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, \
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dependent_regions_restricted, dependent_regions_nmg, dependent_regions_ur
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from .er_rules import set_er_region_rules
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from worlds.generic import PlandoConnection
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from random import Random
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2024-01-12 19:32:15 +00:00
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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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game: str = "TUNIC"
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class TunicERLocation(Location):
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game: str = "TUNIC"
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def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
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regions: Dict[str, Region] = {}
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if world.options.entrance_rando:
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portal_pairs: Dict[Portal, Portal] = pair_portals(world)
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# output the entrances to the spoiler log here for convenience
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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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else:
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portal_pairs: Dict[Portal, Portal] = vanilla_portals()
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for region_name, region_data in tunic_er_regions.items():
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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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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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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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return portal_pairs
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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 at Bell",
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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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def vanilla_portals() -> Dict[Portal, Portal]:
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portal_pairs: Dict[Portal, Portal] = {}
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portal_map = portal_mapping.copy()
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shop_num = 1
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while portal_map:
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portal1 = portal_map[0]
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portal2 = None
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# portal2 scene destination tag is portal1's destination scene tag
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portal2_sdt = portal1.destination_scene()
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if portal2_sdt.startswith("Shop,"):
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portal2 = Portal(name=f"Shop", region="Shop",
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destination="Previous Region", tag="_")
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shop_num += 1
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if portal2_sdt == "Purgatory, Purgatory_bottom":
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portal2_sdt = "Purgatory, Purgatory_top"
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for portal in portal_map:
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if portal.scene_destination() == portal2_sdt:
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portal2 = portal
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break
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portal_pairs[portal1] = portal2
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portal_map.remove(portal1)
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if not portal2_sdt.startswith("Shop,"):
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portal_map.remove(portal2)
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return portal_pairs
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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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logic_rules = world.options.logic_rules.value
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player_name = world.multiworld.get_player_name(world.player)
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shop_scenes: Set[str] = set()
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shop_count = 6
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if world.options.fixed_shop.value:
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shop_count = 1
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shop_scenes.add("Overworld Redux")
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if not logic_rules:
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dependent_regions = dependent_regions_restricted
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elif logic_rules == 1:
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dependent_regions = dependent_regions_nmg
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else:
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dependent_regions = dependent_regions_ur
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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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plando_connections = world.multiworld.plando_connections[world.player]
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# universal tracker support stuff, don't need to care about region dependency
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if hasattr(world.multiworld, "re_gen_passthrough"):
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if "TUNIC" in world.multiworld.re_gen_passthrough:
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plando_connections.clear()
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# universal tracker stuff, won't do anything in normal gen
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for portal1, portal2 in world.multiworld.re_gen_passthrough["TUNIC"]["Entrance Rando"].items():
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portal_name1 = ""
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portal_name2 = ""
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for portal in portal_mapping:
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if portal.scene_destination() == portal1:
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portal_name1 = portal.name
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# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
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if portal.scene_destination() == portal2:
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portal_name2 = portal.name
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# connected_regions.update(add_dependent_regions(portal.region, logic_rules))
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# shops have special handling
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if not portal_name2 and portal2 == "Shop, Previous Region_":
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portal_name2 = "Shop Portal"
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plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
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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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if plando_connections:
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for connection in plando_connections:
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p_entrance = connection.entrance
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p_exit = connection.exit
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if p_entrance.startswith("Shop"):
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p_entrance = p_exit
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p_exit = "Shop Portal"
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portal1 = None
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portal2 = None
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# search two_plus for both at once
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for portal in two_plus:
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if p_entrance == portal.name:
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portal1 = portal
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if p_exit == portal.name:
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portal2 = portal
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# search dead_ends individually since we can't really remove items from two_plus during the loop
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if not portal1:
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for portal in dead_ends:
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if p_entrance == portal.name:
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portal1 = portal
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break
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if not portal1:
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raise Exception(f"Could not find entrance named {p_entrance} for "
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f"plando connections in {player_name}'s YAML.")
