2024-01-12 19:32:15 +00:00
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from typing import Dict, List, Set, Tuple, TYPE_CHECKING
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from BaseClasses import Region, ItemClassification, Item, Location
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from .locations import location_table
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from .er_data import Portal, tunic_er_regions, portal_mapping, hallway_helper, hallway_helper_nmg, \
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dependent_regions, dependent_regions_nmg, dependent_regions_ur
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from .er_rules import set_er_region_rules
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if TYPE_CHECKING:
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from . import TunicWorld
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class TunicERItem(Item):
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2024-01-18 00:56:34 +00:00
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game: str = "TUNIC"
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2024-01-12 19:32:15 +00:00
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class TunicERLocation(Location):
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game: str = "TUNIC"
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2024-01-12 19:32:15 +00:00
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def create_er_regions(world: "TunicWorld") -> Tuple[Dict[Portal, Portal], Dict[int, str]]:
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regions: Dict[str, Region] = {}
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portal_pairs: Dict[Portal, Portal] = pair_portals(world)
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logic_rules = world.options.logic_rules
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# check if a portal leads to a hallway. if it does, update the hint text accordingly
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def hint_helper(portal: Portal, hint_string: str = "") -> str:
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# start by setting it as the name of the portal, for the case we're not using the hallway helper
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if hint_string == "":
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hint_string = portal.name
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if logic_rules:
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hallways = hallway_helper_nmg
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else:
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hallways = hallway_helper
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if portal.scene_destination() in hallways:
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# if we have a hallway, we want the region rather than the portal name
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if hint_string == portal.name:
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hint_string = portal.region
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# library exterior is two regions, we just want to fix up the name
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if hint_string in {"Library Exterior Tree", "Library Exterior Ladder"}:
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hint_string = "Library Exterior"
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# search through the list for the other end of the hallway
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for portala, portalb in portal_pairs.items():
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if portala.scene_destination() == hallways[portal.scene_destination()]:
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# if we find that we have a chain of hallways, do recursion
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if portalb.scene_destination() in hallways:
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hint_region = portalb.region
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if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
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hint_region = "Library Exterior"
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hint_string = hint_region + " then " + hint_string
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hint_string = hint_helper(portalb, hint_string)
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else:
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# if we didn't find a chain, get the portal name for the end of the chain
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hint_string = portalb.name + " then " + hint_string
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return hint_string
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# and then the same thing for the other portal, since we have to check each separately
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if portalb.scene_destination() == hallways[portal.scene_destination()]:
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if portala.scene_destination() in hallways:
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hint_region = portala.region
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if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
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hint_region = "Library Exterior"
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hint_string = hint_region + " then " + hint_string
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hint_string = hint_helper(portala, hint_string)
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else:
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hint_string = portala.name + " then " + hint_string
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return hint_string
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return hint_string
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# create our regions, give them hint text if they're in a spot where it makes sense to
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for region_name, region_data in tunic_er_regions.items():
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hint_text = "error"
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if region_data.hint == 1:
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for portal1, portal2 in portal_pairs.items():
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if portal1.region == region_name:
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hint_text = hint_helper(portal2)
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break
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if portal2.region == region_name:
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hint_text = hint_helper(portal1)
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break
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regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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elif region_data.hint == 2:
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for portal1, portal2 in portal_pairs.items():
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if portal1.scene() == tunic_er_regions[region_name].game_scene:
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hint_text = hint_helper(portal2)
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break
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if portal2.scene() == tunic_er_regions[region_name].game_scene:
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hint_text = hint_helper(portal1)
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break
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regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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elif region_data.hint == 3:
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# only the west garden portal item for now
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if region_name == "West Garden Portal Item":
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if world.options.logic_rules:
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for portal1, portal2 in portal_pairs.items():
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if portal1.scene() == "Archipelagos Redux":
