Archipelago/worlds/lingo/regions.py

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from typing import Dict, TYPE_CHECKING
from BaseClasses import ItemClassification, Region
from .items import LingoItem
from .locations import LingoLocation
from .player_logic import LingoPlayerLogic
from .rules import lingo_can_use_entrance, lingo_can_use_pilgrimage, make_location_lambda
from .static_logic import ALL_ROOMS, PAINTINGS, Room
if TYPE_CHECKING:
from . import LingoWorld
def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogic) -> Region:
new_region = Region(room.name, world.player, world.multiworld)
for location in player_logic.LOCATIONS_BY_ROOM.get(room.name, {}):
new_location = LingoLocation(world.player, location.name, location.code, new_region)
new_location.access_rule = make_location_lambda(location, room.name, world, player_logic)
new_region.locations.append(new_location)
if location.name in player_logic.EVENT_LOC_TO_ITEM:
event_name = player_logic.EVENT_LOC_TO_ITEM[location.name]
event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
new_location.place_locked_item(event_item)
return new_region
def handle_pilgrim_room(regions: Dict[str, Region], world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
target_region = regions["Pilgrim Antechamber"]
source_region = regions["Outside The Agreeable"]
source_region.connect(
target_region,
"Pilgrimage",
lambda state: lingo_can_use_pilgrimage(state, world.player, player_logic))
def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld",
player_logic: LingoPlayerLogic) -> None:
source_painting = PAINTINGS[warp_enter]
target_painting = PAINTINGS[warp_exit]
target_region = regions[target_painting.room]
source_region = regions[source_painting.room]
source_region.connect(
target_region,
f"{source_painting.room} to {target_painting.room} (Painting)",
lambda state: lingo_can_use_entrance(state, target_painting.room, source_painting.required_door, world.player,
player_logic))
def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
regions = {
"Menu": Region("Menu", world.player, world.multiworld)
}
painting_shuffle = world.options.shuffle_paintings
early_color_hallways = world.options.early_color_hallways
# Instantiate all rooms as regions with their locations first.
for room in ALL_ROOMS:
regions[room.name] = create_region(room, world, player_logic)
# Connect all created regions now that they exist.
for room in ALL_ROOMS:
for entrance in room.entrances:
# Don't use the vanilla painting connections if we are shuffling paintings.
if entrance.painting and painting_shuffle:
continue
regions[entrance.room].connect(
regions[room.name],
f"{entrance.room} to {room.name}",
lambda state, r=room, e=entrance: lingo_can_use_entrance(state, r.name, e.door, world.player, player_logic))
handle_pilgrim_room(regions, world, player_logic)
if early_color_hallways:
regions["Starting Room"].connect(regions["Outside The Undeterred"], "Early Color Hallways")
if painting_shuffle:
for warp_enter, warp_exit in player_logic.PAINTING_MAPPING.items():
connect_painting(regions, warp_enter, warp_exit, world, player_logic)
world.multiworld.regions += regions.values()