140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Python
		
	
	
	
import os
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import string
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import json
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from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification
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from .Items import item_table, faction_table
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from .Locations import location_table
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from .Regions import create_regions
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from .Rules import set_rules
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from ..AutoWorld import World, WebWorld
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from .Options import wargroove_options
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class WargrooveWeb(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up Wargroove for Archipelago.",
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        "English",
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        "wargroove_en.md",
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        "wargroove/en",
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        ["Fly Sniper"]
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    )]
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class WargrooveWorld(World):
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    """
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    Command an army, in this retro style turn based strategy game!
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    """
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    option_definitions = wargroove_options
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    game = "Wargroove"
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    topology_present = True
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    data_version = 1
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    web = WargrooveWeb()
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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 = location_table
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    def _get_slot_data(self):
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        return {
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            'seed': "".join(self.multiworld.per_slot_randoms[self.player].choice(string.ascii_letters) for i in range(16)),
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            'income_boost': self.multiworld.income_boost[self.player],
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            'commander_defense_boost': self.multiworld.commander_defense_boost[self.player],
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            'can_choose_commander': self.multiworld.commander_choice[self.player] != 0,
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            'starting_groove_multiplier': 20  # Backwards compatibility in case this ever becomes an option
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        }
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    def generate_early(self):
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        # Selecting a random starting faction
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        if self.multiworld.commander_choice[self.player] == 2:
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            factions = [faction for faction in faction_table.keys() if faction != "Starter"]
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            starting_faction = WargrooveItem(self.multiworld.random.choice(factions) + ' Commanders', self.player)
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            self.multiworld.push_precollected(starting_faction)
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    def generate_basic(self):
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        # Fill out our pool with our items from the item table
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        pool = []
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        precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
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        ignore_faction_items = self.multiworld.commander_choice[self.player] == 0
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        for name, data in item_table.items():
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            if data.code is not None and name not in precollected_item_names and not data.classification == ItemClassification.filler:
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                if name.endswith(' Commanders') and ignore_faction_items:
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                    continue
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                item = WargrooveItem(name, self.player)
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                pool.append(item)
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        # Matching number of unfilled locations with filler items
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        locations_remaining = len(location_table) - 1 - len(pool)
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        while locations_remaining > 0:
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            # Filling the pool equally with both types of filler items
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            pool.append(WargrooveItem("Commander Defense Boost", self.player))
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            locations_remaining -= 1
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            if locations_remaining > 0:
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                pool.append(WargrooveItem("Income Boost", self.player))
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                locations_remaining -= 1
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        self.multiworld.itempool += pool
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        # Placing victory event at final location
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        victory = WargrooveItem("Wargroove Victory", self.player)
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        self.multiworld.get_location("Wargroove Finale: Victory", self.player).place_locked_item(victory)
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        self.multiworld.completion_condition[self.player] = lambda state: state.has("Wargroove Victory", self.player)
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    def set_rules(self):
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        set_rules(self.multiworld, self.player)
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    def create_item(self, name: str) -> Item:
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        return WargrooveItem(name, self.player)
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    def create_regions(self):
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        create_regions(self.multiworld, self.player)
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    def fill_slot_data(self) -> dict:
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        slot_data = self._get_slot_data()
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        for option_name in wargroove_options:
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            option = getattr(self.multiworld, option_name)[self.player]
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            slot_data[option_name] = int(option.value)
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        return slot_data
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    def get_filler_item_name(self) -> str:
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        return self.multiworld.random.choice(["Commander Defense Boost", "Income Boost"])
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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    ret = Region(name, player, world)
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    if locations:
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        for location in locations:
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            loc_id = location_table.get(location, 0)
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            location = WargrooveLocation(player, location, loc_id, ret)
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            ret.locations.append(location)
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    if exits:
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        for exit in exits:
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            ret.exits.append(Entrance(player, exit, ret))
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    return ret
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class WargrooveLocation(Location):
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    game: str = "Wargroove"
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    def __init__(self, player: int, name: str, address=None, parent=None):
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        super(WargrooveLocation, self).__init__(player, name, address, parent)
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        if address is None:
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            self.event = True
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            self.locked = True
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class WargrooveItem(Item):
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    game = "Wargroove"
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    def __init__(self, name, player: int = None):
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        item_data = item_table[name]
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        super(WargrooveItem, self).__init__(
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            name,
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            item_data.classification,
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            item_data.code,
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            player
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        )
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