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9 Commits

Author SHA1 Message Date
NewSoupVi
a2e1c66f1d update docs as well 2024-08-09 00:29:45 +02:00
NewSoupVi
03442621f4 Add slot to datastorage set response 2024-08-09 00:11:11 +02:00
qwint
6803c373e5 HK: add grub hunt goal (#3203)
* makes grub hunt goal option that calculates the total available grubs (including item link replacements) and requires all of them to be gathered for goal completion

* update slot data name for grub count

* add option to set number needed for grub hub

* updates to grub hunt goal based on review

* copy/paste fix

* account for 'any' goal and fix overriding non-grub goals

* making sure godhome is in logic for any and removing redundancy on completion condition

* fix typing

* i hate typing

* move to stage_pre_fill

* modify "any" goal so all goals are in logic under minimal settings

* rewrite grub counting to create lookups for grubs and groups that can be reused

* use generator instead of list comprehension

* fix whitespace merging wrong

* minor code cleanup
2024-08-08 20:33:13 +02:00
Louis M
575c338aa3 Aquaria: Logic bug fixes (#3679)
* Fixing logic bugs

* Require energy attack in the cathedral and energy form in the body

* King Jelly can be beaten easily with only the Dual Form

* I think that I have a problem with my left and right...

* There is a monster that is blocking the path, soo need attack to pass

* The Li cage is not accessible without the Sunken city boss

* Removing useless space.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Two more minors logic modification

* Adapting tests to af9b6cd

* Reformat the Region file

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-08 00:19:52 +02:00
Mysteryem
05ce29f7dc RoR2: Remove recursion from explore mode access rules (#3681)
The access rules for "<Environment name> Chest n", "<Environment name>
Shrine n" etc. locations recursively called state.can_reach() for the
n-1 location name, with the n=1 location being the only location to have
the actual access rule set.

This patch removes the recursion, instead setting the actual access rule
directly on each location, increasing the performance of checking
accessibility of n>1 locations.

Risk of Rain 2 was already quite fast to generate despite the recursion
in the access rules, but with this patch, generating a multiworld with
200 copies of the template RoR2 yaml (and progression balancing
disabled through a meta.yaml) goes from about 18s to about 6s for me.

From generating the same seed before and after this patch, the same
result is produced.
2024-08-07 23:57:07 +02:00
JaredWeakStrike
74697b679e KH2: Update the docs to support steam in the setup guide (#3711)
* doc updates

* add steam link

* Update worlds/kh2/docs/setup_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update setup_en.md

* Forgot to include these

* Consistent styling

* :)

* version 3.3.0

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-07 23:56:22 +02:00
Scipio Wright
cf6661439e TUNIC: Sort entrances in the spoiler log (#3733)
* Sort entrances in spoiler log

* Rearrange portal list to closer match the vanilla game order, for better spoiler and because I already did this mod-side

* Add break (thanks vi)
2024-08-07 18:18:50 +02:00
Scipio Wright
6297a4efa5 TUNIC: Fix missing traversal req #3740 2024-08-07 18:01:41 +02:00
digiholic
8ddb49f071 OSRS: Implement New Game (#1976)
* MMBN3: Press program now has proper color index when received remotely

* Initial commit of OSRS untangled from MMBN3 branch

* Fixes some broken region connections

* Removes some locations

* Rearranges locations to fill in slots left by removed locations

* Adds starting area rando

* Moves Oak and Willow trees to resource regions

* Fixes various PEP8 violations

* Refactor of regions

* Fixes variable capture issue with region rules

* Partial completion of brutal grind logic

* Finishes can_reach_skill function

* Adds skill requirements to location rules, fixes regions rules

* Adds documentation for OSRS

* Removes match statement

* Updates Data Version to test mode to prevent item name caching

* Fixes starting spawn logic for east varrock

* Fixes river lum crossing logic to not assume you can phase across water

* Prevents equipping items when you haven't unlocked them

* Changes canoe logic to not require huge levels

* Skeletoning out some data I'll need for variable task system

* Adds csvs and parser for logic

* Adds Items parsing

* Fixes the spawning logic to not default to Chunksanity when you didn't pick it

* Begins adding generation rules for data-driven logic

* Moves region handling and location creating to different methods

* Adds logic limits to Options

* Begun the location generation has

* Randomly generates tasks for each skill until populated

* Mopping up improper names, adding custom logic, and fixes location rolling

* Drastically cleans up the location rolling loop

* Modifies generation to properly use local variables and pass unit tests

* Game is now generating, but rules don't seem to work

* Lambda capture, my old nemesis. We meet again

* Fixes issue with Corsair Cove item requirement causing logic loop

* Okay one more fix, another variable capture

* On second thought lets not have skull sceptre tasks. 'Tis a silly place

* Removes QP from item pool (they're events not items)

* Removes Stronghold floor tasks, no varbit to track them

* Loads CSV with pkutil so it can be used in apworld

* Fixes logic of skill tasks and adds QP requirements to long grinds

* Fixes pathing in pkgutil call

* Better handling for empty task categories, no longer throws errors

* Fixes order for progressive tasks, removes un-checkable spider task

* Fixes logic issues related to stew and the Blurite caves

* Fixes issues generating causing tests to sporadically fail

* Adds missing task that caused off-by-one error

* Updates to new Options API

* Updates generation to function properly with the Universal Tracker (Thanks Faris)

* Replaces runtime CSV parsing with pre-made python files generated from CSVs

* Switches to self.random and uses random.choice instead of doing it manually

* Fixes to typing, variable names, iterators, and continue conditions

* Replaces Name classes with Enums

* Fixes parse error on region special rules

* Skill requirements check now returns an accessrule instead of being one that checks options

* Updates documentation and setup guide

* Adjusts maximum numbers for combat and general tasks

* Fixes region names so dictionary lookup works for chunksanity

* Update worlds/osrs/docs/en_Old School Runescape.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/osrs/docs/en_Old School Runescape.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Updates readme.md and codeowners doc

* Removes erroneous East Varrock -> Al Kharid connection

* Changes to canoe logic to account for woodcutting level options

* Fixes embarassing typo on 'Edgeville'

* Moves Logic CSVs to separate repository, addresses suggested changes on PR

* Fixes logic error in east/west lumbridge regions. Fixes incorrect List typing in main

* Removes task types with weight 0 from the list of rollable tasks

* Missed another place that the task type had to be removed if 0 weight

* Prevents adding an empty task weight if levels are too restrictive for tasks to be added

* Removes giant blank space in error message

* Adds player name to error for not having enough available tasks

---------

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-08-06 23:13:11 +02:00
34 changed files with 2710 additions and 448 deletions

View File

@@ -1857,6 +1857,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = copy.copy(value)
args["slot"] = client.slot
for operation in args["operations"]:
func = modify_functions[operation["operation"]]
value = func(value, operation["value"])

View File

@@ -72,6 +72,7 @@ Currently, the following games are supported:
* Aquaria
* Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006
* A Hat in Time
* Old School Runescape
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

@@ -115,6 +115,9 @@
# Ocarina of Time
/worlds/oot/ @espeon65536
# Old School Runescape
/worlds/osrs @digiholic
# Overcooked! 2
/worlds/overcooked2/ @toasterparty

View File

@@ -261,6 +261,7 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
| key | str | The key that was updated. |
| value | any | The new value for the key. |
| original_value | any | The value the key had before it was updated. Not present on "_read" prefixed special keys. |
| slot | int | The slot that originally sent the Set package causing this change. |
Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.

View File

@@ -99,7 +99,7 @@ item_table = {
"Mutant Costume": ItemData(698020, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mutant_costume
"Baby Nautilus": ItemData(698021, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_nautilus
"Baby Piranha": ItemData(698022, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_piranha
"Arnassi Armor": ItemData(698023, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_seahorse_costume
"Arnassi Armor": ItemData(698023, 1, ItemType.PROGRESSION, ItemGroup.UTILITY), # collectible_seahorse_costume
"Seed Bag": ItemData(698024, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_seed_bag
"King's Skull": ItemData(698025, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_skull
"Song Plant Spore": ItemData(698026, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_spore_seed

View File

@@ -45,7 +45,7 @@ class AquariaLocations:
"Home Water, bulb below the grouper fish": 698058,
"Home Water, bulb in the path below Nautilus Prime": 698059,
"Home Water, bulb in the little room above the grouper fish": 698060,
"Home Water, bulb in the end of the left path from the Verse Cave": 698061,
"Home Water, bulb in the end of the path close to the Verse Cave": 698061,
"Home Water, bulb in the top left path": 698062,
"Home Water, bulb in the bottom left room": 698063,
"Home Water, bulb close to Naija's Home": 698064,
@@ -67,7 +67,7 @@ class AquariaLocations:
locations_song_cave = {
"Song Cave, Erulian spirit": 698206,
"Song Cave, bulb in the top left part": 698071,
"Song Cave, bulb in the top right part": 698071,
"Song Cave, bulb in the big anemone room": 698072,
"Song Cave, bulb in the path to the singing statues": 698073,
"Song Cave, bulb under the rock in the path to the singing statues": 698074,
@@ -152,6 +152,9 @@ class AquariaLocations:
locations_arnassi_path = {
"Arnassi Ruins, Arnassi Statue": 698164,
}
locations_arnassi_cave_transturtle = {
"Arnassi Ruins, Transturtle": 698217,
}
@@ -269,9 +272,12 @@ class AquariaLocations:
}
locations_forest_bl = {
"Kelp Forest bottom left area, Transturtle": 698212,
}
locations_forest_bl_sc = {
"Kelp Forest bottom left area, bulb close to the spirit crystals": 698054,
"Kelp Forest bottom left area, Walker Baby": 698186,
"Kelp Forest bottom left area, Transturtle": 698212,
}
locations_forest_br = {
@@ -370,7 +376,7 @@ class AquariaLocations:
locations_sun_temple_r = {
"Sun Temple, first bulb of the temple": 698091,
"Sun Temple, bulb on the left part": 698092,
"Sun Temple, bulb on the right part": 698092,
"Sun Temple, bulb in the hidden room of the right part": 698093,
"Sun Temple, Sun Key": 698182,
}
@@ -402,6 +408,9 @@ class AquariaLocations:
"Abyss right area, bulb in the middle path": 698110,
"Abyss right area, bulb behind the rock in the middle path": 698111,
"Abyss right area, bulb in the left green room": 698112,
}
locations_abyss_r_transturtle = {
"Abyss right area, Transturtle": 698214,
}
@@ -499,6 +508,7 @@ location_table = {
**AquariaLocations.locations_skeleton_path_sc,
**AquariaLocations.locations_arnassi,
**AquariaLocations.locations_arnassi_path,
**AquariaLocations.locations_arnassi_cave_transturtle,
**AquariaLocations.locations_arnassi_crab_boss,
**AquariaLocations.locations_sun_temple_l,
**AquariaLocations.locations_sun_temple_r,
@@ -509,6 +519,7 @@ location_table = {
**AquariaLocations.locations_abyss_l,
**AquariaLocations.locations_abyss_lb,
**AquariaLocations.locations_abyss_r,
**AquariaLocations.locations_abyss_r_transturtle,
**AquariaLocations.locations_energy_temple_1,
**AquariaLocations.locations_energy_temple_2,
**AquariaLocations.locations_energy_temple_3,
@@ -530,6 +541,7 @@ location_table = {
**AquariaLocations.locations_forest_tr,
**AquariaLocations.locations_forest_tr_fp,
**AquariaLocations.locations_forest_bl,
**AquariaLocations.locations_forest_bl_sc,
**AquariaLocations.locations_forest_br,
**AquariaLocations.locations_forest_boss,
**AquariaLocations.locations_forest_boss_entrance,

