Archipelago/worlds/yachtdice/Locations.py

80 lines
2.8 KiB
Python

import typing
from BaseClasses import Location
class LocData(typing.NamedTuple):
id: int
region: str
score: int
class YachtDiceLocation(Location):
game: str = "Yacht Dice"
def __init__(self, player: int, name: str, score: int, address: typing.Optional[int], parent):
super().__init__(player, name, address, parent)
self.yacht_dice_score = score
all_locations = {}
starting_index = 16871244500 # 500 more than the starting index for items (not necessary, but this is what it is now)
def all_locations_fun(max_score):
"""
Function that is called when this file is loaded, which loads in ALL possible locations, score 1 to 1000
"""
return {f"{i} score": LocData(starting_index + i, "Board", i) for i in range(1, max_score + 1)}
def ini_locations(goal_score, max_score, number_of_locations, dif, skip_early_locations, number_of_players):
"""
function that loads in all locations necessary for the game, so based on options.
will make sure that goal_score and max_score are included locations
"""
scaling = 2 # parameter that determines how many low-score location there are.
# need more low-score locations or lower difficulties:
if dif == 1:
scaling = 3
elif dif == 2:
scaling = 2.3
scores = []
# the scores follow the function int( 1 + (percentage ** scaling) * (max_score-1) )
# however, this will have many low values, sometimes repeating.
# to avoid repeating scores, highest_score keeps tracks of the highest score location
# and the next score will always be at least highest_score + 1
# note that current_score is at most max_score-1
highest_score = 0
start_score = 0
if skip_early_locations:
scaling = 1.95
if number_of_players > 2:
scaling = max(1.2, 2.2 - number_of_players * 0.1)
for i in range(number_of_locations - 1):
percentage = i / number_of_locations
current_score = int(start_score + 1 + (percentage**scaling) * (max_score - start_score - 2))
if current_score <= highest_score:
current_score = highest_score + 1
highest_score = current_score
scores += [current_score]
if goal_score != max_score:
# if the goal score is not in the list, find the closest one and make it the goal.
if goal_score not in scores:
closest_num = min(scores, key=lambda x: abs(x - goal_score))
scores[scores.index(closest_num)] = goal_score
scores += [max_score]
location_table = {f"{score} score": LocData(starting_index + score, "Board", score) for score in scores}
return location_table
# we need to run this function to initialize all scores from 1 to 1000, even though not all are used
all_locations = all_locations_fun(1000)