Archipelago/worlds/meritous/Regions.py

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2022-03-18 03:30:47 +00:00
# Copyright (c) 2022 FelicitusNeko
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
from BaseClasses import MultiWorld, Region, Entrance, RegionType
from .Locations import MeritousLocation, location_table
meritous_regions = ["Meridian", "Ataraxia", "Merodach", "Endgame"]
def _generate_entrances(player: int, entrance_list: [str], parent: Region):
return [Entrance(player, entrance, parent) for entrance in entrance_list]
def create_regions(world: MultiWorld, player: int):
regions = ["First", "Second", "Third", "Last"]
bosses = ["Meridian", "Ataraxia", "Merodach"]
for x, name in enumerate(regions):
fullname = f"{name} Quarter"
insidename = fullname
if x == 0:
insidename = "Menu"
region = Region(insidename, RegionType.Generic, fullname, player, world)
for store in ["Alpha Cache", "Beta Cache", "Gamma Cache", "Reward Chest"]:
for y in range(1, 7):
loc_name = f"{store} {(x * 6) + y}"
region.locations += [MeritousLocation(player, loc_name, location_table[loc_name], region)]
if x < 3:
storage_loc = f"PSI Key Storage {x + 1}"
region.locations += [MeritousLocation(player, storage_loc, location_table[storage_loc], region)]
region.exits += _generate_entrances(player, [f"To {bosses[x]}"], region)
else:
locations_end_game = ["Place of Power", "The Last Place You'll Look"]
region.locations += [
MeritousLocation(player, loc_name, location_table[loc_name], region)
for loc_name in locations_end_game]
region.exits += _generate_entrances(player, ["Back to the entrance",
"Back to the entrance with the Knife"],
region)
world.regions += [region]
for x, boss in enumerate(bosses):
boss_region = Region(boss, RegionType.Generic, boss, player, world)
boss_region.locations += [
MeritousLocation(player, boss, location_table[boss], boss_region),
MeritousLocation(player, f"{boss} Defeat", None, boss_region)
]
boss_region.exits = _generate_entrances(player, [f"To {regions[x + 1]} Quarter"], boss_region)
world.regions.append(boss_region)
region_final_boss = Region(
"Final Boss", RegionType.Generic, "Final Boss", player, world)
region_final_boss.locations = [MeritousLocation(
player, "Wervyn Anixil", None, region_final_boss)]
world.regions.append(region_final_boss)
region_tfb = Region("True Final Boss", RegionType.Generic,
"True Final Boss", player, world)
region_tfb.locations = [MeritousLocation(
player, "Wervyn Anixil?", None, region_tfb)]
world.regions.append(region_tfb)
entrance_map = {
"To Meridian": {
"to": "Meridian",
"rule": lambda state: state.has_group("PSI Keys", player, 1)
},
"To Second Quarter": {
"to": "Second Quarter",
"rule": lambda state: state.has("Meridian Defeated", player)
},
"To Ataraxia": {
"to": "Ataraxia",
"rule": lambda state: state.has_group("PSI Keys", player, 2)
},
"To Third Quarter": {
"to": "Third Quarter",
"rule": lambda state: state.has("Ataraxia Defeated", player)
},
"To Merodach": {
"to": "Merodach",
"rule": lambda state: state.has_group("PSI Keys", player, 3)
},
"To Last Quarter": {
"to": "Last Quarter",
"rule": lambda state: state.has("Merodach Defeated", player)
},
"Back to the entrance": {
"to": "Final Boss",
"rule": lambda state: state.has("Cursed Seal", player)
},
"Back to the entrance with the Knife": {
"to": "True Final Boss",
"rule": lambda state: state.has_all(["Cursed Seal", "Agate Knife"], player)
}
}
for entrance in entrance_map:
connection_data = entrance_map[entrance]
connection = world.get_entrance(entrance, player)
connection.access_rule = connection_data["rule"]
connection.connect(world.get_region(connection_data["to"], player))