View File

@@ -14,97 +14,112 @@ from worlds.generic.Rules import add_rule, set_rule
# Every condition to connect regions
def _has_hot_soup(state:CollectionState, player: int) -> bool:
def _has_hot_soup(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the hotsoup item"""
return state.has("Hot soup", player)
return state.has_any({"Hot soup", "Hot soup x 2"}, player)
def _has_tongue_cleared(state:CollectionState, player: int) -> bool:
def _has_tongue_cleared(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the Body tongue cleared item"""
return state.has("Body tongue cleared", player)
def _has_sun_crystal(state:CollectionState, player: int) -> bool:
def _has_sun_crystal(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the Sun crystal item"""
return state.has("Has sun crystal", player) and _has_bind_song(state, player)
def _has_li(state:CollectionState, player: int) -> bool:
def _has_li(state: CollectionState, player: int) -> bool:
"""`player` in `state` has Li in its team"""
return state.has("Li and Li song", player)
def _has_damaging_item(state:CollectionState, player: int) -> bool:
def _has_damaging_item(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the shield song item"""
return state.has_any({"Energy form", "Nature form", "Beast form", "Li and Li song", "Baby Nautilus",
"Baby Piranha", "Baby Blaster"}, player)
return state.has_any({"Energy form", "Nature form", "Beast form", "Li and Li song", "Baby Nautilus",
"Baby Piranha", "Baby Blaster"}, player)
def _has_shield_song(state:CollectionState, player: int) -> bool:
def _has_energy_attack_item(state: CollectionState, player: int) -> bool:
"""`player` in `state` has items that can do a lot of damage (enough to beat bosses)"""
return _has_energy_form(state, player) or _has_dual_form(state, player)
def _has_shield_song(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the shield song item"""
return state.has("Shield song", player)
def _has_bind_song(state:CollectionState, player: int) -> bool:
def _has_bind_song(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the bind song item"""
return state.has("Bind song", player)
def _has_energy_form(state:CollectionState, player: int) -> bool:
def _has_energy_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the energy form item"""
return state.has("Energy form", player)
def _has_beast_form(state:CollectionState, player: int) -> bool:
def _has_beast_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the beast form item"""
return state.has("Beast form", player)
def _has_nature_form(state:CollectionState, player: int) -> bool:
def _has_beast_and_soup_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the beast form item"""
return _has_beast_form(state, player) and _has_hot_soup(state, player)
def _has_beast_form_or_arnassi_armor(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the beast form item"""
return _has_beast_form(state, player) or state.has("Arnassi Armor", player)
def _has_nature_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the nature form item"""
return state.has("Nature form", player)
def _has_sun_form(state:CollectionState, player: int) -> bool:
def _has_sun_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the sun form item"""
return state.has("Sun form", player)
def _has_light(state:CollectionState, player: int) -> bool:
def _has_light(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the light item"""
return state.has("Baby Dumbo", player) or _has_sun_form(state, player)
def _has_dual_form(state:CollectionState, player: int) -> bool:
def _has_dual_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the dual form item"""
return _has_li(state, player) and state.has("Dual form", player)
def _has_fish_form(state:CollectionState, player: int) -> bool:
def _has_fish_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the fish form item"""
return state.has("Fish form", player)
def _has_spirit_form(state:CollectionState, player: int) -> bool:
def _has_spirit_form(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the spirit form item"""
return state.has("Spirit form", player)
def _has_big_bosses(state:CollectionState, player: int) -> bool:
def _has_big_bosses(state: CollectionState, player: int) -> bool:
"""`player` in `state` has beated every big bosses"""
return state.has_all({"Fallen God beated", "Mithalan God beated", "Drunian God beated",
"Sun God beated", "The Golem beated"}, player)
"Sun God beated", "The Golem beated"}, player)
def _has_mini_bosses(state:CollectionState, player: int) -> bool:
def _has_mini_bosses(state: CollectionState, player: int) -> bool:
"""`player` in `state` has beated every big bosses"""
return state.has_all({"Nautilus Prime beated", "Blaster Peg Prime beated", "Mergog beated",
"Mithalan priests beated", "Octopus Prime beated", "Crabbius Maximus beated",
"Mantis Shrimp Prime beated", "King Jellyfish God Prime beated"}, player)
"Mithalan priests beated", "Octopus Prime beated", "Crabbius Maximus beated",
"Mantis Shrimp Prime beated", "King Jellyfish God Prime beated"}, player)
def _has_secrets(state:CollectionState, player: int) -> bool:
return state.has_all({"First secret obtained", "Second secret obtained", "Third secret obtained"},player)
def _has_secrets(state: CollectionState, player: int) -> bool:
return state.has_all({"First secret obtained", "Second secret obtained", "Third secret obtained"}, player)
class AquariaRegions:
@@ -134,6 +149,7 @@ class AquariaRegions:
skeleton_path: Region
skeleton_path_sc: Region
arnassi: Region
arnassi_cave_transturtle: Region
arnassi_path: Region
arnassi_crab_boss: Region
simon: Region
@@ -152,6 +168,7 @@ class AquariaRegions:
forest_tr: Region
forest_tr_fp: Region
forest_bl: Region
forest_bl_sc: Region
forest_br: Region
forest_boss: Region
forest_boss_entrance: Region
@@ -179,6 +196,7 @@ class AquariaRegions:
abyss_l: Region
abyss_lb: Region
abyss_r: Region
abyss_r_transturtle: Region
ice_cave: Region
bubble_cave: Region
bubble_cave_boss: Region
@@ -213,7 +231,7 @@ class AquariaRegions:
"""
def __add_region(self, hint: str,
locations: Optional[Dict[str, Optional[int]]]) -> Region:
locations: Optional[Dict[str, int]]) -> Region:
"""
Create a new Region, add it to the `world` regions and return it.
Be aware that this function have a side effect on ``world`.`regions`
@@ -236,7 +254,7 @@ class AquariaRegions:
self.home_water_nautilus = self.__add_region("Home Water, Nautilus nest",
AquariaLocations.locations_home_water_nautilus)
self.home_water_transturtle = self.__add_region("Home Water, turtle room",
AquariaLocations.locations_home_water_transturtle)
AquariaLocations.locations_home_water_transturtle)
self.naija_home = self.__add_region("Naija's Home", AquariaLocations.locations_naija_home)
self.song_cave = self.__add_region("Song Cave", AquariaLocations.locations_song_cave)
@@ -280,6 +298,8 @@ class AquariaRegions:
self.arnassi = self.__add_region("Arnassi Ruins", AquariaLocations.locations_arnassi)
self.arnassi_path = self.__add_region("Arnassi Ruins, back entrance path",
AquariaLocations.locations_arnassi_path)
self.arnassi_cave_transturtle = self.__add_region("Arnassi Ruins, transturtle area",
AquariaLocations.locations_arnassi_cave_transturtle)
self.arnassi_crab_boss = self.__add_region("Arnassi Ruins, Crabbius Maximus lair",
AquariaLocations.locations_arnassi_crab_boss)
@@ -302,9 +322,9 @@ class AquariaRegions:
AquariaLocations.locations_cathedral_r)
self.cathedral_underground = self.__add_region("Mithalas Cathedral underground",
AquariaLocations.locations_cathedral_underground)
self.cathedral_boss_r = self.__add_region("Mithalas Cathedral, Mithalan God room",
self.cathedral_boss_r = self.__add_region("Mithalas Cathedral, Mithalan God room", None)
self.cathedral_boss_l = self.__add_region("Mithalas Cathedral, after Mithalan God room",
AquariaLocations.locations_cathedral_boss)
self.cathedral_boss_l = self.__add_region("Mithalas Cathedral, after Mithalan God room", None)
def __create_forest(self) -> None:
"""
@@ -320,6 +340,8 @@ class AquariaRegions:
AquariaLocations.locations_forest_tr_fp)
self.forest_bl = self.__add_region("Kelp Forest bottom left area",
AquariaLocations.locations_forest_bl)
self.forest_bl_sc = self.__add_region("Kelp Forest bottom left area, spirit crystals",
AquariaLocations.locations_forest_bl_sc)
self.forest_br = self.__add_region("Kelp Forest bottom right area",
AquariaLocations.locations_forest_br)
self.forest_sprite_cave = self.__add_region("Kelp Forest spirit cave",
@@ -375,9 +397,9 @@ class AquariaRegions:
self.sun_temple_r = self.__add_region("Sun Temple right area",
AquariaLocations.locations_sun_temple_r)
self.sun_temple_boss_path = self.__add_region("Sun Temple before boss area",
AquariaLocations.locations_sun_temple_boss_path)
AquariaLocations.locations_sun_temple_boss_path)
self.sun_temple_boss = self.__add_region("Sun Temple boss area",
AquariaLocations.locations_sun_temple_boss)
AquariaLocations.locations_sun_temple_boss)
def __create_abyss(self) -> None:
"""
@@ -388,6 +410,8 @@ class AquariaRegions:
AquariaLocations.locations_abyss_l)
self.abyss_lb = self.__add_region("Abyss left bottom area", AquariaLocations.locations_abyss_lb)
self.abyss_r = self.__add_region("Abyss right area", AquariaLocations.locations_abyss_r)
self.abyss_r_transturtle = self.__add_region("Abyss right area, transturtle",
AquariaLocations.locations_abyss_r_transturtle)
self.ice_cave = self.__add_region("Ice Cave", AquariaLocations.locations_ice_cave)
self.bubble_cave = self.__add_region("Bubble Cave", AquariaLocations.locations_bubble_cave)
self.bubble_cave_boss = self.__add_region("Bubble Cave boss area", AquariaLocations.locations_bubble_cave_boss)
@@ -407,7 +431,7 @@ class AquariaRegions:
self.sunken_city_r = self.__add_region("Sunken City right area",
AquariaLocations.locations_sunken_city_r)
self.sunken_city_boss = self.__add_region("Sunken City boss area",
AquariaLocations.locations_sunken_city_boss)
AquariaLocations.locations_sunken_city_boss)
def __create_body(self) -> None:
"""
@@ -427,7 +451,7 @@ class AquariaRegions:
self.final_boss_tube = self.__add_region("The Body, final boss area turtle room",
AquariaLocations.locations_final_boss_tube)
self.final_boss = self.__add_region("The Body, final boss",
AquariaLocations.locations_final_boss)
AquariaLocations.locations_final_boss)
self.final_boss_end = self.__add_region("The Body, final boss area", None)
def __connect_one_way_regions(self, source_name: str, destination_name: str,
@@ -455,8 +479,8 @@ class AquariaRegions:
"""
Connect entrances of the different regions around `home_water`
"""
self.__connect_regions("Menu", "Verse Cave right area",
self.menu, self.verse_cave_r)
self.__connect_one_way_regions("Menu", "Verse Cave right area",
self.menu, self.verse_cave_r)
self.__connect_regions("Verse Cave left area", "Verse Cave right area",
self.verse_cave_l, self.verse_cave_r)
self.__connect_regions("Verse Cave", "Home Water", self.verse_cave_l, self.home_water)
@@ -464,7 +488,8 @@ class AquariaRegions:
self.__connect_regions("Home Water", "Song Cave", self.home_water, self.song_cave)
self.__connect_regions("Home Water", "Home Water, nautilus nest",
self.home_water, self.home_water_nautilus,
lambda state: _has_energy_form(state, self.player) and _has_bind_song(state, self.player))
lambda state: _has_energy_attack_item(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_regions("Home Water", "Home Water transturtle room",
self.home_water, self.home_water_transturtle)
self.__connect_regions("Home Water", "Energy Temple first area",
@@ -472,7 +497,7 @@ class AquariaRegions:
lambda state: _has_bind_song(state, self.player))
self.__connect_regions("Home Water", "Energy Temple_altar",
self.home_water, self.energy_temple_altar,
lambda state: _has_energy_form(state, self.player) and
lambda state: _has_energy_attack_item(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_regions("Energy Temple first area", "Energy Temple second area",
self.energy_temple_1, self.energy_temple_2,
@@ -482,28 +507,28 @@ class AquariaRegions:
lambda state: _has_fish_form(state, self.player))
self.__connect_regions("Energy Temple idol room", "Energy Temple boss area",
self.energy_temple_idol, self.energy_temple_boss,
lambda state: _has_energy_form(state, self.player))
lambda state: _has_energy_attack_item(state, self.player) and
_has_fish_form(state, self.player))
self.__connect_one_way_regions("Energy Temple first area", "Energy Temple boss area",
self.energy_temple_1, self.energy_temple_boss,
lambda state: _has_beast_form(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
self.__connect_one_way_regions("Energy Temple boss area", "Energy Temple first area",
self.energy_temple_boss, self.energy_temple_1,
lambda state: _has_energy_form(state, self.player))
lambda state: _has_energy_attack_item(state, self.player))
self.__connect_regions("Energy Temple second area", "Energy Temple third area",
self.energy_temple_2, self.energy_temple_3,
lambda state: _has_bind_song(state, self.player) and
_has_energy_form(state, self.player))
lambda state: _has_energy_form(state, self.player))
self.__connect_regions("Energy Temple boss area", "Energy Temple blaster room",
self.energy_temple_boss, self.energy_temple_blaster_room,
lambda state: _has_nature_form(state, self.player) and
_has_bind_song(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
self.__connect_regions("Energy Temple first area", "Energy Temple blaster room",
self.energy_temple_1, self.energy_temple_blaster_room,
lambda state: _has_nature_form(state, self.player) and
_has_bind_song(state, self.player) and
_has_energy_form(state, self.player) and
_has_energy_attack_item(state, self.player) and
_has_beast_form(state, self.player))
self.__connect_regions("Home Water", "Open Water top left area",
self.home_water, self.openwater_tl)
@@ -520,7 +545,7 @@ class AquariaRegions:
self.openwater_tl, self.forest_br)
self.__connect_regions("Open Water top right area", "Open Water top right area, turtle room",
self.openwater_tr, self.openwater_tr_turtle,
lambda state: _has_beast_form(state, self.player))
lambda state: _has_beast_form_or_arnassi_armor(state, self.player))
self.__connect_regions("Open Water top right area", "Open Water bottom right area",
self.openwater_tr, self.openwater_br)
self.__connect_regions("Open Water top right area", "Mithalas City",
@@ -529,10 +554,9 @@ class AquariaRegions:
self.openwater_tr, self.veil_bl)
self.__connect_one_way_regions("Open Water top right area", "Veil bottom right",
self.openwater_tr, self.veil_br,
lambda state: _has_beast_form(state, self.player))
lambda state: _has_beast_form_or_arnassi_armor(state, self.player))
self.__connect_one_way_regions("Veil bottom right", "Open Water top right area",
self.veil_br, self.openwater_tr,
lambda state: _has_beast_form(state, self.player))
self.veil_br, self.openwater_tr)
self.__connect_regions("Open Water bottom left area", "Open Water bottom right area",
self.openwater_bl, self.openwater_br)
self.__connect_regions("Open Water bottom left area", "Skeleton path",
@@ -551,10 +575,14 @@ class AquariaRegions:
self.arnassi, self.openwater_br)
self.__connect_regions("Arnassi", "Arnassi path",
self.arnassi, self.arnassi_path)
self.__connect_regions("Arnassi ruins, transturtle area", "Arnassi path",
self.arnassi_cave_transturtle, self.arnassi_path,
lambda state: _has_fish_form(state, self.player))
self.__connect_one_way_regions("Arnassi path", "Arnassi crab boss area",
self.arnassi_path, self.arnassi_crab_boss,
lambda state: _has_beast_form(state, self.player) and
_has_energy_form(state, self.player))
lambda state: _has_beast_form_or_arnassi_armor(state, self.player) and
(_has_energy_attack_item(state, self.player) or
_has_nature_form(state, self.player)))
self.__connect_one_way_regions("Arnassi crab boss area", "Arnassi path",
self.arnassi_crab_boss, self.arnassi_path)
@@ -564,61 +592,62 @@ class AquariaRegions:
"""
self.__connect_one_way_regions("Mithalas City", "Mithalas City top path",
self.mithalas_city, self.mithalas_city_top_path,
lambda state: _has_beast_form(state, self.player))
lambda state: _has_beast_form_or_arnassi_armor(state, self.player))
self.__connect_one_way_regions("Mithalas City_top_path", "Mithalas City",
self.mithalas_city_top_path, self.mithalas_city)
self.__connect_regions("Mithalas City", "Mithalas City home with fishpass",
self.mithalas_city, self.mithalas_city_fishpass,
lambda state: _has_fish_form(state, self.player))
self.__connect_regions("Mithalas City", "Mithalas castle",
self.mithalas_city, self.cathedral_l,
lambda state: _has_fish_form(state, self.player))
self.mithalas_city, self.cathedral_l)
self.__connect_one_way_regions("Mithalas City top path", "Mithalas castle, flower tube",
self.mithalas_city_top_path,
self.cathedral_l_tube,
lambda state: _has_nature_form(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
self.__connect_one_way_regions("Mithalas castle, flower tube area", "Mithalas City top path",
self.cathedral_l_tube,
self.mithalas_city_top_path,
lambda state: _has_beast_form(state, self.player) and
_has_nature_form(state, self.player))
lambda state: _has_nature_form(state, self.player))
self.__connect_one_way_regions("Mithalas castle flower tube area", "Mithalas castle, spirit crystals",
self.cathedral_l_tube, self.cathedral_l_sc,
lambda state: _has_spirit_form(state, self.player))
self.cathedral_l_tube, self.cathedral_l_sc,
lambda state: _has_spirit_form(state, self.player))
self.__connect_one_way_regions("Mithalas castle_flower tube area", "Mithalas castle",
self.cathedral_l_tube, self.cathedral_l,
lambda state: _has_spirit_form(state, self.player))
self.cathedral_l_tube, self.cathedral_l,
lambda state: _has_spirit_form(state, self.player))
self.__connect_regions("Mithalas castle", "Mithalas castle, spirit crystals",
self.cathedral_l, self.cathedral_l_sc,
lambda state: _has_spirit_form(state, self.player))
self.__connect_regions("Mithalas castle", "Cathedral boss left area",
self.cathedral_l, self.cathedral_boss_l,
lambda state: _has_beast_form(state, self.player) and
_has_energy_form(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_one_way_regions("Mithalas castle", "Cathedral boss right area",
self.cathedral_l, self.cathedral_boss_r,
lambda state: _has_beast_form(state, self.player))
self.__connect_one_way_regions("Cathedral boss left area", "Mithalas castle",
self.cathedral_boss_l, self.cathedral_l,
lambda state: _has_beast_form(state, self.player))
self.__connect_regions("Mithalas castle", "Mithalas Cathedral underground",
self.cathedral_l, self.cathedral_underground,
lambda state: _has_beast_form(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_regions("Mithalas castle", "Mithalas Cathedral",
self.cathedral_l, self.cathedral_r,
lambda state: _has_bind_song(state, self.player) and
_has_energy_form(state, self.player))
self.__connect_regions("Mithalas Cathedral", "Mithalas Cathedral underground",
self.cathedral_r, self.cathedral_underground,
lambda state: _has_energy_form(state, self.player))
self.__connect_one_way_regions("Mithalas Cathedral underground", "Cathedral boss left area",
self.cathedral_underground, self.cathedral_boss_r,
lambda state: _has_energy_form(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_one_way_regions("Cathedral boss left area", "Mithalas Cathedral underground",
lambda state: _has_beast_form(state, self.player))
self.__connect_one_way_regions("Mithalas castle", "Mithalas Cathedral",
self.cathedral_l, self.cathedral_r,
lambda state: _has_bind_song(state, self.player) and
_has_energy_attack_item(state, self.player))
self.__connect_one_way_regions("Mithalas Cathedral", "Mithalas Cathedral underground",
self.cathedral_r, self.cathedral_underground)
self.__connect_one_way_regions("Mithalas Cathedral underground", "Mithalas Cathedral",
self.cathedral_underground, self.cathedral_r,
lambda state: _has_beast_form(state, self.player) and
_has_energy_attack_item(state, self.player))
self.__connect_one_way_regions("Mithalas Cathedral underground", "Cathedral boss right area",
self.cathedral_underground, self.cathedral_boss_r)
self.__connect_one_way_regions("Cathedral boss right area", "Mithalas Cathedral underground",
self.cathedral_boss_r, self.cathedral_underground,
lambda state: _has_beast_form(state, self.player))
self.__connect_regions("Cathedral boss right area", "Cathedral boss left area",
self.__connect_one_way_regions("Cathedral boss right area", "Cathedral boss left area",
self.cathedral_boss_r, self.cathedral_boss_l,
lambda state: _has_bind_song(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
self.__connect_one_way_regions("Cathedral boss left area", "Cathedral boss right area",
self.cathedral_boss_l, self.cathedral_boss_r)
def __connect_forest_regions(self) -> None:
"""
@@ -628,6 +657,12 @@ class AquariaRegions:
self.forest_br, self.veil_bl)
self.__connect_regions("Forest bottom right", "Forest bottom left area",
self.forest_br, self.forest_bl)
self.__connect_one_way_regions("Forest bottom left area", "Forest bottom left area, spirit crystals",
self.forest_bl, self.forest_bl_sc,
lambda state: _has_energy_attack_item(state, self.player) or
_has_fish_form(state, self.player))
self.__connect_one_way_regions("Forest bottom left area, spirit crystals", "Forest bottom left area",
self.forest_bl_sc, self.forest_bl)
self.__connect_regions("Forest bottom right", "Forest top right area",
self.forest_br, self.forest_tr)
self.__connect_regions("Forest bottom left area", "Forest fish cave",
@@ -641,7 +676,7 @@ class AquariaRegions:
self.forest_tl, self.forest_tl_fp,
lambda state: _has_nature_form(state, self.player) and
_has_bind_song(state, self.player) and
_has_energy_form(state, self.player) and
_has_energy_attack_item(state, self.player) and
_has_fish_form(state, self.player))
self.__connect_regions("Forest top left area", "Forest top right area",
self.forest_tl, self.forest_tr)
@@ -649,7 +684,7 @@ class AquariaRegions:
self.forest_tl, self.forest_boss_entrance)
self.__connect_regions("Forest boss area", "Forest boss entrance",
self.forest_boss, self.forest_boss_entrance,
lambda state: _has_energy_form(state, self.player))
lambda state: _has_energy_attack_item(state, self.player))
self.__connect_regions("Forest top right area", "Forest top right area fish pass",
self.forest_tr, self.forest_tr_fp,
lambda state: _has_fish_form(state, self.player))
@@ -663,7 +698,7 @@ class AquariaRegions:
self.__connect_regions("Fermog cave", "Fermog boss",
self.mermog_cave, self.mermog_boss,
lambda state: _has_beast_form(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
def __connect_veil_regions(self) -> None:
"""
@@ -681,8 +716,7 @@ class AquariaRegions:
self.veil_b_sc, self.veil_br,
lambda state: _has_spirit_form(state, self.player))
self.__connect_regions("Veil bottom right", "Veil top left area",
self.veil_br, self.veil_tl,
lambda state: _has_beast_form(state, self.player))
self.veil_br, self.veil_tl)
self.__connect_regions("Veil top left area", "Veil_top left area, fish pass",
self.veil_tl, self.veil_tl_fp,
lambda state: _has_fish_form(state, self.player))
@@ -691,20 +725,25 @@ class AquariaRegions:
self.__connect_regions("Veil top left area", "Turtle cave",
self.veil_tl, self.turtle_cave)
self.__connect_regions("Turtle cave", "Turtle cave Bubble Cliff",
self.turtle_cave, self.turtle_cave_bubble,
lambda state: _has_beast_form(state, self.player))
self.turtle_cave, self.turtle_cave_bubble)
self.__connect_regions("Veil right of sun temple", "Sun Temple right area",
self.veil_tr_r, self.sun_temple_r)
self.__connect_regions("Sun Temple right area", "Sun Temple left area",
self.sun_temple_r, self.sun_temple_l,
lambda state: _has_bind_song(state, self.player))
self.__connect_one_way_regions("Sun Temple right area", "Sun Temple left area",
self.sun_temple_r, self.sun_temple_l,
lambda state: _has_bind_song(state, self.player) or
_has_light(state, self.player))
self.__connect_one_way_regions("Sun Temple left area", "Sun Temple right area",
self.sun_temple_l, self.sun_temple_r,
lambda state: _has_light(state, self.player))
self.__connect_regions("Sun Temple left area", "Veil left of sun temple",
self.sun_temple_l, self.veil_tr_l)
self.__connect_regions("Sun Temple left area", "Sun Temple before boss area",
self.sun_temple_l, self.sun_temple_boss_path)
self.sun_temple_l, self.sun_temple_boss_path,
lambda state: _has_light(state, self.player) or
_has_sun_crystal(state, self.player))
self.__connect_regions("Sun Temple before boss area", "Sun Temple boss area",
self.sun_temple_boss_path, self.sun_temple_boss,
lambda state: _has_energy_form(state, self.player))
lambda state: _has_energy_attack_item(state, self.player))
self.__connect_one_way_regions("Sun Temple boss area", "Veil left of sun temple",
self.sun_temple_boss, self.veil_tr_l)
self.__connect_regions("Veil left of sun temple", "Octo cave top path",
@@ -712,7 +751,7 @@ class AquariaRegions:
lambda state: _has_fish_form(state, self.player) and
_has_sun_form(state, self.player) and
_has_beast_form(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
self.__connect_regions("Veil left of sun temple", "Octo cave bottom path",
self.veil_tr_l, self.octo_cave_b,
lambda state: _has_fish_form(state, self.player))
@@ -728,16 +767,22 @@ class AquariaRegions:
self.abyss_lb, self.sunken_city_r,
lambda state: _has_li(state, self.player))
self.__connect_one_way_regions("Abyss left bottom area", "Body center area",
self.abyss_lb, self.body_c,
lambda state: _has_tongue_cleared(state, self.player))
self.abyss_lb, self.body_c,
lambda state: _has_tongue_cleared(state, self.player))
self.__connect_one_way_regions("Body center area", "Abyss left bottom area",
self.body_c, self.abyss_lb)
self.body_c, self.abyss_lb)
self.__connect_regions("Abyss left area", "King jellyfish cave",
self.abyss_l, self.king_jellyfish_cave,
lambda state: _has_energy_form(state, self.player) and
_has_beast_form(state, self.player))
lambda state: (_has_energy_form(state, self.player) and
_has_beast_form(state, self.player)) or
_has_dual_form(state, self.player))
self.__connect_regions("Abyss left area", "Abyss right area",
self.abyss_l, self.abyss_r)
self.__connect_one_way_regions("Abyss right area", "Abyss right area, transturtle",
self.abyss_r, self.abyss_r_transturtle)
self.__connect_one_way_regions("Abyss right area, transturtle", "Abyss right area",
self.abyss_r_transturtle, self.abyss_r,
lambda state: _has_light(state, self.player))
self.__connect_regions("Abyss right area", "Inside the whale",
self.abyss_r, self.whale,
lambda state: _has_spirit_form(state, self.player) and
@@ -747,13 +792,14 @@ class AquariaRegions:
lambda state: _has_spirit_form(state, self.player) and
_has_sun_form(state, self.player) and
_has_bind_song(state, self.player) and
_has_energy_form(state, self.player))
_has_energy_attack_item(state, self.player))
self.__connect_regions("Abyss right area", "Ice Cave",
self.abyss_r, self.ice_cave,
lambda state: _has_spirit_form(state, self.player))
self.__connect_regions("Abyss right area", "Bubble Cave",
self.__connect_regions("Ice cave", "Bubble Cave",
self.ice_cave, self.bubble_cave,
lambda state: _has_beast_form(state, self.player))
lambda state: _has_beast_form(state, self.player) or
_has_hot_soup(state, self.player))
self.__connect_regions("Bubble Cave boss area", "Bubble Cave",
self.bubble_cave, self.bubble_cave_boss,
lambda state: _has_nature_form(state, self.player) and _has_bind_song(state, self.player)
@@ -772,7 +818,7 @@ class AquariaRegions:
self.sunken_city_l, self.sunken_city_boss,
lambda state: _has_beast_form(state, self.player) and
_has_sun_form(state, self.player) and
_has_energy_form(state, self.player) and
_has_energy_attack_item(state, self.player) and
_has_bind_song(state, self.player))
def __connect_body_regions(self) -> None:
@@ -780,11 +826,13 @@ class AquariaRegions:
Connect entrances of the different regions around The Body
"""
self.__connect_regions("Body center area", "Body left area",
self.body_c, self.body_l)
self.body_c, self.body_l,
lambda state: _has_energy_form(state, self.player))
self.__connect_regions("Body center area", "Body right area top path",
self.body_c, self.body_rt)
self.__connect_regions("Body center area", "Body right area bottom path",
self.body_c, self.body_rb)
self.body_c, self.body_rb,
lambda state: _has_energy_form(state, self.player))
self.__connect_regions("Body center area", "Body bottom area",
self.body_c, self.body_b,
lambda state: _has_dual_form(state, self.player))
@@ -803,22 +851,12 @@ class AquariaRegions:
self.__connect_one_way_regions("final boss third form area", "final boss end",
self.final_boss, self.final_boss_end)
def __connect_transturtle(self, item_source: str, item_target: str, region_source: Region, region_target: Region,
rule=None) -> None:
def __connect_transturtle(self, item_source: str, item_target: str, region_source: Region,
region_target: Region) -> None:
"""Connect a single transturtle to another one"""
if item_source != item_target:
if rule is None:
self.__connect_one_way_regions(item_source, item_target, region_source, region_target,
lambda state: state.has(item_target, self.player))
else:
self.__connect_one_way_regions(item_source, item_target, region_source, region_target, rule)
def __connect_arnassi_path_transturtle(self, item_source: str, item_target: str, region_source: Region,
region_target: Region) -> None:
"""Connect the Arnassi Ruins transturtle to another one"""
self.__connect_one_way_regions(item_source, item_target, region_source, region_target,
lambda state: state.has(item_target, self.player) and
_has_fish_form(state, self.player))
self.__connect_one_way_regions(item_source, item_target, region_source, region_target,
lambda state: state.has(item_target, self.player))
def _connect_transturtle_to_other(self, item: str, region: Region) -> None:
"""Connect a single transturtle to all others"""
@@ -827,24 +865,10 @@ class AquariaRegions:
self.__connect_transturtle(item, "Transturtle Open Water top right", region, self.openwater_tr_turtle)
self.__connect_transturtle(item, "Transturtle Forest bottom left", region, self.forest_bl)
self.__connect_transturtle(item, "Transturtle Home Water", region, self.home_water_transturtle)
self.__connect_transturtle(item, "Transturtle Abyss right", region, self.abyss_r)
self.__connect_transturtle(item, "Transturtle Abyss right", region, self.abyss_r_transturtle)
self.__connect_transturtle(item, "Transturtle Final Boss", region, self.final_boss_tube)
self.__connect_transturtle(item, "Transturtle Simon Says", region, self.simon)
self.__connect_transturtle(item, "Transturtle Arnassi Ruins", region, self.arnassi_path,
lambda state: state.has("Transturtle Arnassi Ruins", self.player) and
_has_fish_form(state, self.player))
def _connect_arnassi_path_transturtle_to_other(self, item: str, region: Region) -> None:
"""Connect the Arnassi Ruins transturtle to all others"""
self.__connect_arnassi_path_transturtle(item, "Transturtle Veil top left", region, self.veil_tl)
self.__connect_arnassi_path_transturtle(item, "Transturtle Veil top right", region, self.veil_tr_l)
self.__connect_arnassi_path_transturtle(item, "Transturtle Open Water top right", region,
self.openwater_tr_turtle)
self.__connect_arnassi_path_transturtle(item, "Transturtle Forest bottom left", region, self.forest_bl)
self.__connect_arnassi_path_transturtle(item, "Transturtle Home Water", region, self.home_water_transturtle)
self.__connect_arnassi_path_transturtle(item, "Transturtle Abyss right", region, self.abyss_r)
self.__connect_arnassi_path_transturtle(item, "Transturtle Final Boss", region, self.final_boss_tube)
self.__connect_arnassi_path_transturtle(item, "Transturtle Simon Says", region, self.simon)
self.__connect_transturtle(item, "Transturtle Arnassi Ruins", region, self.arnassi_cave_transturtle)
def __connect_transturtles(self) -> None:
"""Connect every transturtle with others"""
@@ -853,10 +877,10 @@ class AquariaRegions:
self._connect_transturtle_to_other("Transturtle Open Water top right", self.openwater_tr_turtle)
self._connect_transturtle_to_other("Transturtle Forest bottom left", self.forest_bl)
self._connect_transturtle_to_other("Transturtle Home Water", self.home_water_transturtle)
self._connect_transturtle_to_other("Transturtle Abyss right", self.abyss_r)
self._connect_transturtle_to_other("Transturtle Abyss right", self.abyss_r_transturtle)
self._connect_transturtle_to_other("Transturtle Final Boss", self.final_boss_tube)
self._connect_transturtle_to_other("Transturtle Simon Says", self.simon)
self._connect_arnassi_path_transturtle_to_other("Transturtle Arnassi Ruins", self.arnassi_path)
self._connect_transturtle_to_other("Transturtle Arnassi Ruins", self.arnassi_cave_transturtle)
def connect_regions(self) -> None:
"""
@@ -893,7 +917,7 @@ class AquariaRegions:
self.__add_event_location(self.energy_temple_boss,
"Beating Fallen God",
"Fallen God beated")
self.__add_event_location(self.cathedral_boss_r,
self.__add_event_location(self.cathedral_boss_l,
"Beating Mithalan God",
"Mithalan God beated")
self.__add_event_location(self.forest_boss,
@@ -970,8 +994,9 @@ class AquariaRegions:
"""Since Urns need to be broken, add a damaging item to rules"""
add_rule(self.multiworld.get_location("Open Water top right area, first urn in the Mithalas exit", self.player),
lambda state: _has_damaging_item(state, self.player))
add_rule(self.multiworld.get_location("Open Water top right area, second urn in the Mithalas exit", self.player),
lambda state: _has_damaging_item(state, self.player))
add_rule(
self.multiworld.get_location("Open Water top right area, second urn in the Mithalas exit", self.player),
lambda state: _has_damaging_item(state, self.player))
add_rule(self.multiworld.get_location("Open Water top right area, third urn in the Mithalas exit", self.player),
lambda state: _has_damaging_item(state, self.player))
add_rule(self.multiworld.get_location("Mithalas City, first urn in one of the homes", self.player),
@@ -1019,66 +1044,46 @@ class AquariaRegions:
Modify rules for location that need soup
"""
add_rule(self.multiworld.get_location("Turtle cave, Urchin Costume", self.player),
lambda state: _has_hot_soup(state, self.player) and _has_beast_form(state, self.player))
add_rule(self.multiworld.get_location("Sun Worm path, first cliff bulb", self.player),
lambda state: _has_hot_soup(state, self.player) and _has_beast_form(state, self.player))
add_rule(self.multiworld.get_location("Sun Worm path, second cliff bulb", self.player),
lambda state: _has_hot_soup(state, self.player) and _has_beast_form(state, self.player))
lambda state: _has_hot_soup(state, self.player))
add_rule(self.multiworld.get_location("The Veil top right area, bulb at the top of the waterfall", self.player),
lambda state: _has_hot_soup(state, self.player) and _has_beast_form(state, self.player))
lambda state: _has_beast_and_soup_form(state, self.player))
def __adjusting_under_rock_location(self) -> None:
"""
Modify rules implying bind song needed for bulb under rocks
"""
add_rule(self.multiworld.get_location("Home Water, bulb under the rock in the left path from the Verse Cave",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Verse Cave left area, bulb under the rock at the end of the path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Naija's Home, bulb under the rock at the right of the main path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Song Cave, bulb under the rock in the path to the singing statues",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Song Cave, bulb under the rock close to the song door",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Energy Temple second area, bulb under the rock",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Open Water top left area, bulb under the rock in the right path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Open Water top left area, bulb under the rock in the left path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Kelp Forest top right area, bulb under the rock in the right path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("The Veil top left area, bulb under the rock in the top right path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Abyss right area, bulb behind the rock in the whale room",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Abyss right area, bulb in the middle path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("The Veil top left area, bulb under the rock in the top right path",
self.player), lambda state: _has_bind_song(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
def __adjusting_light_in_dark_place_rules(self) -> None:
add_rule(self.multiworld.get_location("Kelp Forest top right area, Black Pearl", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_location("Kelp Forest bottom right area, Odd Container", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Veil top left to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Open Water top right to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Veil top right to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Forest bottom left to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Home Water to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Final Boss to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Simon Says to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Transturtle Arnassi Ruins to Transturtle Abyss right", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Body center area to Abyss left bottom area", self.player),
lambda state: _has_light(state, self.player))
add_rule(self.multiworld.get_entrance("Veil left of sun temple to Octo cave top path", self.player),
@@ -1097,12 +1102,14 @@ class AquariaRegions:
def __adjusting_manual_rules(self) -> None:
add_rule(self.multiworld.get_location("Mithalas Cathedral, Mithalan Dress", self.player),
lambda state: _has_beast_form(state, self.player))
add_rule(self.multiworld.get_location("Open Water bottom left area, bulb inside the lowest fish pass", self.player),
lambda state: _has_fish_form(state, self.player))
add_rule(
self.multiworld.get_location("Open Water bottom left area, bulb inside the lowest fish pass", self.player),
lambda state: _has_fish_form(state, self.player))
add_rule(self.multiworld.get_location("Kelp Forest bottom left area, Walker Baby", self.player),
lambda state: _has_spirit_form(state, self.player))
add_rule(self.multiworld.get_location("The Veil top left area, bulb hidden behind the blocking rock", self.player),
lambda state: _has_bind_song(state, self.player))
add_rule(
self.multiworld.get_location("The Veil top left area, bulb hidden behind the blocking rock", self.player),
lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Turtle cave, Turtle Egg", self.player),
lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Abyss left area, bulb in the bottom fish pass", self.player),
@@ -1114,103 +1121,119 @@ class AquariaRegions:
add_rule(self.multiworld.get_location("Verse Cave right area, Big Seed", self.player),
lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Arnassi Ruins, Song Plant Spore", self.player),
lambda state: _has_beast_form(state, self.player))
lambda state: _has_beast_form_or_arnassi_armor(state, self.player))
add_rule(self.multiworld.get_location("Energy Temple first area, bulb in the bottom room blocked by a rock",
self.player), lambda state: _has_energy_form(state, self.player))
self.player), lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Home Water, bulb in the bottom left room", self.player),
lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Home Water, bulb in the path below Nautilus Prime", self.player),
lambda state: _has_bind_song(state, self.player))
add_rule(self.multiworld.get_location("Naija's Home, bulb after the energy door", self.player),
lambda state: _has_energy_form(state, self.player))
lambda state: _has_energy_attack_item(state, self.player))
add_rule(self.multiworld.get_location("Abyss right area, bulb behind the rock in the whale room", self.player),
lambda state: _has_spirit_form(state, self.player) and
_has_sun_form(state, self.player))
add_rule(self.multiworld.get_location("Arnassi Ruins, Arnassi Armor", self.player),
lambda state: _has_fish_form(state, self.player) and
_has_spirit_form(state, self.player))
lambda state: _has_fish_form(state, self.player) or
_has_beast_and_soup_form(state, self.player))
add_rule(self.multiworld.get_location("Mithalas City, urn inside a home fish pass", self.player),
lambda state: _has_damaging_item(state, self.player))
add_rule(self.multiworld.get_location("Mithalas City, urn in the Castle flower tube entrance", self.player),
lambda state: _has_damaging_item(state, self.player))
add_rule(self.multiworld.get_location(
"The Veil top right area, bulb in the middle of the wall jump cliff", self.player
), lambda state: _has_beast_form_or_arnassi_armor(state, self.player))
add_rule(self.multiworld.get_location("Kelp Forest top left area, Jelly Egg", self.player),
lambda state: _has_beast_form(state, self.player))
add_rule(self.multiworld.get_location("Sun Worm path, first cliff bulb", self.player),
lambda state: state.has("Sun God beated", self.player))
add_rule(self.multiworld.get_location("Sun Worm path, second cliff bulb", self.player),
lambda state: state.has("Sun God beated", self.player))
add_rule(self.multiworld.get_location("The Body center area, breaking Li's cage", self.player),
lambda state: _has_tongue_cleared(state, self.player))
def __no_progression_hard_or_hidden_location(self) -> None:
self.multiworld.get_location("Energy Temple boss area, Fallen God Tooth",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Mithalas boss area, beating Mithalan God",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Kelp Forest boss area, beating Drunian God",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sun Temple boss area, beating Sun God",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sunken City, bulb on top of the boss area",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Home Water, Nautilus Egg",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Energy Temple blaster room, Blaster Egg",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Mithalas City Castle, beating the Priests",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Mermog cave, Piranha Egg",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Octopus Cave, Dumbo Egg",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("King Jellyfish Cave, bulb in the right path from King Jelly",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("King Jellyfish Cave, Jellyfish Costume",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Final Boss area, bulb in the boss third form room",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sun Worm path, first cliff bulb",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sun Worm path, second cliff bulb",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("The Veil top right area, bulb at the top of the waterfall",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Bubble Cave, bulb in the left cave wall",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Bubble Cave, Verse Egg",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Kelp Forest bottom left area, bulb close to the spirit crystals",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Kelp Forest bottom left area, Walker Baby",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sun Temple, Sun Key",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("The Body bottom area, Mutant Costume",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sun Temple, bulb in the hidden room of the right part",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Arnassi Ruins, Arnassi Armor",
self.player).item_rule =\
self.player).item_rule = \
lambda item: item.classification != ItemClassification.progression
def adjusting_rules(self, options: AquariaOptions) -> None:
"""
Modify rules for single location or optional rules
"""
self.multiworld.get_entrance("Before Final Boss to Final Boss", self.player)
self.__adjusting_urns_rules()
self.__adjusting_crates_rules()
self.__adjusting_soup_rules()
@@ -1234,7 +1257,7 @@ class AquariaRegions:
lambda state: _has_bind_song(state, self.player))
if options.unconfine_home_water.value in [0, 2]:
add_rule(self.multiworld.get_entrance("Home Water to Open Water top left area", self.player),
lambda state: _has_bind_song(state, self.player) and _has_energy_form(state, self.player))
lambda state: _has_bind_song(state, self.player) and _has_energy_attack_item(state, self.player))
if options.early_energy_form:
self.multiworld.early_items[self.player]["Energy form"] = 1
@@ -1274,6 +1297,7 @@ class AquariaRegions:
self.multiworld.regions.append(self.arnassi)
self.multiworld.regions.append(self.arnassi_path)
self.multiworld.regions.append(self.arnassi_crab_boss)
self.multiworld.regions.append(self.arnassi_cave_transturtle)
self.multiworld.regions.append(self.simon)
def __add_mithalas_regions_to_world(self) -> None:
@@ -1300,6 +1324,7 @@ class AquariaRegions:
self.multiworld.regions.append(self.forest_tr)
self.multiworld.regions.append(self.forest_tr_fp)
self.multiworld.regions.append(self.forest_bl)
self.multiworld.regions.append(self.forest_bl_sc)
self.multiworld.regions.append(self.forest_br)
self.multiworld.regions.append(self.forest_boss)
self.multiworld.regions.append(self.forest_boss_entrance)
@@ -1337,6 +1362,7 @@ class AquariaRegions:
self.multiworld.regions.append(self.abyss_l)
self.multiworld.regions.append(self.abyss_lb)
self.multiworld.regions.append(self.abyss_r)
self.multiworld.regions.append(self.abyss_r_transturtle)
self.multiworld.regions.append(self.ice_cave)
self.multiworld.regions.append(self.bubble_cave)
self.multiworld.regions.append(self.bubble_cave_boss)

