273 lines
13 KiB
Python
273 lines
13 KiB
Python
from typing import Dict, List, Optional
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from BaseClasses import Item, ItemClassification, Location, Region, Tutorial
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from Fill import fill_restrictive
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from worlds.AutoWorld import WebWorld, World
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from . import Constants, Rules
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from .Items import ItemType, SHIVERS_ITEM_ID_OFFSET, ShiversItem, item_table
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from .Options import ShiversOptions, shivers_option_groups
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from .Rules import set_rules
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class ShiversWeb(WebWorld):
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tutorials = [Tutorial(
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"Shivers Setup Guide",
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"A guide to setting up Shivers for Multiworld.",
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"English",
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"setup_en.md",
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"setup/en",
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["GodlFire", "Cynbel_Terreus"]
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)]
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option_groups = shivers_option_groups
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class ShiversWorld(World):
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"""
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Shivers is a horror themed point and click adventure.
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Explore the mysteries of Windlenot's Museum of the Strange and Unusual.
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"""
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game = "Shivers"
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topology_present = False
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web = ShiversWeb()
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options_dataclass = ShiversOptions
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options: ShiversOptions
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set_rules = set_rules
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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 = Constants.location_name_to_id
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storage_placements = []
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pot_completed_list: List[int]
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def generate_early(self):
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self.pot_completed_list = []
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# Pot piece shuffle location:
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if self.options.location_pot_pieces == "own_world":
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self.options.local_items.value |= {name for name, data in item_table.items() if
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data.type in [ItemType.POT, ItemType.POT_COMPLETE]}
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elif self.options.location_pot_pieces == "different_world":
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self.options.non_local_items.value |= {name for name, data in item_table.items() if
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data.type in [ItemType.POT, ItemType.POT_COMPLETE]}
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# Ixupi captures priority locations:
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if self.options.ixupi_captures_priority:
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self.options.priority_locations.value |= (
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{name for name in self.location_names if name.startswith('Ixupi Captured')}
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)
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def create_item(self, name: str) -> Item:
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data = item_table[name]
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return ShiversItem(name, data.classification, data.code, self.player)
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def create_event_location(self, region_name: str, location_name: str, event_name: Optional[str] = None) -> None:
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region = self.get_region(region_name)
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loc = ShiversLocation(self.player, location_name, None, region)
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if event_name is not None:
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loc.place_locked_item(ShiversItem(event_name, ItemClassification.progression, None, self.player))
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else:
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loc.place_locked_item(ShiversItem(location_name, ItemClassification.progression, None, self.player))
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loc.show_in_spoiler = False
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region.locations.append(loc)
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def create_regions(self) -> None:
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# Create regions
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for region_name, exits in Constants.region_info["regions"]:
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r = Region(region_name, self.player, self.multiworld)
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self.multiworld.regions.append(r)
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for exit_name in exits:
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r.create_exit(exit_name)
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# Bind mandatory connections
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for entr_name, region_name in Constants.region_info["mandatory_connections"]:
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e = self.get_entrance(entr_name)
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r = self.get_region(region_name)
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e.connect(r)
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# Locations
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# Build exclusion list
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removed_locations = set()
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if not self.options.include_information_plaques:
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removed_locations.update(Constants.exclusion_info["plaques"])
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if not self.options.elevators_stay_solved:
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removed_locations.update(Constants.exclusion_info["elevators"])
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if not self.options.early_lightning:
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removed_locations.update(Constants.exclusion_info["lightning"])
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# Add locations
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for region_name, locations in Constants.location_info["locations_by_region"].items():
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region = self.get_region(region_name)
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for loc_name in locations:
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if loc_name not in removed_locations:
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loc = ShiversLocation(self.player, loc_name, self.location_name_to_id.get(loc_name, None), region)
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region.locations.append(loc)
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self.create_event_location("Prehistoric", "Set Skull Dial: Prehistoric")
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self.create_event_location("Tar River", "Set Skull Dial: Tar River")
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self.create_event_location("Egypt", "Set Skull Dial: Egypt")
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self.create_event_location("Burial", "Set Skull Dial: Burial")
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self.create_event_location("Gods Room", "Set Skull Dial: Gods Room")
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self.create_event_location("Werewolf", "Set Skull Dial: Werewolf")
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self.create_event_location("Projector Room", "Viewed Theater Movie")
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self.create_event_location("Clock Chains", "Clock Chains", "Set Time")
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self.create_event_location("Clock Tower", "Jukebox", "Set Song")
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self.create_event_location("Fortune Teller", "Viewed Fortune")
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self.create_event_location("Orrery", "Orrery", "Aligned Planets")
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self.create_event_location("Norse Stone", "Norse Stone", "Viewed Norse Stone")
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self.create_event_location("Beth's Body", "Beth's Body", "Viewed Page 17")
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self.create_event_location("Windlenot's Body", "Windlenot's Body", "Viewed Egyptian Hieroglyphics Explained")
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self.create_event_location("Guillotine", "Guillotine", "Lost Your Head")
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def create_items(self) -> None:
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# Add items to item pool
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item_pool = []
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for name, data in item_table.items():
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if data.type in [ItemType.KEY, ItemType.ABILITY, ItemType.IXUPI_AVAILABILITY]:
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item_pool.append(self.create_item(name))
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# Pot pieces/Completed/Mixed:
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if self.options.full_pots == "pieces":
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item_pool += [self.create_item(name) for name, data in item_table.items() if data.type == ItemType.POT]
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elif self.options.full_pots == "complete":
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item_pool += [self.create_item(name) for name, data in item_table.items() if
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data.type == ItemType.POT_COMPLETE]
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else:
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# Roll for if pieces or a complete pot will be used.