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hint_text = hint_helper(portal2)
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break
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if portal2.scene() == "Archipelagos Redux":
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hint_text = hint_helper(portal1)
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break
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regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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else:
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for portal1, portal2 in portal_pairs.items():
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if portal1.region == "West Garden Portal":
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hint_text = hint_helper(portal2)
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break
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if portal2.region == "West Garden Portal":
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hint_text = hint_helper(portal1)
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break
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regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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else:
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regions[region_name] = Region(region_name, world.player, world.multiworld)
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set_er_region_rules(world, world.ability_unlocks, regions, portal_pairs)
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er_hint_data: Dict[int, str] = {}
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for location_name, location_id in world.location_name_to_id.items():
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region = regions[location_table[location_name].er_region]
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location = TunicERLocation(world.player, location_name, location_id, region)
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region.locations.append(location)
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if region.name == region.hint_text:
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continue
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er_hint_data[location.address] = region.hint_text
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create_randomized_entrances(portal_pairs, regions)
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for region in regions.values():
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world.multiworld.regions.append(region)
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place_event_items(world, regions)
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victory_region = regions["Spirit Arena Victory"]
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victory_location = TunicERLocation(world.player, "The Heir", None, victory_region)
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victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player))
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world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
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victory_region.locations.append(victory_location)
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portals_and_hints = (portal_pairs, er_hint_data)
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return portals_and_hints
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tunic_events: Dict[str, str] = {
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"Eastern Bell": "Forest Belltower Upper",
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"Western Bell": "Overworld Belltower",
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"Furnace Fuse": "Furnace Fuse",
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"South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
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"Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
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"Beneath the Vault Fuse": "Beneath the Vault Back",
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"Eastern Vault West Fuses": "Eastern Vault Fortress",
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"Eastern Vault East Fuse": "Eastern Vault Fortress",
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"Quarry Connector Fuse": "Quarry Connector",
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"Quarry Fuse": "Quarry",
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"Ziggurat Fuse": "Rooted Ziggurat Lower Back",
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"West Garden Fuse": "West Garden",
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"Library Fuse": "Library Lab",
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}
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def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
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for event_name, region_name in tunic_events.items():
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region = regions[region_name]
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location = TunicERLocation(world.player, event_name, None, region)
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if event_name.endswith("Bell"):
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location.place_locked_item(
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TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player))
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else:
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location.place_locked_item(
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TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player))
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region.locations.append(location)
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# pairing off portals, starting with dead ends
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def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
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# separate the portals into dead ends and non-dead ends
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portal_pairs: Dict[Portal, Portal] = {}
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dead_ends: List[Portal] = []
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two_plus: List[Portal] = []
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fixed_shop = False
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logic_rules = world.options.logic_rules.value
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# create separate lists for dead ends and non-dead ends
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if logic_rules:
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for portal in portal_mapping:
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if tunic_er_regions[portal.region].dead_end == 1:
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dead_ends.append(portal)
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else:
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two_plus.append(portal)
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else:
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for portal in portal_mapping:
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if tunic_er_regions[portal.region].dead_end:
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dead_ends.append(portal)
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else:
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two_plus.append(portal)
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connected_regions: Set[str] = set()
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# make better start region stuff when/if implementing random start
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start_region = "Overworld"
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connected_regions.update(add_dependent_regions(start_region, logic_rules))
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# need to plando fairy cave, or it could end up laurels locked
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# fix this later to be random? probably not?
