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