View File

@@ -141,7 +141,7 @@ after_home_water_locations = [
"Sun Temple, bulb at the top of the high dark room",
"Sun Temple, Golden Gear",
"Sun Temple, first bulb of the temple",
"Sun Temple, bulb on the left part",
"Sun Temple, bulb on the right part",
"Sun Temple, bulb in the hidden room of the right part",
"Sun Temple, Sun Key",
"Sun Worm path, first path bulb",

View File

@@ -13,36 +13,16 @@ class BeastFormAccessTest(AquariaTestBase):
def test_beast_form_location(self) -> None:
"""Test locations that require beast form"""
locations = [
"Mithalas City Castle, beating the Priests",
"Arnassi Ruins, Crab Armor",
"Arnassi Ruins, Song Plant Spore",
"Mithalas City, first bulb at the end of the top path",
"Mithalas City, second bulb at the end of the top path",
"Mithalas City, bulb in the top path",
"Mithalas City, Mithalas Pot",
"Mithalas City, urn in the Castle flower tube entrance",
"Mermog cave, Piranha Egg",
"Kelp Forest top left area, Jelly Egg",
"Mithalas Cathedral, Mithalan Dress",
"Turtle cave, bulb in Bubble Cliff",
"Turtle cave, Urchin Costume",
"Sun Worm path, first cliff bulb",
"Sun Worm path, second cliff bulb",
"The Veil top right area, bulb at the top of the waterfall",
"Bubble Cave, bulb in the left cave wall",
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Sunken City, bulb on top of the boss area",
"Octopus Cave, Dumbo Egg",
"Beating the Golem",
"Beating Mergog",
"Beating Crabbius Maximus",
"Beating Octopus Prime",
"Beating Mantis Shrimp Prime",
"King Jellyfish Cave, Jellyfish Costume",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"Beating King Jellyfish God Prime",
"Beating Mithalan priests",
"Sunken City cleared"
"Sunken City cleared",
]
items = [["Beast form"]]
self.assertAccessDependency(locations, items)

View File

@@ -0,0 +1,39 @@
"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the beast form or arnassi armor
"""
from . import AquariaTestBase
class BeastForArnassiArmormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the beast form or arnassi armor"""
def test_beast_form_arnassi_armor_location(self) -> None:
"""Test locations that require beast form or arnassi armor"""
locations = [
"Mithalas City Castle, beating the Priests",
"Arnassi Ruins, Crab Armor",
"Arnassi Ruins, Song Plant Spore",
"Mithalas City, first bulb at the end of the top path",
"Mithalas City, second bulb at the end of the top path",
"Mithalas City, bulb in the top path",
"Mithalas City, Mithalas Pot",
"Mithalas City, urn in the Castle flower tube entrance",
"Mermog cave, Piranha Egg",
"Mithalas Cathedral, Mithalan Dress",
"Kelp Forest top left area, Jelly Egg",
"The Veil top right area, bulb in the middle of the wall jump cliff",
"The Veil top right area, bulb at the top of the waterfall",
"Sunken City, bulb on top of the boss area",
"Octopus Cave, Dumbo Egg",
"Beating the Golem",
"Beating Mergog",
"Beating Crabbius Maximus",
"Beating Octopus Prime",
"Beating Mithalan priests",
"Sunken City cleared"
]
items = [["Beast form", "Arnassi Armor"]]
self.assertAccessDependency(locations, items)

View File

@@ -17,55 +17,16 @@ class EnergyFormAccessTest(AquariaTestBase):
def test_energy_form_location(self) -> None:
"""Test locations that require Energy form"""
locations = [
"Home Water, Nautilus Egg",
"Naija's Home, bulb after the energy door",
"Energy Temple first area, bulb in the bottom room blocked by a rock",
"Energy Temple second area, bulb under the rock",
"Energy Temple bottom entrance, Krotite Armor",
"Energy Temple third area, bulb in the bottom path",
"Energy Temple boss area, Fallen God Tooth",
"Energy Temple blaster room, Blaster Egg",
"Mithalas City Castle, beating the Priests",
"Mithalas Cathedral, first urn in the top right room",
"Mithalas Cathedral, second urn in the top right room",
"Mithalas Cathedral, third urn in the top right room",
"Mithalas Cathedral, urn in the flesh room with fleas",
"Mithalas Cathedral, first urn in the bottom right path",
"Mithalas Cathedral, second urn in the bottom right path",
"Mithalas Cathedral, urn behind the flesh vein",
"Mithalas Cathedral, urn in the top left eyes boss room",
"Mithalas Cathedral, first urn in the path behind the flesh vein",
"Mithalas Cathedral, second urn in the path behind the flesh vein",
"Mithalas Cathedral, third urn in the path behind the flesh vein",
"Mithalas Cathedral, fourth urn in the top right room",
"Mithalas Cathedral, Mithalan Dress",
"Mithalas Cathedral, urn below the left entrance",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Kelp Forest top left area, Verse Egg",
"Kelp Forest boss area, beating Drunian God",
"Mermog cave, Piranha Egg",
"Octopus Cave, Dumbo Egg",
"Sun Temple boss area, beating Sun God",
"Arnassi Ruins, Crab Armor",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"Sunken City, bulb on top of the boss area",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"Final Boss area, bulb in the boss third form room",
"Beating Fallen God",
"Beating Mithalan God",
"Beating Drunian God",
"Beating Sun God",
"Beating the Golem",
"Beating Nautilus Prime",
"Beating Blaster Peg Prime",
"Beating Mergog",
"Beating Mithalan priests",
"Beating Octopus Prime",
"Beating Crabbius Maximus",
"Beating King Jellyfish God Prime",
"First secret",
"Sunken City cleared",
"Objective complete",
]
items = [["Energy form"]]

View File

@@ -0,0 +1,92 @@
"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the energy form and dual form (and Li)
"""
from . import AquariaTestBase
class EnergyFormDualFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the energy form and dual form (and Li)"""
options = {
"early_energy_form": False,
}
def test_energy_form_or_dual_form_location(self) -> None:
"""Test locations that require Energy form or dual form"""
locations = [
"Naija's Home, bulb after the energy door",
"Home Water, Nautilus Egg",
"Energy Temple second area, bulb under the rock",
"Energy Temple bottom entrance, Krotite Armor",
"Energy Temple third area, bulb in the bottom path",
"Energy Temple blaster room, Blaster Egg",
"Energy Temple boss area, Fallen God Tooth",
"Mithalas City Castle, beating the Priests",
"Mithalas boss area, beating Mithalan God",
"Mithalas Cathedral, first urn in the top right room",
"Mithalas Cathedral, second urn in the top right room",
"Mithalas Cathedral, third urn in the top right room",
"Mithalas Cathedral, urn in the flesh room with fleas",
"Mithalas Cathedral, first urn in the bottom right path",
"Mithalas Cathedral, second urn in the bottom right path",
"Mithalas Cathedral, urn behind the flesh vein",
"Mithalas Cathedral, urn in the top left eyes boss room",
"Mithalas Cathedral, first urn in the path behind the flesh vein",
"Mithalas Cathedral, second urn in the path behind the flesh vein",
"Mithalas Cathedral, third urn in the path behind the flesh vein",
"Mithalas Cathedral, fourth urn in the top right room",
"Mithalas Cathedral, Mithalan Dress",
"Mithalas Cathedral, urn below the left entrance",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Kelp Forest top left area, Verse Egg",
"Kelp Forest boss area, beating Drunian God",
"Mermog cave, Piranha Egg",
"Octopus Cave, Dumbo Egg",
"Sun Temple boss area, beating Sun God",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"Sunken City right area, crate close to the save crystal",
"Sunken City right area, crate in the left bottom room",
"Sunken City left area, crate in the little pipe room",
"Sunken City left area, crate close to the save crystal",
"Sunken City left area, crate before the bedroom",
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"The Body center area, breaking Li's cage",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"The Body bottom area, bulb in the Jelly Zap room",
"The Body bottom area, bulb in the nautilus room",
"The Body bottom area, Mutant Costume",
"Final Boss area, bulb in the boss third form room",
"Final Boss area, first bulb in the turtle room",
"Final Boss area, second bulb in the turtle room",
"Final Boss area, third bulb in the turtle room",
"Final Boss area, Transturtle",
"Beating Fallen God",
"Beating Blaster Peg Prime",
"Beating Mithalan God",
"Beating Drunian God",
"Beating Sun God",
"Beating the Golem",
"Beating Nautilus Prime",
"Beating Mergog",
"Beating Mithalan priests",
"Beating Octopus Prime",
"Beating King Jellyfish God Prime",
"Beating the Golem",
"Sunken City cleared",
"First secret",
"Objective complete"
]
items = [["Energy form", "Dual form", "Li and Li song", "Body tongue cleared"]]
self.assertAccessDependency(locations, items)

View File

@@ -17,6 +17,7 @@ class FishFormAccessTest(AquariaTestBase):
"""Test locations that require fish form"""
locations = [
"The Veil top left area, bulb inside the fish pass",
"Energy Temple first area, Energy Idol",
"Mithalas City, Doll",
"Mithalas City, urn inside a home fish pass",
"Kelp Forest top right area, bulb in the top fish pass",
@@ -30,8 +31,7 @@ class FishFormAccessTest(AquariaTestBase):
"Octopus Cave, Dumbo Egg",
"Octopus Cave, bulb in the path below the Octopus Cave path",
"Beating Octopus Prime",
"Abyss left area, bulb in the bottom fish pass",
"Arnassi Ruins, Arnassi Armor"
"Abyss left area, bulb in the bottom fish pass"
]
items = [["Fish form"]]
self.assertAccessDependency(locations, items)

View File

@@ -39,7 +39,6 @@ class LightAccessTest(AquariaTestBase):
"Abyss right area, bulb in the middle path",
"Abyss right area, bulb behind the rock in the middle path",
"Abyss right area, bulb in the left green room",
"Abyss right area, Transturtle",
"Ice Cave, bulb in the room to the right",
"Ice Cave, first bulb in the top exit room",
"Ice Cave, second bulb in the top exit room",

View File

@@ -30,7 +30,6 @@ class SpiritFormAccessTest(AquariaTestBase):
"Sunken City left area, Girl Costume",
"Beating Mantis Shrimp Prime",
"First secret",
"Arnassi Ruins, Arnassi Armor",
]
items = [["Spirit form"]]
self.assertAccessDependency(locations, items)

View File

@@ -405,9 +405,20 @@ class Goal(Choice):
option_radiance = 3
option_godhome = 4
option_godhome_flower = 5
option_grub_hunt = 6
default = 0
class GrubHuntGoal(NamedRange):
"""The amount of grubs required to finish Grub Hunt.
On 'All' any grubs from item links replacements etc. will be counted"""
display_name = "Grub Hunt Goal"
range_start = 1
range_end = 46
special_range_names = {"all": -1}
default = 46
class WhitePalace(Choice):
"""
Whether or not to include White Palace or not. Note: Even if excluded, the King Fragment check may still be
@@ -522,7 +533,7 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
**{
option.__name__: option
for option in (
StartLocation, Goal, WhitePalace, ExtraPlatforms, AddUnshuffledLocations, StartingGeo,
StartLocation, Goal, GrubHuntGoal, WhitePalace, ExtraPlatforms, AddUnshuffledLocations, StartingGeo,
DeathLink, DeathLinkShade, DeathLinkBreaksFragileCharms,
MinimumGeoPrice, MaximumGeoPrice,
MinimumGrubPrice, MaximumGrubPrice,

View File

@@ -5,6 +5,7 @@ import typing
from copy import deepcopy
import itertools
import operator
from collections import defaultdict, Counter
logger = logging.getLogger("Hollow Knight")
@@ -12,12 +13,12 @@ from .Items import item_table, lookup_type_to_names, item_name_groups
from .Regions import create_regions
from .Rules import set_rules, cost_terms, _hk_can_beat_thk, _hk_siblings_ending, _hk_can_beat_radiance
from .Options import hollow_knight_options, hollow_knight_randomize_options, Goal, WhitePalace, CostSanity, \
shop_to_option, HKOptions
shop_to_option, HKOptions, GrubHuntGoal
from .ExtractedData import locations, starts, multi_locations, location_to_region_lookup, \
event_names, item_effects, connectors, one_ways, vanilla_shop_costs, vanilla_location_costs
from .Charms import names as charm_names
from BaseClasses import Region, Location, MultiWorld, Item, LocationProgressType, Tutorial, ItemClassification
from BaseClasses import Region, Location, MultiWorld, Item, LocationProgressType, Tutorial, ItemClassification, CollectionState
from worlds.AutoWorld import World, LogicMixin, WebWorld
path_of_pain_locations = {
@@ -155,6 +156,7 @@ class HKWorld(World):
ranges: typing.Dict[str, typing.Tuple[int, int]]
charm_costs: typing.List[int]
cached_filler_items = {}
grub_count: int
def __init__(self, multiworld, player):
super(HKWorld, self).__init__(multiworld, player)
@@ -164,6 +166,7 @@ class HKWorld(World):
self.ranges = {}
self.created_shop_items = 0
self.vanilla_shop_costs = deepcopy(vanilla_shop_costs)
self.grub_count = 0
def generate_early(self):
options = self.options
@@ -201,7 +204,7 @@ class HKWorld(World):
# check for any goal that godhome events are relevant to
all_event_names = event_names.copy()
if self.options.Goal in [Goal.option_godhome, Goal.option_godhome_flower]:
if self.options.Goal in [Goal.option_godhome, Goal.option_godhome_flower, Goal.option_any]:
from .GodhomeData import godhome_event_names
all_event_names.update(set(godhome_event_names))
@@ -441,12 +444,67 @@ class HKWorld(World):
multiworld.completion_condition[player] = lambda state: state.count("Defeated_Pantheon_5", player)
elif goal == Goal.option_godhome_flower:
multiworld.completion_condition[player] = lambda state: state.count("Godhome_Flower_Quest", player)
elif goal == Goal.option_grub_hunt:
pass # will set in stage_pre_fill()
else:
# Any goal
multiworld.completion_condition[player] = lambda state: _hk_can_beat_thk(state, player) or _hk_can_beat_radiance(state, player)
multiworld.completion_condition[player] = lambda state: _hk_siblings_ending(state, player) and \
_hk_can_beat_radiance(state, player) and state.count("Godhome_Flower_Quest", player)
set_rules(self)
@classmethod
def stage_pre_fill(cls, multiworld: "MultiWorld"):
def set_goal(player, grub_rule: typing.Callable[[CollectionState], bool]):
world = multiworld.worlds[player]
if world.options.Goal == "grub_hunt":
multiworld.completion_condition[player] = grub_rule
else:
old_rule = multiworld.completion_condition[player]
multiworld.completion_condition[player] = lambda state: old_rule(state) and grub_rule(state)
worlds = [world for world in multiworld.get_game_worlds(cls.game) if world.options.Goal in ["any", "grub_hunt"]]
if worlds:
grubs = [item for item in multiworld.get_items() if item.name == "Grub"]
all_grub_players = [world.player for world in multiworld.worlds.values() if world.options.GrubHuntGoal == GrubHuntGoal.special_range_names["all"]]
if all_grub_players:
group_lookup = defaultdict(set)
for group_id, group in multiworld.groups.items():
for player in group["players"]:
group_lookup[group_id].add(player)
grub_count_per_player = Counter()
per_player_grubs_per_player = defaultdict(Counter)
for grub in grubs:
player = grub.player
if player in group_lookup:
for real_player in group_lookup[player]:
per_player_grubs_per_player[real_player][player] += 1
else:
per_player_grubs_per_player[player][player] += 1
if grub.location and grub.location.player in group_lookup.keys():
for real_player in group_lookup[grub.location.player]:
grub_count_per_player[real_player] += 1
else:
grub_count_per_player[player] += 1
for player, count in grub_count_per_player.items():
multiworld.worlds[player].grub_count = count
for player, grub_player_count in per_player_grubs_per_player.items():
if player in all_grub_players:
set_goal(player, lambda state, g=grub_player_count: all(state.has("Grub", owner, count) for owner, count in g.items()))
for world in worlds:
if world.player not in all_grub_players:
world.grub_count = world.options.GrubHuntGoal.value
player = world.player
set_goal(player, lambda state, p=player, c=world.grub_count: state.has("Grub", p, c))
def fill_slot_data(self):
slot_data = {}
@@ -484,6 +542,8 @@ class HKWorld(World):
slot_data["notch_costs"] = self.charm_costs
slot_data["grub_count"] = self.grub_count
return slot_data
def create_item(self, name: str) -> HKItem:

View File

@@ -1,22 +1,25 @@
# Kingdom Hearts 2 Archipelago Setup Guide
<h2 style="text-transform:none";>Quick Links</h2>
- [Game Info Page](../../../../games/Kingdom%20Hearts%202/info/en)
- [Player Options Page](../../../../games/Kingdom%20Hearts%202/player-options)
<h2 style="text-transform:none";>Required Software:</h2>
`Kingdom Hearts II Final Mix` from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts)
- Follow this Guide to set up these requirements [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/)<br>
1. `3.2.0 OpenKH Mod Manager with Panacea`<br>
2. `Lua Backend from the OpenKH Mod Manager`
3. `Install the mod KH2FM-Mods-Num/GoA-ROM-Edition using OpenKH Mod Manager`<br>
`Kingdom Hearts II Final Mix` from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts) or [Steam](https://store.steampowered.com/app/2552430/KINGDOM_HEARTS_HD_1525_ReMIX/)
- Follow this Guide to set up these requirements [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/)
1. `Version 3.3.0 or greater OpenKH Mod Manager with Panacea`
2. `Lua Backend from the OpenKH Mod Manager`
3. `Install the mod KH2FM-Mods-Num/GoA-ROM-Edition using OpenKH Mod Manager`
- Needed for Archipelago
1. [`ArchipelagoKH2Client.exe`](https://github.com/ArchipelagoMW/Archipelago/releases)<br>
2. `Install the Archipelago Companion mod from JaredWeakStrike/APCompanion using OpenKH Mod Manager`<br>
3. `Install the Archipelago Quality Of Life mod from JaredWeakStrike/AP_QOL using OpenKH Mod Manager` <br>
4. `Install the mod from KH2FM-Mods-equations19/auto-save using OpenKH Mod Manager`<br>
1. [`ArchipelagoKH2Client.exe`](https://github.com/ArchipelagoMW/Archipelago/releases)
2. `Install the Archipelago Companion mod from JaredWeakStrike/APCompanion using OpenKH Mod Manager`
3. `Install the Archipelago Quality Of Life mod from JaredWeakStrike/AP_QOL using OpenKH Mod Manager`
4. `Install the mod from KH2FM-Mods-equations19/auto-save using OpenKH Mod Manager`
5. `AP Randomizer Seed`
<h3 style="text-transform:none";>Required: Archipelago Companion Mod</h3>
Load this mod just like the <b>GoA ROM</b> you did during the KH2 Rando setup. `JaredWeakStrike/APCompanion`<br>
@@ -24,6 +27,7 @@ Have this mod second-highest priority below the .zip seed.<br>
This mod is based upon Num's Garden of Assemblege Mod and requires it to work. Without Num this could not be possible.
<h3 style="text-transform:none";>Required: Auto Save Mod</h3>
Load this mod just like the GoA ROM you did during the KH2 Rando setup. `KH2FM-Mods-equations19/auto-save` Location doesn't matter, required in case of crashes. See [Best Practices](en#best-practices) on how to load the auto save
<h3 style="text-transform:none";>Installing A Seed</h3>
@@ -33,33 +37,33 @@ Make sure the seed is on the top of the list (Highest Priority)<br>
After Installing the seed click `Mod Loader -> Build/Build and Run`. Every slot is a unique mod to install and will be needed be repatched for different slots/rooms.
<h2 style="text-transform:none";>What the Mod Manager Should Look Like.</h2>
![image](https://i.imgur.com/Si4oZ8w.png)
<h2 style="text-transform:none";>Using the KH2 Client</h2>
Once you have started the game through OpenKH Mod Manager and are on the title screen run the [ArchipelagoKH2Client.exe](https://github.com/ArchipelagoMW/Archipelago/releases). <br>
Once you have started the game through OpenKH Mod Manager and are on the title screen run the [ArchipelagoKH2Client.exe](https://github.com/ArchipelagoMW/Archipelago/releases).<br>
When you successfully connect to the server the client will automatically hook into the game to send/receive checks. <br>
If the client ever loses connection to the game, it will also disconnect from the server and you will need to reconnect.<br>
`Make sure the game is open whenever you try to connect the client to the server otherwise it will immediately disconnect you.`<br>
Most checks will be sent to you anywhere outside a load or cutscene.<br>
`If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.`
<br>
<h2 style="text-transform:none";>KH2 Client should look like this: </h2>
![image](https://i.imgur.com/qP6CmV8.png)
<br>
Enter `The room's port number` into the top box <b> where the x's are</b> and press "Connect". Follow the prompts there and you should be connected
<h2 style="text-transform:none";>Common Pitfalls</h2>
- Having an old GOA Lua Script in your `C:\Users\*YourName*\Documents\KINGDOM HEARTS HD 1.5+2.5 ReMIX\scripts\kh2` folder.
- Pressing F2 while in game should look like this. ![image](https://i.imgur.com/ABSdtPC.png)
<br>
- Not having Lua Backend Configured Correctly.
- To fix this look over the guide at [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/). Specifically the Lua Backend Configuration Step.
<br>
- Loading into Simulated Twilight Town Instead of the GOA.
- To fix this look over the guide at [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/). Specifically the Panacea and Lua Backend Steps.
- Having an old GOA Lua Script in your `C:\Users\*YourName*\Documents\KINGDOM HEARTS HD 1.5+2.5 ReMIX\scripts\kh2` folder.
- Pressing F2 while in game should look like this. ![image](https://i.imgur.com/ABSdtPC.png)
- Not having Lua Backend Configured Correctly.
- To fix this look over the guide at [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/). Specifically the Lua Backend Configuration Step.
- Loading into Simulated Twilight Town Instead of the GOA.
- To fix this look over the guide at [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/). Specifically the Panacea and Lua Backend Steps.
<h2 style="text-transform:none"; >Best Practices</h2>
@@ -70,8 +74,11 @@ Enter `The room's port number` into the top box <b> where the x's are</b> and pr
- Make sure to save in a different save slot when playing in an async or disconnecting from the server to play a different seed
<h2 style="text-transform:none";>Logic Sheet</h2>
Have any questions on what's in logic? This spreadsheet made by Bulcon has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1nNi8ohEs1fv-sDQQRaP45o6NoRcMlLJsGckBonweDMY/edit?usp=sharing)
<h2 style="text-transform:none";>F.A.Q.</h2>
- Why is my Client giving me a "Cannot Open Process: " error?
- Due to how the client reads kingdom hearts 2 memory some people's computer flags it as a virus. Run the client as admin.
- Why is my HP/MP continuously increasing without stopping?
@@ -83,11 +90,13 @@ Have any questions on what's in logic? This spreadsheet made by Bulcon has the a
- Why did I not load into the correct visit?
- You need to trigger a cutscene or visit The World That Never Was for it to register that you have received the item.
- What versions of Kingdom Hearts 2 are supported?
- Currently `only` the most up to date version on the Epic Game Store is supported: version `1.0.0.8_WW`.
- Currently the `only` supported versions are `Epic Games Version 1.0.0.9_WW` and `Steam Build Version 14716933`.
- Why am I getting wallpapered while going into a world for the first time?
- Your `Lua Backend` was not configured correctly. Look over the step in the [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/) guide.
- Your `Lua Backend` was not configured correctly. Look over the step in the [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/) guide.
- Why am I not getting magic?
- If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.
- Why did I crash after picking my dream weapon?
- This is normally caused by having an outdated GOA mod or having an outdated panacea and/or luabackend. To fix this rerun the setup wizard and reinstall luabackend and panacea. Also make sure all your mods are up-to-date.
- Why did I crash?
- The port of Kingdom Hearts 2 can and will randomly crash, this is the fault of the game not the randomizer or the archipelago client.
- If you have a continuous/constant crash (in the same area/event every time) you will want to reverify your installed files. This can be done by doing the following: Open Epic Game Store --> Library --> Click Triple Dots --> Manage --> Verify
@@ -99,5 +108,3 @@ Have any questions on what's in logic? This spreadsheet made by Bulcon has the a
- Because Kingdom Hearts 2 is prone to crashes and will keep you from losing your progress.
- How do I load an auto save?
- To load an auto-save, hold down the Select or your equivalent on your prefered controller while choosing a file. Make sure to hold the button down the whole time.

85
worlds/osrs/Items.py Normal file
View File

@@ -0,0 +1,85 @@
import typing
from BaseClasses import Item, ItemClassification
from .Names import ItemNames
class ItemRow(typing.NamedTuple):
name: str
amount: int
progression: ItemClassification
class OSRSItem(Item):
game: str = "Old School Runescape"
QP_Items: typing.List[str] = [
ItemNames.QP_Cooks_Assistant,
ItemNames.QP_Demon_Slayer,
ItemNames.QP_Restless_Ghost,
ItemNames.QP_Romeo_Juliet,
ItemNames.QP_Sheep_Shearer,
ItemNames.QP_Shield_of_Arrav,
ItemNames.QP_Ernest_the_Chicken,
ItemNames.QP_Vampyre_Slayer,
ItemNames.QP_Imp_Catcher,
ItemNames.QP_Prince_Ali_Rescue,
ItemNames.QP_Dorics_Quest,
ItemNames.QP_Black_Knights_Fortress,
ItemNames.QP_Witchs_Potion,
ItemNames.QP_Knights_Sword,
ItemNames.QP_Goblin_Diplomacy,
ItemNames.QP_Pirates_Treasure,
ItemNames.QP_Rune_Mysteries,
ItemNames.QP_Misthalin_Mystery,
ItemNames.QP_Corsair_Curse,
ItemNames.QP_X_Marks_the_Spot,
ItemNames.QP_Below_Ice_Mountain
]
starting_area_dict: typing.Dict[int, str] = {
0: ItemNames.Lumbridge,
1: ItemNames.Al_Kharid,
2: ItemNames.Central_Varrock,
3: ItemNames.West_Varrock,
4: ItemNames.Edgeville,
5: ItemNames.Falador,
6: ItemNames.Draynor_Village,
7: ItemNames.Wilderness,
}
chunksanity_starting_chunks: typing.List[str] = [
ItemNames.Lumbridge,
ItemNames.Lumbridge_Swamp,
ItemNames.Lumbridge_Farms,
ItemNames.HAM_Hideout,
ItemNames.Draynor_Village,
ItemNames.Draynor_Manor,
ItemNames.Wizards_Tower,
ItemNames.Al_Kharid,
ItemNames.Citharede_Abbey,
ItemNames.South_Of_Varrock,
ItemNames.Central_Varrock,
ItemNames.Varrock_Palace,
ItemNames.East_Of_Varrock,
ItemNames.West_Varrock,
ItemNames.Edgeville,
ItemNames.Barbarian_Village,
ItemNames.Monastery,
ItemNames.Ice_Mountain,
ItemNames.Dwarven_Mines,
ItemNames.Falador,
ItemNames.Falador_Farm,
ItemNames.Crafting_Guild,
ItemNames.Rimmington,
ItemNames.Port_Sarim,
ItemNames.Mudskipper_Point,
ItemNames.Wilderness
]
# Some starting areas contain multiple regions, so if that area is rolled for Chunksanity, we need to map it to one
chunksanity_special_region_names: typing.Dict[str, str] = {
ItemNames.Lumbridge_Farms: 'Lumbridge Farms East',
ItemNames.Crafting_Guild: 'Crafting Guild Outskirts',
}

21
worlds/osrs/Locations.py Normal file
View File

@@ -0,0 +1,21 @@
import typing
from BaseClasses import Location
class SkillRequirement(typing.NamedTuple):
skill: str
level: int
class LocationRow(typing.NamedTuple):
name: str
category: str
regions: typing.List[str]
skills: typing.List[SkillRequirement]
items: typing.List[str]
qp: int
class OSRSLocation(Location):
game: str = "Old School Runescape"

View File

@@ -0,0 +1,144 @@
"""
This is a utility file that converts logic in the form of CSV files into Python files that can be imported and used
directly by the world implementation. Whenever the logic files are updated, this script should be run to re-generate
the python files containing the data.
"""
import requests
# The CSVs are updated at this repository to be shared between generator and client.
data_repository_address = "https://raw.githubusercontent.com/digiholic/osrs-archipelago-logic/"
# The Github tag of the CSVs this was generated with
data_csv_tag = "v1.5"
if __name__ == "__main__":
import sys
import os
import csv
import typing
# makes this module runnable from its world folder. Shamelessly stolen from Subnautica
sys.path.remove(os.path.dirname(__file__))
new_home = os.path.normpath(os.path.join(os.path.dirname(__file__), os.pardir, os.pardir))
os.chdir(new_home)
sys.path.append(new_home)
def load_location_csv():
this_dir = os.path.dirname(os.path.abspath(__file__))
with open(os.path.join(this_dir, "locations_generated.py"), 'w+') as locPyFile:
locPyFile.write('"""\nThis file was auto generated by LogicCSVToPython.py\n"""\n')
locPyFile.write("from ..Locations import LocationRow, SkillRequirement\n")
locPyFile.write("\n")
locPyFile.write("location_rows = [\n")
with requests.get(data_repository_address + "/" + data_csv_tag + "/locations.csv") as req:
locations_reader = csv.reader(req.text.splitlines())
for row in locations_reader:
row_line = "LocationRow("
row_line += str_format(row[0])
row_line += str_format(row[1].lower())
region_strings = row[2].split(", ") if row[2] else []
row_line += f"{str_list_to_py(region_strings)}, "
skill_strings = row[3].split(", ")
row_line += "["
if skill_strings:
split_skills = [skill.split(" ") for skill in skill_strings if skill != ""]
if split_skills:
for split in split_skills:
row_line += f"SkillRequirement('{split[0]}', {split[1]}), "
row_line += "], "
item_strings = row[4].split(", ") if row[4] else []
row_line += f"{str_list_to_py(item_strings)}, "
row_line += f"{row[5]})" if row[5] != "" else "0)"
locPyFile.write(f"\t{row_line},\n")
locPyFile.write("]\n")
def load_region_csv():
this_dir = os.path.dirname(os.path.abspath(__file__))
with open(os.path.join(this_dir, "regions_generated.py"), 'w+') as regPyFile:
regPyFile.write('"""\nThis file was auto generated by LogicCSVToPython.py\n"""\n')
regPyFile.write("from ..Regions import RegionRow\n")
regPyFile.write("\n")
regPyFile.write("region_rows = [\n")
with requests.get(data_repository_address + "/" + data_csv_tag + "/regions.csv") as req:
regions_reader = csv.reader(req.text.splitlines())
for row in regions_reader:
row_line = "RegionRow("
row_line += str_format(row[0])
row_line += str_format(row[1])
connections = row[2].replace("'", "\\'")
row_line += f"{str_list_to_py(connections.split(', '))}, "
resources = row[3].replace("'", "\\'")
row_line += f"{str_list_to_py(resources.split(', '))})"
regPyFile.write(f"\t{row_line},\n")
regPyFile.write("]\n")
def load_resource_csv():
this_dir = os.path.dirname(os.path.abspath(__file__))
with open(os.path.join(this_dir, "resources_generated.py"), 'w+') as resPyFile:
resPyFile.write('"""\nThis file was auto generated by LogicCSVToPython.py\n"""\n')
resPyFile.write("from ..Regions import ResourceRow\n")
resPyFile.write("\n")
resPyFile.write("resource_rows = [\n")
with requests.get(data_repository_address + "/" + data_csv_tag + "/resources.csv") as req:
resource_reader = csv.reader(req.text.splitlines())
for row in resource_reader:
name = row[0].replace("'", "\\'")
row_line = f"ResourceRow('{name}')"
resPyFile.write(f"\t{row_line},\n")
resPyFile.write("]\n")
def load_item_csv():
this_dir = os.path.dirname(os.path.abspath(__file__))
with open(os.path.join(this_dir, "items_generated.py"), 'w+') as itemPyfile:
itemPyfile.write('"""\nThis file was auto generated by LogicCSVToPython.py\n"""\n')
itemPyfile.write("from BaseClasses import ItemClassification\n")
itemPyfile.write("from ..Items import ItemRow\n")
itemPyfile.write("\n")
itemPyfile.write("item_rows = [\n")
with requests.get(data_repository_address + "/" + data_csv_tag + "/items.csv") as req:
item_reader = csv.reader(req.text.splitlines())
for row in item_reader:
row_line = "ItemRow("
row_line += str_format(row[0])
row_line += f"{row[1]}, "
row_line += f"ItemClassification.{row[2]})"
itemPyfile.write(f"\t{row_line},\n")
itemPyfile.write("]\n")
def str_format(s) -> str:
ret_str = s.replace("'", "\\'")
return f"'{ret_str}', "
def str_list_to_py(str_list) -> str:
ret_str = "["
for s in str_list:
ret_str += f"'{s}', "
ret_str += "]"
return ret_str
load_location_csv()
print("Generated locations py")
load_region_csv()
print("Generated regions py")
load_resource_csv()
print("Generated resource py")
load_item_csv()
print("Generated item py")

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@@ -0,0 +1,43 @@
"""
This file was auto generated by LogicCSVToPython.py
"""
from BaseClasses import ItemClassification
from ..Items import ItemRow
item_rows = [
ItemRow('Area: Lumbridge', 1, ItemClassification.progression),
ItemRow('Area: Lumbridge Swamp', 1, ItemClassification.progression),
ItemRow('Area: HAM Hideout', 1, ItemClassification.progression),
ItemRow('Area: Lumbridge Farms', 1, ItemClassification.progression),
ItemRow('Area: South of Varrock', 1, ItemClassification.progression),
ItemRow('Area: East Varrock', 1, ItemClassification.progression),
ItemRow('Area: Central Varrock', 1, ItemClassification.progression),
ItemRow('Area: Varrock Palace', 1, ItemClassification.progression),
ItemRow('Area: West Varrock', 1, ItemClassification.progression),
ItemRow('Area: Edgeville', 1, ItemClassification.progression),
ItemRow('Area: Barbarian Village', 1, ItemClassification.progression),
ItemRow('Area: Draynor Manor', 1, ItemClassification.progression),
ItemRow('Area: Falador', 1, ItemClassification.progression),
ItemRow('Area: Dwarven Mines', 1, ItemClassification.progression),
ItemRow('Area: Ice Mountain', 1, ItemClassification.progression),
ItemRow('Area: Monastery', 1, ItemClassification.progression),
ItemRow('Area: Falador Farms', 1, ItemClassification.progression),
ItemRow('Area: Port Sarim', 1, ItemClassification.progression),
ItemRow('Area: Mudskipper Point', 1, ItemClassification.progression),
ItemRow('Area: Karamja', 1, ItemClassification.progression),
ItemRow('Area: Crandor', 1, ItemClassification.progression),
ItemRow('Area: Rimmington', 1, ItemClassification.progression),
ItemRow('Area: Crafting Guild', 1, ItemClassification.progression),
ItemRow('Area: Draynor Village', 1, ItemClassification.progression),
ItemRow('Area: Wizard Tower', 1, ItemClassification.progression),
ItemRow('Area: Corsair Cove', 1, ItemClassification.progression),
ItemRow('Area: Al Kharid', 1, ItemClassification.progression),
ItemRow('Area: Citharede Abbey', 1, ItemClassification.progression),
ItemRow('Area: Wilderness', 1, ItemClassification.progression),
ItemRow('Progressive Armor', 6, ItemClassification.progression),
ItemRow('Progressive Weapons', 6, ItemClassification.progression),
ItemRow('Progressive Tools', 6, ItemClassification.useful),
ItemRow('Progressive Ranged Weapons', 3, ItemClassification.useful),
ItemRow('Progressive Ranged Armor', 3, ItemClassification.useful),
ItemRow('Progressive Magic', 2, ItemClassification.useful),
]