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if world.options.laurels_location == "10_fairies":
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portal1 = None
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portal2 = None
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for portal in two_plus:
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if portal.scene_destination() == "Overworld Redux, Waterfall_":
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portal1 = portal
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break
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for portal in dead_ends:
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if portal.scene_destination() == "Waterfall, Overworld Redux_":
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portal2 = portal
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break
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portal_pairs[portal1] = portal2
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two_plus.remove(portal1)
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dead_ends.remove(portal2)
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if world.options.fixed_shop:
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fixed_shop = True
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portal1 = None
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for portal in two_plus:
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if portal.scene_destination() == "Overworld Redux, Windmill_":
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portal1 = portal
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break
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portal2 = Portal(name="Shop Portal", region=f"Shop Entrance 2", destination="Previous Region_")
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portal_pairs[portal1] = portal2
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two_plus.remove(portal1)
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# we want to start by making sure every region is accessible
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non_dead_end_regions = set()
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for region_name, region_info in tunic_er_regions.items():
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if not region_info.dead_end:
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non_dead_end_regions.add(region_name)
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elif region_info.dead_end == 2 and logic_rules:
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non_dead_end_regions.add(region_name)
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world.random.shuffle(two_plus)
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check_success = 0
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portal1 = None
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portal2 = None
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while len(connected_regions) < len(non_dead_end_regions):
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# find a portal in an inaccessible region
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if check_success == 0:
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for portal in two_plus:
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if portal.region in connected_regions:
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# if there's risk of self-locking, start over
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if gate_before_switch(portal, two_plus):
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world.random.shuffle(two_plus)
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break
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portal1 = portal
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two_plus.remove(portal)
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check_success = 1
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break
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# then we find a portal in a connected region
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if check_success == 1:
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for portal in two_plus:
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if portal.region not in connected_regions:
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# if there's risk of self-locking, shuffle and try again
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if gate_before_switch(portal, two_plus):
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world.random.shuffle(two_plus)
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break
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portal2 = portal
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two_plus.remove(portal)
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check_success = 2
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break
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# once we have both portals, connect them and add the new region(s) to connected_regions
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if check_success == 2:
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connected_regions.update(add_dependent_regions(portal2.region, logic_rules))
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portal_pairs[portal1] = portal2
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check_success = 0
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world.random.shuffle(two_plus)
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# add 6 shops, connect them to unique scenes
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# this is due to a limitation in Tunic -- you wrong warp if there's multiple shops
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shop_scenes: Set[str] = set()
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shop_count = 6
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if fixed_shop:
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shop_count = 1
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shop_scenes.add("Overworld Redux")
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for i in range(shop_count):
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portal1 = None
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for portal in two_plus:
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if portal.scene() not in shop_scenes:
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shop_scenes.add(portal.scene())
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portal1 = portal
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two_plus.remove(portal)
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break
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if portal1 is None:
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raise Exception("Too many shops in the pool, or something else went wrong")
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portal2 = Portal(name="Shop Portal", region=f"Shop Entrance {i + 1}", destination="Previous Region_")
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portal_pairs[portal1] = portal2
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# connect dead ends to random non-dead ends
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# none of the key events are in dead ends, so we don't need to do gate_before_switch
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while len(dead_ends) > 0:
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portal1 = two_plus.pop()
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portal2 = dead_ends.pop()
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portal_pairs[portal1] = portal2
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# then randomly connect the remaining portals to each other
