Archipelago/worlds/sc2wol/MissionTables.py

230 lines
12 KiB
Python

from typing import NamedTuple, Dict, List
from enum import IntEnum
no_build_regions_list = ["Liberation Day", "Breakout", "Ghost of a Chance", "Piercing the Shroud", "Whispers of Doom",
"Belly of the Beast"]
easy_regions_list = ["The Outlaws", "Zero Hour", "Evacuation", "Outbreak", "Smash and Grab", "Devil's Playground"]
medium_regions_list = ["Safe Haven", "Haven's Fall", "The Dig", "The Moebius Factor", "Supernova",
"Welcome to the Jungle", "The Great Train Robbery", "Cutthroat", "Media Blitz",
"A Sinister Turn", "Echoes of the Future"]
hard_regions_list = ["Maw of the Void", "Engine of Destruction", "In Utter Darkness", "Gates of Hell",
"Shatter the Sky"]
class MissionPools(IntEnum):
STARTER = 0
EASY = 1
MEDIUM = 2
HARD = 3
FINAL = 4
class MissionInfo(NamedTuple):
id: int
required_world: List[int]
category: str
number: int = 0 # number of worlds need beaten
completion_critical: bool = False # missions needed to beat game
or_requirements: bool = False # true if the requirements should be or-ed instead of and-ed
class FillMission(NamedTuple):
type: int
connect_to: List[int] # -1 connects to Menu
category: str
number: int = 0 # number of worlds need beaten
completion_critical: bool = False # missions needed to beat game
or_requirements: bool = False # true if the requirements should be or-ed instead of and-ed
removal_priority: int = 0 # how many missions missing from the pool required to remove this mission
vanilla_shuffle_order = [
FillMission(MissionPools.STARTER, [-1], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [0], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [1], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [2], "Colonist"),
FillMission(MissionPools.MEDIUM, [3], "Colonist"),
FillMission(MissionPools.HARD, [4], "Colonist", number=7),
FillMission(MissionPools.HARD, [4], "Colonist", number=7, removal_priority=1),
FillMission(MissionPools.EASY, [2], "Artifact", completion_critical=True),
FillMission(MissionPools.MEDIUM, [7], "Artifact", number=8, completion_critical=True),
FillMission(MissionPools.HARD, [8], "Artifact", number=11, completion_critical=True),
FillMission(MissionPools.HARD, [9], "Artifact", number=14, completion_critical=True, removal_priority=11),
FillMission(MissionPools.HARD, [10], "Artifact", completion_critical=True, removal_priority=10),
FillMission(MissionPools.MEDIUM, [2], "Covert", number=4),
FillMission(MissionPools.MEDIUM, [12], "Covert"),
FillMission(MissionPools.HARD, [13], "Covert", number=8, removal_priority=3),
FillMission(MissionPools.HARD, [13], "Covert", number=8, removal_priority=2),
FillMission(MissionPools.MEDIUM, [2], "Rebellion", number=6),
FillMission(MissionPools.HARD, [16], "Rebellion"),
FillMission(MissionPools.HARD, [17], "Rebellion"),
FillMission(MissionPools.HARD, [18], "Rebellion", removal_priority=12),
FillMission(MissionPools.HARD, [19], "Rebellion", removal_priority=5),
FillMission(MissionPools.MEDIUM, [8], "Prophecy", removal_priority=9),
FillMission(MissionPools.HARD, [21], "Prophecy", removal_priority=8),
FillMission(MissionPools.HARD, [22], "Prophecy", removal_priority=7),
FillMission(MissionPools.HARD, [23], "Prophecy", removal_priority=6),
FillMission(MissionPools.HARD, [11], "Char", completion_critical=True),
FillMission(MissionPools.HARD, [25], "Char", completion_critical=True, removal_priority=4),
FillMission(MissionPools.HARD, [25], "Char", completion_critical=True),
FillMission(MissionPools.FINAL, [26, 27], "Char", completion_critical=True, or_requirements=True)
]
mini_campaign_order = [
FillMission(MissionPools.STARTER, [-1], "Mar Sara", completion_critical=True),
FillMission(MissionPools.EASY, [0], "Colonist"),