View File

@@ -0,0 +1,127 @@
"""
This file was auto generated by LogicCSVToPython.py
"""
from ..Locations import LocationRow, SkillRequirement
location_rows = [
LocationRow('Quest: Cook\'s Assistant', 'quest', ['Lumbridge', 'Wheat', 'Windmill', 'Egg', 'Milk', ], [], [], 0),
LocationRow('Quest: Demon Slayer', 'quest', ['Central Varrock', 'Varrock Palace', 'Wizard Tower', 'South of Varrock', ], [], [], 0),
LocationRow('Quest: The Restless Ghost', 'quest', ['Lumbridge', 'Lumbridge Swamp', 'Wizard Tower', ], [], [], 0),
LocationRow('Quest: Romeo & Juliet', 'quest', ['Central Varrock', 'Varrock Palace', 'South of Varrock', 'West Varrock', ], [], [], 0),
LocationRow('Quest: Sheep Shearer', 'quest', ['Lumbridge Farms West', 'Spinning Wheel', ], [], [], 0),
LocationRow('Quest: Shield of Arrav', 'quest', ['Central Varrock', 'Varrock Palace', 'South of Varrock', 'West Varrock', ], [], [], 0),
LocationRow('Quest: Ernest the Chicken', 'quest', ['Draynor Manor', ], [], [], 0),
LocationRow('Quest: Vampyre Slayer', 'quest', ['Draynor Village', 'Central Varrock', 'Draynor Manor', ], [], [], 0),
LocationRow('Quest: Imp Catcher', 'quest', ['Wizard Tower', 'Imps', ], [], [], 0),
LocationRow('Quest: Prince Ali Rescue', 'quest', ['Al Kharid', 'Central Varrock', 'Bronze Ores', 'Clay Ore', 'Sheep', 'Spinning Wheel', 'Draynor Village', ], [], [], 0),
LocationRow('Quest: Doric\'s Quest', 'quest', ['Dwarven Mountain Pass', 'Clay Ore', 'Iron Ore', 'Bronze Ores', ], [SkillRequirement('Mining', 15), ], [], 0),
LocationRow('Quest: Black Knights\' Fortress', 'quest', ['Dwarven Mines', 'Falador', 'Monastery', 'Ice Mountain', 'Falador Farms', ], [], ['Progressive Armor', ], 12),
LocationRow('Quest: Witch\'s Potion', 'quest', ['Rimmington', 'Port Sarim', ], [], [], 0),
LocationRow('Quest: The Knight\'s Sword', 'quest', ['Falador', 'Varrock Palace', 'Mudskipper Point', 'South of Varrock', 'Windmill', 'Pie Dish', 'Port Sarim', ], [SkillRequirement('Cooking', 10), SkillRequirement('Mining', 10), ], [], 0),
LocationRow('Quest: Goblin Diplomacy', 'quest', ['Goblin Village', 'Draynor Village', 'Falador', 'South of Varrock', 'Onion', ], [], [], 0),
LocationRow('Quest: Pirate\'s Treasure', 'quest', ['Port Sarim', 'Karamja', 'Falador', ], [], [], 0),
LocationRow('Quest: Rune Mysteries', 'quest', ['Lumbridge', 'Wizard Tower', 'Central Varrock', ], [], [], 0),
LocationRow('Quest: Misthalin Mystery', 'quest', ['Lumbridge Swamp', ], [], [], 0),
LocationRow('Quest: The Corsair Curse', 'quest', ['Rimmington', 'Falador Farms', 'Corsair Cove', ], [], [], 0),
LocationRow('Quest: X Marks the Spot', 'quest', ['Lumbridge', 'Draynor Village', 'Port Sarim', ], [], [], 0),
LocationRow('Quest: Below Ice Mountain', 'quest', ['Dwarven Mines', 'Dwarven Mountain Pass', 'Ice Mountain', 'Barbarian Village', 'Falador', 'Central Varrock', 'Edgeville', ], [], [], 16),
LocationRow('Quest: Dragon Slayer', 'goal', ['Crandor', 'South of Varrock', 'Edgeville', 'Lumbridge', 'Rimmington', 'Monastery', 'Dwarven Mines', 'Port Sarim', 'Draynor Village', ], [], [], 32),
LocationRow('Activate the "Rock Skin" Prayer', 'prayer', [], [SkillRequirement('Prayer', 10), ], [], 0),
LocationRow('Activate the "Protect Item" Prayer', 'prayer', [], [SkillRequirement('Prayer', 25), ], [], 2),
LocationRow('Pray at the Edgeville Monastery', 'prayer', ['Monastery', ], [SkillRequirement('Prayer', 31), ], [], 6),
LocationRow('Cast Bones To Bananas', 'magic', ['Nature Runes', ], [SkillRequirement('Magic', 15), ], [], 0),
LocationRow('Teleport to Varrock', 'magic', ['Central Varrock', 'Law Runes', ], [SkillRequirement('Magic', 25), ], [], 0),
LocationRow('Teleport to Lumbridge', 'magic', ['Lumbridge', 'Law Runes', ], [SkillRequirement('Magic', 31), ], [], 2),
LocationRow('Teleport to Falador', 'magic', ['Falador', 'Law Runes', ], [SkillRequirement('Magic', 37), ], [], 6),
LocationRow('Craft an Air Rune', 'runecraft', ['Rune Essence', 'Falador Farms', ], [SkillRequirement('Runecraft', 1), ], [], 0),
LocationRow('Craft runes with a Mind Core', 'runecraft', ['Camdozaal', 'Goblin Village', ], [SkillRequirement('Runecraft', 2), ], [], 0),
LocationRow('Craft runes with a Body Core', 'runecraft', ['Camdozaal', 'Dwarven Mountain Pass', ], [SkillRequirement('Runecraft', 20), ], [], 0),
LocationRow('Make an Unblessed Symbol', 'crafting', ['Silver Ore', 'Furnace', 'Al Kharid', 'Sheep', 'Spinning Wheel', ], [SkillRequirement('Crafting', 16), ], [], 0),
LocationRow('Cut a Sapphire', 'crafting', ['Chisel', ], [SkillRequirement('Crafting', 20), ], [], 0),
LocationRow('Cut an Emerald', 'crafting', ['Chisel', ], [SkillRequirement('Crafting', 27), ], [], 0),
LocationRow('Cut a Ruby', 'crafting', ['Chisel', ], [SkillRequirement('Crafting', 34), ], [], 4),
LocationRow('Cut a Diamond', 'crafting', ['Chisel', ], [SkillRequirement('Crafting', 43), ], [], 8),
LocationRow('Mine a Blurite Ore', 'mining', ['Mudskipper Point', 'Port Sarim', ], [SkillRequirement('Mining', 10), ], [], 0),
LocationRow('Crush a Barronite Deposit', 'mining', ['Camdozaal', ], [SkillRequirement('Mining', 14), ], [], 0),
LocationRow('Mine Silver', 'mining', ['Silver Ore', ], [SkillRequirement('Mining', 20), ], [], 0),
LocationRow('Mine Coal', 'mining', ['Coal Ore', ], [SkillRequirement('Mining', 30), ], [], 2),
LocationRow('Mine Gold', 'mining', ['Gold Ore', ], [SkillRequirement('Mining', 40), ], [], 6),
LocationRow('Smelt an Iron Bar', 'smithing', ['Iron Ore', 'Furnace', ], [SkillRequirement('Smithing', 15), SkillRequirement('Mining', 15), ], [], 0),
LocationRow('Smelt a Silver Bar', 'smithing', ['Silver Ore', 'Furnace', ], [SkillRequirement('Smithing', 20), SkillRequirement('Mining', 20), ], [], 0),
LocationRow('Smelt a Steel Bar', 'smithing', ['Coal Ore', 'Iron Ore', 'Furnace', ], [SkillRequirement('Smithing', 30), SkillRequirement('Mining', 30), ], [], 2),
LocationRow('Smelt a Gold Bar', 'smithing', ['Gold Ore', 'Furnace', ], [SkillRequirement('Smithing', 40), SkillRequirement('Mining', 40), ], [], 6),
LocationRow('Catch some Anchovies', 'fishing', ['Shrimp Spot', ], [SkillRequirement('Fishing', 15), ], [], 0),
LocationRow('Catch a Trout', 'fishing', ['Fly Fishing Spot', ], [SkillRequirement('Fishing', 20), ], [], 0),
LocationRow('Prepare a Tetra', 'fishing', ['Camdozaal', ], [SkillRequirement('Fishing', 33), SkillRequirement('Cooking', 33), ], [], 2),
LocationRow('Catch a Lobster', 'fishing', ['Lobster Spot', ], [SkillRequirement('Fishing', 40), ], [], 6),
LocationRow('Catch a Swordfish', 'fishing', ['Lobster Spot', ], [SkillRequirement('Fishing', 50), ], [], 12),
LocationRow('Bake a Redberry Pie', 'cooking', ['Redberry Bush', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 10), ], [], 0),
LocationRow('Cook some Stew', 'cooking', ['Bowl', 'Meat', 'Potato', ], [SkillRequirement('Cooking', 25), ], [], 0),
LocationRow('Bake an Apple Pie', 'cooking', ['Cooking Apple', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 30), ], [], 2),
LocationRow('Bake a Cake', 'cooking', ['Wheat', 'Windmill', 'Egg', 'Milk', 'Cake Tin', ], [SkillRequirement('Cooking', 40), ], [], 6),
LocationRow('Bake a Meat Pizza', 'cooking', ['Wheat', 'Windmill', 'Cheese', 'Tomato', 'Meat', ], [SkillRequirement('Cooking', 45), ], [], 8),
LocationRow('Burn some Oak Logs', 'firemaking', ['Oak Tree', ], [SkillRequirement('Firemaking', 15), ], [], 0),
LocationRow('Burn some Willow Logs', 'firemaking', ['Willow Tree', ], [SkillRequirement('Firemaking', 30), ], [], 0),
LocationRow('Travel on a Canoe', 'woodcutting', ['Canoe Tree', ], [SkillRequirement('Woodcutting', 12), ], [], 0),
LocationRow('Cut an Oak Log', 'woodcutting', ['Oak Tree', ], [SkillRequirement('Woodcutting', 15), ], [], 0),
LocationRow('Cut a Willow Log', 'woodcutting', ['Willow Tree', ], [SkillRequirement('Woodcutting', 30), ], [], 0),
LocationRow('Kill Jeff', 'combat', ['Dwarven Mountain Pass', ], [SkillRequirement('Combat', 2), ], [], 0),
LocationRow('Kill a Goblin', 'combat', ['Goblin', ], [SkillRequirement('Combat', 2), ], [], 0),
LocationRow('Kill a Monkey', 'combat', ['Karamja', ], [SkillRequirement('Combat', 3), ], [], 0),
LocationRow('Kill a Barbarian', 'combat', ['Barbarian', ], [SkillRequirement('Combat', 10), ], [], 0),
LocationRow('Kill a Giant Frog', 'combat', ['Lumbridge Swamp', ], [SkillRequirement('Combat', 13), ], [], 0),
LocationRow('Kill a Zombie', 'combat', ['Zombie', ], [SkillRequirement('Combat', 13), ], [], 0),
LocationRow('Kill a Guard', 'combat', ['Guard', ], [SkillRequirement('Combat', 21), ], [], 0),
LocationRow('Kill a Hill Giant', 'combat', ['Hill Giant', ], [SkillRequirement('Combat', 28), ], [], 2),
LocationRow('Kill a Deadly Red Spider', 'combat', ['Deadly Red Spider', ], [SkillRequirement('Combat', 34), ], [], 2),
LocationRow('Kill a Moss Giant', 'combat', ['Moss Giant', ], [SkillRequirement('Combat', 42), ], [], 2),
LocationRow('Kill a Catablepon', 'combat', ['Barbarian Village', ], [SkillRequirement('Combat', 49), ], [], 4),
LocationRow('Kill an Ice Giant', 'combat', ['Ice Giant', ], [SkillRequirement('Combat', 53), ], [], 4),
LocationRow('Kill a Lesser Demon', 'combat', ['Lesser Demon', ], [SkillRequirement('Combat', 82), ], [], 8),
LocationRow('Kill an Ogress Shaman', 'combat', ['Corsair Cove', ], [SkillRequirement('Combat', 82), ], [], 8),
LocationRow('Kill Obor', 'combat', ['Edgeville', ], [SkillRequirement('Combat', 106), ], [], 28),
LocationRow('Kill Bryophyta', 'combat', ['Central Varrock', ], [SkillRequirement('Combat', 128), ], [], 28),
LocationRow('Total XP 5,000', 'general', [], [], [], 0),
LocationRow('Combat Level 5', 'general', [], [], [], 0),
LocationRow('Total XP 10,000', 'general', [], [], [], 0),
LocationRow('Total Level 50', 'general', [], [], [], 0),
LocationRow('Total XP 25,000', 'general', [], [], [], 0),
LocationRow('Total Level 100', 'general', [], [], [], 0),
LocationRow('Total XP 50,000', 'general', [], [], [], 0),
LocationRow('Combat Level 15', 'general', [], [], [], 0),
LocationRow('Total Level 150', 'general', [], [], [], 2),
LocationRow('Total XP 75,000', 'general', [], [], [], 2),
LocationRow('Combat Level 25', 'general', [], [], [], 2),
LocationRow('Total XP 100,000', 'general', [], [], [], 6),
LocationRow('Total Level 200', 'general', [], [], [], 6),
LocationRow('Total XP 125,000', 'general', [], [], [], 6),
LocationRow('Combat Level 30', 'general', [], [], [], 10),
LocationRow('Total Level 250', 'general', [], [], [], 10),
LocationRow('Total XP 150,000', 'general', [], [], [], 10),
LocationRow('Total Level 300', 'general', [], [], [], 16),
LocationRow('Combat Level 40', 'general', [], [], [], 16),
LocationRow('Open a Simple Lockbox', 'general', ['Camdozaal', ], [], [], 0),
LocationRow('Open an Elaborate Lockbox', 'general', ['Camdozaal', ], [], [], 0),
LocationRow('Open an Ornate Lockbox', 'general', ['Camdozaal', ], [], [], 0),
LocationRow('Points: Cook\'s Assistant', 'points', [], [], [], 0),
LocationRow('Points: Demon Slayer', 'points', [], [], [], 0),
LocationRow('Points: The Restless Ghost', 'points', [], [], [], 0),
LocationRow('Points: Romeo & Juliet', 'points', [], [], [], 0),
LocationRow('Points: Sheep Shearer', 'points', [], [], [], 0),
LocationRow('Points: Shield of Arrav', 'points', [], [], [], 0),
LocationRow('Points: Ernest the Chicken', 'points', [], [], [], 0),
LocationRow('Points: Vampyre Slayer', 'points', [], [], [], 0),
LocationRow('Points: Imp Catcher', 'points', [], [], [], 0),
LocationRow('Points: Prince Ali Rescue', 'points', [], [], [], 0),
LocationRow('Points: Doric\'s Quest', 'points', [], [], [], 0),
LocationRow('Points: Black Knights\' Fortress', 'points', [], [], [], 0),
LocationRow('Points: Witch\'s Potion', 'points', [], [], [], 0),
LocationRow('Points: The Knight\'s Sword', 'points', [], [], [], 0),
LocationRow('Points: Goblin Diplomacy', 'points', [], [], [], 0),
LocationRow('Points: Pirate\'s Treasure', 'points', [], [], [], 0),
LocationRow('Points: Rune Mysteries', 'points', [], [], [], 0),
LocationRow('Points: Misthalin Mystery', 'points', [], [], [], 0),
LocationRow('Points: The Corsair Curse', 'points', [], [], [], 0),
LocationRow('Points: X Marks the Spot', 'points', [], [], [], 0),
LocationRow('Points: Below Ice Mountain', 'points', [], [], [], 0),
]

View File

@@ -0,0 +1,47 @@
"""
This file was auto generated by LogicCSVToPython.py
"""
from ..Regions import RegionRow
region_rows = [
RegionRow('Lumbridge', 'Area: Lumbridge', ['Lumbridge Farms East', 'Lumbridge Farms West', 'Al Kharid', 'Lumbridge Swamp', 'HAM Hideout', 'South of Varrock', 'Barbarian Village', 'Edgeville', 'Wilderness', ], ['Mind Runes', 'Spinning Wheel', 'Furnace', 'Chisel', 'Bronze Anvil', 'Fly Fishing Spot', 'Bowl', 'Cake Tin', 'Oak Tree', 'Willow Tree', 'Canoe Tree', 'Goblin', 'Imps', ]),
RegionRow('Lumbridge Swamp', 'Area: Lumbridge Swamp', ['Lumbridge', 'HAM Hideout', ], ['Bronze Ores', 'Coal Ore', 'Shrimp Spot', 'Meat', 'Goblin', 'Imps', ]),
RegionRow('HAM Hideout', 'Area: HAM Hideout', ['Lumbridge Farms West', 'Lumbridge', 'Lumbridge Swamp', 'Draynor Village', ], ['Goblin', ]),
RegionRow('Lumbridge Farms West', 'Area: Lumbridge Farms', ['Sourhog\'s Lair', 'HAM Hideout', 'Draynor Village', ], ['Sheep', 'Meat', 'Wheat', 'Windmill', 'Egg', 'Milk', 'Willow Tree', 'Imps', 'Potato', ]),
RegionRow('Lumbridge Farms East', 'Area: Lumbridge Farms', ['South of Varrock', 'Lumbridge', ], ['Meat', 'Egg', 'Milk', 'Willow Tree', 'Goblin', 'Imps', 'Potato', ]),
RegionRow('Sourhog\'s Lair', 'Area: South of Varrock', ['Lumbridge Farms West', 'Draynor Manor Outskirts', ], ['', ]),
RegionRow('South of Varrock', 'Area: South of Varrock', ['Al Kharid', 'West Varrock', 'Central Varrock', 'East Varrock', 'Lumbridge Farms East', 'Lumbridge', 'Barbarian Village', 'Edgeville', 'Wilderness', ], ['Sheep', 'Bronze Ores', 'Iron Ore', 'Silver Ore', 'Redberry Bush', 'Meat', 'Wheat', 'Oak Tree', 'Willow Tree', 'Canoe Tree', 'Guard', 'Imps', 'Clay Ore', ]),
RegionRow('East Varrock', 'Area: East Varrock', ['Wilderness', 'South of Varrock', 'Central Varrock', 'Varrock Palace', ], ['Guard', ]),
RegionRow('Central Varrock', 'Area: Central Varrock', ['Varrock Palace', 'East Varrock', 'South of Varrock', 'West Varrock', ], ['Mind Runes', 'Chisel', 'Anvil', 'Bowl', 'Cake Tin', 'Oak Tree', 'Barbarian', 'Guard', 'Rune Essence', 'Imps', ]),
RegionRow('Varrock Palace', 'Area: Varrock Palace', ['Wilderness', 'East Varrock', 'Central Varrock', 'West Varrock', ], ['Pie Dish', 'Oak Tree', 'Zombie', 'Guard', 'Deadly Red Spider', 'Moss Giant', 'Nature Runes', 'Law Runes', ]),
RegionRow('West Varrock', 'Area: West Varrock', ['Wilderness', 'Varrock Palace', 'South of Varrock', 'Barbarian Village', 'Edgeville', 'Cook\'s Guild', ], ['Anvil', 'Wheat', 'Oak Tree', 'Goblin', 'Guard', 'Onion', ]),
RegionRow('Cook\'s Guild', 'Area: West Varrock*', ['West Varrock', ], ['Bowl', 'Cooking Apple', 'Pie Dish', 'Cake Tin', 'Windmill', ]),
RegionRow('Edgeville', 'Area: Edgeville', ['Wilderness', 'West Varrock', 'Barbarian Village', 'South of Varrock', 'Lumbridge', ], ['Furnace', 'Chisel', 'Bronze Ores', 'Iron Ore', 'Coal Ore', 'Bowl', 'Meat', 'Cake Tin', 'Willow Tree', 'Canoe Tree', 'Zombie', 'Guard', 'Hill Giant', 'Nature Runes', 'Law Runes', 'Imps', ]),
RegionRow('Barbarian Village', 'Area: Barbarian Village', ['Edgeville', 'West Varrock', 'Draynor Manor Outskirts', 'Dwarven Mountain Pass', ], ['Spinning Wheel', 'Coal Ore', 'Anvil', 'Fly Fishing Spot', 'Meat', 'Canoe Tree', 'Barbarian', 'Zombie', 'Law Runes', ]),
RegionRow('Draynor Manor Outskirts', 'Area: Draynor Manor', ['Barbarian Village', 'Sourhog\'s Lair', 'Draynor Village', 'Falador East Outskirts', ], ['Goblin', ]),
RegionRow('Draynor Manor', 'Area: Draynor Manor', ['Draynor Village', ], ['', ]),
RegionRow('Falador East Outskirts', 'Area: Falador', ['Dwarven Mountain Pass', 'Draynor Manor Outskirts', 'Falador Farms', ], ['', ]),
RegionRow('Dwarven Mountain Pass', 'Area: Dwarven Mines', ['Goblin Village', 'Monastery', 'Barbarian Village', 'Falador East Outskirts', 'Falador', ], ['Anvil*', 'Wheat', ]),
RegionRow('Dwarven Mines', 'Area: Dwarven Mines', ['Monastery', 'Ice Mountain', 'Falador', ], ['Chisel', 'Bronze Ores', 'Iron Ore', 'Coal Ore', 'Gold Ore', 'Anvil', 'Pie Dish', 'Clay Ore', ]),
RegionRow('Goblin Village', 'Area: Ice Mountain', ['Wilderness', 'Dwarven Mountain Pass', ], ['Meat', ]),
RegionRow('Ice Mountain', 'Area: Ice Mountain', ['Wilderness', 'Monastery', 'Dwarven Mines', 'Camdozaal*', ], ['', ]),
RegionRow('Camdozaal', 'Area: Ice Mountain', ['Ice Mountain', ], ['Clay Ore', ]),
RegionRow('Monastery', 'Area: Monastery', ['Wilderness', 'Dwarven Mountain Pass', 'Dwarven Mines', 'Ice Mountain', ], ['Sheep', ]),
RegionRow('Falador', 'Area: Falador', ['Dwarven Mountain Pass', 'Falador Farms', 'Dwarven Mines', ], ['Furnace', 'Chisel', 'Bowl', 'Cake Tin', 'Oak Tree', 'Guard', 'Imps', ]),
RegionRow('Falador Farms', 'Area: Falador Farms', ['Falador', 'Falador East Outskirts', 'Draynor Village', 'Port Sarim', 'Rimmington', 'Crafting Guild Outskirts', ], ['Spinning Wheel', 'Meat', 'Egg', 'Milk', 'Oak Tree', 'Imps', ]),
RegionRow('Port Sarim', 'Area: Port Sarim', ['Falador Farms', 'Mudskipper Point', 'Rimmington', 'Karamja Docks', 'Crandor', ], ['Mind Runes', 'Shrimp Spot', 'Meat', 'Cheese', 'Tomato', 'Oak Tree', 'Willow Tree', 'Goblin', 'Potato', ]),
RegionRow('Karamja Docks', 'Area: Mudskipper Point', ['Port Sarim', 'Karamja', ], ['', ]),
RegionRow('Mudskipper Point', 'Area: Mudskipper Point', ['Rimmington', 'Port Sarim', ], ['Anvil', 'Ice Giant', 'Nature Runes', 'Law Runes', ]),
RegionRow('Karamja', 'Area: Karamja', ['Karamja Docks', 'Crandor', ], ['Gold Ore', 'Lobster Spot', 'Bowl', 'Cake Tin', 'Deadly Red Spider', 'Imps', ]),
RegionRow('Crandor', 'Area: Crandor', ['Karamja', 'Port Sarim', ], ['Coal Ore', 'Gold Ore', 'Moss Giant', 'Lesser Demon', 'Nature Runes', 'Law Runes', ]),
RegionRow('Rimmington', 'Area: Rimmington', ['Falador Farms', 'Port Sarim', 'Mudskipper Point', 'Crafting Guild Peninsula', 'Corsair Cove', ], ['Chisel', 'Bronze Ores', 'Iron Ore', 'Gold Ore', 'Bowl', 'Cake Tin', 'Wheat', 'Oak Tree', 'Willow Tree', 'Crafting Moulds', 'Imps', 'Clay Ore', 'Onion', ]),
RegionRow('Crafting Guild Peninsula', 'Area: Crafting Guild', ['Falador Farms', 'Rimmington', ], ['', ]),
RegionRow('Crafting Guild Outskirts', 'Area: Crafting Guild', ['Falador Farms', 'Crafting Guild', ], ['Sheep', 'Willow Tree', 'Oak Tree', ]),
RegionRow('Crafting Guild', 'Area: Crafting Guild*', ['Crafting Guild', ], ['Spinning Wheel', 'Chisel', 'Silver Ore', 'Gold Ore', 'Meat', 'Milk', 'Clay Ore', ]),
RegionRow('Draynor Village', 'Area: Draynor Village', ['Draynor Manor', 'Lumbridge Farms West', 'HAM Hideout', 'Wizard Tower', ], ['Anvil', 'Shrimp Spot', 'Wheat', 'Cheese', 'Tomato', 'Willow Tree', 'Goblin', 'Zombie', 'Nature Runes', 'Law Runes', 'Imps', ]),
RegionRow('Wizard Tower', 'Area: Wizard Tower', ['Draynor Village', ], ['Lesser Demon', 'Rune Essence', ]),
RegionRow('Corsair Cove', 'Area: Corsair Cove*', ['Rimmington', ], ['Anvil', 'Meat', ]),
RegionRow('Al Kharid', 'Area: Al Kharid', ['South of Varrock', 'Citharede Abbey', 'Lumbridge', 'Port Sarim', ], ['Furnace', 'Chisel', 'Bronze Ores', 'Iron Ore', 'Silver Ore', 'Coal Ore', 'Gold Ore', 'Shrimp Spot', 'Bowl', 'Cake Tin', 'Cheese', 'Crafting Moulds', 'Imps', ]),
RegionRow('Citharede Abbey', 'Area: Citharede Abbey', ['Al Kharid', ], ['Iron Ore', 'Coal Ore', 'Anvil', 'Hill Giant', 'Nature Runes', 'Law Runes', ]),
RegionRow('Wilderness', 'Area: Wilderness', ['East Varrock', 'Varrock Palace', 'West Varrock', 'Edgeville', 'Monastery', 'Ice Mountain', 'Goblin Village', 'South of Varrock', 'Lumbridge', ], ['Furnace', 'Chisel', 'Iron Ore', 'Coal Ore', 'Anvil', 'Meat', 'Cake Tin', 'Cheese', 'Tomato', 'Oak Tree', 'Canoe Tree', 'Zombie', 'Hill Giant', 'Deadly Red Spider', 'Moss Giant', 'Ice Giant', 'Lesser Demon', 'Nature Runes', 'Law Runes', ]),
]