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dead_ends.remove(portal1)
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else:
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two_plus.remove(portal1)
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if not portal2:
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for portal in dead_ends:
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if p_exit == portal.name:
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portal2 = portal
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break
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if p_exit in ["Shop Portal", "Shop"]:
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portal2 = Portal(name="Shop Portal", region=f"Shop",
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destination="Previous Region", tag="_")
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shop_count -= 1
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if shop_count < 0:
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shop_count += 2
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for p in portal_mapping:
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if p.name == p_entrance:
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shop_scenes.add(p.scene())
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break
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else:
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if not portal2:
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raise Exception(f"Could not find entrance named {p_exit} for "
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f"plando connections in {player_name}'s YAML.")
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dead_ends.remove(portal2)
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else:
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two_plus.remove(portal2)
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portal_pairs[portal1] = portal2
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# update dependent regions based on the plando'd connections, to ensure the portals connect well, logically
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for origins, destinations in dependent_regions.items():
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if portal1.region in origins:
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if portal2.region in non_dead_end_regions:
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destinations.append(portal2.region)
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if portal2.region in origins:
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if portal1.region in non_dead_end_regions:
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destinations.append(portal1.region)
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# if we have plando connections, our connected regions may change somewhat
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while True:
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test1 = len(connected_regions)
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for region in connected_regions.copy():
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connected_regions.update(add_dependent_regions(region, logic_rules))
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test2 = len(connected_regions)
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if test1 == test2:
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break
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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 after adding some item logic to dependent regions
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if world.options.laurels_location == "10_fairies" and not hasattr(world.multiworld, "re_gen_passthrough"):
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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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if not portal1:
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raise Exception(f"Failed to do Laurels Location at 10 Fairies option. "
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f"Did {player_name} plando connection the Secret Gathering Place Entrance?")
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if not portal2:
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raise Exception(f"Failed to do Laurels Location at 10 Fairies option. "
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f"Did {player_name} plando connection the Secret Gathering Place Exit?")
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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 and not hasattr(world.multiworld, "re_gen_passthrough"):
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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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if not portal1:
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raise Exception(f"Failed to do Fixed Shop option. "
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f"Did {player_name} plando connection the Windmill Shop entrance?")
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portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
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portal_pairs[portal1] = portal2
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two_plus.remove(portal1)
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random_object: Random = world.random
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if world.options.entrance_rando.value != 1:
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random_object = Random(world.options.entrance_rando.value)
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# we want to start by making sure every region is accessible
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random_object.shuffle(two_plus)
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check_success = 0
|
|
|
|
portal1 = None
|
|
|
|
portal2 = None
|
2024-03-15 16:52:05 +00:00
|
|
|
previous_conn_num = 0
|
|
|
|
fail_count = 0
|
2024-01-12 19:32:15 +00:00
|
|
|
while len(connected_regions) < len(non_dead_end_regions):
|
2024-03-15 16:52:05 +00:00
|
|
|
# if the connected regions length stays unchanged for too long, it's stuck in a loop
|
|
|
|
# should, hopefully, only ever occur if someone plandos connections poorly
|
|
|
|
if hasattr(world.multiworld, "re_gen_passthrough"):
|
|
|
|
break
|
|
|
|
if previous_conn_num == len(connected_regions):
|
|
|
|
fail_count += 1
|
|
|
|
if fail_count >= 500:
|
|
|
|
raise Exception(f"Failed to pair regions. Check plando connections for {player_name} for loops.")
