def hide_hints(world_list: WorldList) -> list: """ Creates the string patches entries that changes the Lore scans in the game completely useless text. :return: """ return [create_simple_logbook_hint(logbook_node.string_asset_id, "Some item was placed somewhere.") for logbook_node in world_list.all_nodes if isinstance(logbook_node, LogbookNode)]
def create_hints( all_patches: Dict[int, GamePatches], players_config: PlayersConfiguration, world_list: WorldList, rng: Random, ) -> list: """ Creates the string patches entries that changes the Lore scans in the game for item pickups :param all_patches: :param players_config: :param world_list: :param rng: :return: """ hint_name_creator = LocationHintCreator(world_list, rng, _JOKE_HINTS) patches = all_patches[players_config.player_index] location_formatters: Dict[HintLocationPrecision, LocationFormatter] = { HintLocationPrecision.KEYBEARER: TemplatedFormatter( "The Flying Ing Cache in {node} contains {determiner}{pickup}.", hint_name_creator), HintLocationPrecision.GUARDIAN: GuardianFormatter(), HintLocationPrecision.LIGHT_SUIT_LOCATION: TemplatedFormatter( "U-Mos's reward for returning the Sanctuary energy is {determiner}{pickup}.", hint_name_creator), HintLocationPrecision.DETAILED: TemplatedFormatter( "{determiner.title}{pickup} can be found in {node}.", hint_name_creator), HintLocationPrecision.WORLD_ONLY: TemplatedFormatter( "{determiner.title}{pickup} can be found in {node}.", hint_name_creator), HintLocationPrecision.RELATIVE_TO_AREA: RelativeAreaFormatter(world_list, patches), HintLocationPrecision.RELATIVE_TO_INDEX: RelativeItemFormatter(world_list, patches), } hints_for_asset: Dict[int, str] = {} for asset, hint in patches.hints.items(): hints_for_asset[asset.asset_id] = create_message_for_hint( hint, all_patches, players_config, hint_name_creator, location_formatters, world_list) 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) ]
def hide_hints() -> list: """ Creates the string patches entries that changes the Sky Temple Gateway hint scans with hints for completely useless text. :return: """ return [ create_simple_logbook_hint( _SKY_TEMPLE_KEY_SCAN_ASSETS[key_number], "{} is lost somewhere in Aether.".format( _sky_temple_key_name(key_number + 1)), ) for key_number in range(9) ]
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 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) ]