Files
dockipelago/worlds/celeste_open_world/__init__.py
PoryGone fadcfbdfea Celeste (Open World): v1.0.7 Logic Fixes (#5827)
### Logic Fixes:
- Old Site A
  - Logic now allows for going backwards from the `Awake` checkpoint
- Golden Ridge A
  - `Golden Strawberry` now requires `Moving Platforms` as it should
- Mirror Temple A
  - `Room b-01c Strawberry` and `Room b-10 Strawberry` no longer erroneously require `Red Boosters`
  - `Golden Strawberry` now requires `Dash Refills` as it should
- Reflection A
  - Logic now allows for going backwards from the `Reflection` checkpoint
- Reflection B
  - Logic now allows for going backwards from the `Reflection` checkpoint
- Farewell
  - `Power Source Key 2` now logically requires `Dash Switches` and `Double Dash Refills` as it should
2026-02-18 19:06:11 +01:00

362 lines
17 KiB
Python

from copy import deepcopy
import math
from typing import TextIO
from BaseClasses import ItemClassification, Location, MultiWorld, Region, Tutorial
from Utils import visualize_regions
from worlds.AutoWorld import WebWorld, World
from .Items import CelesteItem, generate_item_table, generate_item_data_table, generate_item_groups, level_item_lists, level_cassette_items,\
cassette_item_data_table, crystal_heart_item_data_table, trap_item_data_table
from .Locations import CelesteLocation, location_data_table, generate_location_groups, checkpoint_location_data_table, location_id_offsets
from .Names import ItemName
from .Options import CelesteOptions, celeste_option_groups, resolve_options
from .Levels import Level, LocationType, load_logic_data, goal_area_option_to_name, goal_area_option_to_display_name, goal_area_to_location_name
class CelesteOpenWebWorld(WebWorld):
theme = "ice"
setup_en = Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Celeste (Open World) in Archipelago.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["PoryGone"]
)
tutorials = [setup_en]
option_groups = celeste_option_groups
class CelesteOpenWorld(World):
"""
Celeste (Open World) is a randomizer for the original Celeste. In this acclaimed platformer created by ExOK Games, you control Madeline as she attempts to climb the titular mountain, meeting friends and obstacles along the way. Progression is found in unlocking the ability to interact with various objects in the areas, such as springs, traffic blocks, feathers, and many more. Please be safe on the climb.
"""
# Class Data
game = "Celeste (Open World)"
web = CelesteOpenWebWorld()
options_dataclass = CelesteOptions
options: CelesteOptions
apworld_version = 10007
level_data: dict[str, Level] = load_logic_data()
location_name_to_id: dict[str, int] = location_data_table
location_name_groups: dict[str, list[str]] = generate_location_groups()
item_name_to_id: dict[str, int] = generate_item_table()
item_name_groups: dict[str, list[str]] = generate_item_groups()
# Instance Data
madeline_one_dash_hair_color: int
madeline_two_dash_hair_color: int
madeline_no_dash_hair_color: int
madeline_feather_hair_color: int
active_levels: set[str]
active_items: set[str]
def generate_early(self) -> None:
if not self.player_name.isascii():
raise RuntimeError(f"Invalid player_name {self.player_name} for game {self.game}. Name must be ascii.")
