248 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			248 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Author: Louis M
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Date: Fri, 15 Mar 2024 18:41:40 +0000
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Description: Main module for Aquaria game multiworld randomizer
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"""
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from typing import List, Dict, ClassVar, Any
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from worlds.AutoWorld import World, WebWorld
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from BaseClasses import Tutorial, MultiWorld, ItemClassification
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from .Items import item_table, AquariaItem, ItemType, ItemGroup, ItemNames
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from .Locations import location_table, AquariaLocationNames
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from .Options import (AquariaOptions, IngredientRandomizer, TurtleRandomizer, EarlyBindSong, EarlyEnergyForm,
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                      UnconfineHomeWater, Objective)
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from .Regions import AquariaRegions
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class AquariaWeb(WebWorld):
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    """
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    Class used to generate the Aquaria Game Web pages (setup, tutorial, etc.)
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    """
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    theme = "ocean"
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    bug_report_page = "https://github.com/tioui/Aquaria_Randomizer/issues"
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    setup = Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up Aquaria for MultiWorld.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["Tioui"]
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    )
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    setup_fr = Tutorial(
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        "Guide de configuration Multimonde",
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        "Un guide pour configurer Aquaria MultiWorld",
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        "Français",
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        "setup_fr.md",
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        "setup/fr",
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        ["Tioui"]
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    )
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    tutorials = [setup, setup_fr]
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class AquariaWorld(World):
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    """
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    Aquaria is a side-scrolling action-adventure game. It follows Naija, an
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    aquatic humanoid woman, as she explores the underwater world of Aquaria.
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    Along her journey, she learns about the history of the world she inhabits
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    as well as her own past. The gameplay focuses on a combination of swimming,
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    singing, and combat, through which Naija can interact with the world. Her
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    songs can move items, affect plants and animals, and change her physical
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    appearance into other forms that have different abilities, like firing
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    projectiles at hostile creatures, or passing through barriers inaccessible
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    to her in her natural form.
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    From: https://en.wikipedia.org/wiki/Aquaria_(video_game)
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    """
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    game: str = "Aquaria"
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    "The name of the game"
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    topology_present = True
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    "show path to required location checks in spoiler"
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    web: WebWorld = AquariaWeb()
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    "The web page generation informations"
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    item_name_to_id: ClassVar[Dict[str, int]] = \
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        {name: data.id for name, data in item_table.items()}
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    "The name and associated ID of each item of the world"
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    item_name_groups = {
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        "Damage": {ItemNames.ENERGY_FORM, ItemNames.NATURE_FORM, ItemNames.BEAST_FORM,
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                   ItemNames.LI_AND_LI_SONG, ItemNames.BABY_NAUTILUS, ItemNames.BABY_PIRANHA,
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                   ItemNames.BABY_BLASTER},
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        "Light": {ItemNames.SUN_FORM, ItemNames.BABY_DUMBO}
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    }
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    """Grouping item make it easier to find them"""
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    location_name_to_id = location_table
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    "The name and associated ID of each location of the world"
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    base_id = 698000
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    "The starting ID of the items and locations of the world"
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    ingredients_substitution: List[int]
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    "Used to randomize ingredient drop"
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    options_dataclass = AquariaOptions
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    "Used to manage world options"
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    options: AquariaOptions
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    "Every options of the world"
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    regions: AquariaRegions | None
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    "Used to manage Regions"
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    exclude: List[str]
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    def __init__(self, multiworld: MultiWorld, player: int):
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        """Initialisation of the Aquaria World"""
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        super(AquariaWorld, self).__init__(multiworld, player)
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        self.regions = None
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        self.ingredients_substitution = []
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        self.exclude = []
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    def generate_early(self) -> None:
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        """
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        Run before any general steps of the MultiWorld other than options. Useful for getting and adjusting option
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        results and determining layouts for entrance rando etc. start inventory gets pushed after this step.
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        """
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        self.regions = AquariaRegions(self.multiworld, self.player)
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    def create_regions(self) -> None:
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        """
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        Create every Region in `regions`
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        """
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        self.regions.add_regions_to_world()
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        self.regions.connect_regions()
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        self.regions.add_event_locations()
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    def create_item(self, name: str) -> AquariaItem:
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        """
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        Create an AquariaItem using 'name' as item name.
