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