184 lines
6.6 KiB
Python
184 lines
6.6 KiB
Python
import typing
|
|
|
|
from typing import List, Set, Tuple
|
|
from BaseClasses import Item, MultiWorld, Location, Tutorial, ItemClassification
|
|
from worlds.AutoWorld import WebWorld, World
|
|
from .Items import StarcraftWoLItem, item_table, filler_items, item_name_groups, get_full_item_list, \
|
|
basic_unit
|
|
from .Locations import get_locations
|
|
from .Regions import create_regions
|
|
from .Options import sc2wol_options, get_option_value
|
|
from .LogicMixin import SC2WoLLogic
|
|
|
|
|
|
class Starcraft2WoLWebWorld(WebWorld):
|
|
setup = Tutorial(
|
|
"Multiworld Setup Guide",
|
|
"A guide to setting up the Starcraft 2 randomizer connected to an Archipelago Multiworld",
|
|
"English",
|
|
"setup_en.md",
|
|
"setup/en",
|
|
["TheCondor"]
|
|
)
|
|
|
|
tutorials = [setup]
|
|
|
|
|
|
class SC2WoLWorld(World):
|
|
"""
|
|
StarCraft II: Wings of Liberty is a science fiction real-time strategy video game developed and published by Blizzard Entertainment.
|
|
Command Raynor's Raiders in collecting pieces of the Keystone in order to stop the zerg threat posed by the Queen of Blades.
|
|
"""
|
|
|
|
game = "Starcraft 2 Wings of Liberty"
|
|
web = Starcraft2WoLWebWorld()
|
|
data_version = 3
|
|
|
|
item_name_to_id = {name: data.code for name, data in item_table.items()}
|
|
location_name_to_id = {location.name: location.code for location in get_locations(None, None)}
|
|
option_definitions = sc2wol_options
|
|
|
|
item_name_groups = item_name_groups
|
|
locked_locations: typing.List[str]
|
|
location_cache: typing.List[Location]
|
|
mission_req_table = {}
|
|
required_client_version = 0, 3, 5
|
|
|
|
def __init__(self, world: MultiWorld, player: int):
|
|
super(SC2WoLWorld, self).__init__(world, player)
|
|
self.location_cache = []
|
|
self.locked_locations = []
|
|
|
|
def _create_items(self, name: str):
|
|
data = get_full_item_list()[name]
|
|
return [self.create_item(name) for _ in range(data.quantity)]
|
|
|
|
def create_item(self, name: str) -> Item:
|
|
data = get_full_item_list()[name]
|
|
return StarcraftWoLItem(name, data.classification, data.code, self.player)
|
|
|
|
def create_regions(self):
|
|
self.mission_req_table = create_regions(self.world, self.player, get_locations(self.world, self.player),
|
|
self.location_cache)
|
|
|
|
def generate_basic(self):
|
|
excluded_items = get_excluded_items(self, self.world, self.player)
|
|
|
|
assign_starter_items(self.world, self.player, excluded_items, self.locked_locations)
|
|
|
|
pool = get_item_pool(self.world, self.player, excluded_items)
|
|
|
|
fill_item_pool_with_dummy_items(self, self.world, self.player, self.locked_locations, self.location_cache, pool)
|
|
|
|
self.world.itempool += pool
|
|
|
|
def set_rules(self):
|
|
setup_events(self.world, self.player, self.locked_locations, self.location_cache)
|
|
|
|
self.world.completion_condition[self.player] = lambda state: state.has('All-In: Victory', self.player)
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
return self.world.random.choice(filler_items)
|
|
|
|
def fill_slot_data(self):
|
|
slot_data = {}
|
|
for option_name in sc2wol_options:
|
|
option = getattr(self.world, option_name)[self.player]
|
|
if type(option.value) in {str, int}:
|
|
slot_data[option_name] = int(option.value)
|
|
slot_req_table = {}
|
|
for mission in self.mission_req_table:
|
|
slot_req_table[mission] = self.mission_req_table[mission]._asdict()
|
|
|
|
slot_data["mission_req"] = slot_req_table
|
|
return slot_data
|
|
|
|
|
|
def setup_events(world: MultiWorld, player: int, locked_locations: typing.List[str], location_cache: typing.List[Location]):
|
|
for location in location_cache:
|
|
if location.address is None:
|
|
item = Item(location.name, ItemClassification.progression, None, player)
|
|
|
|
locked_locations.append(location.name)
|
|
|
|
location.place_locked_item(item)
|
|
|
|
|
|
def get_excluded_items(self: SC2WoLWorld, world: MultiWorld, player: int) -> Set[str]:
|
|
excluded_items: Set[str] = set()
|
|
|
|
if get_option_value(world, player, "upgrade_bonus") == 1:
|
|
excluded_items.add("Ultra-Capacitors")
|
|
else:
|
|
excluded_items.add("Vanadium Plating")
|
|
|
|
if get_option_value(world, player, "bunker_upgrade") == 1:
|
|
excluded_items.add("Shrike Turret")
|
|
else:
|
|
excluded_items.add("Fortified Bunker")
|
|
|
|
for item in world.precollected_items[player]:
|
|
excluded_items.add(item.name)
|
|
|
|
return excluded_items
|
|
|
|
|
|
def assign_starter_items(world: MultiWorld, player: int, excluded_items: Set[str], locked_locations: List[str]):
|
|
non_local_items = world.non_local_items[player].value
|
|
|
|
local_basic_unit = tuple(item for item in basic_unit if item not in non_local_items)
|
|
if not local_basic_unit:
|
|
raise Exception("At least one basic unit must be local")
|
|
|
|
# The first world should also be the starting world
|
|
first_location = list(world.worlds[player].mission_req_table)[0]
|
|
|
|
if first_location == "In Utter Darkness":
|
|
first_location = first_location + ": Defeat"
|
|
else:
|
|
first_location = first_location + ": Victory"
|
|
|
|
assign_starter_item(world, player, excluded_items, locked_locations, first_location,
|
|
local_basic_unit)
|
|
|
|
|
|
def assign_starter_item(world: MultiWorld, player: int, excluded_items: Set[str], locked_locations: List[str],
|
|
location: str, item_list: Tuple[str, ...]):
|
|
|
|
item_name = world.random.choice(item_list)
|
|
|
|
excluded_items.add(item_name)
|
|
|
|
item = create_item_with_correct_settings(world, player, item_name)
|
|
|
|
world.get_location(location, player).place_locked_item(item)
|
|
|
|
locked_locations.append(location)
|
|
|
|
|
|
def get_item_pool(world: MultiWorld, player: int, excluded_items: Set[str]) -> List[Item]:
|
|
pool: List[Item] = []
|
|
|
|
for name, data in item_table.items():
|
|
if name not in excluded_items:
|
|
for _ in range(data.quantity):
|
|
item = create_item_with_correct_settings(world, player, name)
|
|
pool.append(item)
|
|
|
|
return pool
|
|
|
|
|
|
def fill_item_pool_with_dummy_items(self: SC2WoLWorld, world: MultiWorld, player: int, locked_locations: List[str],
|
|
location_cache: List[Location], pool: List[Item]):
|
|
for _ in range(len(location_cache) - len(locked_locations) - len(pool)):
|
|
item = create_item_with_correct_settings(world, player, self.get_filler_item_name())
|
|
pool.append(item)
|
|
|
|
|
|
def create_item_with_correct_settings(world: MultiWorld, player: int, name: str) -> Item:
|
|
data = item_table[name]
|
|
|
|
item = Item(name, data.classification, data.code, player)
|
|
|
|
return item
|