Archipelago/worlds/ffmq/Regions.py

249 lines
13 KiB
Python

from BaseClasses import Region, MultiWorld, Entrance, Location, LocationProgressType, ItemClassification
from worlds.generic.Rules import add_rule
from .Items import item_groups, yaml_item
import pkgutil
import yaml
rooms = yaml.load(pkgutil.get_data(__name__, "data/rooms.yaml"), yaml.Loader)
entrance_names = {entrance["id"]: entrance["name"] for entrance in yaml.load(pkgutil.get_data(__name__, "data/entrances.yaml"), yaml.Loader)}
object_id_table = {}
object_type_table = {}
offset = {"Chest": 0x420000, "Box": 0x420000, "NPC": 0x420000 + 300, "BattlefieldItem": 0x420000 + 350}
for room in rooms:
for object in room["game_objects"]:
if "Hero Chest" in object["name"] or object["type"] == "Trigger":
continue
if object["type"] in ("BattlefieldItem", "BattlefieldXp", "BattlefieldGp"):
object_type_table[object["name"]] = "BattlefieldItem"
elif object["type"] in ("Chest", "NPC", "Box"):
object_type_table[object["name"]] = object["type"]
object_id_table[object["name"]] = object["object_id"]
location_table = {loc_name: offset[object_type_table[loc_name]] + obj_id for loc_name, obj_id in
object_id_table.items()}
weapons = ("Claw", "Bomb", "Sword", "Axe")
crest_warps = [51, 52, 53, 76, 96, 108, 158, 171, 175, 191, 275, 276, 277, 308, 334, 336, 396, 397]
def process_rules(spot, access):
for weapon in weapons:
if weapon in access:
add_rule(spot, lambda state, w=weapon: state.has_any(item_groups[w + "s"], spot.player))
access = [yaml_item(rule) for rule in access if rule not in weapons]
add_rule(spot, lambda state: state.has_all(access, spot.player))
def create_region(world: MultiWorld, player: int, name: str, room_id=None, locations=None, links=None):
if links is None:
links = []
ret = Region(name, player, world)
if locations:
for location in locations:
location.parent_region = ret
ret.locations.append(location)
ret.links = links
ret.id = room_id
return ret
def get_entrance_to(entrance_to):
for room in rooms:
if room["id"] == entrance_to["target_room"]:
for link in room["links"]:
if link["target_room"] == entrance_to["room"]:
return link
else:
raise Exception(f"Did not find entrance {entrance_to}")
def create_regions(self):
menu_region = create_region(self.multiworld, self.player, "Menu")
self.multiworld.regions.append(menu_region)
for room in self.rooms:
self.multiworld.regions.append(create_region(self.multiworld, self.player, room["name"], room["id"],
[FFMQLocation(self.player, object["name"], location_table[object["name"]] if object["name"] in
location_table else None, object["type"], object["access"],
self.create_item(yaml_item(object["on_trigger"][0])) if object["type"] == "Trigger" else None) for object in
room["game_objects"] if "Hero Chest" not in object["name"] and object["type"] not in ("BattlefieldGp",
"BattlefieldXp") and (object["type"] != "Box" or self.multiworld.brown_boxes[self.player] == "include") and
not (object["name"] == "Kaeli Companion" and not object["on_trigger"])], room["links"]))
dark_king_room = self.multiworld.get_region("Doom Castle Dark King Room", self.player)
dark_king = FFMQLocation(self.player, "Dark King", None, "Trigger", [])
dark_king.parent_region = dark_king_room
dark_king.place_locked_item(self.create_item("Dark King"))
dark_king_room.locations.append(dark_king)
connection = Entrance(self.player, f"Enter Overworld", menu_region)
connection.connect(self.multiworld.get_region("Overworld", self.player))
menu_region.exits.append(connection)
for region in self.multiworld.get_regions(self.player):
for link in region.links:
for connect_room in self.multiworld.get_regions(self.player):
if connect_room.id == link["target_room"]:
connection = Entrance(self.player, entrance_names[link["entrance"]] if "entrance" in link and
link["entrance"] != -1 else f"{region.name} to {connect_room.name}", region)
if "entrance" in link and link["entrance"] != -1:
spoiler = False
if link["entrance"] in crest_warps:
if self.multiworld.crest_shuffle[self.player]:
spoiler = True
elif self.multiworld.map_shuffle[self.player] == "everything":
spoiler = True
elif "Subregion" in region.name and self.multiworld.map_shuffle[self.player] not in ("dungeons",
"none"):
spoiler = True
elif "Subregion" not in region.name and self.multiworld.map_shuffle[self.player] not in ("none",
"overworld"):
spoiler = True
if spoiler:
self.multiworld.spoiler.set_entrance(entrance_names[link["entrance"]], connect_room.name,
'both', self.player)
if link["access"]:
process_rules(connection, link["access"])
region.exits.append(connection)
connection.connect(connect_room)
break
non_dead_end_crest_rooms = [
'Libra Temple', 'Aquaria Gemini Room', "GrenadeMan's Mobius Room", 'Fireburg Gemini Room',
'Sealed Temple', 'Alive Forest', 'Kaidge Temple Upper Ledge',
'Windia Kid House Basement', 'Windia Old People House Basement'
]
non_dead_end_crest_warps = [
'Libra Temple - Libra Tile Script', 'Aquaria Gemini Room - Gemini Script',
'GrenadeMan Mobius Room - Mobius Teleporter Script', 'Fireburg Gemini Room - Gemini Teleporter Script',
'Sealed Temple - Gemini Tile Script', 'Alive Forest - Libra Teleporter Script',
'Alive Forest - Gemini Teleporter Script', 'Alive Forest - Mobius Teleporter Script',
'Kaidge Temple - Mobius Teleporter Script', 'Windia Kid House Basement - Mobius Teleporter',
'Windia Old People House Basement - Mobius Teleporter Script',
