def create_message_for_hint( hint: Hint, all_patches: Dict[int, GamePatches], players_config: PlayersConfiguration, hint_name_creator: LocationHintCreator, location_formatters: Dict[HintLocationPrecision, LocationFormatter], world_list: WorldList, ) -> str: if hint.hint_type == HintType.JOKE: return color_text(TextColor.JOKE, hint_name_creator.create_joke_hint()) elif hint.hint_type == HintType.RED_TEMPLE_KEY_SET: return create_temple_key_hint(all_patches, players_config.player_index, hint.dark_temple, world_list) else: assert hint.hint_type == HintType.LOCATION patches = all_patches[players_config.player_index] determiner, pickup_name = _calculate_pickup_hint( patches.pickup_assignment, world_list, hint.precision.item, patches.pickup_assignment.get(hint.target)) return location_formatters[hint.precision.location].format( Determiner(determiner), color_text(TextColor.ITEM, pickup_name), hint, )
def create_message_for_hint( hint: Hint, all_patches: Dict[int, GamePatches], players_config: PlayersConfiguration, hint_name_creator: LocationHintCreator, location_formatters: Dict[HintLocationPrecision, LocationFormatter], world_list: WorldList, ) -> str: if hint.hint_type == HintType.JOKE: return color_text(TextColor.JOKE, hint_name_creator.create_joke_hint()) elif hint.hint_type == HintType.RED_TEMPLE_KEY_SET: return create_temple_key_hint(all_patches, players_config.player_index, hint.dark_temple, world_list) else: assert hint.hint_type == HintType.LOCATION patches = all_patches[players_config.player_index] pickup_target = patches.pickup_assignment.get(hint.target) determiner, pickup_name = _calculate_pickup_hint( patches.pickup_assignment, world_list, hint.precision.item, pickup_target, players_config) use_title_formatting = True if hint.precision.include_owner and len( players_config.player_names) > 1: target_player = pickup_target.player if pickup_target is not None else players_config.player_index determiner = f"{players_config.player_names[target_player]}'s " use_title_formatting = False return location_formatters[hint.precision.location].format( Determiner(determiner, use_title_formatting), color_text(TextColor.ITEM, pickup_name), hint, )
def create_temple_key_hint( all_patches: Dict[int, GamePatches], player_index: int, temple: HintDarkTemple, world_list: WorldList, ) -> str: """ Creates the text for . :param all_patches: :param player_index: :param temple: :param world_list: :return: """ all_world_names = set() _TEMPLE_NAMES = ["Dark Agon Temple", "Dark Torvus Temple", "Hive Temple"] temple_index = [ HintDarkTemple.AGON_WASTES, HintDarkTemple.TORVUS_BOG, HintDarkTemple.SANCTUARY_FORTRESS ].index(temple) keys = echoes_items.DARK_TEMPLE_KEY_ITEMS[temple_index] index_to_node = { node.pickup_index: node for node in world_list.all_nodes if isinstance(node, PickupNode) } for patches in all_patches.values(): for pickup_index, target in patches.pickup_assignment.items(): if target.player != player_index: continue resources = resource_info.convert_resource_gain_to_current_resources( target.pickup.resource_gain({})) for resource, quantity in resources.items(): if quantity < 1 or resource.index not in keys: continue pickup_node = index_to_node[pickup_index] all_world_names.add( world_list.world_name_from_node(pickup_node, True)) temple_name = color_text(TextColor.ITEM, _TEMPLE_NAMES[temple_index]) names_sorted = [ color_text(TextColor.LOCATION, world) for world in sorted(all_world_names) ] if len(names_sorted) == 0: return f"The keys to {temple_name} are nowhere to be found." elif len(names_sorted) == 1: return f"The keys to {temple_name} can all be found in {names_sorted[0]}." else: last = names_sorted.pop() front = ", ".join(names_sorted) return f"The keys to {temple_name} can be found in {front} and {last}."
