397 lines
17 KiB
Python
397 lines
17 KiB
Python
import logging
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from typing import Any, ClassVar, Dict, List, Optional, Set, TextIO
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from BaseClasses import CollectionState, Entrance, Item, ItemClassification, MultiWorld, Tutorial
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from Options import Accessibility
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from Utils import output_path
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from settings import FilePath, Group
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from worlds.AutoWorld import WebWorld, World
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from worlds.LauncherComponents import Component, Type, components
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from .client_setup import launch_game
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from .connections import CONNECTIONS, RANDOMIZED_CONNECTIONS, TRANSITIONS
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from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS, PROG_ITEMS, TRAPS, \
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USEFUL_ITEMS
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from .options import AvailablePortals, Goal, Logic, MessengerOptions, NotesNeeded, ShuffleTransitions
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from .portals import PORTALS, add_closed_portal_reqs, disconnect_portals, shuffle_portals, validate_portals
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from .regions import LEVELS, MEGA_SHARDS, LOCATIONS, REGION_CONNECTIONS
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from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules
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from .shop import FIGURINES, PROG_SHOP_ITEMS, SHOP_ITEMS, USEFUL_SHOP_ITEMS, shuffle_shop_prices
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from .subclasses import MessengerEntrance, MessengerItem, MessengerRegion, MessengerShopLocation
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components.append(
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Component("The Messenger", component_type=Type.CLIENT, func=launch_game, game_name="The Messenger", supports_uri=True)
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)
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class MessengerSettings(Group):
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class GamePath(FilePath):
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description = "The Messenger game executable"
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is_exe = True
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md5s = ["1b53534569060bc06179356cd968ed1d"]
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game_path: GamePath = GamePath("TheMessenger.exe")
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class MessengerWeb(WebWorld):
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theme = "ocean"
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bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues"
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tut_en = Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up The Messenger randomizer on your computer.",
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"English",
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"setup_en.md",
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"setup/en",
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["alwaysintreble"],
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)
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tutorials = [tut_en]
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class MessengerWorld(World):
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"""
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As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount
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to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling
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adventure full of thrills, surprises, and humor.
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"""
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game = "The Messenger"
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options_dataclass = MessengerOptions
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options: MessengerOptions
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settings_key = "messenger_settings"
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settings: ClassVar[MessengerSettings]
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base_offset = 0xADD_000
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item_name_to_id = {item: item_id
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for item_id, item in enumerate(ALL_ITEMS, base_offset)}
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location_name_to_id = {location: location_id
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for location_id, location in
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enumerate([
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*ALWAYS_LOCATIONS,
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*[shard for shards in MEGA_SHARDS.values() for shard in shards],
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*BOSS_LOCATIONS,
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*[f"The Shop - {shop_loc}" for shop_loc in SHOP_ITEMS],
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*FIGURINES,
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"Money Wrench",
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], base_offset)}
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item_name_groups = {
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"Notes": set(NOTES),
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"Keys": set(NOTES),
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"Crest": {"Sun Crest", "Moon Crest"},
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"Phobe": set(PHOBEKINS),
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"Phobekin": set(PHOBEKINS),
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}
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location_name_groups = {
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"Notes": {
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"Autumn Hills - Key of Hope",
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"Searing Crags - Key of Strength",
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"Underworld - Key of Chaos",
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"Sunken Shrine - Key of Love",
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"Elemental Skylands - Key of Symbiosis",
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"Corrupted Future - Key of Courage",
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},
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"Keys": {
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"Autumn Hills - Key of Hope",
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"Searing Crags - Key of Strength",
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"Underworld - Key of Chaos",
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"Sunken Shrine - Key of Love",
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"Elemental Skylands - Key of Symbiosis",
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"Corrupted Future - Key of Courage",
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},
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"Phobe": {
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"Catacombs - Necro",
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"Bamboo Creek - Claustro",
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"Searing Crags - Pyro",
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"Cloud Ruins - Acro",
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},
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"Phobekin": {
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"Catacombs - Necro",
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"Bamboo Creek - Claustro",
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"Searing Crags - Pyro",
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"Cloud Ruins - Acro",
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},
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}
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required_client_version = (0, 4, 4)
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web = MessengerWeb()
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total_seals: int = 0
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required_seals: int = 0
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created_seals: int = 0
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total_shards: int = 0
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shop_prices: Dict[str, int]
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figurine_prices: Dict[str, int]
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_filler_items: List[str]
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starting_portals: List[str]
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plando_portals: List[str]
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spoiler_portal_mapping: Dict[str, str]
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portal_mapping: List[int]
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transitions: List[Entrance]
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reachable_locs: int = 0
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filler: Dict[str, int]
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def generate_early(self) -> None:
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if self.options.goal == Goal.option_power_seal_hunt:
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self.total_seals = self.options.total_seals.value
