Files
dockipelago/worlds/dark_souls_3/__init__.py

282 lines
17 KiB
Python

# world/dark_souls_3/__init__.py
import json
import os
from random import randint
from .Options import dark_souls_options # the options we defined earlier
from .Items import DarkSouls3Item # data used below to add items to the World
from .Locations import DarkSouls3Location # same as above
from .data.items_data import weapons_upgrade_5_table, weapons_upgrade_10_table, item_dictionary_table, key_items_list
from .data.locations_data import dictionary_table, cemetery_of_ash_table, fire_link_shrine_table, \
high_wall_of_lothric, \
undead_settlement_table, road_of_sacrifice_table, consumed_king_garden_table, cathedral_of_the_deep_table, \
farron_keep_table, catacombs_of_carthus_table, smouldering_lake_table, irithyll_of_the_boreal_valley_table, \
irithyll_dungeon_table, profaned_capital_table, anor_londo_table, lothric_castle_table, grand_archives_table, \
untended_graves_table, archdragon_peak_table, firelink_shrine_bell_tower_table
from ..AutoWorld import World, WebWorld
from BaseClasses import MultiWorld, Location, Region, Item, RegionType, Entrance, Tutorial, ItemClassification
from ..generic.Rules import set_rule
class DarkSouls3Web(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Tutorial",
"A guide to setting up the Archipelago Dark Souls 3 randomizer on your computer.",
"English",
"setup_en.md",
"setup/en",
["Marech"]
)]
class DarkSouls3World(World):
"""
Dark souls 3 is an Action role-playing game and is part of the Souls series developed by FromSoftware.
Played in a third-person perspective, players have access to various weapons, armour, magic, and consumables that
they can use to fight their enemies.
"""
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
self.locked_items = []
self.locked_locations = []
self.main_path_locations = []
def create_item(self, name: str) -> Item:
data = self.item_name_to_id[name]
return DarkSouls3Item(
name, ItemClassification.progression if name in key_items_list else
ItemClassification.useful, data, self.player)
def create_regions(self):
menu_region = Region("Menu", RegionType.Generic, "Menu", self.player)
self.world.regions.append(menu_region)
# Create all Vanilla regions of Dark Souls 3
cemetery_of_ash_region = self.create_region("Cemetery Of Ash", cemetery_of_ash_table)
firelink_shrine_region = self.create_region("Firelink Shrine", fire_link_shrine_table)
firelink_shrine_bell_tower_region = self.create_region("Firelink Shrine Bell Tower",
firelink_shrine_bell_tower_table)
high_wall_of_lothric_region = self.create_region("High Wall of Lothric", high_wall_of_lothric)
undead_settlement_region = self.create_region("Undead Settlement", undead_settlement_table)
road_of_sacrifices_region = self.create_region("Road of Sacrifices", road_of_sacrifice_table)
consumed_king_garden_region = self.create_region("Consumed King's Garden", consumed_king_garden_table)
cathedral_of_the_deep_region = self.create_region("Cathedral of the Deep", cathedral_of_the_deep_table)
farron_keep_region = self.create_region("Farron Keep", farron_keep_table)
catacombs_of_carthus_region = self.create_region("Catacombs of Carthus", catacombs_of_carthus_table)
smouldering_lake_region = self.create_region("Smouldering Lake", smouldering_lake_table)
irithyll_of_the_boreal_valley_region = self.create_region("Irithyll of the Boreal Valley",
irithyll_of_the_boreal_valley_table)
irithyll_dungeon_region = self.create_region("Irithyll Dungeon", irithyll_dungeon_table)
profaned_capital_region = self.create_region("Profaned Capital", profaned_capital_table)
anor_londo_region = self.create_region("Anor Londo", anor_londo_table)
lothric_castle_region = self.create_region("Lothric Castle", lothric_castle_table)
grand_archives_region = self.create_region("Grand Archives", grand_archives_table)
untended_graves_region = self.create_region("Untended Graves", untended_graves_table)
archdragon_peak_region = self.create_region("Archdragon Peak", archdragon_peak_table)
kiln_of_the_first_flame_region = self.create_region("Kiln Of The First Flame", None)
# Create the entrance to connect those regions
menu_region.exits.append(Entrance(self.player, "New Game", menu_region))
self.world.get_entrance("New Game", self.player).connect(cemetery_of_ash_region)
cemetery_of_ash_region.exits.append(Entrance(self.player, "Goto Firelink Shrine", cemetery_of_ash_region))
self.world.get_entrance("Goto Firelink Shrine", self.player).connect(firelink_shrine_region)
firelink_shrine_region.exits.append(Entrance(self.player, "Goto High Wall of Lothric",
firelink_shrine_region))
firelink_shrine_region.exits.append(Entrance(self.player, "Goto Kiln Of The First Flame",
firelink_shrine_region))
firelink_shrine_region.exits.append(Entrance(self.player, "Goto Bell Tower",
firelink_shrine_region))
