName.darkness_trap] * self.multiworld.darkness_trap_weight[self.player].value)
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        junk_count += extra_junk_count
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        trap_count = 0 if (len(trap_weights) == 0) else math.ceil(junk_count * (self.multiworld.trap_fill_percentage[self.player].value / 100.0))
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        junk_count -= trap_count
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        junk_pool = []
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        junk_keys = list(junk_table.keys())
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        for i in range(junk_count):
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            junk_item = self.multiworld.random.choice(junk_keys)
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            junk_pool.append(self.create_item(junk_item))
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        itempool += junk_pool
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        trap_pool = []
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        for i in range(trap_count):
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            trap_item = self.multiworld.random.choice(trap_weights)
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            trap_pool.append(self.create_item(trap_item))
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        itempool += trap_pool
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        self.multiworld.itempool += itempool
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        # Music Shuffle
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        if self.multiworld.music_shuffle[self.player] == "levels":
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            musiclist_o = list(range(0, 47))
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            musiclist_s = musiclist_o.copy()
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            self.multiworld.random.shuffle(musiclist_s)
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            musiclist_o.extend(range(47, 78))
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            musiclist_s.extend(range(47, 78))
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            if self.multiworld.sadx_music[self.player].value == 1:
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                musiclist_s = [x+100 for x in musiclist_s]
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            elif self.multiworld.sadx_music[self.player].value == 2:
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                for i in range(len(musiclist_s)):
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                    if self.multiworld.random.randint(0,1):
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                        musiclist_s[i] += 100
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            self.music_map = dict(zip(musiclist_o, musiclist_s))
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        elif self.multiworld.music_shuffle[self.player] == "full":
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            musiclist_o = list(range(0, 78))
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            musiclist_s = musiclist_o.copy()
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            self.multiworld.random.shuffle(musiclist_s)
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            if self.multiworld.sadx_music[self.player].value == 1:
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                musiclist_s = [x+100 for x in musiclist_s]
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            elif self.multiworld.sadx_music[self.player].value == 2:
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                for i in range(len(musiclist_s)):
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                    if self.multiworld.random.randint(0,1):
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                        musiclist_s[i] += 100
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            self.music_map = dict(zip(musiclist_o, musiclist_s))
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        elif self.multiworld.music_shuffle[self.player] == "singularity":
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            musiclist_o = list(range(0, 78))
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            musiclist_s = [self.multiworld.random.choice(musiclist_o)] * len(musiclist_o)
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            if self.multiworld.sadx_music[self.player].value == 1:
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                musiclist_s = [x+100 for x in musiclist_s]
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            elif self.multiworld.sadx_music[self.player].value == 2:
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                if self.multiworld.random.randint(0,1):
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                    musiclist_s = [x+100 for x in musiclist_s]
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            self.music_map = dict(zip(musiclist_o, musiclist_s))
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        else:
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            musiclist_o = list(range(0, 78))
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            musiclist_s = musiclist_o.copy()
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            if self.multiworld.sadx_music[self.player].value == 1:
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                musiclist_s = [x+100 for x in musiclist_s]
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            elif self.multiworld.sadx_music[self.player].value == 2:
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                for i in range(len(musiclist_s)):
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                    if self.multiworld.random.randint(0,1):
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                        musiclist_s[i] += 100
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            self.music_map = dict(zip(musiclist_o, musiclist_s))
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    def create_regions(self):
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        self.mission_map       = get_mission_table(self.multiworld, self.player)
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        self.mission_count_map = get_mission_count_table(self.multiworld, self.player)
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        self.location_table = setup_locations(self.multiworld, self.player, self.mission_map, self.mission_count_map)
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        create_regions(self.multiworld, self.player, self.location_table)
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    def create_item(self, name: str, force_non_progression=False) -> Item:
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        data = item_table[name]
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        if force_non_progression:
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            classification = ItemClassification.filler
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        elif name == ItemName.emblem:
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            classification = ItemClassification.progression_skip_balancing
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        elif data.progression:
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            classification = ItemClassification.progression
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        elif data.trap:
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            classification = ItemClassification.trap
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        else:
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            classification = ItemClassification.filler
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        created_item = SA2BItem(name, classification, data.code, self.player)
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        return created_item
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    def get_filler_item_name(self) -> str:
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        self.multiworld.random.choice(junk_table.keys())
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    def set_rules(self):
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        set_rules(self.multiworld, self.player, self.gate_bosses, self.mission_map, self.mission_count_map)
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    def write_spoiler(self, spoiler_handle: typing.TextIO):
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        if self.multiworld.number_of_level_gates[self.player].value > 0:
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            spoiler_handle.write("\n")
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            header_text = "Sonic Adventure 2 Bosses for {}:\n"
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            header_text = header_text.format(self.multiworld.player_name[self.player])
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            spoiler_handle.write(header_text)
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            for x in range(len(self.gate_bosses.values())):
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                text = "Gate {0} Boss: {1}\n"
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						|
                text = text.format((x + 1), get_boss_name(self.gate_bosses[x + 1]))
 | 
						|
                spoiler_handle.writelines(text)
 | 
						|
 | 
						|
    def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]):
 | 
						|
        gate_names = [
 | 
						|
            LocationName.gate_0_region,
 | 
						|
            LocationName.gate_1_region,
 | 
						|
            LocationName.gate_2_region,
 | 
						|
            LocationName.gate_3_region,
 | 
						|
            LocationName.gate_4_region,
 | 
						|
            LocationName.gate_5_region,
 | 
						|
        ]
 | 
						|
        no_hint_region_names = [
 | 
						|
            LocationName.cannon_core_region,
 | 
						|
            LocationName.chao_garden_beginner_region,
 | 
						|
            LocationName.chao_garden_intermediate_region,
 | 
						|
            LocationName.chao_garden_expert_region,
 | 
						|
        ]
 | 
						|
        er_hint_data = {}
 | 
						|
        for i in range(self.multiworld.number_of_level_gates[self.player].value + 1):
 | 
						|
            gate_name = gate_names[i]
 | 
						|
            gate_region = self.multiworld.get_region(gate_name, self.player)
 | 
						|
            if not gate_region:
 | 
						|
                continue
 | 
						|
            for exit in gate_region.exits:
 | 
						|
                if exit.connected_region.name in gate_names or exit.connected_region.name in no_hint_region_names:
 | 
						|
                    continue
 | 
						|
                level_region = exit.connected_region
 | 
						|
                for location in level_region.locations:
 | 
						|
                    er_hint_data[location.address] = gate_name
 | 
						|
 | 
						|
        hint_data[self.player] = er_hint_data
 | 
						|
 | 
						|
    @classmethod
 | 
						|
    def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
 | 
						|
        if world.get_game_players("Sonic Adventure 2 Battle"):
 | 
						|
            progitempool.sort(
 | 
						|
                key=lambda item: 0 if (item.name != 'Emblem') else 1)
 |