]
vendor_locations = ["Aquaria - Vendor", "Fireburg - Vendor", "Windia - Vendor"]
def set_rules(self) -> None:
self.multiworld.completion_condition[self.player] = lambda state: state.has("Dark King", self.player)
def hard_boss_logic(state):
return state.has_all(["River Coin", "Sand Coin"], self.player)
add_rule(self.multiworld.get_location("Pazuzu 1F", self.player), hard_boss_logic)
add_rule(self.multiworld.get_location("Gidrah", self.player), hard_boss_logic)
add_rule(self.multiworld.get_location("Dullahan", self.player), hard_boss_logic)
if self.multiworld.map_shuffle[self.player]:
for boss in ("Freezer Crab", "Ice Golem", "Jinn", "Medusa", "Dualhead Hydra"):
loc = self.multiworld.get_location(boss, self.player)
checked_regions = {loc.parent_region}
def check_foresta(region):
if region.name == "Subregion Foresta":
add_rule(loc, hard_boss_logic)
return True
elif "Subregion" in region.name:
return True
for entrance in region.entrances:
if entrance.parent_region not in checked_regions:
checked_regions.add(entrance.parent_region)
if check_foresta(entrance.parent_region):
return True
check_foresta(loc.parent_region)
if self.multiworld.logic[self.player] == "friendly":
process_rules(self.multiworld.get_entrance("Overworld - Ice Pyramid", self.player),
["MagicMirror"])
process_rules(self.multiworld.get_entrance("Overworld - Volcano", self.player),
["Mask"])
if self.multiworld.map_shuffle[self.player] in ("none", "overworld"):
process_rules(self.multiworld.get_entrance("Overworld - Bone Dungeon", self.player),
["Bomb"])
process_rules(self.multiworld.get_entrance("Overworld - Wintry Cave", self.player),
["Bomb", "Claw"])
process_rules(self.multiworld.get_entrance("Overworld - Ice Pyramid", self.player),
["Bomb", "Claw"])
process_rules(self.multiworld.get_entrance("Overworld - Mine", self.player),
["MegaGrenade", "Claw", "Reuben1"])
process_rules(self.multiworld.get_entrance("Overworld - Lava Dome", self.player),
["MegaGrenade"])
process_rules(self.multiworld.get_entrance("Overworld - Giant Tree", self.player),
["DragonClaw", "Axe"])
process_rules(self.multiworld.get_entrance("Overworld - Mount Gale", self.player),
["DragonClaw"])
process_rules(self.multiworld.get_entrance("Overworld - Pazuzu Tower", self.player),
["DragonClaw", "Bomb"])
process_rules(self.multiworld.get_entrance("Overworld - Mac Ship", self.player),
["DragonClaw", "CaptainCap"])
process_rules(self.multiworld.get_entrance("Overworld - Mac Ship Doom", self.player),
["DragonClaw", "CaptainCap"])
if self.multiworld.logic[self.player] == "expert":
if self.multiworld.map_shuffle[self.player] == "none" and not self.multiworld.crest_shuffle[self.player]:
inner_room = self.multiworld.get_region("Wintry Temple Inner Room", self.player)
connection = Entrance(self.player, "Sealed Temple Exit Trick", inner_room)
connection.connect(self.multiworld.get_region("Wintry Temple Outer Room", self.player))
connection.access_rule = lambda state: state.has("Exit Book", self.player)
inner_room.exits.append(connection)
else:
for crest_warp in non_dead_end_crest_warps:
entrance = self.multiworld.get_entrance(crest_warp, self.player)
if entrance.connected_region.name in non_dead_end_crest_rooms:
entrance.access_rule = lambda state: False
if self.multiworld.sky_coin_mode[self.player] == "shattered_sky_coin":
logic_coins = [16, 24, 32, 32, 38][self.multiworld.shattered_sky_coin_quantity[self.player].value]
self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \
lambda state: state.has("Sky Fragment", self.player, logic_coins)
elif self.multiworld.sky_coin_mode[self.player] == "save_the_crystals":
self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \
lambda state: state.has_all(["Flamerus Rex", "Dualhead Hydra", "Ice Golem", "Pazuzu"], self.player)
elif self.multiworld.sky_coin_mode[self.player] in ("standard", "start_with"):
self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \
lambda state: state.has("Sky Coin", self.player)
def stage_set_rules(multiworld):
# If there's no enemies, there's no repeatable income sources
no_enemies_players = [player for player in multiworld.get_game_players("Final Fantasy Mystic Quest")
if multiworld.enemies_density[player] == "none"]
if (len([item for item in multiworld.itempool if item.classification in (ItemClassification.filler,
ItemClassification.trap)]) > len([player for player in no_enemies_players if
multiworld.accessibility[player] == "minimal"]) * 3):
for player in no_enemies_players:
for location in vendor_locations:
if multiworld.accessibility[player] == "locations":
multiworld.get_location(location, player).progress_type = LocationProgressType.EXCLUDED
else:
multiworld.get_location(location, player).access_rule = lambda state: False
else:
# There are not enough junk items to fill non-minimal players' vendors. Just set an item rule not allowing
# advancement items so that useful items can be placed
for player in no_enemies_players:
for location in vendor_locations:
multiworld.get_location(location, player).item_rule = lambda item: not item.advancement
class FFMQLocation(Location):
game = "Final Fantasy Mystic Quest"
def __init__(self, player, name, address, loc_type, access=None, event=None):
super(FFMQLocation, self).__init__(
player, name,
address
)
self.type = loc_type
if access:
process_rules(self, access)
if event:
self.place_locked_item(event)