Archipelago/worlds/doom_1993/__init__.py

285 lines
11 KiB
Python

import functools
import logging
from typing import Any, Dict, List
from BaseClasses import Entrance, CollectionState, Item, Location, MultiWorld, Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from . import Items, Locations, Maps, Regions, Rules
from .Options import DOOM1993Options
logger = logging.getLogger("DOOM 1993")
DOOM_TYPE_LEVEL_COMPLETE = -2
DOOM_TYPE_COMPUTER_AREA_MAP = 2026
class DOOM1993Location(Location):
game: str = "DOOM 1993"
class DOOM1993Item(Item):
game: str = "DOOM 1993"
class DOOM1993Web(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the DOOM 1993 randomizer connected to an Archipelago Multiworld",
"English",
"setup_en.md",
"setup/en",
["Daivuk"]
)]
theme = "dirt"
class DOOM1993World(World):
"""
Developed by id Software, and originally released in 1993, DOOM pioneered and popularized the first-person shooter,
setting a standard for all FPS games.
"""
options_dataclass = DOOM1993Options
options: DOOM1993Options
game = "DOOM 1993"
web = DOOM1993Web()
required_client_version = (0, 3, 9)
item_name_to_id = {data["name"]: item_id for item_id, data in Items.item_table.items()}
item_name_groups = Items.item_name_groups
location_name_to_id = {data["name"]: loc_id for loc_id, data in Locations.location_table.items()}
location_name_groups = Locations.location_name_groups
starting_level_for_episode: List[str] = [
"Hangar (E1M1)",
"Deimos Anomaly (E2M1)",
"Hell Keep (E3M1)",
"Hell Beneath (E4M1)"
]
boss_level_for_espidoes: List[str] = [
"Phobos Anomaly (E1M8)",
"Tower of Babel (E2M8)",
"Dis (E3M8)",
"Unto the Cruel (E4M8)"
]
# Item ratio that scales depending on episode count. These are the ratio for 3 episode.
items_ratio: Dict[str, float] = {
"Armor": 41,
"Mega Armor": 25,
"Berserk": 12,
"Invulnerability": 10,
"Partial invisibility": 18,
"Supercharge": 28,
"Medikit": 15,
"Box of bullets": 13,
"Box of rockets": 13,
"Box of shotgun shells": 13,
"Energy cell pack": 10
}
def __init__(self, multiworld: MultiWorld, player: int):
self.included_episodes = [1, 1, 1, 0]
self.location_count = 0
super().__init__(multiworld, player)
def get_episode_count(self):
return functools.reduce(lambda count, episode: count + episode, self.included_episodes)
def generate_early(self):
# Cache which episodes are included
self.included_episodes[0] = self.options.episode1.value
self.included_episodes[1] = self.options.episode2.value
self.included_episodes[2] = self.options.episode3.value
self.included_episodes[3] = self.options.episode4.value
# If no episodes selected, select Episode 1
if self.get_episode_count() == 0:
self.included_episodes[0] = 1
def create_regions(self):
pro = self.options.pro.value
# Main regions
menu_region = Region("Menu", self.player, self.multiworld)
hub_region = Region("Hub", self.player, self.multiworld)
self.multiworld.regions += [menu_region, hub_region]
menu_region.add_exits(["Hub"])
# Create regions and locations
main_regions = []
connections = []
for region_dict in Regions.regions:
if not self.included_episodes[region_dict["episode"] - 1]:
continue
region_name = region_dict["name"]
if region_dict["connects_to_hub"]:
main_regions.append(region_name)
region = Region(region_name, self.player, self.multiworld)
region.add_locations({
loc["name"]: loc_id
for loc_id, loc in Locations.location_table.items()
if loc["region"] == region_name and self.included_episodes[loc["episode"] - 1]
}, DOOM1993Location)
self.multiworld.regions.append(region)
for connection_dict in region_dict["connections"]:
# Check if it's a pro-only connection
if connection_dict["pro"] and not pro:
continue
connections.append((region, connection_dict["target"]))
# Connect main regions to Hub
hub_region.add_exits(main_regions)
# Do the other connections between regions (They are not all both ways)
for connection in connections:
source = connection[0]
target = self.multiworld.get_region(connection[1], self.player)
entrance = Entrance(self.player, f"{source.name} -> {target.name}", source)
source.exits.append(entrance)
entrance.connect(target)
# Sum locations for items creation
self.location_count = len(self.multiworld.get_locations(self.player))
def completion_rule(self, state: CollectionState):
goal_levels = Maps.map_names
if self.options.goal.value:
goal_levels = self.boss_level_for_espidoes
for map_name in goal_levels:
if map_name + " - Exit" not in self.location_name_to_id:
continue
# Exit location names are in form: Hangar (E1M1) - Exit
loc = Locations.location_table[self.location_name_to_id[map_name + " - Exit"]]
if not self.included_episodes[loc["episode"] - 1]:
continue
# Map complete item names are in form: Hangar (E1M1) - Complete
if not state.has(map_name + " - Complete", self.player, 1):
return False
return True
def set_rules(self):
pro = self.options.pro.value
allow_death_logic = self.options.allow_death_logic.value
Rules.set_rules(self, self.included_episodes, pro)
self.multiworld.completion_condition[self.player] = lambda state: self.completion_rule(state)
