248 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			248 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
| import orjson
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| import os
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| from pkgutil import get_data
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| from copy import deepcopy
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| 
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| from typing import TYPE_CHECKING, List, Dict, Optional, Union, Callable
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| from BaseClasses import Region, CollectionState
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| from worlds.generic.Rules import add_item_rule
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| from .locations import KDL3Location
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| from .names import location_name
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| from .options import BossShuffle
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| from .room import KDL3Room
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| 
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| if TYPE_CHECKING:
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|     from . import KDL3World
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| 
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| default_levels = {
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|     1: [0x770000, 0x770001, 0x770002, 0x770003, 0x770004, 0x770005, 0x770200],
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|     2: [0x770006, 0x770007, 0x770008, 0x770009, 0x77000A, 0x77000B, 0x770201],
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|     3: [0x77000C, 0x77000D, 0x77000E, 0x77000F, 0x770010, 0x770011, 0x770202],
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|     4: [0x770012, 0x770013, 0x770014, 0x770015, 0x770016, 0x770017, 0x770203],
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|     5: [0x770018, 0x770019, 0x77001A, 0x77001B, 0x77001C, 0x77001D, 0x770204],
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| }
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| 
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| first_stage_blacklist = {
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|     # We want to confirm that the first stage can be completed without any items
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|     0x77000A,  # 2-5 needs Kine
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|     0x770010,  # 3-5 needs Cutter
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|     0x77001B,  # 5-4 needs Burning
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| }
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| 
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| first_world_limit = {
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|     # We need to limit the number of very restrictive stages in level 1 on solo gens
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|     *first_stage_blacklist,  # all three of the blacklist stages need 2+ items for both checks
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|     0x770006,
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|     0x770007,
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|     0x770012,
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|     0x77001D,
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| 
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| }
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| 
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| 
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| def generate_valid_level(world: "KDL3World", level: int, stage: int,
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|                          possible_stages: List[int], placed_stages: List[Optional[int]]) -> int:
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|     new_stage = world.random.choice(possible_stages)
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|     if level == 1:
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|         if stage == 0 and new_stage in first_stage_blacklist:
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|             possible_stages.remove(new_stage)
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|             return generate_valid_level(world, level, stage, possible_stages, placed_stages)
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|         elif (not (world.multiworld.players > 1 or world.options.consumables or world.options.starsanity) and
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|               new_stage in first_world_limit and
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|               sum(p_stage in first_world_limit for p_stage in placed_stages)
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|               >= (2 if world.options.open_world else 1)):
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|             return generate_valid_level(world, level, stage, possible_stages, placed_stages)
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|     return new_stage
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| 
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| 
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| def generate_rooms(world: "KDL3World", level_regions: Dict[int, Region]) -> None:
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|     level_names = {location_name.level_names[level]: level for level in location_name.level_names}
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|     room_data = orjson.loads(get_data(__name__, os.path.join("data", "Rooms.json")))
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|     rooms: Dict[str, KDL3Room] = dict()
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|     for room_entry in room_data:
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|         room = KDL3Room(room_entry["name"], world.player, world.multiworld, None, room_entry["level"],
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|                         room_entry["stage"], room_entry["room"], room_entry["pointer"], room_entry["music"],
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|                         room_entry["default_exits"], room_entry["animal_pointers"], room_entry["enemies"],
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|                         room_entry["entity_load"], room_entry["consumables"], room_entry["consumables_pointer"])
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|         room.add_locations({location: world.location_name_to_id[location] if location in world.location_name_to_id else
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|         None for location in room_entry["locations"]
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|                             if (not any(x in location for x in ["1-Up", "Maxim"]) or
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|                                 world.options.consumables.value) and ("Star" not in location
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|                                                                       or world.options.starsanity.value)},
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|                            KDL3Location)
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|         rooms[room.name] = room
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|         for location in room.locations:
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|             if "Animal" in location.name:
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|                 add_item_rule(location, lambda item: item.name in {
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|                     "Rick Spawn", "Kine Spawn", "Coo Spawn", "Nago Spawn", "ChuChu Spawn", "Pitch Spawn"
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|                 })
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|     world.rooms = list(rooms.values())
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|     world.multiworld.regions.extend(world.rooms)
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| 
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|     first_rooms: Dict[int, KDL3Room] = dict()
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|     for name, room in rooms.items():
