Archipelago/worlds/kh2/__init__.py

341 lines
18 KiB
Python

from BaseClasses import Tutorial, ItemClassification
import logging
from .Items import *
from .Locations import all_locations, setup_locations, exclusion_table
from .Names import ItemName, LocationName
from .OpenKH import patch_kh2
from .Options import KH2_Options
from .Regions import create_regions, connect_regions
from .Rules import set_rules
from ..AutoWorld import World, WebWorld
from .logic import KH2Logic
class KingdomHearts2Web(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Kingdom Hearts 2 Final Mix with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["JaredWeakStrike"]
)]
# noinspection PyUnresolvedReferences
class KH2World(World):
"""
Kingdom Hearts II is an action role-playing game developed and published by Square Enix and released in 2005.
It is the sequel to Kingdom Hearts and Kingdom Hearts: Chain of Memories, and like the two previous games,
focuses on Sora and his friends' continued battle against the Darkness.
"""
game: str = "Kingdom Hearts 2"
web = KingdomHearts2Web()
data_version = 1
option_definitions = KH2_Options
item_name_to_id = {name: data.code for name, data in item_dictionary_table.items()}
location_name_to_id = {item_name: data.code for item_name, data in all_locations.items() if data.code}
item_name_groups = item_groups
def __init__(self, multiworld: "MultiWorld", player: int):
super().__init__(multiworld, player)
self.BountiesRequired = None
self.BountiesAmount = None
self.hitlist = None
self.LocalItems = {}
self.RandomSuperBoss = list()
self.filler_items = list()
self.item_quantity_dict = {}
self.donald_ability_pool = list()
self.goofy_ability_pool = list()
self.sora_keyblade_ability_pool = list()
self.keyblade_slot_copy = list(Locations.Keyblade_Slots.keys())
self.keyblade_slot_copy.remove(LocationName.KingdomKeySlot)
self.totalLocations = len(all_locations.items())
self.growth_list = list()
for x in range(4):
self.growth_list.extend(Movement_Table.keys())
self.visitlocking_dict = Progression_Dicts["AllVisitLocking"]
def fill_slot_data(self) -> dict:
return {"hitlist": self.hitlist,
"LocalItems": self.LocalItems,
"Goal": self.multiworld.Goal[self.player].value,
"FinalXemnas": self.multiworld.FinalXemnas[self.player].value,
"LuckyEmblemsRequired": self.multiworld.LuckyEmblemsRequired[self.player].value,
"BountyRequired": self.multiworld.BountyRequired[self.player].value}
def create_item(self, name: str, ) -> Item:
data = item_dictionary_table[name]
if name in Progression_Dicts["Progression"]:
item_classification = ItemClassification.progression
else:
item_classification = ItemClassification.filler
created_item = KH2Item(name, item_classification, data.code, self.player)
return created_item
def generate_early(self) -> None:
# Item Quantity dict because Abilities can be a problem for KH2's Software.
for item, data in item_dictionary_table.items():
self.item_quantity_dict[item] = data.quantity
if self.multiworld.KeybladeAbilities[self.player] == "support":
self.sora_keyblade_ability_pool.extend(SupportAbility_Table.keys())
elif self.multiworld.KeybladeAbilities[self.player] == "action":
self.sora_keyblade_ability_pool.extend(ActionAbility_Table.keys())
else:
# both action and support on keyblades.
# TODO: make option to just exclude scom
self.sora_keyblade_ability_pool.extend(ActionAbility_Table.keys())
self.sora_keyblade_ability_pool.extend(SupportAbility_Table.keys())
for item, value in self.multiworld.start_inventory[self.player].value.items():
if item in ActionAbility_Table.keys() or item in SupportAbility_Table.keys() or exclusionItem_table["StatUps"]:
# cannot have more than the quantity for abilties
if value > item_dictionary_table[item].quantity:
logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} cannot have more than {item_dictionary_table[item].quantity} of {item}"
f"Changing the amount to the max amount")
value = item_dictionary_table[item].quantity
self.item_quantity_dict[item] -= value
# Option to turn off Promise Charm Item
if not self.multiworld.Promise_Charm[self.player]:
self.item_quantity_dict[ItemName.PromiseCharm] = 0
for ability in self.multiworld.BlacklistKeyblade[self.player].value:
if ability in self.sora_keyblade_ability_pool:
self.sora_keyblade_ability_pool.remove(ability)
# Option to turn off all superbosses. Can do this individually but its like 20+ checks
if not self.multiworld.SuperBosses[self.player] and not self.multiworld.Goal[self.player] == "hitlist":
for superboss in exclusion_table["Datas"]:
self.multiworld.exclude_locations[self.player].value.add(superboss)
for superboss in exclusion_table["SuperBosses"]:
self.multiworld.exclude_locations[self.player].value.add(superboss)