# Forbid progression items to locations that can be missed and can't be picked up. (e.g. One-time timed
# platform) Unless the user allows for it.
if not allow_death_logic:
for death_logic_location in Locations.death_logic_locations:
self.options.exclude_locations.value.add(death_logic_location)
def create_item(self, name: str) -> DOOM1993Item:
item_id: int = self.item_name_to_id[name]
return DOOM1993Item(name, Items.item_table[item_id]["classification"], item_id, self.player)
def create_items(self):
itempool: List[DOOM1993Item] = []
start_with_computer_area_maps: bool = self.options.start_with_computer_area_maps.value
# Items
for item_id, item in Items.item_table.items():
if item["doom_type"] == DOOM_TYPE_LEVEL_COMPLETE:
continue # We'll fill it manually later
if item["doom_type"] == DOOM_TYPE_COMPUTER_AREA_MAP and start_with_computer_area_maps:
continue # We'll fill it manually, and we will put fillers in place
if item["episode"] != -1 and not self.included_episodes[item["episode"] - 1]:
continue
count = item["count"] if item["name"] not in self.starting_level_for_episode else item["count"] - 1
itempool += [self.create_item(item["name"]) for _ in range(count)]
# Place end level items in locked locations
for map_name in Maps.map_names:
loc_name = map_name + " - Exit"
item_name = map_name + " - Complete"
if loc_name not in self.location_name_to_id:
continue
if item_name not in self.item_name_to_id:
continue
loc = Locations.location_table[self.location_name_to_id[loc_name]]
if not self.included_episodes[loc["episode"] - 1]:
continue
self.multiworld.get_location(loc_name, self.player).place_locked_item(self.create_item(item_name))
self.location_count -= 1
# Give starting levels right away
for i in range(len(self.included_episodes)):
if self.included_episodes[i]:
self.multiworld.push_precollected(self.create_item(self.starting_level_for_episode[i]))
# Give Computer area maps if option selected
if self.options.start_with_computer_area_maps.value:
for item_id, item_dict in Items.item_table.items():
item_episode = item_dict["episode"]
if item_episode > 0:
if item_dict["doom_type"] == DOOM_TYPE_COMPUTER_AREA_MAP and self.included_episodes[item_episode - 1]:
self.multiworld.push_precollected(self.create_item(item_dict["name"]))
# Fill the rest starting with powerups, then fillers
self.create_ratioed_items("Armor", itempool)
self.create_ratioed_items("Mega Armor", itempool)
self.create_ratioed_items("Berserk", itempool)
self.create_ratioed_items("Invulnerability", itempool)
self.create_ratioed_items("Partial invisibility", itempool)
self.create_ratioed_items("Supercharge", itempool)
while len(itempool) < self.location_count:
itempool.append(self.create_item(self.get_filler_item_name()))
# add itempool to multiworld
self.multiworld.itempool += itempool
def get_filler_item_name(self):
return self.multiworld.random.choice([
"Medikit",
"Box of bullets",
"Box of rockets",
"Box of shotgun shells",
"Energy cell pack"
])
def create_ratioed_items(self, item_name: str, itempool: List[DOOM1993Item]):
remaining_loc = self.location_count - len(itempool)
ep_count = self.get_episode_count()
# Was balanced for 3 episodes (We added 4th episode, but keep same ratio)
count = min(remaining_loc, max(1, int(round(self.items_ratio[item_name] * ep_count / 3))))
if count == 0:
logger.warning("Warning, no ", item_name, " will be placed.")
return
for i in range(count):
itempool.append(self.create_item(item_name))
def fill_slot_data(self) -> Dict[str, Any]:
slot_data = self.options.as_dict("goal", "difficulty", "random_monsters", "random_pickups", "random_music", "flip_levels", "allow_death_logic", "pro", "start_with_computer_area_maps", "death_link", "reset_level_on_death", "episode1", "episode2", "episode3", "episode4")
# E2M6 and E3M9 each have one way keydoor. You can enter, but required the keycard to get out.
# We used to force place the keycard behind those doors. Limiting the randomness for those items. A change
# was made to make those specific doors 2-ways keydoors. So the keycards are not shuffled in the pool like the
# rest. The client needs to know about this so it can modify the door. If the multiworld was generated with
# an older version, the player would end up stuck.
slot_data["two_ways_keydoors"] = True
return slot_data