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# every region is accessible, so gate_before_switch is not necessary
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while len(two_plus) > 1:
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portal1 = two_plus.pop()
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portal2 = two_plus.pop()
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portal_pairs[portal1] = portal2
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if len(two_plus) == 1:
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raise Exception("two plus had an odd number of portals, investigate this")
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for portal1, portal2 in portal_pairs.items():
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world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
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return portal_pairs
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# loop through our list of paired portals and make two-way connections
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def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
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for portal1, portal2 in portal_pairs.items():
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region1 = regions[portal1.region]
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region2 = regions[portal2.region]
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region1.connect(region2, f"{portal1.name} -> {portal2.name}")
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# prevent the logic from thinking you can get to any shop-connected region from the shop
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if portal2.name != "Shop":
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region2.connect(region1, f"{portal2.name} -> {portal1.name}")
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# loop through the static connections, return regions you can reach from this region
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def add_dependent_regions(region_name: str, logic_rules: int) -> Set[str]:
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region_set = set()
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if not logic_rules:
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regions_to_add = dependent_regions
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elif logic_rules == 1:
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|
regions_to_add = dependent_regions_nmg
|
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else:
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regions_to_add = dependent_regions_ur
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|
for origin_regions, destination_regions in regions_to_add.items():
|
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|
|
if region_name in origin_regions:
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# if you matched something in the first set, you get the regions in its paired set
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|
region_set.update(destination_regions)
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|
return region_set
|
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|
|
# if you didn't match anything in the first sets, just gives you the region
|
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|
|
region_set = {region_name}
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|
return region_set
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# we're checking if an event-locked portal is being placed before the regions where its key(s) is/are
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|
# doing this ensures the keys will not be locked behind the event-locked portal
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|
|
def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
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# the western belltower cannot be locked since you can access it with laurels
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|
|
# so we only need to make sure the forest belltower isn't locked
|
|
|
|
if check_portal.scene_destination() == "Overworld Redux, Temple_main":
|
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|
|
i = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.region == "Forest Belltower Upper":
|
|
|
|
i += 1
|
|
|
|
break
|
|
|
|
if i == 1:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# fortress big gold door needs 2 scenes and one of the two upper portals of the courtyard
|
|
|
|
elif check_portal.scene_destination() == "Fortress Main, Fortress Arena_":
|
|
|
|
i = j = k = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.region == "Fortress Courtyard Upper":
|
|
|
|
i += 1
|
|
|
|
if portal.scene() == "Fortress Basement":
|
|
|
|
j += 1
|
|
|
|
if portal.region == "Eastern Vault Fortress":
|
|
|
|
k += 1
|
|
|
|
if i == 2 or j == 2 or k == 5:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# fortress teleporter needs only the left fuses
|
|
|
|
elif check_portal.scene_destination() in ["Fortress Arena, Transit_teleporter_spidertank",
|
|
|
|
"Transit, Fortress Arena_teleporter_spidertank"]:
|
|
|
|
i = j = k = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() == "Fortress Courtyard":
|
|
|
|
i += 1
|
|
|
|
if portal.scene() == "Fortress Basement":
|
|
|
|
j += 1
|
|
|
|
if portal.region == "Eastern Vault Fortress":
|
|
|
|
k += 1
|
|
|
|
if i == 8 or j == 2 or k == 5:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# Cathedral door needs Overworld and the front of Swamp
|
|
|
|
# Overworld is currently guaranteed, so no need to check it
|
|
|
|
elif check_portal.scene_destination() == "Swamp Redux 2, Cathedral Redux_main":
|
|
|
|
i = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.region == "Swamp":
|
|
|
|
i += 1
|
|
|
|
if i == 4:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# Zig portal room exit needs Zig 3 to be accessible to hit the fuse
|
|
|
|
elif check_portal.scene_destination() == "ziggurat2020_FTRoom, ziggurat2020_3_":
|
|
|
|
i = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() == "ziggurat2020_3":
|
|
|
|
i += 1
|
|
|
|
if i == 2:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# Quarry teleporter needs you to hit the Darkwoods fuse
|
|
|
|
# Since it's physically in Quarry, we don't need to check for it
|
|
|
|
elif check_portal.scene_destination() in ["Quarry Redux, Transit_teleporter_quarry teleporter",
|
|
|
|
"Quarry Redux, ziggurat2020_0_"]:
|
|
|
|
i = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() == "Darkwoods Tunnel":
|
|
|
|
i += 1
|
|
|
|
if i == 2:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# Same as above, but Quarry isn't guaranteed here
|
|
|
|
elif check_portal.scene_destination() == "Transit, Quarry Redux_teleporter_quarry teleporter":
|
|
|
|
i = j = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() == "Darkwoods Tunnel":
|
|
|
|
i += 1
|
|
|
|
if portal.scene() == "Quarry Redux":
|
|
|
|
j += 1
|
|
|
|
if i == 2 or j == 7:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# Need Library fuse to use this teleporter
|
|
|
|
elif check_portal.scene_destination() == "Transit, Library Lab_teleporter_library teleporter":
|
|
|
|
i = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() == "Library Lab":
|
|
|
|
i += 1
|
|
|
|
if i == 3:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# Need West Garden fuse to use this teleporter
|
|
|
|
elif check_portal.scene_destination() == "Transit, Archipelagos Redux_teleporter_archipelagos_teleporter":
|
|
|
|
i = 0
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() == "Archipelagos Redux":
|
|
|
|
i += 1
|
|
|
|
if i == 6:
|
|
|
|
return True
|
|
|
|
|
|
|
|
# false means you're good to place the portal
|
|
|
|
return False
|