# Option to turn off Olympus Colosseum Cups.
if self.multiworld.Cups[self.player] == "no_cups":
for cup in exclusion_table["Cups"]:
self.multiworld.exclude_locations[self.player].value.add(cup)
# exclude only hades paradox. If cups and hades paradox then nothing is excluded
elif self.multiworld.Cups[self.player] == "cups":
self.multiworld.exclude_locations[self.player].value.add(LocationName.HadesCupTrophyParadoxCups)
if self.multiworld.Goal[self.player] == "lucky_emblem_hunt":
luckyemblemamount = self.multiworld.LuckyEmblemsAmount[self.player].value
luckyemblemrequired = self.multiworld.LuckyEmblemsRequired[self.player].value
if luckyemblemamount < luckyemblemrequired:
logging.info(f"Lucky Emblem Amount {self.multiworld.LuckyEmblemsAmount[self.player].value} is less than required "
f"{self.multiworld.LuckyEmblemsRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
f" Setting amount to {self.multiworld.LuckyEmblemsRequired[self.player].value}")
luckyemblemamount = max(luckyemblemamount, luckyemblemrequired)
self.multiworld.LuckyEmblemsAmount[self.player].value = luckyemblemamount
self.item_quantity_dict[ItemName.LuckyEmblem] = item_dictionary_table[ItemName.LuckyEmblem].quantity + luckyemblemamount
# give this proof to unlock the final door once the player has the amount of lucky emblem required
self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
# hitlist
elif self.multiworld.Goal[self.player] == "hitlist":
self.RandomSuperBoss.extend(exclusion_table["Hitlist"])
self.BountiesAmount = self.multiworld.BountyAmount[self.player].value
self.BountiesRequired = self.multiworld.BountyRequired[self.player].value
for location in self.multiworld.exclude_locations[self.player].value:
if location in self.RandomSuperBoss:
self.RandomSuperBoss.remove(location)
# Testing if the player has the right amount of Bounties for Completion.
if len(self.RandomSuperBoss) < self.BountiesAmount:
logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many bounties than bosses."
f" Setting total bounties to {len(self.RandomSuperBoss)}")
self.BountiesAmount = len(self.RandomSuperBoss)
self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
if len(self.RandomSuperBoss) < self.BountiesRequired:
logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many required bounties."
f" Setting required bounties to {len(self.RandomSuperBoss)}")
self.BountiesRequired = len(self.RandomSuperBoss)
self.multiworld.BountyRequired[self.player].value = self.BountiesRequired
if self.BountiesAmount < self.BountiesRequired:
logging.info(f"Bounties Amount {self.multiworld.BountyAmount[self.player].value} is less than required "
f"{self.multiworld.BountyRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
f" Setting amount to {self.multiworld.BountyRequired[self.player].value}")
self.BountiesAmount = max(self.BountiesAmount, self.BountiesRequired)
self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
self.multiworld.start_hints[self.player].value.add(ItemName.Bounty)
self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
while len(self.sora_keyblade_ability_pool) < len(self.keyblade_slot_copy):
self.sora_keyblade_ability_pool.append(
self.multiworld.per_slot_randoms[self.player].choice(list(SupportAbility_Table.keys())))
for item in DonaldAbility_Table.keys():
data = self.item_quantity_dict[item]
for _ in range(data):
self.donald_ability_pool.append(item)
self.item_quantity_dict[item] = 0
# 32 is the amount of donald abilities
while len(self.donald_ability_pool) < 32:
self.donald_ability_pool.append(self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool))
for item in GoofyAbility_Table.keys():
data = self.item_quantity_dict[item]
for _ in range(data):
self.goofy_ability_pool.append(item)
self.item_quantity_dict[item] = 0
# 32 is the amount of goofy abilities
while len(self.goofy_ability_pool) < 33:
self.goofy_ability_pool.append(self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool))
def generate_basic(self):
itempool: typing.List[KH2Item] = []
self.hitlist = list()
self.filler_items.extend(item_groups["Filler"])
if self.multiworld.FinalXemnas[self.player]:
self.multiworld.get_location(LocationName.FinalXemnas, self.player).place_locked_item(
self.create_item(ItemName.Victory))
else:
self.multiworld.get_location(LocationName.FinalXemnas, self.player).place_locked_item(
self.create_item(self.multiworld.per_slot_randoms[self.player].choice(self.filler_items)))
self.totalLocations -= 1
if self.multiworld.Goal[self.player] == "hitlist":
for bounty in range(self.BountiesAmount):
randomBoss = self.multiworld.per_slot_randoms[self.player].choice(self.RandomSuperBoss)
self.multiworld.get_location(randomBoss, self.player).place_locked_item(
self.create_item(ItemName.Bounty))
self.hitlist.append(self.location_name_to_id[randomBoss])
self.RandomSuperBoss.remove(randomBoss)
self.totalLocations -= 1
# Kingdom Key cannot have No Experience so plandoed here instead of checking 26 times if its kingdom key
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
while random_ability == ItemName.NoExperience:
