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]))
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spoiler_handle.writelines(text)
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def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]):
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gate_names = [
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LocationName.gate_0_region,
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LocationName.gate_1_region,
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LocationName.gate_2_region,
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LocationName.gate_3_region,
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LocationName.gate_4_region,
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LocationName.gate_5_region,
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]
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no_hint_region_names = [
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LocationName.cannon_core_region,
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LocationName.chao_garden_beginner_region,
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LocationName.chao_garden_intermediate_region,
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LocationName.chao_garden_expert_region,
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]
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er_hint_data = {}
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for i in range(self.multiworld.number_of_level_gates[self.player].value + 1):
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gate_name = gate_names[i]
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gate_region = self.multiworld.get_region(gate_name, self.player)
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if not gate_region:
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continue
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for exit in gate_region.exits:
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if exit.connected_region.name in gate_names or exit.connected_region.name in no_hint_region_names:
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continue
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level_region = exit.connected_region
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for location in level_region.locations:
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er_hint_data[location.address] = gate_name
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hint_data[self.player] = er_hint_data
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@classmethod
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def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
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if world.get_game_players("Sonic Adventure 2 Battle"):
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progitempool.sort(
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key=lambda item: 0 if (item.name != 'Emblem') else 1)
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