FillMission(MissionPools.MEDIUM, [1], "Colonist"),
FillMission(MissionPools.EASY, [0], "Artifact", completion_critical=True),
FillMission(MissionPools.MEDIUM, [3], "Artifact", number=4, completion_critical=True),
FillMission(MissionPools.HARD, [4], "Artifact", number=8, completion_critical=True),
FillMission(MissionPools.MEDIUM, [0], "Covert", number=2),
FillMission(MissionPools.HARD, [6], "Covert"),
FillMission(MissionPools.MEDIUM, [0], "Rebellion", number=3),
FillMission(MissionPools.HARD, [8], "Rebellion"),
FillMission(MissionPools.MEDIUM, [4], "Prophecy"),
FillMission(MissionPools.HARD, [10], "Prophecy"),
FillMission(MissionPools.HARD, [5], "Char", completion_critical=True),
FillMission(MissionPools.HARD, [5], "Char", completion_critical=True),
FillMission(MissionPools.FINAL, [12, 13], "Char", completion_critical=True, or_requirements=True)
]
gauntlet_order = [
FillMission(MissionPools.STARTER, [-1], "I", completion_critical=True),
FillMission(MissionPools.EASY, [0], "II", completion_critical=True),
FillMission(MissionPools.EASY, [1], "III", completion_critical=True),
FillMission(MissionPools.MEDIUM, [2], "IV", completion_critical=True),
FillMission(MissionPools.MEDIUM, [3], "V", completion_critical=True),
FillMission(MissionPools.HARD, [4], "VI", completion_critical=True),
FillMission(MissionPools.FINAL, [5], "Final", completion_critical=True)
]
mini_gauntlet_order = [
FillMission(MissionPools.STARTER, [-1], "I", completion_critical=True),
FillMission(MissionPools.EASY, [0], "II", completion_critical=True),
FillMission(MissionPools.MEDIUM, [1], "III", completion_critical=True),
FillMission(MissionPools.FINAL, [2], "Final", completion_critical=True)
]
grid_order = [
FillMission(MissionPools.STARTER, [-1], "_1"),
FillMission(MissionPools.EASY, [0], "_1"),
FillMission(MissionPools.MEDIUM, [1, 6, 3], "_1", or_requirements=True),
FillMission(MissionPools.HARD, [2, 7], "_1", or_requirements=True),
FillMission(MissionPools.EASY, [0], "_2"),
FillMission(MissionPools.MEDIUM, [1, 4], "_2", or_requirements=True),
FillMission(MissionPools.HARD, [2, 5, 10, 7], "_2", or_requirements=True),
FillMission(MissionPools.HARD, [3, 6, 11], "_2", or_requirements=True),
FillMission(MissionPools.MEDIUM, [4, 9, 12], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [5, 8, 10, 13], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [6, 9, 11, 14], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [7, 10], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [8, 13], "_4", or_requirements=True),
FillMission(MissionPools.HARD, [9, 12, 14], "_4", or_requirements=True),
FillMission(MissionPools.HARD, [10, 13], "_4", or_requirements=True),
FillMission(MissionPools.FINAL, [11, 14], "_4", or_requirements=True)
]
mini_grid_order = [
FillMission(MissionPools.STARTER, [-1], "_1"),
FillMission(MissionPools.EASY, [0], "_1"),
FillMission(MissionPools.MEDIUM, [1, 5], "_1", or_requirements=True),
FillMission(MissionPools.EASY, [0], "_2"),
FillMission(MissionPools.MEDIUM, [1, 3], "_2", or_requirements=True),
FillMission(MissionPools.HARD, [2, 4], "_2", or_requirements=True),
FillMission(MissionPools.MEDIUM, [3, 7], "_3", or_requirements=True),
FillMission(MissionPools.HARD, [4, 6], "_3", or_requirements=True),
FillMission(MissionPools.FINAL, [5, 7], "_3", or_requirements=True)
]
tiny_grid_order = [
FillMission(MissionPools.STARTER, [-1], "_1"),
FillMission(MissionPools.MEDIUM, [0], "_1"),
FillMission(MissionPools.EASY, [0], "_2"),
FillMission(MissionPools.FINAL, [1, 2], "_2", or_requirements=True),
]
blitz_order = [
FillMission(MissionPools.STARTER, [-1], "I"),
FillMission(MissionPools.EASY, [-1], "I"),
FillMission(MissionPools.MEDIUM, [0, 1], "II", number=1, or_requirements=True),
FillMission(MissionPools.MEDIUM, [0, 1], "II", number=1, or_requirements=True),
