Archipelago/worlds/tunic/__init__.py

326 lines
16 KiB
Python

from typing import Dict, List, Any
from logging import warning
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification
from .items import item_name_to_id, item_table, item_name_groups, fool_tiers, filler_items, slot_data_item_names
from .locations import location_table, location_name_groups, location_name_to_id, hexagon_locations
from .rules import set_location_rules, set_region_rules, randomize_ability_unlocks, gold_hexagon
from .er_rules import set_er_location_rules
from .regions import tunic_regions
from .er_scripts import create_er_regions
from .er_data import portal_mapping
from .options import TunicOptions
from worlds.AutoWorld import WebWorld, World
from decimal import Decimal, ROUND_HALF_UP
class TunicWeb(WebWorld):
tutorials = [
Tutorial(
tutorial_name="Multiworld Setup Guide",
description="A guide to setting up the TUNIC Randomizer for Archipelago multiworld games.",
language="English",
file_name="setup_en.md",
link="setup/en",
authors=["SilentDestroyer"]
)
]
theme = "grassFlowers"
game = "TUNIC"
class TunicItem(Item):
game: str = "TUNIC"
class TunicLocation(Location):
game: str = "TUNIC"
class TunicWorld(World):
"""
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game
about a small fox on a big adventure. Stranded on a mysterious beach, armed with only your own curiosity, you will
confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets. Be brave, tiny fox!
"""
game = "TUNIC"
web = TunicWeb()
options: TunicOptions
options_dataclass = TunicOptions
item_name_groups = item_name_groups
location_name_groups = location_name_groups
item_name_to_id = item_name_to_id
location_name_to_id = location_name_to_id
ability_unlocks: Dict[str, int]
slot_data_items: List[TunicItem]
tunic_portal_pairs: Dict[str, str]
er_portal_hints: Dict[int, str]
def generate_early(self) -> None:
# Universal tracker stuff, shouldn't do anything in standard gen
if hasattr(self.multiworld, "re_gen_passthrough"):
if "TUNIC" in self.multiworld.re_gen_passthrough:
passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.options.start_with_sword.value = passthrough["start_with_sword"]
self.options.keys_behind_bosses.value = passthrough["keys_behind_bosses"]
self.options.sword_progression.value = passthrough["sword_progression"]
self.options.ability_shuffling.value = passthrough["ability_shuffling"]
self.options.logic_rules.value = passthrough["logic_rules"]
self.options.lanternless.value = passthrough["lanternless"]
self.options.maskless.value = passthrough["maskless"]
self.options.hexagon_quest.value = passthrough["hexagon_quest"]
self.options.entrance_rando.value = passthrough["entrance_rando"]
self.options.shuffle_ladders.value = passthrough["shuffle_ladders"]
def create_item(self, name: str) -> TunicItem:
item_data = item_table[name]
return TunicItem(name, item_data.classification, self.item_name_to_id[name], self.player)
def create_items(self) -> None:
keys_behind_bosses = self.options.keys_behind_bosses
hexagon_quest = self.options.hexagon_quest
sword_progression = self.options.sword_progression
tunic_items: List[TunicItem] = []
self.slot_data_items = []
items_to_create: Dict[str, int] = {item: data.quantity_in_item_pool for item, data in item_table.items()}
for money_fool in fool_tiers[self.options.fool_traps]:
items_to_create["Fool Trap"] += items_to_create[money_fool]
items_to_create[money_fool] = 0
if self.options.start_with_sword:
self.multiworld.push_precollected(self.create_item("Sword"))
if sword_progression:
items_to_create["Stick"] = 0
items_to_create["Sword"] = 0
else:
items_to_create["Sword Upgrade"] = 0
if self.options.laurels_location:
laurels = self.create_item("Hero's Laurels")
if self.options.laurels_location == "6_coins":
self.multiworld.get_location("Coins in the Well - 6 Coins", self.player).place_locked_item(laurels)
elif self.options.laurels_location == "10_coins":
self.multiworld.get_location("Coins in the Well - 10 Coins", self.player).place_locked_item(laurels)
elif self.options.laurels_location == "10_fairies":
self.multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", self.player).place_locked_item(laurels)
self.slot_data_items.append(laurels)
items_to_create["Hero's Laurels"] = 0
if keys_behind_bosses:
for rgb_hexagon, location in hexagon_locations.items():
hex_item = self.create_item(gold_hexagon if hexagon_quest else rgb_hexagon)
self.multiworld.get_location(location, self.player).place_locked_item(hex_item)
self.slot_data_items.append(hex_item)
items_to_create[rgb_hexagon] = 0
items_to_create[gold_hexagon] -= 3
# Filler items in the item pool
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
item_table[filler].classification == ItemClassification.filler]
# Remove filler to make room for other items
def remove_filler(amount: int) -> None:
for _ in range(0, amount):
if not available_filler:
fill = "Fool Trap"
else:
fill = self.random.choice(available_filler)
if items_to_create[fill] == 0:
raise Exception("No filler items left to accommodate options selected. Turn down fool trap amount.")