|
|
|
|
else:
|
|
|
|
fail_count = 0
|
|
|
|
previous_conn_num = len(connected_regions)
|
|
|
|
|
2024-01-12 19:32:15 +00:00
|
|
|
# find a portal in an inaccessible region
|
|
|
|
if check_success == 0:
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.region in connected_regions:
|
|
|
|
# if there's risk of self-locking, start over
|
|
|
|
if gate_before_switch(portal, two_plus):
|
2024-03-15 16:52:05 +00:00
|
|
|
random_object.shuffle(two_plus)
|
2024-01-12 19:32:15 +00:00
|
|
|
break
|
|
|
|
portal1 = portal
|
|
|
|
two_plus.remove(portal)
|
|
|
|
check_success = 1
|
|
|
|
break
|
|
|
|
|
|
|
|
# then we find a portal in a connected region
|
|
|
|
if check_success == 1:
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.region not in connected_regions:
|
|
|
|
# if there's risk of self-locking, shuffle and try again
|
|
|
|
if gate_before_switch(portal, two_plus):
|
2024-03-15 16:52:05 +00:00
|
|
|
random_object.shuffle(two_plus)
|
2024-01-12 19:32:15 +00:00
|
|
|
break
|
|
|
|
portal2 = portal
|
|
|
|
two_plus.remove(portal)
|
|
|
|
check_success = 2
|
|
|
|
break
|
|
|
|
|
|
|
|
# once we have both portals, connect them and add the new region(s) to connected_regions
|
|
|
|
if check_success == 2:
|
|
|
|
connected_regions.update(add_dependent_regions(portal2.region, logic_rules))
|
|
|
|
portal_pairs[portal1] = portal2
|
|
|
|
check_success = 0
|
2024-03-15 16:52:05 +00:00
|
|
|
random_object.shuffle(two_plus)
|
2024-01-12 19:32:15 +00:00
|
|
|
|
2024-02-16 04:03:51 +00:00
|
|
|
# for universal tracker, we want to skip shop gen
|
|
|
|
if hasattr(world.multiworld, "re_gen_passthrough"):
|
|
|
|
if "TUNIC" in world.multiworld.re_gen_passthrough:
|
|
|
|
shop_count = 0
|
|
|
|
|
2024-01-12 19:32:15 +00:00
|
|
|
for i in range(shop_count):
|
|
|
|
portal1 = None
|
|
|
|
for portal in two_plus:
|
|
|
|
if portal.scene() not in shop_scenes:
|
|
|
|
shop_scenes.add(portal.scene())
|
|
|
|
portal1 = portal
|
|
|
|
two_plus.remove(portal)
|
|
|
|
break
|
|
|
|
if portal1 is None:
|
2024-03-15 16:52:05 +00:00
|
|
|
raise Exception("Too many shops in the pool, or something else went wrong.")
|
2024-03-21 15:50:07 +00:00
|
|
|
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
|
|
|
|
|
2024-01-12 19:32:15 +00:00
|
|
|
portal_pairs[portal1] = portal2
|
|
|
|
|
|
|
|
# connect dead ends to random non-dead ends
|
|
|
|
# none of the key events are in dead ends, so we don't need to do gate_before_switch
|
|
|
|
while len(dead_ends) > 0:
|
2024-03-15 16:52:05 +00:00
|
|
|
if hasattr(world.multiworld, "re_gen_passthrough"):
|
|
|
|
break
|
2024-01-12 19:32:15 +00:00
|
|
|
portal1 = two_plus.pop()
|
|
|
|
portal2 = dead_ends.pop()
|
|
|
|
portal_pairs[portal1] = portal2
|
|
|
|
|
|
|
|
# then randomly connect the remaining portals to each other
|
|
|
|
# every region is accessible, so gate_before_switch is not necessary
|
|
|
|
while len(two_plus) > 1:
|
2024-03-15 16:52:05 +00:00
|
|
|
if hasattr(world.multiworld, "re_gen_passthrough"):
|
|
|
|
break
|
2024-01-12 19:32:15 +00:00
|
|
|
portal1 = two_plus.pop()
|
|
|
|
portal2 = two_plus.pop()
|
|
|
|
portal_pairs[portal1] = portal2
|
|
|
|
|
|
|
|
if len(two_plus) == 1:
|
2024-02-16 04:03:51 +00:00
|
|
|
