Files
dockipelago/worlds/sc2/mission_order/__init__.py
Ziktofel 5f1835c546 SC2: Content update (#5312)
Feature highlights:
- Adds many content to the SC2 game
- Allows custom mission order
- Adds race-swapped missions for build missions (except Epilogue and NCO)
- Allows War Council Nerfs (Protoss units can get pre - War Council State, alternative units get another custom nerf to match the power level of base units)
- Revamps Predator's upgrade tree (never was considered strategically important)
- Adds some units and upgrades
- Locked and excluded items can specify quantity
- Key mode (if opt-in, missions require keys to be unlocked on top of their regular regular requirements
- Victory caches - Victory locations can grant multiple items to the multiworld instead of one 
- The generator is more resilient for generator failures as it validates logic for item excludes
- Fixes the following issues:
  - https://github.com/ArchipelagoMW/Archipelago/issues/3531 
  - https://github.com/ArchipelagoMW/Archipelago/issues/3548
2025-09-02 17:40:58 +02:00

67 lines
3.3 KiB
Python

from typing import List, Dict, Any, Callable, TYPE_CHECKING
from BaseClasses import CollectionState
from ..mission_tables import SC2Mission, MissionFlag, get_goal_location
from .mission_pools import SC2MOGenMissionPools
if TYPE_CHECKING:
from .nodes import SC2MOGenMissionOrder, SC2MOGenMission
class SC2MissionOrder:
"""
Wrapper class for a generated mission order. Contains helper functions for getting data about generated missions.
"""
def __init__(self, mission_order_node: 'SC2MOGenMissionOrder', mission_pools: SC2MOGenMissionPools):
self.mission_order_node: 'SC2MOGenMissionOrder' = mission_order_node
"""Root node of the mission order structure."""
self.mission_pools: SC2MOGenMissionPools = mission_pools
"""Manager for missions in the mission order."""
def get_used_flags(self) -> Dict[MissionFlag, int]:
"""Returns a dictionary of all used flags and their appearance count within the mission order.
Flags that don't appear in the mission order also don't appear in this dictionary."""
return self.mission_pools.get_used_flags()
def get_used_missions(self) -> List[SC2Mission]:
"""Returns a list of all missions used in the mission order."""
return self.mission_pools.get_used_missions()
def get_mission_count(self) -> int:
"""Returns the amount of missions in the mission order."""
return sum(
len([mission for mission in layout.missions if not mission.option_empty])
for campaign in self.mission_order_node.campaigns for layout in campaign.layouts
)
def get_starting_missions(self) -> List[SC2Mission]:
"""Returns a list containing all the missions that are accessible without beating any other missions."""
return [
slot.mission
for campaign in self.mission_order_node.campaigns if campaign.is_always_unlocked()
for layout in campaign.layouts if layout.is_always_unlocked()
for slot in layout.missions if slot.is_always_unlocked() and not slot.option_empty
]
def get_completion_condition(self, player: int) -> Callable[[CollectionState], bool]:
"""Returns a lambda to determine whether a state has beaten the mission order's required campaigns."""
final_locations = [get_goal_location(mission.mission) for mission in self.get_final_missions()]
return lambda state, final_locations=final_locations: all(state.can_reach_location(loc, player) for loc in final_locations)
def get_final_mission_ids(self) -> List[int]:
"""Returns the IDs of all missions that are required to beat the mission order."""
return [mission.mission.id for mission in self.get_final_missions()]
def get_final_missions(self) -> List['SC2MOGenMission']:
"""Returns the slots of all missions that are required to beat the mission order."""
return self.mission_order_node.goal_missions
def get_items_to_lock(self) -> Dict[str, int]:
"""Returns a dict of item names and amounts that are required by Item entry rules."""
return self.mission_order_node.items_to_lock
def get_slot_data(self) -> List[Dict[str, Any]]:
"""Parses the mission order into a format usable for slot data."""
return self.mission_order_node.get_slot_data()