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if self.options.limited_movement:
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self.options.accessibility.value = Accessibility.option_minimal
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if self.options.logic_level < Logic.option_hard:
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self.options.logic_level.value = Logic.option_hard
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if self.options.early_meditation:
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self.multiworld.early_items[self.player]["Meditation"] = 1
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self.shop_prices, self.figurine_prices = shuffle_shop_prices(self)
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starting_portals = ["Autumn Hills", "Howling Grotto", "Glacial Peak", "Riviere Turquoise", "Sunken Shrine", "Searing Crags"]
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self.starting_portals = [f"{portal} Portal"
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for portal in starting_portals[:3] +
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self.random.sample(starting_portals[3:], k=self.options.available_portals - 3)]
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# super complicated method for adding searing crags to starting portals if it wasn't chosen
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# TODO add a check for transition shuffle when that gets added back in
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if not self.options.shuffle_portals and "Searing Crags Portal" not in self.starting_portals:
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self.starting_portals.append("Searing Crags Portal")
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portals_to_strip = [portal for portal in ["Riviere Turquoise Portal", "Sunken Shrine Portal"]
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if portal in self.starting_portals]
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if portals_to_strip:
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self.starting_portals.remove(self.random.choice(portals_to_strip))
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self.filler = FILLER.copy()
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if self.options.traps:
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self.filler.update(TRAPS)
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self.plando_portals = []
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self.portal_mapping = []
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self.spoiler_portal_mapping = {}
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self.transitions = []
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def create_regions(self) -> None:
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# MessengerRegion adds itself to the multiworld
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# create simple regions
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simple_regions = [MessengerRegion(level, self) for level in LEVELS]
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# create complex regions that have sub-regions
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complex_regions = [MessengerRegion(f"{parent} - {reg_name}", self, parent)
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for parent, sub_region in CONNECTIONS.items()
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for reg_name in sub_region]
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for region in complex_regions:
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region_name = region.name.replace(f"{region.parent} - ", "")
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connection_data = CONNECTIONS[region.parent][region_name]
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for exit_region in connection_data:
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region.connect(self.multiworld.get_region(exit_region, self.player))
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# all regions need to be created before i can do these connections so we create and connect the complex first
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for region in [level for level in simple_regions if level.name in REGION_CONNECTIONS]:
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region.add_exits(REGION_CONNECTIONS[region.name])
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def create_items(self) -> None:
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# create items that are always in the item pool
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main_movement_items = ["Rope Dart", "Wingsuit"]
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precollected_names = [item.name for item in self.multiworld.precollected_items[self.player]]
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itempool: List[MessengerItem] = [
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self.create_item(item)
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for item in self.item_name_to_id
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if item not in {
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"Power Seal", *NOTES, *FIGURINES, *main_movement_items,
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*precollected_names, *FILLER, *TRAPS,
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}
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]
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if self.options.limited_movement:
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itempool.append(self.create_item(self.random.choice(main_movement_items)))
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else:
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itempool += [self.create_item(move_item) for move_item in main_movement_items]
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if self.options.goal == Goal.option_open_music_box:
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# make a list of all notes except those in the player's defined starting inventory, and adjust the
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# amount we need to put in the itempool and precollect based on that
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notes = [note for note in NOTES if note not in precollected_names]
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self.random.shuffle(notes)
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precollected_notes_amount = NotesNeeded.range_end - \
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self.options.notes_needed - \
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(len(NOTES) - len(notes))
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if precollected_notes_amount:
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for note in notes[:precollected_notes_amount]:
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self.multiworld.push_precollected(self.create_item(note))
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notes = notes[precollected_notes_amount:]
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itempool += [self.create_item(note) for note in notes]
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elif self.options.goal == Goal.option_power_seal_hunt:
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total_seals = min(len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool),
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self.options.total_seals.value)
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if total_seals < self.total_seals:
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logging.warning(
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f"Not enough locations for total seals setting "
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f"({self.options.total_seals}). Adjusting to {total_seals}"
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)
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self.total_seals = total_seals
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self.required_seals = int(self.options.percent_seals_required.value / 100 * self.total_seals)
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seals = [self.create_item("Power Seal") for _ in range(self.total_seals)]
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itempool += seals
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self.multiworld.itempool += itempool
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remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool)
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if remaining_fill < 10:
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self._filler_items = self.random.choices(
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list(self.filler)[2:],
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weights=list(self.filler.values())[2:],
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k=remaining_fill
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)
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filler = [self.create_filler() for _ in range(remaining_fill)]
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self.multiworld.itempool += filler
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def set_rules(self) -> None:
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logic = self.options.logic_level
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if logic == Logic.option_normal:
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MessengerRules(self).set_messenger_rules()
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elif logic == Logic.option_hard:
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MessengerHardRules(self).set_messenger_rules()
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else:
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raise ValueError(f"Somehow you have a logic option that's currently invalid."