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|         if room.room == 0:
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|             if room.stage == 7:
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|                 first_rooms[0x770200 + room.level - 1] = room
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|             else:
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|                 first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage - 1] = room
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|         exits: Dict[str, Callable[[CollectionState], bool]] = dict()
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|         for def_exit in room.default_exits:
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|             target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
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|             access_rule = tuple(def_exit["access_rule"])
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|             exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
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|         room.add_exits(
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|             exits.keys(),
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|             exits
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|         )
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|         if world.options.open_world:
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|             if any("Complete" in location.name for location in room.locations):
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|                 room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
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|                                    KDL3Location)
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| 
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|     for level in world.player_levels:
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|         for stage in range(6):
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|             proper_stage = world.player_levels[level][stage]
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|             stage_name = world.multiworld.get_location(world.location_id_to_name[proper_stage],
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|                                                        world.player).name.replace(" - Complete", "")
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|             stage_regions = [rooms[room] for room in rooms if stage_name in rooms[room].name]
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|             for region in stage_regions:
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|                 region.level = level
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|                 region.stage = stage
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|             if world.options.open_world or stage == 0:
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|                 level_regions[level].add_exits([first_rooms[proper_stage].name])
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|             else:
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|                 world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][stage - 1]],
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|                                               world.player).parent_region.add_exits([first_rooms[proper_stage].name])
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|         if world.options.open_world:
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|             level_regions[level].add_exits([first_rooms[0x770200 + level - 1].name])
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|         else:
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|             world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][5]], world.player) \
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|                 .parent_region.add_exits([first_rooms[0x770200 + level - 1].name])
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| 
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| 
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| def generate_valid_levels(world: "KDL3World", shuffle_mode: int) -> Dict[int, List[int]]:
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|     if shuffle_mode:
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|         levels: Dict[int, List[Optional[int]]] = {
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|             1: [None] * 7,
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|             2: [None] * 7,
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|             3: [None] * 7,
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|             4: [None] * 7,
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|             5: [None] * 7,
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|         }
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| 
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|         possible_stages = [default_levels[level][stage] for level in default_levels for stage in range(6)]
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|         if world.options.plando_connections:
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|             for connection in world.options.plando_connections:
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|                 try:
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|                     entrance_world, entrance_stage = connection.entrance.rsplit(" ", 1)
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|                     stage_world, stage_stage = connection.exit.rsplit(" ", 1)
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|                     new_stage = default_levels[location_name.level_names[stage_world.strip()]][int(stage_stage) - 1]
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|                     levels[location_name.level_names[entrance_world.strip()]][int(entrance_stage) - 1] = new_stage
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|                     possible_stages.remove(new_stage)
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| 
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|                 except Exception:
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|                     raise Exception(
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|                         f"Invalid connection: {connection.entrance} =>"
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|                         f" {connection.exit} for player {world.player} ({world.player_name})")
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| 
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|         for level in range(1, 6):
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|             for stage in range(6):
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|                 # Randomize bosses separately
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|                 if levels[level][stage] is None:
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|                     stage_candidates = [candidate for candidate in possible_stages
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|                                         if (shuffle_mode == 1 and candidate in default_levels[level])
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|                                         or (shuffle_mode == 2 and (candidate & 0x00FFFF) % 6 == stage)
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|                                         or (shuffle_mode == 3)
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|                                         ]
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|                     if not stage_candidates:
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|                         raise Exception(
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|                             f"Failed to find valid stage for {level}-{stage}. Remaining Stages:{possible_stages}")
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|                     new_stage = generate_valid_level(world, level, stage, stage_candidates, levels[level])