resolve_options(self)
self.goal_area: str = goal_area_option_to_name[self.options.goal_area.value]
self.active_levels = {"0a", "1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a"}
if self.options.include_core:
self.active_levels.add("9a")
if self.options.include_farewell >= 1:
self.active_levels.add("10a")
if self.options.include_farewell == 2:
self.active_levels.add("10b")
if self.options.include_b_sides:
self.active_levels.update({"1b", "2b", "3b", "4b", "5b", "6b", "7b"})
if self.options.include_core:
self.active_levels.add("9b")
if self.options.include_c_sides:
self.active_levels.update({"1c", "2c", "3c", "4c", "5c", "6c", "7c"})
if self.options.include_core:
self.active_levels.add("9c")
self.active_levels.add(self.goal_area)
if self.goal_area == "10c":
self.active_levels.add("10a")
self.active_levels.add("10b")
elif self.goal_area == "10b":
self.active_levels.add("10a")
self.active_items = set()
for level in self.active_levels:
self.active_items.update(level_item_lists[level])
def create_regions(self) -> None:
from .Locations import create_regions_and_locations
create_regions_and_locations(self)
def create_item(self, name: str, force_useful: bool = False) -> CelesteItem:
item_data_table = generate_item_data_table()
if name == ItemName.strawberry and force_useful:
return CelesteItem(name, ItemClassification.useful, item_data_table[name].code, self.player)
elif name in item_data_table:
return CelesteItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
else:
return CelesteItem(name, ItemClassification.progression, None, self.player)
def create_items(self) -> None:
item_pool: list[CelesteItem] = []
location_count: int = len(self.get_locations())
goal_area_location_count: int = sum(goal_area_option_to_display_name[self.options.goal_area] in loc.name for loc in self.get_locations())
# Goal Items
goal_item_loc: Location = self.get_location(goal_area_to_location_name[self.goal_area])
goal_item_loc.place_locked_item(self.create_item(ItemName.house_keys))
location_count -= 1
epilogue_region: Region = self.get_region(self.epilogue_start_region)
epilogue_region.add_locations({ItemName.victory: None }, CelesteLocation)
victory_loc: Location = self.get_location(ItemName.victory)
victory_loc.place_locked_item(self.create_item(ItemName.victory))
# Checkpoints
for item_name in self.active_checkpoint_names:
if self.options.checkpointsanity:
if not self.options.goal_area_checkpointsanity and goal_area_option_to_display_name[self.options.goal_area] in item_name:
checkpoint_loc: Location = self.get_location(item_name)
checkpoint_loc.place_locked_item(self.create_item(item_name))
location_count -= 1
else:
item_pool.append(self.create_item(item_name))
else:
checkpoint_loc: Location = self.get_location(item_name)
checkpoint_loc.place_locked_item(self.create_item(item_name))
location_count -= 1
# Keys
if self.options.keysanity:
item_pool += [self.create_item(item_name) for item_name in self.active_key_names]
else:
for item_name in self.active_key_names:
key_loc: Location = self.get_location(item_name)
key_loc.place_locked_item(self.create_item(item_name))
location_count -= 1
# Summit Gems
if self.options.gemsanity:
item_pool += [self.create_item(item_name) for item_name in self.active_gem_names]
else:
for item_name in self.active_gem_names:
gem_loc: Location = self.get_location(item_name)
gem_loc.place_locked_item(self.create_item(item_name))
location_count -= 1
# Clutter Events
for item_name in self.active_clutter_names:
clutter_loc: Location = self.get_location(item_name)
clutter_loc.place_locked_item(self.create_item(item_name))
location_count -= 1
# Interactables
item_pool += [self.create_item(item_name) for item_name in sorted(self.active_items)]
# Strawberries
real_total_strawberries: int = min(self.options.total_strawberries.value, location_count - goal_area_location_count - len(item_pool))
self.strawberries_required = int(real_total_strawberries * (self.options.strawberries_required_percentage / 100))
menu_region = self.get_region("Menu")
if getattr(self, "goal_start_region", None):