self.world.get_entrance("Goto High Wall of Lothric", self.player).connect(high_wall_of_lothric_region)
self.world.get_entrance("Goto Kiln Of The First Flame", self.player).connect(kiln_of_the_first_flame_region)
self.world.get_entrance("Goto Bell Tower", self.player).connect(firelink_shrine_bell_tower_region)
high_wall_of_lothric_region.exits.append(Entrance(self.player, "Goto Undead Settlement",
high_wall_of_lothric_region))
high_wall_of_lothric_region.exits.append(Entrance(self.player, "Goto Lothric Castle",
high_wall_of_lothric_region))
self.world.get_entrance("Goto Undead Settlement", self.player).connect(undead_settlement_region)
self.world.get_entrance("Goto Lothric Castle", self.player).connect(lothric_castle_region)
undead_settlement_region.exits.append(Entrance(self.player, "Goto Road Of Sacrifices",
undead_settlement_region))
self.world.get_entrance("Goto Road Of Sacrifices", self.player).connect(road_of_sacrifices_region)
road_of_sacrifices_region.exits.append(Entrance(self.player, "Goto Cathedral", road_of_sacrifices_region))
road_of_sacrifices_region.exits.append(Entrance(self.player, "Goto Farron keep", road_of_sacrifices_region))
self.world.get_entrance("Goto Cathedral", self.player).connect(cathedral_of_the_deep_region)
self.world.get_entrance("Goto Farron keep", self.player).connect(farron_keep_region)
farron_keep_region.exits.append(Entrance(self.player, "Goto Carthus catacombs", farron_keep_region))
self.world.get_entrance("Goto Carthus catacombs", self.player).connect(catacombs_of_carthus_region)
catacombs_of_carthus_region.exits.append(Entrance(self.player, "Goto Irithyll of the boreal",
catacombs_of_carthus_region))
catacombs_of_carthus_region.exits.append(Entrance(self.player, "Goto Smouldering Lake",
catacombs_of_carthus_region))
self.world.get_entrance("Goto Irithyll of the boreal", self.player).\
connect(irithyll_of_the_boreal_valley_region)
self.world.get_entrance("Goto Smouldering Lake", self.player).connect(smouldering_lake_region)
irithyll_of_the_boreal_valley_region.exits.append(Entrance(self.player, "Goto Irithyll dungeon",
irithyll_of_the_boreal_valley_region))
irithyll_of_the_boreal_valley_region.exits.append(Entrance(self.player, "Goto Anor Londo",
irithyll_of_the_boreal_valley_region))
self.world.get_entrance("Goto Irithyll dungeon", self.player).connect(irithyll_dungeon_region)
self.world.get_entrance("Goto Anor Londo", self.player).connect(anor_londo_region)
irithyll_dungeon_region.exits.append(Entrance(self.player, "Goto Archdragon peak", irithyll_dungeon_region))
irithyll_dungeon_region.exits.append(Entrance(self.player, "Goto Profaned capital", irithyll_dungeon_region))
self.world.get_entrance("Goto Archdragon peak", self.player).connect(archdragon_peak_region)
self.world.get_entrance("Goto Profaned capital", self.player).connect(profaned_capital_region)
lothric_castle_region.exits.append(Entrance(self.player, "Goto Consumed King Garden", lothric_castle_region))
lothric_castle_region.exits.append(Entrance(self.player, "Goto Grand Archives", lothric_castle_region))
self.world.get_entrance("Goto Consumed King Garden", self.player).connect(consumed_king_garden_region)
self.world.get_entrance("Goto Grand Archives", self.player).connect(grand_archives_region)
consumed_king_garden_region.exits.append(Entrance(self.player, "Goto Untended Graves",
consumed_king_garden_region))
self.world.get_entrance("Goto Untended Graves", self.player).connect(untended_graves_region)
# For each region, add the associated locations retrieved from the corresponding location_table
def create_region(self, name, location_table) -> Region:
new_region = Region(name, RegionType.Generic, name, self.player)
if location_table is not None:
for name, address in self.location_name_to_id.items():
if location_table.get(name):
location = Location(self.player, name, address, new_region)
new_region.locations.append(location)
self.world.regions.append(new_region)
return new_region
def create_items(self):
for name, address in self.item_name_to_id.items():
# Specific items will be included in the item pool under certain conditions. See generate_basic
if name != "Basin of Vows":
self.world.itempool += [self.create_item(name)]
def generate_early(self):
pass
def set_rules(self) -> None:
# Define the access rules to the entrances
set_rule(
self.world.get_entrance("Goto Bell Tower", self.player),
lambda state: state.has("Mortician's Ashes", self.player))
set_rule(
self.world.get_entrance("Goto Undead Settlement", self.player),
lambda state: state.has("Small Lothric Banner", self.player))
set_rule(
self.world.get_entrance("Goto Lothric Castle", self.player),
lambda state: state.has("Basin of Vows", self.player))
set_rule(
self.world.get_location("HWL: Soul of the Dancer", self.player),
lambda state: state.has("Basin of Vows", self.player))
set_rule(
self.world.get_entrance("Goto Irithyll of the boreal", self.player),