raise Exception("two plus had an odd number of portals, investigate this. last portal is " + two_plus[0].name)
|
2024-01-12 19:32:15 +00:00
|
|
|
|
|
|
|
return portal_pairs
|
|
|
|
|
|
|
|
|
|
|
|
# loop through our list of paired portals and make two-way connections
|
|
|
|
def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
|
|
|
|
for portal1, portal2 in portal_pairs.items():
|
|
|
|
region1 = regions[portal1.region]
|
|
|
|
region2 = regions[portal2.region]
|
2024-03-21 15:50:07 +00:00
|
|
|
region1.connect(connecting_region=region2, name=portal1.name)
|
2024-01-12 19:32:15 +00:00
|
|
|
# prevent the logic from thinking you can get to any shop-connected region from the shop
|
2024-03-21 15:50:07 +00:00
|
|
|
if portal2.name not in {"Shop", "Shop Portal"}:
|
|
|
|
region2.connect(connecting_region=region1, name=portal2.name)
|
2024-01-12 19:32:15 +00:00
|
|
|
|
|
|
|
|
|
|
|
# loop through the static connections, return regions you can reach from this region
|
2024-02-16 04:03:51 +00:00
|
|
|
# todo: refactor to take region_name and dependent_regions
|
2024-01-12 19:32:15 +00:00
|
|
|
def add_dependent_regions(region_name: str, logic_rules: int) -> Set[str]:
|
|
|
|
region_set = set()
|
|
|
|
if not logic_rules:
|
2024-02-16 04:03:51 +00:00
|
|
|
regions_to_add = dependent_regions_restricted
|
2024-01-12 19:32:15 +00:00
|
|
|
elif logic_rules == 1:
|
|
|
|
regions_to_add = dependent_regions_nmg
|
|
|
|
else:
|
|
|
|
regions_to_add = dependent_regions_ur
|
|
|
|
for origin_regions, destination_regions in regions_to_add.items():
|
|
|
|
if region_name in origin_regions:
|
|
|
|
# if you matched something in the first set, you get the regions in its paired set
|
|
|
|
region_set.update(destination_regions)
|
|
|
|
return region_set
|
|
|
|
# if you didn't match anything in the first sets, just gives you the region
|
|
|
|
region_set = {region_name}
|
|
|
|
return region_set
|
|
|
|
|
|
|
|
|
|
|
|
# we're checking if an event-locked portal is being placed before the regions where its key(s) is/are
|
|
|
|
# doing this ensures the keys will not be locked behind the event-locked portal
|
|
|
|
def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
|
|
|
|
# the western belltower cannot be locked since you can access it with laurels
|
|
|
|
# so we only need to make sure the forest belltower isn't locked
|
|
|
|
if check_portal.scene_destination() == "Overworld Redux, Temple_main":
|
|
|
|
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
|
2024-03-21 15:50:07 +00:00
|
|
|
elif check_portal.scene_destination() in {"Fortress Arena, Transit_teleporter_spidertank",
|
|
|
|
"Transit, Fortress Arena_teleporter_spidertank"}:
|
2024-01-12 19:32:15 +00:00
|
|
|
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:
|
2024-03-21 15:50:07 +00:00
|
|
|
if portal.region in {"Swamp Front", "Swamp to Cathedral Treasure Room",
|
|
|
|
"Swamp to Cathedral Main Entrance Region"}:
|
2024-01-12 19:32:15 +00:00
|
|
|
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
|
2024-03-21 15:50:07 +00:00
|
|
|
elif check_portal.scene_destination() in {"Quarry Redux, Transit_teleporter_quarry teleporter",
|
|
|
|
"Quarry Redux, ziggurat2020_0_"}:
|
2024-01-12 19:32:15 +00:00
|
|
|
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
|