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
self.multiworld.get_location(LocationName.KingdomKeySlot, self.player).place_locked_item(self.create_item(random_ability))
self.item_quantity_dict[random_ability] -= 1
self.sora_keyblade_ability_pool.remove(random_ability)
self.totalLocations -= 1
# plando keyblades because they can only have abilities
for keyblade in self.keyblade_slot_copy:
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.sora_keyblade_ability_pool)
self.multiworld.get_location(keyblade, self.player).place_locked_item(self.create_item(random_ability))
self.item_quantity_dict[random_ability] -= 1
self.sora_keyblade_ability_pool.remove(random_ability)
self.totalLocations -= 1
# Placing Donald Abilities on donald locations
for donaldLocation in Locations.Donald_Checks.keys():
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool)
self.multiworld.get_location(donaldLocation, self.player).place_locked_item(
self.create_item(random_ability))
self.totalLocations -= 1
self.donald_ability_pool.remove(random_ability)
# Placing Goofy Abilities on goofy locations
for goofyLocation in Locations.Goofy_Checks.keys():
random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool)
self.multiworld.get_location(goofyLocation, self.player).place_locked_item(self.create_item(random_ability))
self.totalLocations -= 1
self.goofy_ability_pool.remove(random_ability)
# same item placed because you can only get one of these 2 locations
# they are both under the same flag so the player gets both locations just one of the two items
random_stt_item = self.multiworld.per_slot_randoms[self.player].choice(self.filler_items)
self.multiworld.get_location(LocationName.JunkChampionBelt, self.player).place_locked_item(
self.create_item(random_stt_item))
self.multiworld.get_location(LocationName.JunkMedal, self.player).place_locked_item(
self.create_item(random_stt_item))
self.totalLocations -= 2
if self.multiworld.Schmovement[self.player] != "level_0":
for _ in range(self.multiworld.Schmovement[self.player].value):
for name in {ItemName.HighJump, ItemName.QuickRun, ItemName.DodgeRoll, ItemName.AerialDodge,
ItemName.Glide}:
self.item_quantity_dict[name] -= 1
self.growth_list.remove(name)
self.multiworld.push_precollected(self.create_item(name))
if self.multiworld.RandomGrowth[self.player] != 0:
max_growth = min(self.multiworld.RandomGrowth[self.player].value, len(self.growth_list))
for _ in range(max_growth):
random_growth = self.multiworld.per_slot_randoms[self.player].choice(self.growth_list)
self.item_quantity_dict[random_growth] -= 1
self.growth_list.remove(random_growth)
self.multiworld.push_precollected(self.create_item(random_growth))
# no visit locking
if self.multiworld.Visitlocking[self.player] == "no_visit_locking":
for item, amount in Progression_Dicts["AllVisitLocking"].items():
for _ in range(amount):
self.multiworld.push_precollected(self.create_item(item))
self.item_quantity_dict[item] -= 1
if self.visitlocking_dict[item] == 0:
self.visitlocking_dict.pop(item)
self.visitlocking_dict[item] -= 1
# first and second visit locking
elif self.multiworld.Visitlocking[self.player] == "second_visit_locking":
for item in Progression_Dicts["2VisitLocking"]:
self.item_quantity_dict[item] -= 1
self.visitlocking_dict[item] -= 1
if self.visitlocking_dict[item] == 0:
self.visitlocking_dict.pop(item)
self.multiworld.push_precollected(self.create_item(item))
for _ in range(self.multiworld.RandomVisitLockingItem[self.player].value):
if sum(self.visitlocking_dict.values()) <= 0:
break
visitlocking_set = list(self.visitlocking_dict.keys())
item = self.multiworld.per_slot_randoms[self.player].choice(visitlocking_set)
self.item_quantity_dict[item] -= 1
self.visitlocking_dict[item] -= 1
if self.visitlocking_dict[item] == 0:
self.visitlocking_dict.pop(item)
self.multiworld.push_precollected(self.create_item(item))
# there are levels but level 1 is there to keep code clean
if self.multiworld.LevelDepth[self.player] == "level_99_sanity":
# level 99 sanity
self.totalLocations -= 1
elif self.multiworld.LevelDepth[self.player] == "level_50_sanity":
# level 50 sanity
self.totalLocations -= 50
elif self.multiworld.LevelDepth[self.player] == "level_1":
# level 1. No checks on levels
self.totalLocations -= 99
else:
# level 50/99 since they contain the same amount of levels
self.totalLocations -= 76
for item in item_dictionary_table:
data = self.item_quantity_dict[item]
for _ in range(data):
itempool.append(self.create_item(item))
# Creating filler for unfilled locations
while len(itempool) < self.totalLocations:
item = self.multiworld.per_slot_randoms[self.player].choice(self.filler_items)
itempool += [self.create_item(item)]
self.multiworld.itempool += itempool
def create_regions(self):
location_table = setup_locations()
create_regions(self.multiworld, self.player, location_table)
connect_regions(self.multiworld, self.player)
def set_rules(self):
set_rules(self.multiworld, self.player)
def generate_output(self, output_directory: str):
patch_kh2(self, output_directory)