Archipelago/worlds/shivers/__init__.py

229 lines
11 KiB
Python

from typing import List
from .Items import item_table, ShiversItem
from .Rules import set_rules
from BaseClasses import Item, Tutorial, Region, Location
from Fill import fill_restrictive
from worlds.AutoWorld import WebWorld, World
from . import Constants, Rules
from .Options import ShiversOptions
class ShiversWeb(WebWorld):
tutorials = [Tutorial(
"Shivers Setup Guide",
"A guide to setting up Shivers for Multiworld.",
"English",
"setup_en.md",
"setup/en",
["GodlFire", "Mathx2"]
)]
class ShiversWorld(World):
"""
Shivers is a horror themed point and click adventure. Explore the mysteries of Windlenot's Museum of the Strange and Unusual.
"""
game = "Shivers"
topology_present = False
web = ShiversWeb()
options_dataclass = ShiversOptions
options: ShiversOptions
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = Constants.location_name_to_id
shivers_item_id_offset = 27000
pot_completed_list: List[int]
def generate_early(self):
self.pot_completed_list = []
def create_item(self, name: str) -> Item:
data = item_table[name]
return ShiversItem(name, data.classification, data.code, self.player)
def create_event(self, region_name: str, event_name: str) -> None:
region = self.multiworld.get_region(region_name, self.player)
loc = ShiversLocation(self.player, event_name, None, region)
loc.place_locked_item(self.create_event_item(event_name))
region.locations.append(loc)
def create_regions(self) -> None:
# Create regions
for region_name, exits in Constants.region_info["regions"]:
r = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(r)
for exit_name in exits:
r.create_exit(exit_name)
# Bind mandatory connections
for entr_name, region_name in Constants.region_info["mandatory_connections"]:
e = self.multiworld.get_entrance(entr_name, self.player)
r = self.multiworld.get_region(region_name, self.player)
e.connect(r)
# Locations
# Build exclusion list
self.removed_locations = set()
if not self.options.include_information_plaques:
self.removed_locations.update(Constants.exclusion_info["plaques"])
if not self.options.elevators_stay_solved:
self.removed_locations.update(Constants.exclusion_info["elevators"])
if not self.options.early_lightning:
self.removed_locations.update(Constants.exclusion_info["lightning"])
# Add locations
for region_name, locations in Constants.location_info["locations_by_region"].items():
region = self.multiworld.get_region(region_name, self.player)
for loc_name in locations:
if loc_name not in self.removed_locations:
loc = ShiversLocation(self.player, loc_name, self.location_name_to_id.get(loc_name, None), region)
region.locations.append(loc)
def create_items(self) -> None:
#Add items to item pool
itempool = []
for name, data in item_table.items():
if data.type in {"key", "ability", "filler2"}:
itempool.append(self.create_item(name))
# Pot pieces/Completed/Mixed:
for i in range(10):
if self.options.full_pots == "pieces":
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + i]))
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 10 + i]))
elif self.options.full_pots == "complete":
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 20 + i]))
else:
# Roll for if pieces or a complete pot will be used.
# Pot Pieces
if self.random.randint(0, 1) == 0:
self.pot_completed_list.append(0)
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + i]))
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 10 + i]))
# Completed Pot
else:
self.pot_completed_list.append(1)
itempool.append(self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 20 + i]))
#Add Filler
itempool += [self.create_item("Easier Lyre") for i in range(9)]
#Extra filler is random between Heals and Easier Lyre. Heals weighted 95%.