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"""
This file was auto generated by LogicCSVToPython.py
"""
from ..Regions import ResourceRow
resource_rows = [
ResourceRow('Mind Runes'),
ResourceRow('Spinning Wheel'),
ResourceRow('Sheep'),
ResourceRow('Furnace'),
ResourceRow('Chisel'),
ResourceRow('Bronze Ores'),
ResourceRow('Iron Ore'),
ResourceRow('Silver Ore'),
ResourceRow('Coal Ore'),
ResourceRow('Gold Ore'),
ResourceRow('Bronze Anvil'),
ResourceRow('Anvil'),
ResourceRow('Shrimp Spot'),
ResourceRow('Fly Fishing Spot'),
ResourceRow('Lobster Spot'),
ResourceRow('Redberry Bush'),
ResourceRow('Bowl'),
ResourceRow('Meat'),
ResourceRow('Cooking Apple'),
ResourceRow('Pie Dish'),
ResourceRow('Cake Tin'),
ResourceRow('Wheat'),
ResourceRow('Windmill'),
ResourceRow('Egg'),
ResourceRow('Milk'),
ResourceRow('Cheese'),
ResourceRow('Tomato'),
ResourceRow('Oak Tree'),
ResourceRow('Willow Tree'),
ResourceRow('Canoe Tree'),
ResourceRow('Goblin'),
ResourceRow('Barbarian'),
ResourceRow('Zombie'),
ResourceRow('Guard'),
ResourceRow('Hill Giant'),
ResourceRow('Deadly Red Spider'),
ResourceRow('Moss Giant'),
ResourceRow('Ice Giant'),
ResourceRow('Lesser Demon'),
ResourceRow('Rune Essence'),
ResourceRow('Crafting Moulds'),
ResourceRow('Nature Runes'),
ResourceRow('Law Runes'),
ResourceRow('Imps'),
ResourceRow('Clay Ore'),
ResourceRow('Onion'),
ResourceRow('Potato'),
]

212
worlds/osrs/Names.py Normal file
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from enum import Enum
class RegionNames(str, Enum):
Lumbridge = "Lumbridge"
Lumbridge_Swamp = "Lumbridge Swamp"
Lumbridge_Farms_East = "Lumbridge Farms East"
Lumbridge_Farms_West = "Lumbridge Farms West"
HAM_Hideout = "HAM Hideout"
Draynor_Village = "Draynor Village"
Draynor_Manor = "Draynor Manor"
Wizards_Tower = "Wizard Tower"
Al_Kharid = "Al Kharid"
Citharede_Abbey = "Citharede Abbey"
South_Of_Varrock = "South of Varrock"
Central_Varrock = "Central Varrock"
Varrock_Palace = "Varrock Palace"
East_Of_Varrock = "East Varrock"
West_Varrock = "West Varrock"
Edgeville = "Edgeville"
Barbarian_Village = "Barbarian Village"
Monastery = "Monastery"
Ice_Mountain = "Ice Mountain"
Dwarven_Mines = "Dwarven Mines"
Falador = "Falador"
Falador_Farm = "Falador Farms"
Crafting_Guild = "Crafting Guild"
Cooks_Guild = "Cook's Guild"
Rimmington = "Rimmington"
Port_Sarim = "Port Sarim"
Mudskipper_Point = "Mudskipper Point"
Karamja = "Karamja"
Corsair_Cove = "Corsair Cove"
Wilderness = "The Wilderness"
Crandor = "Crandor"
# Resource Regions
Egg = "Egg"
Sheep = "Sheep"
Milk = "Milk"
Wheat = "Wheat"
Windmill = "Windmill"
Spinning_Wheel = "Spinning Wheel"
Imp = "Imp"
Bronze_Ores = "Bronze Ores"
Clay_Rock = "Clay Ore"
Coal_Rock = "Coal Ore"
Iron_Rock = "Iron Ore"
Silver_Rock = "Silver Ore"
Gold_Rock = "Gold Ore"
Furnace = "Furnace"
Anvil = "Anvil"
Oak_Tree = "Oak Tree"
Willow_Tree = "Willow Tree"
Shrimp = "Shrimp Spot"
Fly_Fish = "Fly Fishing Spot"
Lobster = "Lobster Spot"
Mind_Runes = "Mind Runes"
Canoe_Tree = "Canoe Tree"
__str__ = str.__str__
class ItemNames(str, Enum):
Lumbridge = "Area: Lumbridge"
Lumbridge_Swamp = "Area: Lumbridge Swamp"
Lumbridge_Farms = "Area: Lumbridge Farms"
HAM_Hideout = "Area: HAM Hideout"
Draynor_Village = "Area: Draynor Village"
Draynor_Manor = "Area: Draynor Manor"
Wizards_Tower = "Area: Wizard Tower"
Al_Kharid = "Area: Al Kharid"
Citharede_Abbey = "Area: Citharede Abbey"
South_Of_Varrock = "Area: South of Varrock"
Central_Varrock = "Area: Central Varrock"
Varrock_Palace = "Area: Varrock Palace"
East_Of_Varrock = "Area: East Varrock"
West_Varrock = "Area: West Varrock"
Edgeville = "Area: Edgeville"
Barbarian_Village = "Area: Barbarian Village"
Monastery = "Area: Monastery"
Ice_Mountain = "Area: Ice Mountain"
Dwarven_Mines = "Area: Dwarven Mines"
Falador = "Area: Falador"
Falador_Farm = "Area: Falador Farms"
Crafting_Guild = "Area: Crafting Guild"
Rimmington = "Area: Rimmington"
Port_Sarim = "Area: Port Sarim"
Mudskipper_Point = "Area: Mudskipper Point"
Karamja = "Area: Karamja"
Crandor = "Area: Crandor"
Corsair_Cove = "Area: Corsair Cove"
Wilderness = "Area: Wilderness"
Progressive_Armor = "Progressive Armor"
Progressive_Weapons = "Progressive Weapons"
Progressive_Tools = "Progressive Tools"
Progressive_Range_Armor = "Progressive Range Armor"
Progressive_Range_Weapon = "Progressive Range Weapon"
Progressive_Magic = "Progressive Magic Spell"
Lobsters = "10 Lobsters"
Swordfish = "5 Swordfish"
Energy_Potions = "10 Energy Potions"
Coins = "5,000 Coins"
Mind_Runes = "50 Mind Runes"
Chaos_Runes = "25 Chaos Runes"
Death_Runes = "10 Death Runes"
Law_Runes = "10 Law Runes"
QP_Cooks_Assistant = "1 QP (Cook's Assistant)"
QP_Demon_Slayer = "3 QP (Demon Slayer)"
QP_Restless_Ghost = "1 QP (The Restless Ghost)"
QP_Romeo_Juliet = "5 QP (Romeo & Juliet)"
QP_Sheep_Shearer = "1 QP (Sheep Shearer)"
QP_Shield_of_Arrav = "1 QP (Shield of Arrav)"
QP_Ernest_the_Chicken = "4 QP (Ernest the Chicken)"
QP_Vampyre_Slayer = "3 QP (Vampyre Slayer)"
QP_Imp_Catcher = "1 QP (Imp Catcher)"
QP_Prince_Ali_Rescue = "3 QP (Prince Ali Rescue)"
QP_Dorics_Quest = "1 QP (Doric's Quest)"
QP_Black_Knights_Fortress = "3 QP (Black Knights' Fortress)"
QP_Witchs_Potion = "1 QP (Witch's Potion)"
QP_Knights_Sword = "1 QP (The Knight's Sword)"
QP_Goblin_Diplomacy = "5 QP (Goblin Diplomacy)"
QP_Pirates_Treasure = "2 QP (Pirate's Treasure)"
QP_Rune_Mysteries = "1 QP (Rune Mysteries)"
QP_Misthalin_Mystery = "1 QP (Misthalin Mystery)"
QP_Corsair_Curse = "2 QP (The Corsair Curse)"
QP_X_Marks_the_Spot = "1 QP (X Marks The Spot)"
QP_Below_Ice_Mountain = "1 QP (Below Ice Mountain)"
__str__ = str.__str__
class LocationNames(str, Enum):
Q_Cooks_Assistant = "Quest: Cook's Assistant"
Q_Demon_Slayer = "Quest: Demon Slayer"
Q_Restless_Ghost = "Quest: The Restless Ghost"
Q_Romeo_Juliet = "Quest: Romeo & Juliet"
Q_Sheep_Shearer = "Quest: Sheep Shearer"
Q_Shield_of_Arrav = "Quest: Shield of Arrav"
Q_Ernest_the_Chicken = "Quest: Ernest the Chicken"
Q_Vampyre_Slayer = "Quest: Vampyre Slayer"
Q_Imp_Catcher = "Quest: Imp Catcher"
Q_Prince_Ali_Rescue = "Quest: Prince Ali Rescue"
Q_Dorics_Quest = "Quest: Doric's Quest"
Q_Black_Knights_Fortress = "Quest: Black Knights' Fortress"
Q_Witchs_Potion = "Quest: Witch's Potion"
Q_Knights_Sword = "Quest: The Knight's Sword"
Q_Goblin_Diplomacy = "Quest: Goblin Diplomacy"
Q_Pirates_Treasure = "Quest: Pirate's Treasure"
Q_Rune_Mysteries = "Quest: Rune Mysteries"
Q_Misthalin_Mystery = "Quest: Misthalin Mystery"
Q_Corsair_Curse = "Quest: The Corsair Curse"
Q_X_Marks_the_Spot = "Quest: X Marks the Spot"
Q_Below_Ice_Mountain = "Quest: Below Ice Mountain"
QP_Cooks_Assistant = "Points: Cook's Assistant"
QP_Demon_Slayer = "Points: Demon Slayer"
QP_Restless_Ghost = "Points: The Restless Ghost"
QP_Romeo_Juliet = "Points: Romeo & Juliet"
QP_Sheep_Shearer = "Points: Sheep Shearer"
QP_Shield_of_Arrav = "Points: Shield of Arrav"
QP_Ernest_the_Chicken = "Points: Ernest the Chicken"
QP_Vampyre_Slayer = "Points: Vampyre Slayer"
QP_Imp_Catcher = "Points: Imp Catcher"
QP_Prince_Ali_Rescue = "Points: Prince Ali Rescue"
QP_Dorics_Quest = "Points: Doric's Quest"
QP_Black_Knights_Fortress = "Points: Black Knights' Fortress"
QP_Witchs_Potion = "Points: Witch's Potion"
QP_Knights_Sword = "Points: The Knight's Sword"
QP_Goblin_Diplomacy = "Points: Goblin Diplomacy"
QP_Pirates_Treasure = "Points: Pirate's Treasure"
QP_Rune_Mysteries = "Points: Rune Mysteries"
QP_Misthalin_Mystery = "Points: Misthalin Mystery"
QP_Corsair_Curse = "Points: The Corsair Curse"
QP_X_Marks_the_Spot = "Points: X Marks the Spot"
QP_Below_Ice_Mountain = "Points: Below Ice Mountain"
Guppy = "Prepare a Guppy"
Cavefish = "Prepare a Cavefish"
Tetra = "Prepare a Tetra"
Barronite_Deposit = "Crush a Barronite Deposit"
Oak_Log = "Cut an Oak Log"
Willow_Log = "Cut a Willow Log"
Catch_Lobster = "Catch a Lobster"
Mine_Silver = "Mine Silver"
Mine_Coal = "Mine Coal"
Mine_Gold = "Mine Gold"
Smelt_Silver = "Smelt a Silver Bar"
Smelt_Steel = "Smelt a Steel Bar"
Smelt_Gold = "Smelt a Gold Bar"
Cut_Sapphire = "Cut a Sapphire"
Cut_Emerald = "Cut an Emerald"
Cut_Ruby = "Cut a Ruby"
Cut_Diamond = "Cut a Diamond"
K_Lesser_Demon = "Kill a Lesser Demon"
K_Ogress_Shaman = "Kill an Ogress Shaman"
Bake_Apple_Pie = "Bake an Apple Pie"
Bake_Cake = "Bake a Cake"
Bake_Meat_Pizza = "Bake a Meat Pizza"
Total_XP_5000 = "5,000 Total XP"
Total_XP_10000 = "10,000 Total XP"
Total_XP_25000 = "25,000 Total XP"
Total_XP_50000 = "50,000 Total XP"
Total_XP_100000 = "100,000 Total XP"
Total_Level_50 = "Total Level 50"
Total_Level_100 = "Total Level 100"
Total_Level_150 = "Total Level 150"
Total_Level_200 = "Total Level 200"
Combat_Level_5 = "Combat Level 5"
Combat_Level_15 = "Combat Level 15"
Combat_Level_25 = "Combat Level 25"
Travel_on_a_Canoe = "Travel on a Canoe"
Q_Dragon_Slayer = "Quest: Dragon Slayer"
__str__ = str.__str__

474
worlds/osrs/Options.py Normal file
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from dataclasses import dataclass
from Options import Choice, Toggle, Range, PerGameCommonOptions
MAX_COMBAT_TASKS = 16
MAX_PRAYER_TASKS = 3
MAX_MAGIC_TASKS = 4
MAX_RUNECRAFT_TASKS = 3
MAX_CRAFTING_TASKS = 5
MAX_MINING_TASKS = 5
MAX_SMITHING_TASKS = 4
MAX_FISHING_TASKS = 5
MAX_COOKING_TASKS = 5
MAX_FIREMAKING_TASKS = 2
MAX_WOODCUTTING_TASKS = 3
NON_QUEST_LOCATION_COUNT = 22
class StartingArea(Choice):
"""
Which chunks are available at the start. The player may need to move through locked chunks to reach the starting
area, but any areas that require quests, skills, or coins are not available as a starting location.
"Any Bank" rolls a random region that contains a bank.
Chunksanity can start you in any chunk. Hope you like woodcutting!
"""
display_name = "Starting Region"
option_lumbridge = 0
option_al_kharid = 1
option_varrock_east = 2
option_varrock_west = 3
option_edgeville = 4
option_falador = 5
option_draynor = 6
option_wilderness = 7
option_any_bank = 8
option_chunksanity = 9
default = 0
class BrutalGrinds(Toggle):
"""
Whether to allow skill tasks without having reasonable access to the usual skill training path.
For example, if enabled, you could be forced to train smithing without an anvil purely by smelting bars,
or training fishing to high levels entirely on shrimp.
"""
display_name = "Allow Brutal Grinds"
class ProgressiveTasks(Toggle):
"""
Whether skill tasks should always be generated in order of easiest to hardest.
If enabled, you would not be assigned "Mine Gold" without also being assigned
"Mine Silver", "Mine Coal", and "Mine Iron". Enabling this will result in a generally shorter seed, but with
a lower variety of tasks.
"""
display_name = "Progressive Tasks"
class MaxCombatLevel(Range):
"""
The highest combat level of monster to possibly be assigned as a task.
If set to 0, no combat tasks will be generated.
"""
range_start = 0
range_end = 1520
default = 50
class MaxCombatTasks(Range):
"""
The maximum number of Combat Tasks to possibly be assigned.
If set to 0, no combat tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_COMBAT_TASKS
default = MAX_COMBAT_TASKS
class CombatTaskWeight(Range):
"""
How much to favor generating combat tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxPrayerLevel(Range):
"""
The highest Prayer requirement of any task generated.
If set to 0, no Prayer tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxPrayerTasks(Range):
"""
The maximum number of Prayer Tasks to possibly be assigned.
If set to 0, no Prayer tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_PRAYER_TASKS
default = MAX_PRAYER_TASKS
class PrayerTaskWeight(Range):
"""
How much to favor generating Prayer tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxMagicLevel(Range):
"""
The highest Magic requirement of any task generated.
If set to 0, no Magic tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxMagicTasks(Range):
"""
The maximum number of Magic Tasks to possibly be assigned.
If set to 0, no Magic tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_MAGIC_TASKS
default = MAX_MAGIC_TASKS
class MagicTaskWeight(Range):
"""
How much to favor generating Magic tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxRunecraftLevel(Range):
"""
The highest Runecraft requirement of any task generated.
If set to 0, no Runecraft tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxRunecraftTasks(Range):
"""
The maximum number of Runecraft Tasks to possibly be assigned.
If set to 0, no Runecraft tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_RUNECRAFT_TASKS
default = MAX_RUNECRAFT_TASKS
class RunecraftTaskWeight(Range):
"""
How much to favor generating Runecraft tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxCraftingLevel(Range):
"""
The highest Crafting requirement of any task generated.
If set to 0, no Crafting tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxCraftingTasks(Range):
"""
The maximum number of Crafting Tasks to possibly be assigned.
If set to 0, no Crafting tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_CRAFTING_TASKS
default = MAX_CRAFTING_TASKS
class CraftingTaskWeight(Range):
"""
How much to favor generating Crafting tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxMiningLevel(Range):
"""
The highest Mining requirement of any task generated.
If set to 0, no Mining tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxMiningTasks(Range):
"""
The maximum number of Mining Tasks to possibly be assigned.
If set to 0, no Mining tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_MINING_TASKS
default = MAX_MINING_TASKS
class MiningTaskWeight(Range):
"""
How much to favor generating Mining tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxSmithingLevel(Range):
"""
The highest Smithing requirement of any task generated.
If set to 0, no Smithing tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxSmithingTasks(Range):
"""
The maximum number of Smithing Tasks to possibly be assigned.
If set to 0, no Smithing tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_SMITHING_TASKS
default = MAX_SMITHING_TASKS
class SmithingTaskWeight(Range):
"""
How much to favor generating Smithing tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxFishingLevel(Range):
"""
The highest Fishing requirement of any task generated.
If set to 0, no Fishing tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxFishingTasks(Range):
"""
The maximum number of Fishing Tasks to possibly be assigned.
If set to 0, no Fishing tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_FISHING_TASKS
default = MAX_FISHING_TASKS
class FishingTaskWeight(Range):
"""
How much to favor generating Fishing tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxCookingLevel(Range):
"""
The highest Cooking requirement of any task generated.
If set to 0, no Cooking tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxCookingTasks(Range):
"""
The maximum number of Cooking Tasks to possibly be assigned.
If set to 0, no Cooking tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_COOKING_TASKS
default = MAX_COOKING_TASKS
class CookingTaskWeight(Range):
"""
How much to favor generating Cooking tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxFiremakingLevel(Range):
"""
The highest Firemaking requirement of any task generated.
If set to 0, no Firemaking tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxFiremakingTasks(Range):
"""
The maximum number of Firemaking Tasks to possibly be assigned.
If set to 0, no Firemaking tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_FIREMAKING_TASKS
default = MAX_FIREMAKING_TASKS
class FiremakingTaskWeight(Range):
"""
How much to favor generating Firemaking tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MaxWoodcuttingLevel(Range):
"""
The highest Woodcutting requirement of any task generated.
If set to 0, no Woodcutting tasks will be generated.
"""
range_start = 0
range_end = 99
default = 50
class MaxWoodcuttingTasks(Range):
"""
The maximum number of Woodcutting Tasks to possibly be assigned.
If set to 0, no Woodcutting tasks will be generated.
This only determines the maximum possible, fewer than the maximum could be assigned.
"""
range_start = 0
range_end = MAX_WOODCUTTING_TASKS
default = MAX_WOODCUTTING_TASKS
class WoodcuttingTaskWeight(Range):
"""
How much to favor generating Woodcutting tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
class MinimumGeneralTasks(Range):
"""
How many guaranteed general progression tasks to be assigned (total level, total XP, etc.).
General progression tasks will be used to fill out any holes caused by having fewer possible tasks than needed, so
there is no maximum.
"""
range_start = 0
range_end = NON_QUEST_LOCATION_COUNT
default = 10
class GeneralTaskWeight(Range):
"""
How much to favor generating General tasks over other types of task.
Weights of all Task Types will be compared against each other, a task with 50 weight
is twice as likely to appear as one with 25.
"""
range_start = 0
range_end = 99
default = 50
@dataclass
class OSRSOptions(PerGameCommonOptions):
starting_area: StartingArea
brutal_grinds: BrutalGrinds
progressive_tasks: ProgressiveTasks
max_combat_level: MaxCombatLevel
max_combat_tasks: MaxCombatTasks
combat_task_weight: CombatTaskWeight
max_prayer_level: MaxPrayerLevel
max_prayer_tasks: MaxPrayerTasks
prayer_task_weight: PrayerTaskWeight
max_magic_level: MaxMagicLevel
max_magic_tasks: MaxMagicTasks
magic_task_weight: MagicTaskWeight
max_runecraft_level: MaxRunecraftLevel
max_runecraft_tasks: MaxRunecraftTasks
runecraft_task_weight: RunecraftTaskWeight
max_crafting_level: MaxCraftingLevel
max_crafting_tasks: MaxCraftingTasks
crafting_task_weight: CraftingTaskWeight
max_mining_level: MaxMiningLevel
max_mining_tasks: MaxMiningTasks
mining_task_weight: MiningTaskWeight
max_smithing_level: MaxSmithingLevel
max_smithing_tasks: MaxSmithingTasks
smithing_task_weight: SmithingTaskWeight
max_fishing_level: MaxFishingLevel
max_fishing_tasks: MaxFishingTasks
fishing_task_weight: FishingTaskWeight
max_cooking_level: MaxCookingLevel
max_cooking_tasks: MaxCookingTasks
cooking_task_weight: CookingTaskWeight
max_firemaking_level: MaxFiremakingLevel
max_firemaking_tasks: MaxFiremakingTasks
firemaking_task_weight: FiremakingTaskWeight
max_woodcutting_level: MaxWoodcuttingLevel
max_woodcutting_tasks: MaxWoodcuttingTasks
woodcutting_task_weight: WoodcuttingTaskWeight
minimum_general_tasks: MinimumGeneralTasks
general_task_weight: GeneralTaskWeight

12
worlds/osrs/Regions.py Normal file
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import typing
class RegionRow(typing.NamedTuple):
name: str
itemReq: str
connections: typing.List[str]
resources: typing.List[str]
class ResourceRow(typing.NamedTuple):
name: str