def format(self, determiner: Determiner, pickup: str, hint: Hint) -> str: node_name = color_text(TextColor.LOCATION, self.hint_name_creator.index_node_name( hint.target, hint.precision.location == HintLocationPrecision.WORLD_ONLY )) return self.template.format(determiner=determiner, pickup=pickup, node=node_name)
def create_hints( patches: GamePatches, world_list: WorldList, hide_area: bool, ) -> list: """ Creates the string patches entries that changes the Sky Temple Gateway hint scans with hints for where the STK actually are. :param patches: :param world_list: :param hide_area: Should the hint include only the world? :return: """ location_hint_creator = LocationHintCreator(world_list) sky_temple_key_hints = {} for pickup_index, pickup in patches.pickup_assignment.items(): resources = resource_info.convert_resource_gain_to_current_resources( pickup.resource_gain({})) for resource, quantity in resources.items(): if quantity < 1: continue try: key_number = echoes_items.SKY_TEMPLE_KEY_ITEMS.index( resource.index) + 1 except ValueError: continue assert resource.index not in sky_temple_key_hints sky_temple_key_hints[ resource.index] = "{} is located in {}.".format( _sky_temple_key_name(key_number), color_text( TextColor.LOCATION, location_hint_creator.index_node_name( pickup_index, hide_area), ), ) for starting_resource, quantity in patches.starting_items.items(): if quantity < 1: continue try: key_number = echoes_items.SKY_TEMPLE_KEY_ITEMS.index( starting_resource.index) + 1 except ValueError: continue assert starting_resource.index not in sky_temple_key_hints sky_temple_key_hints[ starting_resource.index] = "{} has no need to be located.".format( _sky_temple_key_name(key_number), ) if len(sky_temple_key_hints) != len(echoes_items.SKY_TEMPLE_KEY_ITEMS): raise ValueError( "Expected to find {} Sky Temple Keys between pickup placement and starting items, found {}" .format(len(echoes_items.SKY_TEMPLE_KEY_ITEMS), len(sky_temple_key_hints))) return [ create_simple_logbook_hint(_SKY_TEMPLE_KEY_SCAN_ASSETS[key_number], sky_temple_key_hints[key_index]) for key_number, key_index in enumerate(echoes_items.SKY_TEMPLE_KEY_ITEMS) ]
def _sky_temple_key_name(key_number: int) -> str: return color_text(TextColor.ITEM, f"Sky Temple Key {key_number}")
def format(self, determiner: Determiner, pickup: str, hint: Hint) -> str: guardian = color_text(TextColor.GUARDIAN, self._GUARDIAN_NAMES[hint.target]) return f"{guardian} is guarding {determiner}{pickup}."
def create_hints(patches: GamePatches, world_list: WorldList, rng: Random, ) -> list: """ Creates the string patches entries that changes the Lore scans in the game for item pickups :param patches: :param world_list: :param rng: :return: """ hint_name_creator = LocationHintCreator(world_list) joke_items = sorted(set(_PRIME_1_ITEMS) | set(_PRIME_3_ITEMS)) joke_locations = sorted(set(_PRIME_1_LOCATIONS) | set(_PRIME_3_LOCATIONS)) joke_hints = sorted(_JOKE_HINTS) rng.shuffle(joke_items) rng.shuffle(joke_locations) rng.shuffle(joke_hints) hints_for_asset: Dict[int, str] = {} for asset, hint in patches.hints.items(): if hint.precision.is_joke: if not joke_hints: joke_hints = sorted(_JOKE_HINTS) rng.shuffle(joke_hints) message = color_text(TextColor.JOKE, joke_hints.pop()) else: target = patches.pickup_assignment.get(hint.target) # Determine location name if hint.hint_type is HintType.GUARDIAN: node_name = color_text(TextColor.GUARDIAN, _GUARDIAN_NAMES[hint.target]) elif hint.location_precision == HintLocationPrecision.WRONG_GAME: node_name = color_text(TextColor.JOKE, "{} (?)".format(joke_locations.pop()) if joke_locations else "an unknown location") else: node_name = color_text(TextColor.LOCATION, hint_name_creator.index_node_name( hint.target, hint.location_precision != HintLocationPrecision.DETAILED )) # Determine pickup name if target is not None: is_joke, determiner, pickup_name = _calculate_pickup_hint( hint.item_precision, _calculate_determiner(patches.pickup_assignment, target.pickup), target.pickup, joke_items, ) else: is_joke = False determiner = "the " if len(patches.pickup_assignment) == 118 else "an " pickup_name = "Energy Transfer Module" if hint.hint_type is HintType.LOCATION: determiner = determiner.title() pickup_name = color_text(TextColor.JOKE if is_joke else TextColor.ITEM, pickup_name) message = _HINT_MESSAGE_TEMPLATES[hint.hint_type].format(determiner=determiner, pickup=pickup_name, node=node_name) hints_for_asset[asset.asset_id] = message return [ create_simple_logbook_hint( logbook_node.string_asset_id, hints_for_asset.get(logbook_node.string_asset_id, "Someone forgot to leave a message."), ) for logbook_node in world_list.all_nodes if isinstance(logbook_node, LogbookNode) ]