filler_needed = len(self.multiworld.get_unfilled_locations(self.player)) - 24 - len(itempool)
itempool += [self.random.choices([self.create_item("Heal"), self.create_item("Easier Lyre")], weights=[95, 5])[0] for i in range(filler_needed)]
#Place library escape items. Choose a location to place the escape item
library_region = self.multiworld.get_region("Library", self.player)
librarylocation = self.random.choice([loc for loc in library_region.locations if not loc.name.startswith("Accessible:")])
#Roll for which escape items will be placed in the Library
library_random = self.random.randint(1, 3)
if library_random == 1:
librarylocation.place_locked_item(self.create_item("Crawling"))
itempool = [item for item in itempool if item.name != "Crawling"]
elif library_random == 2:
librarylocation.place_locked_item(self.create_item("Key for Library Room"))
itempool = [item for item in itempool if item.name != "Key for Library Room"]
elif library_random == 3:
librarylocation.place_locked_item(self.create_item("Key for Three Floor Elevator"))
librarylocationkeytwo = self.random.choice([loc for loc in library_region.locations if not loc.name.startswith("Accessible:") and loc != librarylocation])
librarylocationkeytwo.place_locked_item(self.create_item("Key for Egypt Room"))
itempool = [item for item in itempool if item.name not in ["Key for Three Floor Elevator", "Key for Egypt Room"]]
#If front door option is on, determine which set of keys will be used for lobby access and add front door key to item pool
lobby_access_keys = 1
if self.options.front_door_usable:
lobby_access_keys = self.random.randint(1, 2)
itempool += [self.create_item("Key for Front Door")]
else:
itempool += [self.create_item("Heal")]
self.multiworld.itempool += itempool
#Lobby acess:
if self.options.lobby_access == "early":
if lobby_access_keys == 1:
self.multiworld.early_items[self.player]["Key for Underground Lake Room"] = 1
self.multiworld.early_items[self.player]["Key for Office Elevator"] = 1
self.multiworld.early_items[self.player]["Key for Office"] = 1
elif lobby_access_keys == 2:
self.multiworld.early_items[self.player]["Key for Front Door"] = 1
if self.options.lobby_access == "local":
if lobby_access_keys == 1:
self.multiworld.local_early_items[self.player]["Key for Underground Lake Room"] = 1
self.multiworld.local_early_items[self.player]["Key for Office Elevator"] = 1
self.multiworld.local_early_items[self.player]["Key for Office"] = 1
elif lobby_access_keys == 2:
self.multiworld.local_early_items[self.player]["Key for Front Door"] = 1
#Pot piece shuffle location:
if self.options.location_pot_pieces == "own_world":
self.options.local_items.value |= {name for name, data in item_table.items() if data.type == "pot" or data.type == "pot_type2"}
if self.options.location_pot_pieces == "different_world":
self.options.non_local_items.value |= {name for name, data in item_table.items() if data.type == "pot" or data.type == "pot_type2"}
def pre_fill(self) -> None:
# Prefills event storage locations with duplicate pots
storagelocs = []
storageitems = []
self.storage_placements = []
for locations in Constants.location_info["locations_by_region"].values():
for loc_name in locations:
if loc_name.startswith("Accessible: "):
storagelocs.append(self.multiworld.get_location(loc_name, self.player))
#Pot pieces/Completed/Mixed:
if self.options.full_pots == "pieces":
storageitems += [self.create_item(name) for name, data in item_table.items() if data.type == 'potduplicate']
elif self.options.full_pots == "complete":
storageitems += [self.create_item(name) for name, data in item_table.items() if data.type == 'potduplicate_type2']
storageitems += [self.create_item("Empty") for i in range(10)]
else:
for i in range(10):
#Pieces
if self.pot_completed_list[i] == 0:
storageitems += [self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 70 + i])]
storageitems += [self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 80 + i])]
#Complete
else:
storageitems += [self.create_item(self.item_id_to_name[self.shivers_item_id_offset + 140 + i])]
storageitems += [self.create_item("Empty")]
storageitems += [self.create_item("Empty") for i in range(3)]
state = self.multiworld.get_all_state(True)
self.random.shuffle(storagelocs)
self.random.shuffle(storageitems)
fill_restrictive(self.multiworld, state, storagelocs.copy(), storageitems, True, True)
self.storage_placements = {location.name: location.item.name for location in storagelocs}
set_rules = set_rules
def fill_slot_data(self) -> dict:
return {
"StoragePlacements": self.storage_placements,
"ExcludedLocations": list(self.options.exclude_locations.value),
"IxupiCapturesNeeded": self.options.ixupi_captures_needed.value,
"ElevatorsStaySolved": self.options.elevators_stay_solved.value,
"EarlyBeth": self.options.early_beth.value,
"EarlyLightning": self.options.early_lightning.value,
"FrontDoorUsable": self.options.front_door_usable.value,
"PuzzleCollectBehavior": self.options.puzzle_collect_behavior.value,
}
class ShiversLocation(Location):
game = "Shivers"