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f" {logic} for {self.multiworld.get_player_name(self.player)}")
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# MessengerOOBRules(self).set_messenger_rules()
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add_closed_portal_reqs(self)
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# i need portal shuffle to happen after rules exist so i can validate it
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attempts = 5
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if self.options.shuffle_portals:
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self.portal_mapping = []
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self.spoiler_portal_mapping = {}
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for _ in range(attempts):
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disconnect_portals(self)
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shuffle_portals(self)
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if validate_portals(self):
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break
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# failsafe mostly for invalid plandoed portals with no transition shuffle
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else:
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raise RuntimeError("Unable to generate valid portal output.")
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def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
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if self.options.available_portals < 6:
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spoiler_handle.write(f"\nStarting Portals:\n\n")
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for portal in self.starting_portals:
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spoiler_handle.write(f"{portal}\n")
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spoiler = self.multiworld.spoiler
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if self.options.shuffle_portals:
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# sort the portals as they appear left to right in-game
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portal_info = sorted(
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self.spoiler_portal_mapping.items(),
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key=lambda portal:
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["Autumn Hills", "Riviere Turquoise",
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"Howling Grotto", "Sunken Shrine",
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"Searing Crags", "Glacial Peak"].index(portal[0]))
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for portal, output in portal_info:
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spoiler.set_entrance(f"{portal} Portal", output, "I can write anything I want here lmao", self.player)
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def fill_slot_data(self) -> Dict[str, Any]:
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slot_data = {
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"shop": {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()},
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"figures": {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()},
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"max_price": self.total_shards,
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"required_seals": self.required_seals,
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"starting_portals": self.starting_portals,
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"portal_exits": self.portal_mapping,
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"transitions": [[TRANSITIONS.index("Corrupted Future") if transition.name == "Artificer's Portal"
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else TRANSITIONS.index(RANDOMIZED_CONNECTIONS[transition.parent_region.name]),
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TRANSITIONS.index(transition.connected_region.name)]
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for transition in self.transitions],
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**self.options.as_dict("music_box", "death_link", "logic_level"),
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}
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return slot_data
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def get_filler_item_name(self) -> str:
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if not getattr(self, "_filler_items", None):
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self._filler_items = [name for name in self.random.choices(
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list(self.filler),
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weights=list(self.filler.values()),
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k=20
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)]
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return self._filler_items.pop(0)
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def create_item(self, name: str) -> MessengerItem:
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item_id: Optional[int] = self.item_name_to_id.get(name, None)
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return MessengerItem(
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name,
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ItemClassification.progression if item_id is None else self.get_item_classification(name),
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item_id,
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self.player
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)
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def get_item_classification(self, name: str) -> ItemClassification:
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if "Time Shard " in name:
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count = int(name.strip("Time Shard ()"))
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count = count if count >= 100 else 0
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self.total_shards += count
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return ItemClassification.progression_skip_balancing if count else ItemClassification.filler
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if name == "Windmill Shuriken" and getattr(self, "multiworld", None) is not None:
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return ItemClassification.progression if self.options.logic_level else ItemClassification.filler
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if name == "Power Seal":
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self.created_seals += 1
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return ItemClassification.progression_skip_balancing \
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if self.required_seals >= self.created_seals else ItemClassification.filler
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if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
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return ItemClassification.progression
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if name in {*USEFUL_ITEMS, *USEFUL_SHOP_ITEMS}:
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return ItemClassification.useful
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if name in TRAPS:
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return ItemClassification.trap
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return ItemClassification.filler
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@classmethod
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def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: Set[int]) -> World:
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group = super().create_group(multiworld, new_player_id, players)
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assert isinstance(group, MessengerWorld)
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group.filler = FILLER.copy()
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group.options.traps.value = all(multiworld.worlds[player].options.traps for player in players)
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if group.options.traps:
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group.filler.update(TRAPS)
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return group
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def collect(self, state: "CollectionState", item: "Item") -> bool:
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change = super().collect(state, item)
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if change and "Time Shard" in item.name:
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state.prog_items[self.player]["Shards"] += int(item.name.strip("Time Shard ()"))
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return change
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def remove(self, state: "CollectionState", item: "Item") -> bool:
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change = super().remove(state, item)
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if change and "Time Shard" in item.name:
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state.prog_items[self.player]["Shards"] -= int(item.name.strip("Time Shard ()"))
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return change
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@classmethod
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def stage_generate_output(cls, multiworld: MultiWorld, output_directory: str) -> None:
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# using stage_generate_output because it doesn't increase the logged player count for players without output
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# only generate output if there's a single player
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if multiworld.players > 1:
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return
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# the messenger client calls into AP with specific args, so check the out path matches what the client sends
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out_path = output_path(multiworld.get_out_file_name_base(1) + ".aptm")
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if "The Messenger\\Archipelago\\output" not in out_path:
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return
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import orjson
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data = {
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"name": multiworld.get_player_name(1),
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"slot_data": multiworld.worlds[1].fill_slot_data(),
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"loc_data": {loc.address: {loc.item.name: [loc.item.code, loc.item.flags]}
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for loc in multiworld.get_filled_locations() if loc.address},
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}
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output = orjson.dumps(data, option=orjson.OPT_NON_STR_KEYS)
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with open(out_path, "wb") as f:
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f.write(output)
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