657
worlds/osrs/__init__.py Normal file
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import typing
from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld
from worlds.AutoWorld import WebWorld, World
from worlds.generic.Rules import add_rule, CollectionRule
from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
chunksanity_special_region_names
from .Locations import OSRSLocation, LocationRow
from .Options import OSRSOptions, StartingArea
from .Names import LocationNames, ItemNames, RegionNames
from .LogicCSV.LogicCSVToPython import data_csv_tag
from .LogicCSV.items_generated import item_rows
from .LogicCSV.locations_generated import location_rows
from .LogicCSV.regions_generated import region_rows
from .LogicCSV.resources_generated import resource_rows
from .Regions import RegionRow, ResourceRow
class OSRSWeb(WebWorld):
theme = "stone"
setup_en = Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Old School Runescape Randomizer connected to an Archipelago Multiworld",
"English",
"docs/setup_en.md",
"setup/en",
["digiholic"]
)
tutorials = [setup_en]
class OSRSWorld(World):
game = "Old School Runescape"
options_dataclass = OSRSOptions
options: OSRSOptions
topology_present = True
web = OSRSWeb()
base_id = 0x070000
data_version = 1
item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
region_name_to_data: typing.Dict[str, Region]
location_name_to_data: typing.Dict[str, OSRSLocation]
location_rows_by_name: typing.Dict[str, LocationRow]
region_rows_by_name: typing.Dict[str, RegionRow]
resource_rows_by_name: typing.Dict[str, ResourceRow]
item_rows_by_name: typing.Dict[str, ItemRow]
starting_area_item: str
locations_by_category: typing.Dict[str, typing.List[LocationRow]]
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
self.region_name_to_data = {}
self.location_name_to_data = {}
self.location_rows_by_name = {}
self.region_rows_by_name = {}
self.resource_rows_by_name = {}
self.item_rows_by_name = {}
self.starting_area_item = ""
self.locations_by_category = {}
def generate_early(self) -> None:
location_categories = [location_row.category for location_row in location_rows]
self.locations_by_category = {category:
[location_row for location_row in location_rows if
location_row.category == category]
for category in location_categories}
self.location_rows_by_name = {loc_row.name: loc_row for loc_row in location_rows}
self.region_rows_by_name = {reg_row.name: reg_row for reg_row in region_rows}
self.resource_rows_by_name = {rec_row.name: rec_row for rec_row in resource_rows}
self.item_rows_by_name = {it_row.name: it_row for it_row in item_rows}
rnd = self.random
starting_area = self.options.starting_area
if starting_area.value == StartingArea.option_any_bank:
self.starting_area_item = rnd.choice(starting_area_dict)
elif starting_area.value < StartingArea.option_chunksanity:
self.starting_area_item = starting_area_dict[starting_area.value]
else:
self.starting_area_item = rnd.choice(chunksanity_starting_chunks)
# Set Starting Chunk
self.multiworld.push_precollected(self.create_item(self.starting_area_item))
"""
This function pulls from LogicCSVToPython so that it sends the correct tag of the repository to the client.
_Make sure to update that value whenever the CSVs change!_
"""
def fill_slot_data(self):
data = self.options.as_dict("brutal_grinds")
data["data_csv_tag"] = data_csv_tag
return data
def create_regions(self) -> None:
"""
called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done
during generate_early or basic as well.
"""
# First, create the "Menu" region to start
menu_region = self.create_region("Menu")
for region_row in region_rows:
self.create_region(region_row.name)
for resource_row in resource_rows:
self.create_region(resource_row.name)
# Removes the word "Area: " from the item name to get the region it applies to.
# I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse
if self.starting_area_item in chunksanity_special_region_names:
starting_area_region = chunksanity_special_region_names[self.starting_area_item]
else:
starting_area_region = self.starting_area_item[6:] # len("Area: ")
starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
starting_entrance.connect(self.region_name_to_data[starting_area_region])
# Create entrances between regions
for region_row in region_rows:
region = self.region_name_to_data[region_row.name]
for outbound_region_name in region_row.connections:
parsed_outbound = outbound_region_name.replace('*', '')
entrance = region.create_exit(f"{region_row.name}->{parsed_outbound}")
entrance.connect(self.region_name_to_data[parsed_outbound])
item_name = self.region_rows_by_name[parsed_outbound].itemReq
if "*" not in outbound_region_name and "*" not in item_name:
entrance.access_rule = lambda state, item_name=item_name: state.has(item_name, self.player)
continue
self.generate_special_rules_for(entrance, region_row, outbound_region_name)
for resource_region in region_row.resources:
if not resource_region:
continue
entrance = region.create_exit(f"{region_row.name}->{resource_region.replace('*', '')}")
if "*" not in resource_region:
entrance.connect(self.region_name_to_data[resource_region])
else:
self.generate_special_rules_for(entrance, region_row, resource_region)
entrance.connect(self.region_name_to_data[resource_region.replace('*', '')])
self.roll_locations()
def generate_special_rules_for(self, entrance, region_row, outbound_region_name):
# print(f"Special rules required to access region {outbound_region_name} from {region_row.name}")
if outbound_region_name == RegionNames.Cooks_Guild:
item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
cooking_level_rule = self.get_skill_rule("cooking", 32)
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
cooking_level_rule(state)
return
if outbound_region_name == RegionNames.Crafting_Guild:
item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
crafting_level_rule = self.get_skill_rule("crafting", 40)
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
crafting_level_rule(state)
return
if outbound_region_name == RegionNames.Corsair_Cove:
item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
# Need to be able to start Corsair Curse in addition to having the item
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
state.can_reach(RegionNames.Falador_Farm, "Region", self.player)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Falador_Farm, self.player), entrance)
return
if outbound_region_name == "Camdozaal*":
item_name = self.region_rows_by_name[outbound_region_name.replace('*', '')].itemReq
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
state.has(ItemNames.QP_Below_Ice_Mountain, self.player)
return
if region_row.name == "Dwarven Mountain Pass" and outbound_region_name == "Anvil*":
entrance.access_rule = lambda state: state.has(ItemNames.QP_Dorics_Quest, self.player)
return
# Special logic for canoes
canoe_regions = [RegionNames.Lumbridge, RegionNames.South_Of_Varrock, RegionNames.Barbarian_Village,
RegionNames.Edgeville, RegionNames.Wilderness]
if region_row.name in canoe_regions:
# Skill rules for greater distances
woodcutting_rule_d1 = self.get_skill_rule("woodcutting", 12)
woodcutting_rule_d2 = self.get_skill_rule("woodcutting", 27)
woodcutting_rule_d3 = self.get_skill_rule("woodcutting", 42)
woodcutting_rule_all = self.get_skill_rule("woodcutting", 57)
if region_row.name == RegionNames.Lumbridge:
# Canoe Tree access for the Location
if outbound_region_name == RegionNames.Canoe_Tree:
entrance.access_rule = \
lambda state: (state.can_reach_region(RegionNames.South_Of_Varrock, self.player)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
(state.can_reach_region(RegionNames.Barbarian_Village)
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
(state.can_reach_region(RegionNames.Edgeville)
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
(state.can_reach_region(RegionNames.Wilderness)
and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
# Access to other chunks based on woodcutting settings
# South of Varrock does not need to be checked, because it's already adjacent
if outbound_region_name == RegionNames.Barbarian_Village:
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
and self.options.max_woodcutting_level >= 27
if outbound_region_name == RegionNames.Edgeville:
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
and self.options.max_woodcutting_level >= 42
if outbound_region_name == RegionNames.Wilderness:
entrance.access_rule = lambda state: woodcutting_rule_all(state) \
and self.options.max_woodcutting_level >= 57
if region_row.name == RegionNames.South_Of_Varrock:
if outbound_region_name == RegionNames.Canoe_Tree:
entrance.access_rule = \
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
(state.can_reach_region(RegionNames.Barbarian_Village)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
(state.can_reach_region(RegionNames.Edgeville)
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
(state.can_reach_region(RegionNames.Wilderness)
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
# Access to other chunks based on woodcutting settings
# Lumbridge does not need to be checked, because it's already adjacent
if outbound_region_name == RegionNames.Barbarian_Village:
entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
and self.options.max_woodcutting_level >= 12
if outbound_region_name == RegionNames.Edgeville:
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
and self.options.max_woodcutting_level >= 27
if outbound_region_name == RegionNames.Wilderness:
entrance.access_rule = lambda state: woodcutting_rule_all(state) \
and self.options.max_woodcutting_level >= 42
if region_row.name == RegionNames.Barbarian_Village:
if outbound_region_name == RegionNames.Canoe_Tree:
entrance.access_rule = \
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
(state.can_reach_region(RegionNames.South_Of_Varrock)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
(state.can_reach_region(RegionNames.Edgeville)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
(state.can_reach_region(RegionNames.Wilderness)
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
# Access to other chunks based on woodcutting settings
if outbound_region_name == RegionNames.Lumbridge:
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
and self.options.max_woodcutting_level >= 27
if outbound_region_name == RegionNames.South_Of_Varrock:
entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
and self.options.max_woodcutting_level >= 12
# Edgeville does not need to be checked, because it's already adjacent
if outbound_region_name == RegionNames.Wilderness:
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
and self.options.max_woodcutting_level >= 42
if region_row.name == RegionNames.Edgeville:
if outbound_region_name == RegionNames.Canoe_Tree:
entrance.access_rule = \
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
(state.can_reach_region(RegionNames.South_Of_Varrock)
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
(state.can_reach_region(RegionNames.Barbarian_Village)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
(state.can_reach_region(RegionNames.Wilderness)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
# Access to other chunks based on woodcutting settings
if outbound_region_name == RegionNames.Lumbridge:
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
and self.options.max_woodcutting_level >= 42
if outbound_region_name == RegionNames.South_Of_Varrock:
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
and self.options.max_woodcutting_level >= 27
# Barbarian Village does not need to be checked, because it's already adjacent
# Wilderness does not need to be checked, because it's already adjacent
if region_row.name == RegionNames.Wilderness:
if outbound_region_name == RegionNames.Canoe_Tree:
entrance.access_rule = \
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57) or \
(state.can_reach_region(RegionNames.South_Of_Varrock)
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
(state.can_reach_region(RegionNames.Barbarian_Village)
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
(state.can_reach_region(RegionNames.Edgeville)
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
self.multiworld.register_indirect_condition(
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
# Access to other chunks based on woodcutting settings
if outbound_region_name == RegionNames.Lumbridge:
entrance.access_rule = lambda state: woodcutting_rule_all(state) \
and self.options.max_woodcutting_level >= 57
if outbound_region_name == RegionNames.South_Of_Varrock:
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
and self.options.max_woodcutting_level >= 42
if outbound_region_name == RegionNames.Barbarian_Village:
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
and self.options.max_woodcutting_level >= 27
# Edgeville does not need to be checked, because it's already adjacent
def roll_locations(self):
locations_required = 0
generation_is_fake = hasattr(self.multiworld, "generation_is_fake") # UT specific override
for item_row in item_rows:
locations_required += item_row.amount
locations_added = 1 # At this point we've already added the starting area, so we start at 1 instead of 0
# Quests are always added
for i, location_row in enumerate(location_rows):
if location_row.category in {"quest", "points", "goal"}:
self.create_and_add_location(i)
if location_row.category == "quest":
locations_added += 1
# Build up the weighted Task Pool
rnd = self.random
# Start with the minimum general tasks
general_tasks = [task for task in self.locations_by_category["general"]]
if not self.options.progressive_tasks:
rnd.shuffle(general_tasks)
else:
general_tasks.reverse()
for i in range(self.options.minimum_general_tasks):
task = general_tasks.pop()
self.add_location(task)
locations_added += 1
general_weight = self.options.general_task_weight if len(general_tasks) > 0 else 0
tasks_per_task_type: typing.Dict[str, typing.List[LocationRow]] = {}
weights_per_task_type: typing.Dict[str, int] = {}
task_types = ["prayer", "magic", "runecraft", "mining", "crafting",
"smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
for task_type in task_types:
max_level_for_task_type = getattr(self.options, f"max_{task_type}_level")
max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks")
tasks_for_this_type = [task for task in self.locations_by_category[task_type]
if task.skills[0].level <= max_level_for_task_type]
if not self.options.progressive_tasks:
rnd.shuffle(tasks_for_this_type)
else:
tasks_for_this_type.reverse()
tasks_for_this_type = tasks_for_this_type[:max_amount_for_task_type]
weight_for_this_type = getattr(self.options,
f"{task_type}_task_weight")
if weight_for_this_type > 0 and tasks_for_this_type:
tasks_per_task_type[task_type] = tasks_for_this_type
weights_per_task_type[task_type] = weight_for_this_type
# Build a list of collections and weights in a matching order for rnd.choices later
all_tasks = []
all_weights = []
for task_type in task_types:
if task_type in tasks_per_task_type:
all_tasks.append(tasks_per_task_type[task_type])
all_weights.append(weights_per_task_type[task_type])
# Even after the initial forced generals, they can still be rolled randomly
if general_weight > 0:
all_tasks.append(general_tasks)
all_weights.append(general_weight)
while locations_added < locations_required or (generation_is_fake and len(all_tasks) > 0):
if all_tasks:
chosen_task = rnd.choices(all_tasks, all_weights)[0]
if chosen_task:
task = chosen_task.pop()
self.add_location(task)
locations_added += 1
# This isn't an else because chosen_task can become empty in the process of resolving the above block
# We still want to clear this list out while we're doing that
if not chosen_task:
index = all_tasks.index(chosen_task)
del all_tasks[index]
del all_weights[index]
else:
if len(general_tasks) == 0:
raise Exception(f"There are not enough available tasks to fill the remaining pool for OSRS " +
f"Please adjust {self.player_name}'s settings to be less restrictive of tasks.")
task = general_tasks.pop()
self.add_location(task)
locations_added += 1
def add_location(self, location):
index = [i for i in range(len(location_rows)) if location_rows[i].name == location.name][0]
self.create_and_add_location(index)
def create_items(self) -> None:
for item_row in item_rows:
if item_row.name != self.starting_area_item:
for c in range(item_row.amount):
item = self.create_item(item_row.name)
self.multiworld.itempool.append(item)
def get_filler_item_name(self) -> str:
return self.random.choice(
[ItemNames.Progressive_Armor, ItemNames.Progressive_Weapons, ItemNames.Progressive_Magic,
ItemNames.Progressive_Tools, ItemNames.Progressive_Range_Armor, ItemNames.Progressive_Range_Weapon])
def create_and_add_location(self, row_index) -> None:
location_row = location_rows[row_index]
# print(f"Adding task {location_row.name}")
# Create Location
location_id = self.base_id + row_index
if location_row.category == "points" or location_row.category == "goal":
location_id = None
location = OSRSLocation(self.player, location_row.name, location_id)
self.location_name_to_data[location_row.name] = location
# Add the location to its first region, or if it doesn't belong to one, to Menu
region = self.region_name_to_data["Menu"]
if location_row.regions:
region = self.region_name_to_data[location_row.regions[0]]
location.parent_region = region
region.locations.append(location)
def set_rules(self) -> None:
"""
called to set access and item rules on locations and entrances.
"""
quest_attr_names = ["Cooks_Assistant", "Demon_Slayer", "Restless_Ghost", "Romeo_Juliet",
"Sheep_Shearer", "Shield_of_Arrav", "Ernest_the_Chicken", "Vampyre_Slayer",
"Imp_Catcher", "Prince_Ali_Rescue", "Dorics_Quest", "Black_Knights_Fortress",
"Witchs_Potion", "Knights_Sword", "Goblin_Diplomacy", "Pirates_Treasure",
"Rune_Mysteries", "Misthalin_Mystery", "Corsair_Curse", "X_Marks_the_Spot",
"Below_Ice_Mountain"]
for qp_attr_name in quest_attr_names:
loc_name = getattr(LocationNames, f"QP_{qp_attr_name}")
item_name = getattr(ItemNames, f"QP_{qp_attr_name}")
self.multiworld.get_location(loc_name, self.player) \
.place_locked_item(self.create_event(item_name))
for quest_attr_name in quest_attr_names:
qp_loc_name = getattr(LocationNames, f"QP_{quest_attr_name}")
q_loc_name = getattr(LocationNames, f"Q_{quest_attr_name}")
add_rule(self.multiworld.get_location(qp_loc_name, self.player), lambda state, q_loc_name=q_loc_name: (
self.multiworld.get_location(q_loc_name, self.player).can_reach(state)
))
# place "Victory" at "Dragon Slayer" and set collection as win condition
self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \
.place_locked_item(self.create_event("Victory"))
self.multiworld.completion_condition[self.player] = lambda state: (state.has("Victory", self.player))
for location_name, location in self.location_name_to_data.items():
location_row = self.location_rows_by_name[location_name]
# Set up requirements for region
for region_required_name in location_row.regions:
region_required = self.region_name_to_data[region_required_name]
add_rule(location,
lambda state, region_required=region_required: state.can_reach(region_required, "Region",
self.player))
for skill_req in location_row.skills:
add_rule(location, self.get_skill_rule(skill_req.skill, skill_req.level))
for item_req in location_row.items:
add_rule(location, lambda state, item_req=item_req: state.has(item_req, self.player))
if location_row.qp:
add_rule(location, lambda state, location_row=location_row: self.quest_points(state) > location_row.qp)
def create_region(self, name: str) -> "Region":
region = Region(name, self.player, self.multiworld)
self.region_name_to_data[name] = region
self.multiworld.regions.append(region)
return region
def create_item(self, item_name: str) -> "Item":
item = [item for item in item_rows if item.name == item_name][0]
index = item_rows.index(item)
return OSRSItem(item.name, item.progression, self.base_id + index, self.player)
def create_event(self, event: str):
# while we are at it, we can also add a helper to create events
return OSRSItem(event, ItemClassification.progression, None, self.player)
def quest_points(self, state):
qp = 0
for qp_event in QP_Items:
if state.has(qp_event, self.player):
qp += int(qp_event[0])
return qp
"""
Ensures a target level can be reached with available resources
"""
def get_skill_rule(self, skill, level) -> CollectionRule:
if skill.lower() == "fishing":
if self.options.brutal_grinds or level < 5:
return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player)
if level < 20:
return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \
state.can_reach(RegionNames.Port_Sarim, "Region", self.player)
else:
return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \
state.can_reach(RegionNames.Port_Sarim, "Region", self.player) and \
state.can_reach(RegionNames.Fly_Fish, "Region", self.player)
if skill.lower() == "mining":
if self.options.brutal_grinds or level < 15:
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or \
state.can_reach(RegionNames.Clay_Rock, "Region", self.player)
else:
# Iron is the best way to train all the way to 99, so having access to iron is all you need to check for
return lambda state: (state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or
state.can_reach(RegionNames.Clay_Rock, "Region", self.player)) and \
state.can_reach(RegionNames.Iron_Rock, "Region", self.player)
if skill.lower() == "woodcutting":
if self.options.brutal_grinds or level < 15:
# I've checked. There is not a single chunk in the f2p that does not have at least one normal tree.
# Even the desert.
return lambda state: True
if level < 30:
return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player)
else:
return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player) and \
state.can_reach(RegionNames.Willow_Tree, "Region", self.player)
if skill.lower() == "smithing":
if self.options.brutal_grinds:
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
state.can_reach(RegionNames.Furnace, "Region", self.player)
if level < 15:
# Lumbridge has a special bronze-only anvil. This is the only anvil of its type so it's not included
# in the "Anvil" resource region. We still need to check for it though.
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
state.can_reach(RegionNames.Furnace, "Region", self.player) and \
(state.can_reach(RegionNames.Anvil, "Region", self.player) or
state.can_reach(RegionNames.Lumbridge, "Region", self.player))
if level < 30:
# For levels between 15 and 30, the lumbridge anvil won't cut it. Only a real one will do
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \
state.can_reach(RegionNames.Furnace, "Region", self.player) and \
state.can_reach(RegionNames.Anvil, "Region", self.player)
else:
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \
state.can_reach(RegionNames.Coal_Rock, "Region", self.player) and \
state.can_reach(RegionNames.Furnace, "Region", self.player) and \
state.can_reach(RegionNames.Anvil, "Region", self.player)
if skill.lower() == "crafting":
# Crafting is really complex. Need a lot of sub-rules to make this even remotely readable
def can_spin(state):
return state.can_reach(RegionNames.Sheep, "Region", self.player) and \
state.can_reach(RegionNames.Spinning_Wheel, "Region", self.player)
def can_pot(state):
return state.can_reach(RegionNames.Clay_Rock, "Region", self.player) and \
state.can_reach(RegionNames.Barbarian_Village, "Region", self.player)
def can_tan(state):
return state.can_reach(RegionNames.Milk, "Region", self.player) and \
state.can_reach(RegionNames.Al_Kharid, "Region", self.player)
def mould_access(state):
return state.can_reach(RegionNames.Al_Kharid, "Region", self.player) or \
state.can_reach(RegionNames.Rimmington, "Region", self.player)
def can_silver(state):
return state.can_reach(RegionNames.Silver_Rock, "Region", self.player) and \
state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state)
def can_gold(state):
return state.can_reach(RegionNames.Gold_Rock, "Region", self.player) and \
state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state)
if self.options.brutal_grinds or level < 5:
return lambda state: can_spin(state) or can_pot(state) or can_tan(state)
can_smelt_gold = self.get_skill_rule("smithing", 40)
can_smelt_silver = self.get_skill_rule("smithing", 20)
if level < 16:
return lambda state: can_pot(state) or can_tan(state) or (can_gold(state) and can_smelt_gold(state))
else:
return lambda state: can_tan(state) or (can_silver(state) and can_smelt_silver(state)) or \
(can_gold(state) and can_smelt_gold(state))
if skill.lower() == "Cooking":
if self.options.brutal_grinds or level < 15:
return lambda state: state.can_reach(RegionNames.Milk, "Region", self.player) or \
state.can_reach(RegionNames.Egg, "Region", self.player) or \
state.can_reach(RegionNames.Shrimp, "Region", self.player) or \
(state.can_reach(RegionNames.Wheat, "Region", self.player) and
state.can_reach(RegionNames.Windmill, "Region", self.player))
else:
can_catch_fly_fish = self.get_skill_rule("fishing", 20)
return lambda state: state.can_reach(RegionNames.Fly_Fish, "Region", self.player) and \
can_catch_fly_fish(state) and \
(state.can_reach(RegionNames.Milk, "Region", self.player) or
state.can_reach(RegionNames.Egg, "Region", self.player) or
state.can_reach(RegionNames.Shrimp, "Region", self.player) or
(state.can_reach(RegionNames.Wheat, "Region", self.player) and
state.can_reach(RegionNames.Windmill, "Region", self.player)))
if skill.lower() == "runecraft":
return lambda state: state.has(ItemNames.QP_Rune_Mysteries, self.player)
if skill.lower() == "magic":
return lambda state: state.can_reach(RegionNames.Mind_Runes, "Region", self.player)
return lambda state: True

View File

@@ -0,0 +1,114 @@
# Old School Runescape
## What is the Goal of this Randomizer?
The goal is to complete the quest "Dragon Slayer I" with limited access to gear and map chunks while following normal
Ironman/Group Ironman restrictions on a fresh free-to-play account.
## Where is the options page?
The [player options page for this game](../player-options) contains all the options you need to configure and export a
config file. OSRS contains many options for a highly customizable experience. The options available to you are:
* **Starting Area** - The starting region of your run. This is the first region you will have available, and you can always
freely return to it (see the section below for when it is allowed to cross locked regions to access it)
* You may select a starting city from the list of Lumbridge, Al Kharid, Varrock (East or West), Edgeville, Falador,
Draynor Village, or The Wilderness (Ferox Enclave)
* The option "Any Bank" will choose one of the above regions at random
* The option "Chunksanity" can start you in _any_ chunk, regardless of whether it has access to a bank.
* **Brutal Grinds** - If enabled, the logic will assume you are willing to go to great lengths to train skills.
* As an example, when enabled, it might be in logic to obtain tin and copper from mob drops and smelt bronze bars to
reach Smithing Level 40 to smelt gold for a task.
* If left disabled, the logic will always ensure you have a reasonable method for training a skill to reach a specific
task, such as having access to intermediate-level training options
* **Progressive Tasks** - If enabled, tasks for a skill are generated in order from earliest to latest.
* For example, your first Smithing task would always be "Smelt an Iron Bar", then "Smelt a Silver Bar", and so on.
You would never have the task "Smelt a Gold Bar" without having every previous Smithing task as well.
This can lead to a more consistent length of run, and is generally shorter than disabling it, but with less variety.
* **Skill Category Weighting Options**
* These are available in each task category (all trainable skills plus "Combat" and "General")
* **Max [Category] Level** - The highest level you intend to have to reach in order to complete all tasks for this
category. For the Combat category, this is the max level of monster you are willing to fight.
General tasks do not have a level and thus do not have this option.
* **Max [Category] Tasks** - The highest number of tasks in this category you are willing to be assigned.
Note that you can end up with _less_ than this amount, but never more. The "General" category is used to fill remaining
spots so a maximum is not specified, instead it has a _minimum_ count.
* **[Category] Task Weighting** - The relative weighting of this category to all of the others. Increase this to make
tasks in this category more likely.
## What does randomization do to this game?
The OSRS Archipelago Randomizer takes the form of a "Chunkman" account, a form of challenge account
where you are limited to specific regions of the map (known as "chunks") until you complete tasks to unlock
more. The plugin will interface with the [Region Locker Plugin](https://github.com/slaytostay/region-locker) to
visually display these chunk borders and highlight them as locked or unlocked. The optional included GPU plugin for the
Region Locker can tint the locked areas gray, but is incompatible with other GPU plugins such as 117's HD OSRS.
If you choose not to include it, the world map will show locked and unlocked regions instead.
In order to access a region, you will need to access it entirely through unlocked regions. At no point are you
ever allowed to cross through locked regions, with the following exceptions:
* If your starting region is not Lumbridge, when you complete Tutorial Island, you will need to traverse locked regions
to reach your intended starting location.
* If your starting region is not Lumbridge, you are allowed to "Home Teleport" to your starting region by using the
Lumbridge Home Teleport Spell and then walking to your start location. This is to prevent you from getting "stuck" after
using one-way transportation such as the Port Sarim Jail Teleport from Shantay Pass and being locked out of progression.
* All of your starting Tutorial Island items are assumed to be available at all times. If you have lost an important
item such as a Tinderbox, and cannot re-obtain it in your unlocked region, you are allowed to enter locked regions to
replace it in the least obtrusive way possible.
* If you need to adjust Group Ironman settings, such as adding or removing a member, you may freely access The Node
to do so.
When passing through locked regions for such exceptions, do not interact with any NPCs, items, or enemies and attempt
to spend as little time in them as possible.
The plugin will prevent equipping items that you have not unlocked the ability to wield. For example, attempting
to equip an Iron Platebody before the first Progressive Armor unlock will display a chat message and will not
equip the item.
The plugin will show a list of your current tasks in the sidebar. The plugin will be able to detect the completion
of most tasks, but in the case that a task cannot be detected (for example, killing an enemy with no
drop table such as Deadly Red Spiders), the task can be marked as complete manually by clicking
on the button. This button can also be used to mark completed tasks you have done while playing OSRS mobile or
on a different client without having the plugin available. Simply click the button the next time you are logged in to
Runelite and connected to send the check.
Due to the nature of randomizing a live MMO with no ability to freely edit the character or adjust game logic or
balancing, this randomizer relies heavily on **the honor system**. The plugin cannot prevent you from walking through
locked regions or equipping locked items with the plugin disabled before connecting. It is important
to acknowledge before starting that the entire purpose of the randomizer is a self-imposed challenge, and there
is little point in cheating by circumventing the plugin's restrictions or marking a task complete without actually
completing it. If you wish to play OSRS with no restrictions, that is always available without the plugin.
In order to access the AP Text Client commands (such as `!hint` or to chat with other players in the seed), enter your
command in chat prefaced by the string `!ap`. Example commands:
`!ap buying gf 100k` -> Sends the message "buying gf 100k" to the server
`!ap !hint Area: Lumbridge` -> Attempts to hint for the "Area: Lumbridge" item. Results will appear in your chat box.
Other server messages, such as chat, will appear in your chat box, prefaced by the Archipelago icon.
## What items and locations get shuffled?
Items:
- Every map region (at least one chunk but sometimes more)
- Weapon tiers from iron to Rune (bronze is available from the start)
- Armor tiers from iron to Rune (bronze is available from the start)
- Two Spell Tiers (bolt and blast spells)
- Three tiers of Ranged Armor (leather, studded leather + vambraces, green dragonhide)
- Three tiers of Ranged Weapons (oak, willow, maple bows and their respective highest tier of arrows)
Locations:
* Every Quest is a location that will always be included in every seed
* A random assortment of tasks, separated into categories based on the skill required.
These task categories can have different weights, minimums, and maximums based on your options.
* For a full list of Locations, items, and regions, see the
[Logic Document](https://docs.google.com/spreadsheets/d/1R8Cm8L6YkRWeiN7uYrdru8Vc1DlJ0aFAinH_fwhV8aU/edit?usp=sharing)
## Which items can be in another player's world?
Any item or region unlock can be found in any player's world.
## What does another world's item look like in Old School Runescape?
Upon completing a task, the item and recipient will be listed in the player's chatbox.
## When the player receives an item, what happens?
In addition to the message appearing in the chatbox, a UI window will appear listing the item and who sent it.
These boxes also appear when connecting to a seed already in progress to list the items you have acquired while offline.
The sidebar will list all received items below the task list, starting with regions, then showing the highest tier of
equipment in each category.