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|                     possible_stages.remove(new_stage)
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|                     levels[level][stage] = new_stage
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|     else:
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|         levels = deepcopy(default_levels)
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|         for level in levels:
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|             levels[level][6] = None
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|     # now handle bosses
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|     boss_shuffle: Union[int, str] = world.options.boss_shuffle.value
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|     plando_bosses = []
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|     if isinstance(boss_shuffle, str):
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|         # boss plando
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|         options = boss_shuffle.split(";")
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|         boss_shuffle = BossShuffle.options[options.pop()]
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|         for option in options:
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|             if "-" in option:
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|                 loc, plando_boss = option.split("-")
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|                 loc = loc.title()
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|                 plando_boss = plando_boss.title()
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|                 levels[location_name.level_names[loc]][6] = location_name.boss_names[plando_boss]
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|                 plando_bosses.append(location_name.boss_names[plando_boss])
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|             else:
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|                 option = option.title()
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|                 for level in levels:
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|                     if levels[level][6] is None:
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|                         levels[level][6] = location_name.boss_names[option]
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|                         plando_bosses.append(location_name.boss_names[option])
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| 
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|     if boss_shuffle > 0:
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|         if boss_shuffle == BossShuffle.option_full:
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|             possible_bosses = [default_levels[world.random.randint(1, 5)][6]
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|                                for _ in range(5 - len(plando_bosses))]
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|         elif boss_shuffle == BossShuffle.option_singularity:
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|             boss = world.random.randint(1, 5)
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|             possible_bosses = [default_levels[boss][6] for _ in range(5 - len(plando_bosses))]
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|         else:
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|             possible_bosses = [default_levels[level][6] for level in default_levels
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|                                if default_levels[level][6] not in plando_bosses]
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|         for level in levels:
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|             if levels[level][6] is None:
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|                 boss = world.random.choice(possible_bosses)
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|                 levels[level][6] = boss
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|                 possible_bosses.remove(boss)
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|     else:
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|         for level in levels:
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|             if levels[level][6] is None:
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|                 levels[level][6] = default_levels[level][6]
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| 
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|     for level in levels:
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|         for stage in range(7):
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|             assert levels[level][stage] is not None, "Level tried to be sent with a None stage, incorrect plando?"
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| 
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|     return levels
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| 
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| 
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| def create_levels(world: "KDL3World") -> None:
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|     menu = Region("Menu", world.player, world.multiworld)
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|     level1 = Region("Grass Land", world.player, world.multiworld)
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|     level2 = Region("Ripple Field", world.player, world.multiworld)
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|     level3 = Region("Sand Canyon", world.player, world.multiworld)
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|     level4 = Region("Cloudy Park", world.player, world.multiworld)
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|     level5 = Region("Iceberg", world.player, world.multiworld)
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|     level6 = Region("Hyper Zone", world.player, world.multiworld)
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|     levels = {
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|         1: level1,
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|         2: level2,
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|         3: level3,
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|         4: level4,
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|         5: level5,
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|     }
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|     level_shuffle = world.options.stage_shuffle.value
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|     if hasattr(world.multiworld, "re_gen_passthrough"):
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|         world.player_levels = getattr(world.multiworld, "re_gen_passthrough")["Kirby's Dream Land 3"]["player_levels"]
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|     else:
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|         world.player_levels = generate_valid_levels(world, level_shuffle)
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| 
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|     generate_rooms(world, levels)
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| 
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|     level6.add_locations({location_name.goals[world.options.goal.value]: None}, KDL3Location)
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| 
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|     menu.connect(level1, "Start Game")
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|     level1.connect(level2, "To Level 2")
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|     level2.connect(level3, "To Level 3")
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|     level3.connect(level4, "To Level 4")
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|     level4.connect(level5, "To Level 5")
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|     menu.connect(level6, "To Level 6")  # put the connection on menu, since you can reach it before level 5 on fast goal
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|     world.multiworld.regions += [menu, level1, level2, level3, level4, level5, level6]
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