Archipelago/worlds/lingo/__init__.py

122 lines
4.4 KiB
Python

"""
Archipelago init file for Lingo
"""
from BaseClasses import Item, ItemClassification, Tutorial
from worlds.AutoWorld import WebWorld, World
from .items import ALL_ITEM_TABLE, LingoItem
from .locations import ALL_LOCATION_TABLE
from .options import LingoOptions
from .player_logic import LingoPlayerLogic
from .regions import create_regions
from .static_logic import Room, RoomEntrance
from .testing import LingoTestOptions
class LingoWebWorld(WebWorld):
theme = "grass"
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Lingo with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["hatkirby"]
)]
class LingoWorld(World):
"""
Lingo is a first person indie puzzle game in the vein of The Witness. You find yourself in a mazelike, non-Euclidean
world filled with 800 word puzzles that use a variety of different mechanics.
"""
game = "Lingo"
web = LingoWebWorld()
base_id = 444400
topology_present = True
data_version = 1
options_dataclass = LingoOptions
options: LingoOptions
item_name_to_id = {
name: data.code for name, data in ALL_ITEM_TABLE.items()
}
location_name_to_id = {
name: data.code for name, data in ALL_LOCATION_TABLE.items()
}
player_logic: LingoPlayerLogic
def generate_early(self):
self.player_logic = LingoPlayerLogic(self)
def create_regions(self):
create_regions(self, self.player_logic)
def create_items(self):
pool = [self.create_item(name) for name in self.player_logic.real_items]
if self.player_logic.forced_good_item != "":
new_item = self.create_item(self.player_logic.forced_good_item)
location_obj = self.multiworld.get_location("Second Room - Good Luck", self.player)
location_obj.place_locked_item(new_item)
item_difference = len(self.player_logic.real_locations) - len(pool)
if item_difference:
trap_percentage = self.options.trap_percentage
traps = int(item_difference * trap_percentage / 100.0)
non_traps = item_difference - traps
if non_traps:
skip_percentage = self.options.puzzle_skip_percentage
skips = int(non_traps * skip_percentage / 100.0)
non_skips = non_traps - skips
filler_list = [":)", "The Feeling of Being Lost", "Wanderlust", "Empty White Hallways"]
for i in range(0, non_skips):
pool.append(self.create_item(filler_list[i % len(filler_list)]))
for i in range(0, skips):
pool.append(self.create_item("Puzzle Skip"))
if traps:
traps_list = ["Slowness Trap", "Iceland Trap", "Atbash Trap"]
for i in range(0, traps):
pool.append(self.create_item(traps_list[i % len(traps_list)]))
self.multiworld.itempool += pool
def create_item(self, name: str) -> Item:
item = ALL_ITEM_TABLE[name]
classification = item.classification
if hasattr(self, "options") and self.options.shuffle_paintings and len(item.painting_ids) > 0\
and len(item.door_ids) == 0 and all(painting_id not in self.player_logic.painting_mapping
for painting_id in item.painting_ids):
# If this is a "door" that just moves one or more paintings, and painting shuffle is on and those paintings
# go nowhere, then this item should not be progression.
classification = ItemClassification.filler
return LingoItem(name, classification, item.code, self.player)
def set_rules(self):
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
def fill_slot_data(self):
slot_options = [
"death_link", "victory_condition", "shuffle_colors", "shuffle_doors", "shuffle_paintings", "shuffle_panels",
"mastery_achievements", "level_2_requirement", "location_checks", "early_color_hallways"
]
slot_data = {
"seed": self.random.randint(0, 1000000),
**self.options.as_dict(*slot_options),
}
if self.options.shuffle_paintings:
slot_data["painting_entrance_to_exit"] = self.player_logic.painting_mapping
return slot_data