Archipelago/worlds/celeste64/__init__.py

168 lines
7.0 KiB
Python
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

from copy import deepcopy
from typing import Dict, List
from BaseClasses import ItemClassification, Location, Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import Celeste64Item, unlockable_item_data_table, move_item_data_table, item_data_table, item_table
from .Locations import Celeste64Location, strawberry_location_data_table, friend_location_data_table,\
sign_location_data_table, car_location_data_table, location_table
from .Names import ItemName, LocationName
from .Options import Celeste64Options, celeste_64_option_groups
class Celeste64WebWorld(WebWorld):
theme = "ice"
setup_en = Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Celeste 64 in Archipelago.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["PoryGone"]
)
tutorials = [setup_en]
option_groups = celeste_64_option_groups
class Celeste64World(World):
"""Relive the magic of Celeste Mountain alongside Madeline in this small, heartfelt 3D platformer.
Created in a week(ish) by the Celeste team to celebrate the games sixth anniversary 🍓✨"""
# Class Data
game = "Celeste 64"
web = Celeste64WebWorld()
options_dataclass = Celeste64Options
options: Celeste64Options
location_name_to_id = location_table
item_name_to_id = item_table
# Instance Data
strawberries_required: int
active_logic_mapping: Dict[str, List[List[str]]]
goal_logic_mapping: Dict[str, List[List[str]]]
def create_item(self, name: str) -> Celeste64Item:
# Only make required amount of strawberries be Progression
if getattr(self, "strawberries_required", None) and name == ItemName.strawberry:
classification: ItemClassification = ItemClassification.filler
self.prog_strawberries = getattr(self, "prog_strawberries", 0)
if self.prog_strawberries < self.strawberries_required:
classification = ItemClassification.progression_skip_balancing
self.prog_strawberries += 1
return Celeste64Item(name, classification, item_data_table[name].code, self.player)
else:
return Celeste64Item(name, item_data_table[name].type, item_data_table[name].code, self.player)
def create_items(self) -> None:
item_pool: List[Celeste64Item] = []
location_count: int = 30
if self.options.friendsanity:
location_count += 9
if self.options.signsanity:
location_count += 5
if self.options.carsanity:
location_count += 2
item_pool += [self.create_item(name)
for name in unlockable_item_data_table.keys()
if name not in self.options.start_inventory]
if self.options.move_shuffle:
move_items_for_itempool: List[str] = deepcopy(list(move_item_data_table.keys()))
if self.options.logic_difficulty == "standard":
# If the start_inventory already includes a move, don't worry about giving it one
if not [move for move in move_items_for_itempool if move in self.options.start_inventory]:
chosen_start_move = self.random.choice(move_items_for_itempool)
move_items_for_itempool.remove(chosen_start_move)
if self.options.carsanity:
intro_car_loc: Location = self.multiworld.get_location(LocationName.car_1, self.player)
intro_car_loc.place_locked_item(self.create_item(chosen_start_move))
location_count -= 1
else:
self.multiworld.push_precollected(self.create_item(chosen_start_move))
item_pool += [self.create_item(name)
for name in move_items_for_itempool
if name not in self.options.start_inventory]
real_total_strawberries: int = min(self.options.total_strawberries.value, location_count - len(item_pool))
self.strawberries_required = int(real_total_strawberries * (self.options.strawberries_required_percentage / 100))
item_pool += [self.create_item(ItemName.strawberry) for _ in range(real_total_strawberries)]
filler_item_count: int = location_count - len(item_pool)
item_pool += [self.create_item(ItemName.raspberry) for _ in range(filler_item_count)]
self.multiworld.itempool += item_pool
def create_regions(self) -> None:
from .Regions import region_data_table
# Create regions.
for region_name in region_data_table.keys():
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
# Create locations.
for region_name, region_data in region_data_table.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_locations({
location_name: location_data.address for location_name, location_data in strawberry_location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
if self.options.friendsanity:
region.add_locations({
location_name: location_data.address for location_name, location_data in friend_location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
if self.options.signsanity:
region.add_locations({
location_name: location_data.address for location_name, location_data in sign_location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
if self.options.carsanity:
region.add_locations({
location_name: location_data.address for location_name, location_data in car_location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
region.add_exits(region_data_table[region_name].connecting_regions)
def get_filler_item_name(self) -> str:
return ItemName.raspberry
def set_rules(self) -> None:
from .Rules import set_rules
set_rules(self)
def fill_slot_data(self):
return {
"death_link": self.options.death_link.value,
"death_link_amnesty": self.options.death_link_amnesty.value,
"strawberries_required": self.strawberries_required,
"move_shuffle": self.options.move_shuffle.value,
"friendsanity": self.options.friendsanity.value,
"signsanity": self.options.signsanity.value,
"carsanity": self.options.carsanity.value,
"badeline_chaser_source": self.options.badeline_chaser_source.value,
"badeline_chaser_frequency": self.options.badeline_chaser_frequency.value,
"badeline_chaser_speed": self.options.badeline_chaser_speed.value,
}