Archipelago/worlds/meritous/__init__.py

183 lines
6.4 KiB
Python

# Copyright (c) 2022 FelicitusNeko
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
from BaseClasses import Item, MultiWorld, Tutorial
from Fill import fill_restrictive
from .Items import item_table, item_groups, MeritousItem
from .Locations import location_table, MeritousLocation
from .Options import meritous_options, cost_scales
from .Regions import create_regions
from .Rules import set_rules
from ..AutoWorld import World, WebWorld
client_version = 1
class MeritousWeb(WebWorld):
tutorials = [Tutorial(
"Meritous Setup Tutorial",
"A guide to setting up the Archipelago Meritous software on your computer.",
"English",
"setup_en.md",
"setup/en",
["KewlioMZX"]
)]
theme = "ice"
bug_report_page = "https://github.com/FelicitusNeko/meritous-ap/issues"
class MeritousWorld(World):
"""
Meritous Gaiden is a procedurally generated bullet-hell dungeon crawl game.
Five generations after the Orcus Dome incident, strange experiments conducted in a new
structure on the moon are tearing at the very fabric of reality...
"""
game: str = "Meritous"
topology_present: False
web = MeritousWeb()
item_name_to_id = item_table
location_name_to_id = location_table
item_name_groups = item_groups
data_version = 2
# NOTE: Remember to change this before this game goes live
required_client_version = (0, 2, 4)
option_definitions = meritous_options
def __init__(self, world: MultiWorld, player: int):
super(MeritousWorld, self).__init__(world, player)
self.goal = 0
self.include_evolution_traps = False
self.include_psi_keys = False
self.item_cache_cost = 0
self.death_link = False
@staticmethod
def _is_progression(name):
return "PSI Key" in name or name in [
"Cursed Seal", "Agate Knife", "Dodge Enhancer",
"Shield Boost", "Metabolism", "Circuit Booster"
]
def create_item(self, name: str) -> Item:
return MeritousItem(name, self._is_progression(
name), item_table[name], self.player)
def create_event(self, event: str):
event = MeritousItem(event, True, None, self.player)
event.type = "Victory"
return event
def _create_item_in_quantities(self, name: str, qty: int) -> [Item]:
return [self.create_item(name) for _ in range(0, qty)]
def _make_crystals(self, qty: int) -> [MeritousItem]:
crystal_pool = []
for _ in range(0, qty):
crystal_pool.append(self.create_filler())
return crystal_pool
def get_filler_item_name(self) -> str:
rand_crystals = self.multiworld.random.randrange(0, 32)
if rand_crystals < 16:
return "Crystals x500"
elif rand_crystals < 28:
return "Crystals x1000"
else:
return "Crystals x2000"
def generate_early(self):
self.goal = self.multiworld.goal[self.player].value
self.include_evolution_traps = self.multiworld.include_evolution_traps[self.player].value
self.include_psi_keys = self.multiworld.include_psi_keys[self.player].value
self.item_cache_cost = self.multiworld.item_cache_cost[self.player].value
self.death_link = self.multiworld.death_link[self.player].value
def create_regions(self):
create_regions(self.multiworld, self.player)
def create_items(self):
frequencies = [0, # Nothing [0]
25, 23, 22, # PSI Enhancements [1-3]
1, 1, 1, 1, 1, 1, 1, 1, 1, # Artifacts [4-12]
1, 1, 1, # PSI Keys [13-15]
0, 0, # Seal & Knife [16-17]
3] # Traps [18]
location_count = len(location_table) - 2
item_pool = []
if not self.include_psi_keys:
location_count -= 3
for i in range(3):
frequencies[i - 6] = 0
if not self.include_evolution_traps:
frequencies[-1] = 0
location_count -= 3
for i, name in enumerate(item_table):
if i < len(frequencies):
item_pool += self._create_item_in_quantities(
name, frequencies[i])
if len(item_pool) < location_count:
item_pool += self._make_crystals(location_count - len(item_pool))
self.multiworld.itempool += item_pool
def set_rules(self):
set_rules(self.multiworld, self.player)
def generate_basic(self):
self.multiworld.get_location("Place of Power", self.player).place_locked_item(
self.create_item("Cursed Seal"))
self.multiworld.get_location("The Last Place You'll Look", self.player).place_locked_item(
self.create_item("Agate Knife"))
self.multiworld.get_location("Wervyn Anixil", self.player).place_locked_item(
self.create_event("Victory"))
self.multiworld.get_location("Wervyn Anixil?", self.player).place_locked_item(
self.create_event("Full Victory"))
for boss in ["Meridian", "Ataraxia", "Merodach"]:
self.multiworld.get_location(f"{boss} Defeat", self.player).place_locked_item(
self.create_event(f"{boss} Defeated"))
if not self.include_psi_keys:
psi_keys = []
psi_key_storage = []
for i in range(0, 3):
psi_keys += [self.create_item(f"PSI Key {i + 1}")]
psi_key_storage += [self.multiworld.get_location(
f"PSI Key Storage {i + 1}", self.player)]
fill_restrictive(self.multiworld, self.multiworld.get_all_state(
False), psi_key_storage, psi_keys)
if not self.include_evolution_traps:
for boss in ["Meridian", "Ataraxia", "Merodach"]:
self.multiworld.get_location(boss, self.player).place_locked_item(
self.create_item("Evolution Trap"))
if self.goal == 0:
self.multiworld.completion_condition[self.player] = lambda state: state.has_any(
["Victory", "Full Victory"], self.player)
else:
self.multiworld.completion_condition[self.player] = lambda state: state.has(
"Full Victory", self.player)
def fill_slot_data(self) -> dict:
return {
"goal": self.goal,
"cost_scale": cost_scales[self.item_cache_cost],
"death_link": self.death_link
}