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        """
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        result: AquariaItem
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        data = item_table[name]
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        classification: ItemClassification = ItemClassification.useful
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        if data.type == ItemType.JUNK:
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            classification = ItemClassification.filler
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        elif data.type == ItemType.PROGRESSION:
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            classification = ItemClassification.progression
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        result = AquariaItem(name, classification, data.id, self.player)
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        return result
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    def __pre_fill_item(self, item_name: str, location_name: str, precollected,
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                        itemClassification: ItemClassification = ItemClassification.useful) -> None:
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        """Pre-assign an item to a location"""
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        if item_name not in precollected:
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            self.exclude.append(item_name)
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            data = item_table[item_name]
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            item = AquariaItem(item_name, itemClassification, data.id, self.player)
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            self.multiworld.get_location(location_name, self.player).place_locked_item(item)
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    def get_filler_item_name(self):
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        """Getting a random ingredient item as filler"""
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        ingredients = []
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        for name, data in item_table.items():
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            if data.group == ItemGroup.INGREDIENT:
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                ingredients.append(name)
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        filler_item_name = self.random.choice(ingredients)
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        return filler_item_name
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    def create_items(self) -> None:
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        """Create every item in the world"""
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        precollected = [item.name for item in self.multiworld.precollected_items[self.player]]
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        if self.options.turtle_randomizer.value != TurtleRandomizer.option_none:
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            if self.options.turtle_randomizer.value == TurtleRandomizer.option_all_except_final:
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                self.__pre_fill_item(ItemNames.TRANSTURTLE_BODY, AquariaLocationNames.FINAL_BOSS_AREA_TRANSTURTLE,
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                                     precollected)
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        else:
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_VEIL_TOP_LEFT,
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                                 AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_TRANSTURTLE, precollected)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_VEIL_TOP_RIGHT,
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                                 AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_TRANSTURTLE, precollected)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_OPEN_WATERS,
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                                 AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_TRANSTURTLE,
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                                 precollected)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_KELP_FOREST,
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                                 AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_TRANSTURTLE,
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                                 precollected)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_HOME_WATERS, AquariaLocationNames.HOME_WATERS_TRANSTURTLE,
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                                 precollected)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_ABYSS, AquariaLocationNames.ABYSS_RIGHT_AREA_TRANSTURTLE,
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                                 precollected)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_BODY, AquariaLocationNames.FINAL_BOSS_AREA_TRANSTURTLE,
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                                 precollected)
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            # The last two are inverted because in the original game, they are special turtle that communicate directly
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_SIMON_SAYS, AquariaLocationNames.ARNASSI_RUINS_TRANSTURTLE,
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                                 precollected, ItemClassification.progression)
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            self.__pre_fill_item(ItemNames.TRANSTURTLE_ARNASSI_RUINS, AquariaLocationNames.SIMON_SAYS_AREA_TRANSTURTLE,
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                                 precollected)
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        for name, data in item_table.items():
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            if name not in self.exclude:
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                for i in range(data.count):
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                    item = self.create_item(name)
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                    self.multiworld.itempool.append(item)
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    def set_rules(self) -> None:
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        """
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        Launched when the Multiworld generator is ready to generate rules
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        """
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        if self.options.early_energy_form == EarlyEnergyForm.option_early:
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            self.multiworld.early_items[self.player][ItemNames.ENERGY_FORM] = 1
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        elif self.options.early_energy_form == EarlyEnergyForm.option_early_and_local:
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            self.multiworld.local_early_items[self.player][ItemNames.ENERGY_FORM] = 1
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        if self.options.early_bind_song == EarlyBindSong.option_early:
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            self.multiworld.early_items[self.player][ItemNames.BIND_SONG] = 1
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        elif self.options.early_bind_song == EarlyBindSong.option_early_and_local:
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            self.multiworld.local_early_items[self.player][ItemNames.BIND_SONG] = 1
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        self.regions.adjusting_rules(self.options)
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        self.multiworld.completion_condition[self.player] = lambda \
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                state: state.has(ItemNames.VICTORY, self.player)
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    def generate_basic(self) -> None:
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        """
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        Player-specific randomization that does not affect logic.
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        Used to fill then `ingredients_substitution` list
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        """
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        simple_ingredients_substitution = [i for i in range(27)]
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        if self.options.ingredient_randomizer.value > IngredientRandomizer.option_off:
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            if self.options.ingredient_randomizer.value == IngredientRandomizer.option_common_ingredients:
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                simple_ingredients_substitution.pop(-1)
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                simple_ingredients_substitution.pop(-1)
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                simple_ingredients_substitution.pop(-1)
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            self.random.shuffle(simple_ingredients_substitution)
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            if self.options.ingredient_randomizer.value == IngredientRandomizer.option_common_ingredients:
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                simple_ingredients_substitution.extend([24, 25, 26])
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        dishes_substitution = [i for i in range(27, 76)]
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        if self.options.dish_randomizer:
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            self.random.shuffle(dishes_substitution)
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        self.ingredients_substitution.clear()
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        self.ingredients_substitution.extend(simple_ingredients_substitution)
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        self.ingredients_substitution.extend(dishes_substitution)
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    def fill_slot_data(self) -> Dict[str, Any]:
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        return {"ingredientReplacement": self.ingredients_substitution,
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                "aquarian_translate": bool(self.options.aquarian_translation.value),
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                "blind_goal": bool(self.options.blind_goal.value),
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                "secret_needed":
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                    self.options.objective.value == Objective.option_obtain_secrets_and_kill_the_creator,
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                "minibosses_to_kill": self.options.mini_bosses_to_beat.value,
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                "bigbosses_to_kill": self.options.big_bosses_to_beat.value,
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                "skip_first_vision": bool(self.options.skip_first_vision.value),
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                "unconfine_home_water_energy_door":
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                    self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_energy_door
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                    or self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_both,
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                "unconfine_home_water_transturtle":
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                    self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_transturtle
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                    or self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_both,
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                "bind_song_needed_to_get_under_rock_bulb": bool(self.options.bind_song_needed_to_get_under_rock_bulb),
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                "no_progression_hard_or_hidden_locations": bool(self.options.no_progression_hard_or_hidden_locations),
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                "light_needed_to_get_to_dark_places": bool(self.options.light_needed_to_get_to_dark_places),
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                "turtle_randomizer": self.options.turtle_randomizer.value
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                }
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