FillMission(MissionPools.MEDIUM, [0, 1], "III", number=2, or_requirements=True),
FillMission(MissionPools.MEDIUM, [0, 1], "III", number=2, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "IV", number=3, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "IV", number=3, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "V", number=4, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "V", number=4, or_requirements=True),
FillMission(MissionPools.HARD, [0, 1], "Final", number=5, or_requirements=True),
FillMission(MissionPools.FINAL, [0, 1], "Final", number=5, or_requirements=True)
]
mission_orders = [
vanilla_shuffle_order,
vanilla_shuffle_order,
mini_campaign_order,
grid_order,
mini_grid_order,
blitz_order,
gauntlet_order,
mini_gauntlet_order,
tiny_grid_order
]
vanilla_mission_req_table = {
"Liberation Day": MissionInfo(1, [], "Mar Sara", completion_critical=True),
"The Outlaws": MissionInfo(2, [1], "Mar Sara", completion_critical=True),
"Zero Hour": MissionInfo(3, [2], "Mar Sara", completion_critical=True),
"Evacuation": MissionInfo(4, [3], "Colonist"),
"Outbreak": MissionInfo(5, [4], "Colonist"),
"Safe Haven": MissionInfo(6, [5], "Colonist", number=7),
"Haven's Fall": MissionInfo(7, [5], "Colonist", number=7),
"Smash and Grab": MissionInfo(8, [3], "Artifact", completion_critical=True),
"The Dig": MissionInfo(9, [8], "Artifact", number=8, completion_critical=True),
"The Moebius Factor": MissionInfo(10, [9], "Artifact", number=11, completion_critical=True),
"Supernova": MissionInfo(11, [10], "Artifact", number=14, completion_critical=True),
"Maw of the Void": MissionInfo(12, [11], "Artifact", completion_critical=True),
"Devil's Playground": MissionInfo(13, [3], "Covert", number=4),
"Welcome to the Jungle": MissionInfo(14, [13], "Covert"),
"Breakout": MissionInfo(15, [14], "Covert", number=8),
"Ghost of a Chance": MissionInfo(16, [14], "Covert", number=8),
"The Great Train Robbery": MissionInfo(17, [3], "Rebellion", number=6),
"Cutthroat": MissionInfo(18, [17], "Rebellion"),
"Engine of Destruction": MissionInfo(19, [18], "Rebellion"),
"Media Blitz": MissionInfo(20, [19], "Rebellion"),
"Piercing the Shroud": MissionInfo(21, [20], "Rebellion"),
"Whispers of Doom": MissionInfo(22, [9], "Prophecy"),
"A Sinister Turn": MissionInfo(23, [22], "Prophecy"),
"Echoes of the Future": MissionInfo(24, [23], "Prophecy"),
"In Utter Darkness": MissionInfo(25, [24], "Prophecy"),
"Gates of Hell": MissionInfo(26, [12], "Char", completion_critical=True),
"Belly of the Beast": MissionInfo(27, [26], "Char", completion_critical=True),
"Shatter the Sky": MissionInfo(28, [26], "Char", completion_critical=True),
"All-In": MissionInfo(29, [27, 28], "Char", completion_critical=True, or_requirements=True)
}
lookup_id_to_mission: Dict[int, str] = {
data.id: mission_name for mission_name, data in vanilla_mission_req_table.items() if data.id}
starting_mission_locations = {
"Liberation Day": "Liberation Day: Victory",
"Breakout": "Breakout: Victory",
"Ghost of a Chance": "Ghost of a Chance: Victory",
"Piercing the Shroud": "Piercing the Shroud: Victory",
"Whispers of Doom": "Whispers of Doom: Victory",
"Belly of the Beast": "Belly of the Beast: Victory",
"Zero Hour": "Zero Hour: First Group Rescued",
"Evacuation": "Evacuation: Reach Hanson",
"Devil's Playground": "Devil's Playground: Tosh's Miners",
"Smash and Grab": "Smash and Grab: First Relic",
"The Great Train Robbery": "The Great Train Robbery: North Defiler"
}
alt_final_mission_locations = {
"Maw of the Void": "Maw of the Void: Victory",
"Engine of Destruction": "Engine of Destruction: Victory",
"Supernova": "Supernova: Victory",
"Gates of Hell": "Gates of Hell: Victory",
"Shatter the Sky": "Shatter the Sky: Victory"
}