Files
dockipelago/worlds/celeste_open_world/__init__.py
PoryGone e342a20fde Celeste (Open World): Post-merge Logic Fix (#5415)
* APWorld Skeleton

* Hair Color Rando and first items

* All interactable items

* Checkpoint Items and Locations

* First pass sample intermediate data

* Bulk of Region/location code

* JSON Data Parser

* New items and Level Item mapping

* Data Parsing fixes and most of 1a data

* 1a complete data and region/location/item creation fixes

* Add Key Location type and ID output

* Add options to slot data

* 1B Level Data

* Added Location logging

* Add Goal Area Options

* 1c Level Data

* Old Site A B C level data

* Key/Binosanity and Hair Length options

* Key Item/Location and Clutter Event handling

* Remove generic 'keys' item

* 3a level data

* 3b and 3c level data

* Chapter 4 level data

* Chapter 5 Logic Data

* Chapter 5 level data

* Trap Support

* Add TrapLink Support

* Chapter 6 A/B/C Level Data

* Add active_levels to slot_data

* Item and Location Name Groups + style cleanups

* Chapter 7 Level Data and Items, Gemsanity option

* Goal Area and victory handling

* Fix slot_data

* Add Core Level Data

* Carsanity

* Farewell Level Data and ID Range Update

* Farewell level data and handling

* Music Shuffle

* Require Cassettes

* Change default trap expiration action to Deaths

* Handle Poetry

* Mod versioning

* Rename folder, general cleanup

* Additional Cleanup

* Handle Farewell Golden Goal when Include Goldens is off

* Better handling of Farewell Golden

* Update Docs

* Beta test bug fixes

* Bump to v1.0.0

* Update Changelog

* Several Logic tweaks

* Update APWorld Version

* Add Celeste (Open World) to README

* Peer review changes

* Logic Fixes:

* Adjust Mirror Temple B Key logic

* Increment APWorld version

* Fix several logic bugs

* Add missing link

* Add Item Name Groups for common alternative item names

* Account for Madeline's post-Celeste hair-dying activities

* Account for ignored member variable and hardcoded color in Celeste codebase

* Add Blue Clouds to the logic of reaching Farewell - intro-02-launch

* Type checking workaround

* Bump version number

* Adjust Setup Guide

* Minor typing fixes

* Logic and PR fixes

* Increment APWorld Version

* Use more world helpers

* Core review

* CODEOWNERS

* Minor logic fix and insert APWorld version into spoiler

* Fix merge error
2025-09-04 03:50:59 +02:00

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 = 10005
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])