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# Pot Pieces
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pieces = [self.create_item(name) for name, data in item_table.items() if data.type == ItemType.POT]
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complete = [self.create_item(name) for name, data in item_table.items() if
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data.type == ItemType.POT_COMPLETE]
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for i in range(10):
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if self.random.randint(0, 1) == 0:
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self.pot_completed_list.append(0)
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item_pool.append(pieces[i])
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item_pool.append(pieces[i + 10])
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# Completed Pot
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else:
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self.pot_completed_list.append(1)
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item_pool.append(complete[i])
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# Add Easier Lyre
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item_pool += [self.create_item("Easier Lyre") for _ in range(9)]
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# Place library escape items. Choose a location to place the escape item
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library_region = self.get_region("Library")
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library_location = self.random.choice(
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[loc for loc in library_region.locations if not loc.name.startswith("Storage: ")]
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)
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# Roll for which escape items will be placed in the Library
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library_random = self.random.randint(1, 3)
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if library_random == 1:
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library_location.place_locked_item(self.create_item("Crawling"))
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item_pool = [item for item in item_pool if item.name != "Crawling"]
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elif library_random == 2:
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library_location.place_locked_item(self.create_item("Key for Library"))
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item_pool = [item for item in item_pool if item.name != "Key for Library"]
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elif library_random == 3:
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library_location.place_locked_item(self.create_item("Key for Three Floor Elevator"))
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library_location_2 = self.random.choice(
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[loc for loc in library_region.locations if
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not loc.name.startswith("Storage: ") and loc != library_location]
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)
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library_location_2.place_locked_item(self.create_item("Key for Egypt Room"))
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item_pool = [item for item in item_pool if
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item.name not in ["Key for Three Floor Elevator", "Key for Egypt Room"]]
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# If front door option is on, determine which set of keys will
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# be used for lobby access and add front door key to item pool
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lobby_access_keys = 0
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if self.options.front_door_usable:
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lobby_access_keys = self.random.randint(0, 1)
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item_pool.append(self.create_item("Key for Front Door"))
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else:
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item_pool.append(self.create_item("Heal"))
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def set_lobby_access_keys(items: Dict[str, int]):
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if lobby_access_keys == 0:
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items["Key for Underground Lake"] = 1
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items["Key for Office Elevator"] = 1
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items["Key for Office"] = 1
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else:
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items["Key for Front Door"] = 1
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# Lobby access:
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if self.options.lobby_access == "early":
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set_lobby_access_keys(self.multiworld.early_items[self.player])
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elif self.options.lobby_access == "local":
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set_lobby_access_keys(self.multiworld.local_early_items[self.player])
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goal_item_code = SHIVERS_ITEM_ID_OFFSET + 100 + Constants.years_since_sep_30_1980
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for name, data in item_table.items():
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if data.type == ItemType.GOAL and data.code == goal_item_code:
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goal = self.create_item(name)
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self.get_location("Mystery Solved").place_locked_item(goal)
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# Extra filler is random between Heals and Easier Lyre. Heals weighted 95%.
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filler_needed = len(self.multiworld.get_unfilled_locations(self.player)) - len(item_pool) - 23
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item_pool += map(self.create_item, self.random.choices(
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["Heal", "Easier Lyre"], weights=[95, 5], k=filler_needed
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))
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self.multiworld.itempool += item_pool
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def pre_fill(self) -> None:
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# Prefills event storage locations with duplicate pots
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storage_locs = []
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storage_items = []
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for locations in Constants.location_info["locations_by_region"].values():
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for loc_name in locations:
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if loc_name.startswith("Storage: "):
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storage_locs.append(self.get_location(loc_name))
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# Pot pieces/Completed/Mixed:
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if self.options.full_pots == "pieces":
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storage_items += [self.create_item(name) for name, data in item_table.items() if
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data.type == ItemType.POT_DUPLICATE]
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elif self.options.full_pots == "complete":
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storage_items += [self.create_item(name) for name, data in item_table.items() if
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data.type == ItemType.POT_COMPELTE_DUPLICATE]
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storage_items += [self.create_item("Empty") for _ in range(10)]
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else:
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pieces = [self.create_item(name) for name, data in item_table.items() if
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data.type == ItemType.POT_DUPLICATE]
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complete = [self.create_item(name) for name, data in item_table.items() if
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data.type == ItemType.POT_COMPELTE_DUPLICATE]
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for i in range(10):
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# Pieces
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if self.pot_completed_list[i] == 0:
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storage_items.append(pieces[i])
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storage_items.append(pieces[i + 10])
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# Complete
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else:
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storage_items.append(complete[i])
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storage_items.append(self.create_item("Empty"))
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storage_items += [self.create_item("Empty") for _ in range(3)]
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state = self.multiworld.get_all_state(True)
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self.random.shuffle(storage_locs)
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self.random.shuffle(storage_items)
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fill_restrictive(self.multiworld, state, storage_locs.copy(), storage_items, True, True)
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self.storage_placements = {location.name.replace("Storage: ", ""): location.item.name.replace(" DUPE", "") for
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location in storage_locs}
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def fill_slot_data(self) -> dict:
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return {
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"StoragePlacements": self.storage_placements,
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"ExcludedLocations": list(self.options.exclude_locations.value),
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"IxupiCapturesNeeded": self.options.ixupi_captures_needed.value,
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"ElevatorsStaySolved": self.options.elevators_stay_solved.value,
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"EarlyBeth": self.options.early_beth.value,
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"EarlyLightning": self.options.early_lightning.value,
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"FrontDoorUsable": self.options.front_door_usable.value,
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"PuzzleCollectBehavior": self.options.puzzle_collect_behavior.value,
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}
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class ShiversLocation(Location):
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game = "Shivers"
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