lambda state: state.has("Small Doll", self.player))
set_rule(
self.world.get_entrance("Goto Archdragon peak", self.player),
lambda state: state.has("Path of the Dragon Gesture", self.player))
set_rule(
self.world.get_entrance("Goto Profaned capital", self.player),
lambda state: state.has("Storm Ruler", self.player))
set_rule(
self.world.get_entrance("Goto Grand Archives", self.player),
lambda state: state.has("Grand Archives Key", self.player))
set_rule(
self.world.get_entrance("Goto Kiln Of The First Flame", self.player), lambda state:
state.has("Cinders of a Lord - Abyss Watcher", self.player) and
state.has("Cinders of a Lord - Yhorm the Giant", self.player) and
state.has("Cinders of a Lord - Aldrich", self.player) and
state.has("Cinders of a Lord - Lothric Prince", self.player))
self.world.completion_condition[self.player] = lambda state: \
state.has("Cinders of a Lord - Abyss Watcher", self.player) and \
state.has("Cinders of a Lord - Yhorm the Giant", self.player) and \
state.has("Cinders of a Lord - Aldrich", self.player) and \
state.has("Cinders of a Lord - Lothric Prince", self.player)
def generate_basic(self):
# Depending on the specified option, add the Basin of Vows to a specific location or to the item pool
item = self.create_item("Basin of Vows")
if self.world.late_basin_of_vows[self.player]:
self.world.get_location("IBV: Soul of Pontiff Sulyvahn", self.player).place_locked_item(item)
else:
self.world.itempool += [item]
# Fill item pool with additional items
item_pool_len = self.item_name_to_id.__len__()
total_required_locations = self.location_name_to_id.__len__()
for i in range(item_pool_len, total_required_locations):
self.world.itempool += [self.create_item("Soul of an Intrepid Hero")]
def generate_output(self, output_directory: str):
# Depending on the specified option, modify items hexadecimal value to add an upgrade level
item_dictionary = item_dictionary_table.copy()
if self.world.randomize_weapons_level[self.player]:
# Randomize some weapons upgrades
for name in weapons_upgrade_5_table.keys():
if randint(0, 100) < 33:
value = randint(1, 5)
item_dictionary[name] += value
for name in weapons_upgrade_10_table.keys():
if randint(0, 100) < 33:
value = randint(1, 10)
item_dictionary[name] += value
# Create the mandatory lists to generate the player's output file
items_id = []
items_address = []
locations_id = []
locations_address = []
locations_target = []
for location in self.world.get_filled_locations():
if location.item.player == self.player:
items_id.append(location.item.code)
items_address.append(item_dictionary[location.item.name])
if location.player == self.player:
locations_address.append(dictionary_table[location.name])
locations_id.append(location.address)
if location.item.player == self.player:
locations_target.append(item_dictionary[location.item.name])
else:
locations_target.append(0)
data = {
"options": {
"auto_equip": (True if self.world.auto_equip[self.player] else False),
"lock_equip": (True if self.world.lock_equip[self.player] else False),
"no_weapon_requirements": (True if self.world.no_weapon_requirements[self.player] else False),
},
"seed": self.world.seed_name, # to verify the server's multiworld
"slot": self.world.player_name[self.player], # to connect to server
"base_id": self.base_id, # to merge location and items lists
"locationsId": locations_id,
"locationsAddress": locations_address,
"locationsTarget": locations_target,
"itemsId": items_id,
"itemsAddress": items_address
}
# generate the file
filename = f"AP-{self.world.seed_name}-P{self.player}-{self.world.player_name[self.player]}.json"
with open(os.path.join(output_directory, filename), 'w') as outfile:
json.dump(data, outfile)
game: str = "Dark Souls III" # name of the game/world
options = dark_souls_options # options the player can set
topology_present: bool = True # show path to required location checks in spoiler
remote_items: bool = False # True if all items come from the server
remote_start_inventory: bool = False # True if start inventory comes from the server
# data_version is used to signal that items, locations or their names
# changed. Set this to 0 during development so other games' clients do not
# cache any texts, then increase by 1 for each release that makes changes.
data_version = 0
# ID of first item and location, could be hard-coded but code may be easier
# to read with this as a property.
base_id = 100000
# The following two dicts are required for the generation to know which
# items exist. They could be generated from json or something else. They can
# include events, but don't have to since events will be placed manually.
item_name_to_id = {name: id for id, name in enumerate(DarkSouls3Item.get_item_name_to_id(), base_id)}
location_name_to_id = {name: id for id, name in enumerate(DarkSouls3Location.get_location_name_to_id(), base_id)}