menu_region.add_exits([self.goal_start_region], {self.goal_start_region: lambda state: state.has(ItemName.strawberry, self.player, self.strawberries_required)})
if getattr(self, "goal_checkpoint_names", None):
for region_name, location_name in self.goal_checkpoint_names.items():
checkpoint_rule = lambda state, location_name=location_name: state.has(location_name, self.player) and state.has(ItemName.strawberry, self.player, self.strawberries_required)
menu_region.add_exits([region_name], {region_name: checkpoint_rule})
menu_region.add_exits([self.epilogue_start_region], {self.epilogue_start_region: lambda state: (state.has(ItemName.strawberry, self.player, self.strawberries_required) and state.has(ItemName.house_keys, self.player))})
item_pool += [self.create_item(ItemName.strawberry) for _ in range(self.strawberries_required)]
# Filler and Traps
non_required_strawberries = (real_total_strawberries - self.strawberries_required)
replacement_filler_count = math.floor(non_required_strawberries * (self.options.junk_fill_percentage.value / 100.0))
remaining_extra_strawberries = non_required_strawberries - replacement_filler_count
item_pool += [self.create_item(ItemName.strawberry, True) for _ in range(remaining_extra_strawberries)]
trap_weights = []
trap_weights += ([ItemName.bald_trap] * self.options.bald_trap_weight.value)
trap_weights += ([ItemName.literature_trap] * self.options.literature_trap_weight.value)
trap_weights += ([ItemName.stun_trap] * self.options.stun_trap_weight.value)
trap_weights += ([ItemName.invisible_trap] * self.options.invisible_trap_weight.value)
trap_weights += ([ItemName.fast_trap] * self.options.fast_trap_weight.value)
trap_weights += ([ItemName.slow_trap] * self.options.slow_trap_weight.value)
trap_weights += ([ItemName.ice_trap] * self.options.ice_trap_weight.value)
trap_weights += ([ItemName.reverse_trap] * self.options.reverse_trap_weight.value)
trap_weights += ([ItemName.screen_flip_trap] * self.options.screen_flip_trap_weight.value)
trap_weights += ([ItemName.laughter_trap] * self.options.laughter_trap_weight.value)
trap_weights += ([ItemName.hiccup_trap] * self.options.hiccup_trap_weight.value)
trap_weights += ([ItemName.zoom_trap] * self.options.zoom_trap_weight.value)
total_filler_count: int = (location_count - len(item_pool))
# Cassettes
if self.options.require_cassettes:
shuffled_active_levels = sorted(self.active_levels)
self.random.shuffle(shuffled_active_levels)
for level_name in shuffled_active_levels:
if level_name == "10b" or level_name == "10c":
continue
if level_name not in self.multiworld.precollected_items[self.player]:
if total_filler_count > 0:
item_pool.append(self.create_item(level_cassette_items[level_name]))
total_filler_count -= 1
else:
self.multiworld.push_precollected(self.create_item(level_cassette_items[level_name]))
# Crystal Hearts
for name in crystal_heart_item_data_table.keys():
if total_filler_count > 0:
if name not in self.multiworld.precollected_items[self.player]:
item_pool.append(self.create_item(name))
total_filler_count -= 1
trap_count = 0 if (len(trap_weights) == 0) else math.ceil(total_filler_count * (self.options.trap_fill_percentage.value / 100.0))
total_filler_count -= trap_count
item_pool += [self.create_item(ItemName.raspberry) for _ in range(total_filler_count)]
trap_pool = []
for i in range(trap_count):
trap_item = self.random.choice(trap_weights)
trap_pool.append(self.create_item(trap_item))
item_pool += trap_pool
self.multiworld.itempool += item_pool
def get_filler_item_name(self) -> str:
return ItemName.raspberry
def set_rules(self) -> None:
self.multiworld.completion_condition[self.player] = lambda state: state.has(ItemName.victory, self.player)
def fill_slot_data(self):
return {
"apworld_version": self.apworld_version,
"min_mod_version": 10000,
"death_link": self.options.death_link.value,
"death_link_amnesty": self.options.death_link_amnesty.value,
"trap_link": self.options.trap_link.value,
"active_levels": self.active_levels,
"goal_area": self.goal_area,
"lock_goal_area": self.options.lock_goal_area.value,
