104 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Python
		
	
	
	
import string
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from BaseClasses import Entrance, Item, ItemClassification, Location, MultiWorld, Region, Tutorial
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from .Items import event_item_pairs, item_pool, item_table
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from .Locations import location_table
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from .Options import SpireOptions
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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 WebWorld, World
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class SpireWeb(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up Slay the Spire for Archipelago. "
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        "This guide covers single-player, multiworld, and related software.",
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        "English",
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        "slay-the-spire_en.md",
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        "slay-the-spire/en",
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        ["Phar"]
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    )]
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class SpireWorld(World):
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    """
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    A deck-building roguelike where you must craft a unique deck, encounter bizarre creatures, discover relics of
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    immense power, and Slay the Spire!
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    """
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    options_dataclass = SpireOptions
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    options: SpireOptions
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    game = "Slay the Spire"
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    topology_present = False
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    web = SpireWeb()
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    required_client_version = (0, 3, 7)
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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 create_items(self):
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        # Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool
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        pool = []
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        for name, data in item_table.items():
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            if not data.event:
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                for amount in range(item_pool.get(name, 1)):
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                    item = SpireItem(name, self.player)
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                    pool.append(item)
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        self.multiworld.itempool += pool
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        # Pair up our event locations with our event items
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        for event, item in event_item_pairs.items():
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            event_item = SpireItem(item, self.player)
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            self.multiworld.get_location(event, self.player).place_locked_item(event_item)
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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 SpireItem(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 = {
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            'seed': "".join(self.random.choice(string.ascii_letters) for i in range(16))
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        }
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        slot_data.update(self.options.as_dict("character", "ascension", "final_act", "downfall", "death_link"))
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        return slot_data
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    def get_filler_item_name(self) -> str:
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        return self.random.choice(["Card Draw", "Card Draw", "Card Draw", "Relic", "Relic"])
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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 = SpireLocation(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 SpireLocation(Location):
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    game: str = "Slay the Spire"
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class SpireItem(Item):
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    game = "Slay the Spire"
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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(SpireItem, self).__init__(
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            name,
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            ItemClassification.progression if item_data.progression else ItemClassification.filler,
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            item_data.code, player
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        )
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