items_to_create[fill] -= 1
if items_to_create[fill] == 0:
available_filler.remove(fill)
if self.options.shuffle_ladders:
ladder_count = 0
for item_name, item_data in item_table.items():
if item_data.item_group == "Ladders":
items_to_create[item_name] = 1
ladder_count += 1
remove_filler(ladder_count)
if hexagon_quest:
# Calculate number of hexagons in item pool
hexagon_goal = self.options.hexagon_goal
extra_hexagons = self.options.extra_hexagon_percentage
items_to_create[gold_hexagon] += int((Decimal(100 + extra_hexagons) / 100 * hexagon_goal).to_integral_value(rounding=ROUND_HALF_UP))
# Replace pages and normal hexagons with filler
for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
filler_name = self.get_filler_item_name()
items_to_create[filler_name] += items_to_create[replaced_item]
if items_to_create[filler_name] >= 1 and filler_name not in available_filler:
available_filler.append(filler_name)
items_to_create[replaced_item] = 0
remove_filler(items_to_create[gold_hexagon])
if self.options.maskless:
mask_item = TunicItem("Scavenger Mask", ItemClassification.useful, self.item_name_to_id["Scavenger Mask"], self.player)
tunic_items.append(mask_item)
items_to_create["Scavenger Mask"] = 0
if self.options.lanternless:
lantern_item = TunicItem("Lantern", ItemClassification.useful, self.item_name_to_id["Lantern"], self.player)
tunic_items.append(lantern_item)
items_to_create["Lantern"] = 0
for item, quantity in items_to_create.items():
for i in range(0, quantity):
tunic_item: TunicItem = self.create_item(item)
if item in slot_data_item_names:
self.slot_data_items.append(tunic_item)
tunic_items.append(tunic_item)
self.multiworld.itempool += tunic_items
def create_regions(self) -> None:
self.tunic_portal_pairs = {}
self.er_portal_hints = {}
self.ability_unlocks = randomize_ability_unlocks(self.random, self.options)
# stuff for universal tracker support, can be ignored for standard gen
if hasattr(self.multiworld, "re_gen_passthrough"):
if "TUNIC" in self.multiworld.re_gen_passthrough:
passthrough = self.multiworld.re_gen_passthrough["TUNIC"]
self.ability_unlocks["Pages 24-25 (Prayer)"] = passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = passthrough["Hexagon Quest Icebolt"]
# ladder rando uses ER with vanilla connections, so that we're not managing more rules files
if self.options.entrance_rando or self.options.shuffle_ladders:
portal_pairs = create_er_regions(self)
if self.options.entrance_rando:
# these get interpreted by the game to tell it which entrances to connect
for portal1, portal2 in portal_pairs.items():
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
else:
# for non-ER, non-ladders
for region_name in tunic_regions:
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
for region_name, exits in tunic_regions.items():
region = self.multiworld.get_region(region_name, self.player)
region.add_exits(exits)
for location_name, location_id in self.location_name_to_id.items():
region = self.multiworld.get_region(location_table[location_name].region, self.player)
location = TunicLocation(self.player, location_name, location_id, region)
region.locations.append(location)
victory_region = self.multiworld.get_region("Spirit Arena", self.player)
victory_location = TunicLocation(self.player, "The Heir", None, victory_region)
victory_location.place_locked_item(TunicItem("Victory", ItemClassification.progression, None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
victory_region.locations.append(victory_location)
def set_rules(self) -> None:
if self.options.entrance_rando or self.options.shuffle_ladders:
set_er_location_rules(self, self.ability_unlocks)
else:
set_region_rules(self, self.ability_unlocks)
set_location_rules(self, self.ability_unlocks)