"strawberries_required": self.strawberries_required,
"checkpointsanity": self.options.checkpointsanity.value,
"binosanity": self.options.binosanity.value,
"keysanity": self.options.keysanity.value,
"gemsanity": self.options.gemsanity.value,
"carsanity": self.options.carsanity.value,
"roomsanity": self.options.roomsanity.value,
"include_goldens": self.options.include_goldens.value,
"include_core": self.options.include_core.value,
"include_farewell": self.options.include_farewell.value,
"include_b_sides": self.options.include_b_sides.value,
"include_c_sides": self.options.include_c_sides.value,
"trap_expiration_action": self.options.trap_expiration_action.value,
"trap_expiration_amount": self.options.trap_expiration_amount.value,
"active_traps": self.output_active_traps(),
"madeline_hair_length": self.options.madeline_hair_length.value,
"madeline_one_dash_hair_color": self.madeline_one_dash_hair_color,
"madeline_two_dash_hair_color": self.madeline_two_dash_hair_color,
"madeline_no_dash_hair_color": self.madeline_no_dash_hair_color,
"madeline_feather_hair_color": self.madeline_feather_hair_color,
"music_shuffle": self.options.music_shuffle.value,
"music_map": self.generate_music_data(),
"require_cassettes": self.options.require_cassettes.value,
"chosen_poem": self.random.randint(0, 119),
}
@classmethod
def stage_write_spoiler_header(cls, multiworld: MultiWorld, spoiler_handle: TextIO):
major: int = cls.apworld_version // 10000
minor: int = (cls.apworld_version % 10000) // 100
bugfix: int = (cls.apworld_version % 100)
spoiler_handle.write(f"\nCeleste (Open World) APWorld v{major}.{minor}.{bugfix}\n")
def output_active_traps(self) -> dict[int, int]:
trap_data = {}
trap_data[0x20] = self.options.bald_trap_weight.value
trap_data[0x21] = self.options.literature_trap_weight.value
trap_data[0x22] = self.options.stun_trap_weight.value
trap_data[0x23] = self.options.invisible_trap_weight.value
trap_data[0x24] = self.options.fast_trap_weight.value
trap_data[0x25] = self.options.slow_trap_weight.value
trap_data[0x26] = self.options.ice_trap_weight.value
trap_data[0x28] = self.options.reverse_trap_weight.value
trap_data[0x29] = self.options.screen_flip_trap_weight.value
trap_data[0x2A] = self.options.laughter_trap_weight.value
trap_data[0x2B] = self.options.hiccup_trap_weight.value
trap_data[0x2C] = self.options.zoom_trap_weight.value
return trap_data
def generate_music_data(self) -> dict[int, int]:
if self.options.music_shuffle == "consistent":
musiclist_o = list(range(0, 48))
musiclist_s = musiclist_o.copy()
self.random.shuffle(musiclist_s)
return dict(zip(musiclist_o, musiclist_s))
elif self.options.music_shuffle == "singularity":
musiclist_o = list(range(0, 48))
musiclist_s = [self.random.choice(musiclist_o)] * len(musiclist_o)
return dict(zip(musiclist_o, musiclist_s))
else:
musiclist_o = list(range(0, 48))
musiclist_s = musiclist_o.copy()
return dict(zip(musiclist_o, musiclist_s))
# Useful Debugging tools, kept around for later.
#@classmethod
#def stage_assert_generate(cls, _multiworld: MultiWorld) -> None:
# with open("./worlds/celeste_open_world/data/IDs.txt", "w") as f:
# print("Items:", file=f)
# for name in sorted(CelesteOpenWorld.item_name_to_id, key=CelesteOpenWorld.item_name_to_id.get):
# id = CelesteOpenWorld.item_name_to_id[name]
# print(f"{{ 0x{id:X}, \"{name}\" }},", file=f)
# print("\nLocations:", file=f)
# for name in sorted(CelesteOpenWorld.location_name_to_id, key=CelesteOpenWorld.location_name_to_id.get):
# id = CelesteOpenWorld.location_name_to_id[name]
# print(f"{{ 0x{id:X}, \"{name}\" }},", file=f)
# print("\nLocations 2:", file=f)
# for name in sorted(CelesteOpenWorld.location_name_to_id, key=CelesteOpenWorld.location_name_to_id.get):
# id = CelesteOpenWorld.location_name_to_id[name]
# print(f"{{ \"{name}\", 0x{id:X} }},", file=f)
#
#def generate_output(self, output_directory: str):
# visualize_regions(self.get_region("Menu"), f"Player{self.player}.puml", show_entrance_names=False,
# regions_to_highlight=self.multiworld.get_all_state(self.player).reachable_regions[self.player])