View File

@@ -0,0 +1,58 @@
# Setup Guide for Old School Runescape
## Required Software
- [RuneLite](https://runelite.net/)
- If the account being used has been migrated to a Jagex Account, the [Jagex Launcher](https://www.jagex.com/en-GB/launcher)
will also be necessary to run RuneLite
## Configuring your YAML file
### What is a YAML file and why do I need one?
Your YAML file contains a set of configuration options which provide the generator with information about how it should
generate your game. Each player of a multiworld will provide their own YAML file. This setup allows each player to enjoy
an experience customized for their taste, and different players in the same multiworld can all have different options.
### Where do I get a YAML file?
You can customize your settings by visiting the
[Old School Runescape Player Options Page](/games/Old%20School%20Runescape/player-options).
## Joining a MultiWorld Game
### Install the RuneLite Plugins
Open RuneLite and click on the wrench icon on the right side. From there, click on the plug icon to access the
Plugin Hub. You will need to install the [Archipelago Plugin](https://github.com/digiholic/osrs-archipelago)
and [Region Locker Plugin](https://github.com/slaytostay/region-locker). The Region Locker plugin
will include three plugins; only the `Region Locker` plugin itself is required. The `Region Locker GPU` plugin can be
used to display locked chunks in gray, but is incompatible with other GPU plugins such as 117's HD OSRS and can be
disabled.
### Create a new OSRS Account
The OSRS Randomizer assumes you are playing on a newly created f2p Ironman account. As such, you will need to [create a
new Runescape account](https://secure.runescape.com/m=account-creation/create_account?theme=oldschool).
If you already have a [Jagex Account](https://www.jagex.com/en-GB/accounts) you can add up to 20 characters on
one account through the Jagex Launcher. Note that there is currently no way to _remove_ characters
from a Jagex Account, as such, you might want to create a separate account to hold your Archipelago
characters if you intend to use your main Jagex account for more characters in the future.
**Protip**: In order to avoid having to remember random email addresses for many accounts, take advantage of an email
alias, a feature supported by most email providers. Any text after a `+` in your email address will redirect to your
normal address, but the email will be recognized by the Jagex login as a new email address. For example, if your email
were `Archipelago@gmail.com`, entering `Archipelago+OSRSRandomizer@gmail.com` would cause the confirmation email to
be sent to your primary address, but the alias can be used to create a new account. One recommendation would be to
include the date of generation in the account, such as `Archipelago+APYYMMDD@gmail.com` for easy memorability.
After creating an account, you may run through Tutorial Island without connecting; the randomizer has no
effect on the Tutorial.
### Connect to the Multiserver
In the Archipelago Plugin, enter your server information. The `Auto Reconnect on Login For` field should remain blank;
it will be populated by the character name you first connect with, and it will reconnect to the AP server whenever that
character logs in. Open the Archipelago panel on the right-hand side to connect to the multiworld while logged in to
a game world to associate this character to the randomizer.
For further information about how to connect to the server in the RuneLite plugin,
please see the [Archipelago Plugin](https://github.com/digiholic/osrs-archipelago) instructions.

View File

@@ -31,23 +31,17 @@ def has_all_items(multiworld: MultiWorld, items: Set[str], region: str, player:
# Checks to see if chest/shrine are accessible
def has_location_access_rule(multiworld: MultiWorld, environment: str, player: int, item_number: int, item_type: str)\
-> None:
if item_number == 1:
multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \
lambda state: state.has(environment, player)
location_name = f"{environment}: {item_type} {item_number}"
if item_type == "Scavenger":
# scavengers need to be locked till after a full loop since that is when they are capable of spawning.
# (While technically the requirement is just beating 5 stages, this will ensure that the player will have
# a long enough run to have enough director credits for scavengers and
# help prevent being stuck in the same stages until that point).
if item_type == "Scavenger":
multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \
lambda state: state.has(environment, player) and state.has("Stage 5", player)
multiworld.get_location(location_name, player).access_rule = \
lambda state: state.has(environment, player) and state.has("Stage 5", player)
else:
multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \
lambda state: check_location(state, environment, player, item_number, item_type)
def check_location(state, environment: str, player: int, item_number: int, item_name: str) -> bool:
return state.can_reach(f"{environment}: {item_name} {item_number - 1}", "Location", player)
multiworld.get_location(location_name, player).access_rule = \
lambda state: state.has(environment, player)
def set_rules(ror2_world: "RiskOfRainWorld") -> None:

View File

@@ -169,7 +169,61 @@ portal_mapping: List[Portal] = [
destination="Overworld Redux", tag="_rafters"),
Portal(name="Temple Door Exit", region="Sealed Temple",
destination="Overworld Redux", tag="_main"),
Portal(name="Forest Belltower to Fortress", region="Forest Belltower Main",
destination="Fortress Courtyard", tag="_"),
Portal(name="Forest Belltower to Forest", region="Forest Belltower Lower",
destination="East Forest Redux", tag="_"),
Portal(name="Forest Belltower to Overworld", region="Forest Belltower Main",
destination="Overworld Redux", tag="_"),
Portal(name="Forest Belltower to Guard Captain Room", region="Forest Belltower Upper",
destination="Forest Boss Room", tag="_"),
Portal(name="Forest to Belltower", region="East Forest",
destination="Forest Belltower", tag="_"),
Portal(name="Forest Guard House 1 Lower Entrance", region="East Forest",
destination="East Forest Redux Laddercave", tag="_lower"),
Portal(name="Forest Guard House 1 Gate Entrance", region="East Forest",
destination="East Forest Redux Laddercave", tag="_gate"),
Portal(name="Forest Dance Fox Outside Doorway", region="East Forest Dance Fox Spot",
destination="East Forest Redux Laddercave", tag="_upper"),
Portal(name="Forest to Far Shore", region="East Forest Portal",
destination="Transit", tag="_teleporter_forest teleporter"),
Portal(name="Forest Guard House 2 Lower Entrance", region="Lower Forest",
destination="East Forest Redux Interior", tag="_lower"),
Portal(name="Forest Guard House 2 Upper Entrance", region="East Forest",
destination="East Forest Redux Interior", tag="_upper"),
Portal(name="Forest Grave Path Lower Entrance", region="East Forest",
destination="Sword Access", tag="_lower"),
Portal(name="Forest Grave Path Upper Entrance", region="East Forest",
destination="Sword Access", tag="_upper"),
Portal(name="Forest Grave Path Upper Exit", region="Forest Grave Path Upper",
destination="East Forest Redux", tag="_upper"),
Portal(name="Forest Grave Path Lower Exit", region="Forest Grave Path Main",
destination="East Forest Redux", tag="_lower"),
Portal(name="East Forest Hero's Grave", region="Forest Hero's Grave",
destination="RelicVoid", tag="_teleporter_relic plinth"),
Portal(name="Guard House 1 Dance Fox Exit", region="Guard House 1 West",
destination="East Forest Redux", tag="_upper"),
Portal(name="Guard House 1 Lower Exit", region="Guard House 1 West",
destination="East Forest Redux", tag="_lower"),
Portal(name="Guard House 1 Upper Forest Exit", region="Guard House 1 East",
destination="East Forest Redux", tag="_gate"),
Portal(name="Guard House 1 to Guard Captain Room", region="Guard House 1 East",
destination="Forest Boss Room", tag="_"),
Portal(name="Guard House 2 Lower Exit", region="Guard House 2 Lower",
destination="East Forest Redux", tag="_lower"),
Portal(name="Guard House 2 Upper Exit", region="Guard House 2 Upper",
destination="East Forest Redux", tag="_upper"),
Portal(name="Guard Captain Room Non-Gate Exit", region="Forest Boss Room",
destination="East Forest Redux Laddercave", tag="_"),
Portal(name="Guard Captain Room Gate Exit", region="Forest Boss Room",
destination="Forest Belltower", tag="_"),
Portal(name="Well Ladder Exit", region="Beneath the Well Ladder Exit",
destination="Overworld Redux", tag="_entrance"),
Portal(name="Well to Well Boss", region="Beneath the Well Back",
@@ -206,7 +260,66 @@ portal_mapping: List[Portal] = [
Portal(name="Magic Dagger House Exit", region="Magic Dagger House",
destination="Archipelagos Redux", tag="_"),
Portal(name="Fortress Courtyard to Fortress Grave Path Lower", region="Fortress Courtyard",
destination="Fortress Reliquary", tag="_Lower"),
Portal(name="Fortress Courtyard to Fortress Grave Path Upper", region="Fortress Courtyard Upper",
destination="Fortress Reliquary", tag="_Upper"),
Portal(name="Fortress Courtyard to Fortress Interior", region="Fortress Courtyard",
destination="Fortress Main", tag="_Big Door"),
Portal(name="Fortress Courtyard to East Fortress", region="Fortress Courtyard Upper",
destination="Fortress East", tag="_"),
Portal(name="Fortress Courtyard to Beneath the Vault", region="Beneath the Vault Entry",
destination="Fortress Basement", tag="_"),
Portal(name="Fortress Courtyard to Forest Belltower", region="Fortress Exterior from East Forest",
destination="Forest Belltower", tag="_"),
Portal(name="Fortress Courtyard to Overworld", region="Fortress Exterior from Overworld",
destination="Overworld Redux", tag="_"),
Portal(name="Fortress Courtyard Shop", region="Fortress Exterior near cave",
destination="Shop", tag="_"),
Portal(name="Beneath the Vault to Fortress Interior", region="Beneath the Vault Back",
destination="Fortress Main", tag="_"),
Portal(name="Beneath the Vault to Fortress Courtyard", region="Beneath the Vault Ladder Exit",
destination="Fortress Courtyard", tag="_"),
Portal(name="Fortress Interior Main Exit", region="Eastern Vault Fortress",
destination="Fortress Courtyard", tag="_Big Door"),
Portal(name="Fortress Interior to Beneath the Earth", region="Eastern Vault Fortress",
destination="Fortress Basement", tag="_"),
Portal(name="Fortress Interior to Siege Engine Arena", region="Eastern Vault Fortress Gold Door",
destination="Fortress Arena", tag="_"),
Portal(name="Fortress Interior Shop", region="Eastern Vault Fortress",
destination="Shop", tag="_"),
Portal(name="Fortress Interior to East Fortress Upper", region="Eastern Vault Fortress",
destination="Fortress East", tag="_upper"),
Portal(name="Fortress Interior to East Fortress Lower", region="Eastern Vault Fortress",
destination="Fortress East", tag="_lower"),
Portal(name="East Fortress to Interior Lower", region="Fortress East Shortcut Lower",
destination="Fortress Main", tag="_lower"),
Portal(name="East Fortress to Courtyard", region="Fortress East Shortcut Upper",
destination="Fortress Courtyard", tag="_"),
Portal(name="East Fortress to Interior Upper", region="Fortress East Shortcut Upper",
destination="Fortress Main", tag="_upper"),
Portal(name="Fortress Grave Path Lower Exit", region="Fortress Grave Path",
destination="Fortress Courtyard", tag="_Lower"),
Portal(name="Fortress Hero's Grave", region="Fortress Hero's Grave Region",
destination="RelicVoid", tag="_teleporter_relic plinth"),
Portal(name="Fortress Grave Path Upper Exit", region="Fortress Grave Path Upper",
destination="Fortress Courtyard", tag="_Upper"),
Portal(name="Fortress Grave Path Dusty Entrance", region="Fortress Grave Path Dusty Entrance Region",
destination="Dusty", tag="_"),
Portal(name="Dusty Exit", region="Fortress Leaf Piles",
destination="Fortress Reliquary", tag="_"),
Portal(name="Siege Engine Arena to Fortress", region="Fortress Arena",
destination="Fortress Main", tag="_"),
Portal(name="Fortress to Far Shore", region="Fortress Arena Portal",
destination="Transit", tag="_teleporter_spidertank"),
Portal(name="Atoll Upper Exit", region="Ruined Atoll",
destination="Overworld Redux", tag="_upper"),
Portal(name="Atoll Lower Exit", region="Ruined Atoll Lower Entry Area",
@@ -263,119 +376,6 @@ portal_mapping: List[Portal] = [
Portal(name="Librarian Arena Exit", region="Library Arena",
destination="Library Lab", tag="_"),
Portal(name="Forest to Belltower", region="East Forest",
destination="Forest Belltower", tag="_"),
Portal(name="Forest Guard House 1 Lower Entrance", region="East Forest",
destination="East Forest Redux Laddercave", tag="_lower"),
Portal(name="Forest Guard House 1 Gate Entrance", region="East Forest",
destination="East Forest Redux Laddercave", tag="_gate"),
Portal(name="Forest Dance Fox Outside Doorway", region="East Forest Dance Fox Spot",
destination="East Forest Redux Laddercave", tag="_upper"),
Portal(name="Forest to Far Shore", region="East Forest Portal",
destination="Transit", tag="_teleporter_forest teleporter"),
Portal(name="Forest Guard House 2 Lower Entrance", region="Lower Forest",
destination="East Forest Redux Interior", tag="_lower"),
Portal(name="Forest Guard House 2 Upper Entrance", region="East Forest",
destination="East Forest Redux Interior", tag="_upper"),
Portal(name="Forest Grave Path Lower Entrance", region="East Forest",
destination="Sword Access", tag="_lower"),
Portal(name="Forest Grave Path Upper Entrance", region="East Forest",
destination="Sword Access", tag="_upper"),
Portal(name="Guard House 1 Dance Fox Exit", region="Guard House 1 West",
destination="East Forest Redux", tag="_upper"),
Portal(name="Guard House 1 Lower Exit", region="Guard House 1 West",
destination="East Forest Redux", tag="_lower"),
Portal(name="Guard House 1 Upper Forest Exit", region="Guard House 1 East",
destination="East Forest Redux", tag="_gate"),
Portal(name="Guard House 1 to Guard Captain Room", region="Guard House 1 East",
destination="Forest Boss Room", tag="_"),
Portal(name="Forest Grave Path Upper Exit", region="Forest Grave Path Upper",
destination="East Forest Redux", tag="_upper"),
Portal(name="Forest Grave Path Lower Exit", region="Forest Grave Path Main",
destination="East Forest Redux", tag="_lower"),
Portal(name="East Forest Hero's Grave", region="Forest Hero's Grave",
destination="RelicVoid", tag="_teleporter_relic plinth"),
Portal(name="Guard House 2 Lower Exit", region="Guard House 2 Lower",
destination="East Forest Redux", tag="_lower"),
Portal(name="Guard House 2 Upper Exit", region="Guard House 2 Upper",
destination="East Forest Redux", tag="_upper"),
Portal(name="Guard Captain Room Non-Gate Exit", region="Forest Boss Room",
destination="East Forest Redux Laddercave", tag="_"),
Portal(name="Guard Captain Room Gate Exit", region="Forest Boss Room",
destination="Forest Belltower", tag="_"),
Portal(name="Forest Belltower to Fortress", region="Forest Belltower Main",
destination="Fortress Courtyard", tag="_"),
Portal(name="Forest Belltower to Forest", region="Forest Belltower Lower",
destination="East Forest Redux", tag="_"),
Portal(name="Forest Belltower to Overworld", region="Forest Belltower Main",
destination="Overworld Redux", tag="_"),
Portal(name="Forest Belltower to Guard Captain Room", region="Forest Belltower Upper",
destination="Forest Boss Room", tag="_"),
Portal(name="Fortress Courtyard to Fortress Grave Path Lower", region="Fortress Courtyard",
destination="Fortress Reliquary", tag="_Lower"),
Portal(name="Fortress Courtyard to Fortress Grave Path Upper", region="Fortress Courtyard Upper",
destination="Fortress Reliquary", tag="_Upper"),
Portal(name="Fortress Courtyard to Fortress Interior", region="Fortress Courtyard",
destination="Fortress Main", tag="_Big Door"),
Portal(name="Fortress Courtyard to East Fortress", region="Fortress Courtyard Upper",
destination="Fortress East", tag="_"),
Portal(name="Fortress Courtyard to Beneath the Vault", region="Beneath the Vault Entry",
destination="Fortress Basement", tag="_"),
Portal(name="Fortress Courtyard to Forest Belltower", region="Fortress Exterior from East Forest",
destination="Forest Belltower", tag="_"),
Portal(name="Fortress Courtyard to Overworld", region="Fortress Exterior from Overworld",
destination="Overworld Redux", tag="_"),
Portal(name="Fortress Courtyard Shop", region="Fortress Exterior near cave",
destination="Shop", tag="_"),
Portal(name="Beneath the Vault to Fortress Interior", region="Beneath the Vault Back",
destination="Fortress Main", tag="_"),
Portal(name="Beneath the Vault to Fortress Courtyard", region="Beneath the Vault Ladder Exit",
destination="Fortress Courtyard", tag="_"),
Portal(name="Fortress Interior Main Exit", region="Eastern Vault Fortress",
destination="Fortress Courtyard", tag="_Big Door"),
Portal(name="Fortress Interior to Beneath the Earth", region="Eastern Vault Fortress",
destination="Fortress Basement", tag="_"),
Portal(name="Fortress Interior to Siege Engine Arena", region="Eastern Vault Fortress Gold Door",
destination="Fortress Arena", tag="_"),
Portal(name="Fortress Interior Shop", region="Eastern Vault Fortress",
destination="Shop", tag="_"),
Portal(name="Fortress Interior to East Fortress Upper", region="Eastern Vault Fortress",
destination="Fortress East", tag="_upper"),
Portal(name="Fortress Interior to East Fortress Lower", region="Eastern Vault Fortress",
destination="Fortress East", tag="_lower"),
Portal(name="East Fortress to Interior Lower", region="Fortress East Shortcut Lower",
destination="Fortress Main", tag="_lower"),
Portal(name="East Fortress to Courtyard", region="Fortress East Shortcut Upper",
destination="Fortress Courtyard", tag="_"),
Portal(name="East Fortress to Interior Upper", region="Fortress East Shortcut Upper",
destination="Fortress Main", tag="_upper"),
Portal(name="Fortress Grave Path Lower Exit", region="Fortress Grave Path",
destination="Fortress Courtyard", tag="_Lower"),
Portal(name="Fortress Hero's Grave", region="Fortress Hero's Grave Region",
destination="RelicVoid", tag="_teleporter_relic plinth"),
Portal(name="Fortress Grave Path Upper Exit", region="Fortress Grave Path Upper",
destination="Fortress Courtyard", tag="_Upper"),
Portal(name="Fortress Grave Path Dusty Entrance", region="Fortress Grave Path Dusty Entrance Region",
destination="Dusty", tag="_"),
Portal(name="Dusty Exit", region="Fortress Leaf Piles",
destination="Fortress Reliquary", tag="_"),
Portal(name="Siege Engine Arena to Fortress", region="Fortress Arena",
destination="Fortress Main", tag="_"),
Portal(name="Fortress to Far Shore", region="Fortress Arena Portal",
destination="Transit", tag="_teleporter_spidertank"),
Portal(name="Stairs to Top of the Mountain", region="Lower Mountain Stairs",
destination="Mountaintop", tag="_"),
Portal(name="Mountain to Quarry", region="Lower Mountain",
@@ -1183,6 +1183,8 @@ traversal_requirements: Dict[str, Dict[str, List[List[str]]]] = {
[],
"Library Hero's Grave Region":
[],
"Library Hall to Rotunda":
[],
},
"Library Hero's Grave Region": {
"Library Hall":

View File

@@ -24,10 +24,10 @@ def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
regions: Dict[str, Region] = {}
if world.options.entrance_rando:
portal_pairs = pair_portals(world)
# output the entrances to the spoiler log here for convenience
for portal1, portal2 in portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
sorted_portal_pairs = sort_portals(portal_pairs)
for portal1, portal2 in sorted_portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1, portal2, "both", world.player)
else:
portal_pairs = vanilla_portals()
@@ -504,3 +504,29 @@ def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[s
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic)
return connected_regions
# sort the portal dict by the name of the first portal, referring to the portal order in the master portal list
def sort_portals(portal_pairs: Dict[Portal, Portal]) -> Dict[str, str]:
sorted_pairs: Dict[str, str] = {}
reference_list: List[str] = [portal.name for portal in portal_mapping]
reference_list.append("Shop Portal")
# note: this is not necessary yet since the shop portals aren't numbered yet -- they will be when decoupled happens
# due to plando, there can be a variable number of shops
# I could either do it like this, or just go up to like 200, this seemed better
# shop_count = 0
# for portal1, portal2 in portal_pairs.items():
# if portal1.name.startswith("Shop"):
# shop_count += 1
# if portal2.name.startswith("Shop"):
# shop_count += 1
# reference_list.extend([f"Shop Portal {i + 1}" for i in range(shop_count)])
for name in reference_list:
for portal1, portal2 in portal_pairs.items():
if name == portal1.name:
sorted_pairs[portal1.name] = portal2.name
break
return sorted_pairs