Files
Archipelago/worlds/civ_6/__init__.py
Carter Hesterman 2c490ef637 Implement feedback
2024-08-20 20:54:12 -06:00

193 lines
7.9 KiB
Python

import math
import os
from typing import Any, Dict, Optional, Set
from .Data import get_boosts_data
from .Rules import create_boost_rules
from .Container import CivVIContainer, generate_goody_hut_sql, generate_new_items, generate_setup_file, generate_update_boosts_sql
from .Enum import CivVICheckType
from .Items import BOOSTSANITY_PROGRESSION_ITEMS, FILLER_DISTRIBUTION, CivVIItemData, FillerItemRarity, generate_item_table, CivVIItem, get_random_filler_by_rarity
from .Locations import CivVILocation, CivVILocationData, EraType, generate_era_location_table, generate_flat_location_table
from .Options import CivVIOptions
from .Regions import create_regions
from BaseClasses import Item, ItemClassification, MultiWorld, Tutorial
from worlds.AutoWorld import World, WebWorld
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch_subprocess
def run_client(url: Optional[str] = None):
print("Running Civ6 Client")
from .Civ6Client import main # lazy import
launch_subprocess(main, name="Civ6Client")
components.append(
Component("Civ6 Client", func=run_client, component_type=Type.CLIENT,
file_identifier=SuffixIdentifier(".apcivvi"))
)
class CivVIWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up Civlization VI for MultiWorld.",
"English",
"setup_en.md",
"setup/en",
["hesto2"]
)]
class CivVIWorld(World):
"""
Civilization VI is a turn-based strategy video game in which one or more players compete alongside computer-controlled AI opponents to grow their individual civilization from a small tribe to control the entire planet across several periods of development.
"""
game: str = "Civilization VI"
topology_present = False
options_dataclass = CivVIOptions
options: CivVIOptions
web = CivVIWeb()
item_name_to_id = {
item.name: item.code for item in generate_item_table().values()}
location_name_to_id = {
location.name: location.code for location in generate_flat_location_table().values()}
item_table: Dict[str, CivVIItemData] = {}
location_by_era: Dict[EraType, Dict[str, CivVILocationData]]
data_version = 1
required_client_version = (0, 4, 5)
def __init__(self, multiworld: "MultiWorld", player: int):
super().__init__(multiworld, player)
self.location_by_era = generate_era_location_table()
self.location_table: Dict[str, CivVILocationData] = {}
self.item_table = generate_item_table()
for _era, locations in self.location_by_era.items():
for _item_name, location in locations.items():
self.location_table[location.name] = location
def get_filler_item_name(self) -> str:
return get_random_filler_by_rarity(self, FillerItemRarity.COMMON, self.item_table).name
def create_regions(self) -> None:
create_regions(self, self.options, self.player)
def set_rules(self) -> None:
if self.options.boostsanity:
create_boost_rules(self)
def create_item(self, name: str) -> Item:
item: CivVIItemData = self.item_table[name]
classification = item.classification
if self.options.boostsanity:
if item.civ_name in BOOSTSANITY_PROGRESSION_ITEMS:
classification = ItemClassification.progression
return CivVIItem(item, self.player, classification)
def create_items(self) -> None:
progressive_era_item = None
for item_name, data in self.item_table.items():
# Don't add progressive items to the itempool here
if data.item_type == CivVICheckType.PROGRESSIVE_DISTRICT:
continue
if data.item_type == CivVICheckType.ERA:
# Don't add era items in this way
progressive_era_item = data
continue
if data.item_type == CivVICheckType.GOODY:
continue
# If we're using progressive districts, we need to check if we need to create a different item instead
item_to_create = item_name
if self.options.progression_style != "none":
item: CivVIItemData = self.item_table[item_name]
if item.progression_name != None:
item_to_create = self.item_table[item.progression_name].name
self.multiworld.itempool += [self.create_item(
item_to_create)]
# Era items
if self.options.progression_style == "eras_and_districts":
# Add one less than the total number of eras (start in ancient, don't need to find it)
for era in EraType:
if era.value == "ERA_ANCIENT":
continue
self.multiworld.itempool += [self.create_item(
progressive_era_item.name)]
num_filler_items = 0
# Goody items, create 10 by default if options are enabled
if self.options.shuffle_goody_hut_rewards:
num_filler_items += 10
if self.options.boostsanity:
boost_data = get_boosts_data()
num_filler_items += len(boost_data)
filler_count = {rarity: math.ceil(FILLER_DISTRIBUTION[rarity] * num_filler_items) for rarity in FillerItemRarity.__reversed__()}
min_count = 1
# Add filler items by rarity
total_created = 0
for rarity, count in filler_count.items():
for _ in range(max(min_count, count)):
if total_created >= num_filler_items:
break
self.multiworld.itempool += [self.create_item(
get_random_filler_by_rarity(self, rarity, self.item_table).name)]
total_created += 1
def post_fill(self) -> None:
if self.options.pre_hint_items == "none":
return
show_flags = {
ItemClassification.progression: self.options.pre_hint_items != "none",
ItemClassification.useful: self.options.pre_hint_items == "no_junk" or self.options.pre_hint_items == "all",
ItemClassification.filler: self.options.pre_hint_items == "all",
}
start_location_hints: Set[str] = self.options.start_location_hints.value
for location_name, location_data in self.location_table.items():
if location_data.location_type != CivVICheckType.CIVIC and location_data.location_type != CivVICheckType.TECH:
continue
location: CivVILocation = self.multiworld.get_location(location_name, self.player)
if not location.item or not show_flags.get(location.item.classification, False):
continue
start_location_hints.add(location_name)
def fill_slot_data(self) -> Dict[str, Any]:
return {
"progression_style": self.options.progression_style,
"death_link": self.options.death_link,
"research_cost_multiplier": self.options.research_cost_multiplier,
"death_link_effect": self.options.death_link_effect,
"death_link_effect_percent": self.options.death_link_effect_percent,
}
def generate_output(self, output_directory: str):
mod_name = self.multiworld.get_out_file_name_base(self.player)
mod_dir = os.path.join(
output_directory, mod_name)
mod_files = {
f"NewItems.xml": generate_new_items(self),
f"InitOptions.lua": generate_setup_file(self),
f"GoodyHutOverride.sql": generate_goody_hut_sql(self),
f"UpdateExistingBoosts.sql": generate_update_boosts_sql(self),
}
mod = CivVIContainer(mod_files, mod_dir, output_directory, self.player,
self.multiworld.get_file_safe_player_name(self.player))
mod.write()