def get_filler_item_name(self) -> str:
return self.random.choice(filler_items)
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]) -> None:
if self.options.entrance_rando:
hint_data.update({self.player: {}})
# all state seems to have efficient paths
all_state = self.multiworld.get_all_state(True)
all_state.update_reachable_regions(self.player)
paths = all_state.path
portal_names = [portal.name for portal in portal_mapping]
for location in self.multiworld.get_locations(self.player):
# skipping event locations
if not location.address:
continue
path_to_loc = []
previous_name = "placeholder"
try:
name, connection = paths[location.parent_region]
except KeyError:
# logic bug, proceed with warning since it takes a long time to update AP
warning(f"{location.name} is not logically accessible for "
f"{self.multiworld.get_file_safe_player_name(self.player)}. "
"Creating entrance hint Inaccessible. "
"Please report this to the TUNIC rando devs.")
hint_text = "Inaccessible"
else:
while connection != ("Menu", None):
name, connection = connection
# for LS entrances, we just want to give the portal name
if "(LS)" in name:
name = name.split(" (LS) ", 1)[0]
# was getting some cases like Library Grave -> Library Grave -> other place
if name in portal_names and name != previous_name:
previous_name = name
path_to_loc.append(name)
hint_text = " -> ".join(reversed(path_to_loc))
if hint_text:
hint_data[self.player][location.address] = hint_text
def fill_slot_data(self) -> Dict[str, Any]:
slot_data: Dict[str, Any] = {
"seed": self.random.randint(0, 2147483647),
"start_with_sword": self.options.start_with_sword.value,
"keys_behind_bosses": self.options.keys_behind_bosses.value,
"sword_progression": self.options.sword_progression.value,
"ability_shuffling": self.options.ability_shuffling.value,
"hexagon_quest": self.options.hexagon_quest.value,
"fool_traps": self.options.fool_traps.value,
"logic_rules": self.options.logic_rules.value,
"lanternless": self.options.lanternless.value,
"maskless": self.options.maskless.value,
"entrance_rando": int(bool(self.options.entrance_rando.value)),
"shuffle_ladders": self.options.shuffle_ladders.value,
"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
"Hexagon Quest Icebolt": self.ability_unlocks["Pages 52-53 (Icebolt)"],
"Hexagon Quest Goal": self.options.hexagon_goal.value,
"Entrance Rando": self.tunic_portal_pairs
}
for tunic_item in filter(lambda item: item.location is not None and item.code is not None, self.slot_data_items):
if tunic_item.name not in slot_data:
slot_data[tunic_item.name] = []
if tunic_item.name == gold_hexagon and len(slot_data[gold_hexagon]) >= 6:
continue
slot_data[tunic_item.name].extend([tunic_item.location.name, tunic_item.location.player])
for start_item in self.options.start_inventory_from_pool:
if start_item in slot_data_item_names:
if start_item not in slot_data:
slot_data[start_item] = []
for i in range(0, self.options.start_inventory_from_pool[start_item]):
slot_data[start_item].extend(["Your Pocket", self.player])
for plando_item in self.multiworld.plando_items[self.player]:
if plando_item["from_pool"]:
items_to_find = set()
for item_type in [key for key in ["item", "items"] if key in plando_item]:
for item in plando_item[item_type]:
items_to_find.add(item)
for item in items_to_find:
if item in slot_data_item_names:
slot_data[item] = []
for item_location in self.multiworld.find_item_locations(item, self.player):
slot_data[item].extend([item_location.name, item_location.player])
return slot_data
# for the universal tracker, doesn't get called in standard gen
@staticmethod
def interpret_slot_data(slot_data: Dict[str, Any]) -> Dict[str, Any]:
# returning slot_data so it regens, giving it back in multiworld.re_gen_passthrough
return slot_data