Lingo: Remove unnecessary player_logic parameters (#3054)
A world's player_logic is accessible from the LingoWorld object, so it's not necessary to also pass the LingoPlayerLogic object through every function that uses both.
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7e660dbd23
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@ -63,7 +63,7 @@ class LingoWorld(World):
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self.player_logic = LingoPlayerLogic(self)
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def create_regions(self):
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create_regions(self, self.player_logic)
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create_regions(self)
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def create_items(self):
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pool = [self.create_item(name) for name in self.player_logic.real_items]
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@ -4,7 +4,6 @@ from BaseClasses import Entrance, ItemClassification, Region
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from .datatypes import Room, RoomAndDoor
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from .items import LingoItem
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from .locations import LingoLocation
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from .player_logic import LingoPlayerLogic
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from .rules import lingo_can_use_entrance, make_location_lambda
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from .static_logic import ALL_ROOMS, PAINTINGS
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@ -12,14 +11,14 @@ if TYPE_CHECKING:
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from . import LingoWorld
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def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogic) -> Region:
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def create_region(room: Room, world: "LingoWorld") -> Region:
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new_region = Region(room.name, world.player, world.multiworld)
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for location in player_logic.locations_by_room.get(room.name, {}):
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for location in world.player_logic.locations_by_room.get(room.name, {}):
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new_location = LingoLocation(world.player, location.name, location.code, new_region)
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new_location.access_rule = make_location_lambda(location, world, player_logic)
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new_location.access_rule = make_location_lambda(location, world)
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new_region.locations.append(new_location)
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if location.name in player_logic.event_loc_to_item:
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event_name = player_logic.event_loc_to_item[location.name]
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if location.name in world.player_logic.event_loc_to_item:
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event_name = world.player_logic.event_loc_to_item[location.name]
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event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
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new_location.place_locked_item(event_item)
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@ -27,22 +26,21 @@ def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogi
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def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
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door: Optional[RoomAndDoor], world: "LingoWorld", player_logic: LingoPlayerLogic):
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door: Optional[RoomAndDoor], world: "LingoWorld"):
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connection = Entrance(world.player, description, source_region)
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connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world, player_logic)
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connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world)
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source_region.exits.append(connection)
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connection.connect(target_region)
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if door is not None:
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effective_room = target_region.name if door.room is None else door.room
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if door.door not in player_logic.item_by_door.get(effective_room, {}):
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for region in player_logic.calculate_door_requirements(effective_room, door.door, world).rooms:
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if door.door not in world.player_logic.item_by_door.get(effective_room, {}):
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for region in world.player_logic.calculate_door_requirements(effective_room, door.door, world).rooms:
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world.multiworld.register_indirect_condition(regions[region], connection)
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def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld",
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player_logic: LingoPlayerLogic) -> None:
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def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld") -> None:
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source_painting = PAINTINGS[warp_enter]
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target_painting = PAINTINGS[warp_exit]
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@ -50,11 +48,10 @@ def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str
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source_region = regions[source_painting.room]
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entrance_name = f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)"
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connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door, world,
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player_logic)
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connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door, world)
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def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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def create_regions(world: "LingoWorld") -> None:
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regions = {
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"Menu": Region("Menu", world.player, world.multiworld)
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}
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@ -64,7 +61,7 @@ def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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# Instantiate all rooms as regions with their locations first.
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for room in ALL_ROOMS:
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regions[room.name] = create_region(room, world, player_logic)
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regions[room.name] = create_region(room, world)
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# Connect all created regions now that they exist.
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for room in ALL_ROOMS:
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@ -80,18 +77,17 @@ def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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else:
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entrance_name += f" (through {room.name} - {entrance.door.door})"
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connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, entrance.door, world,
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player_logic)
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connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, entrance.door, world)
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# Add the fake pilgrimage.
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connect_entrance(regions, regions["Outside The Agreeable"], regions["Pilgrim Antechamber"], "Pilgrimage",
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RoomAndDoor("Pilgrim Antechamber", "Pilgrimage"), world, player_logic)
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RoomAndDoor("Pilgrim Antechamber", "Pilgrimage"), world)
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if early_color_hallways:
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regions["Starting Room"].connect(regions["Outside The Undeterred"], "Early Color Hallways")
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if painting_shuffle:
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for warp_enter, warp_exit in player_logic.painting_mapping.items():
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connect_painting(regions, warp_enter, warp_exit, world, player_logic)
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for warp_enter, warp_exit in world.player_logic.painting_mapping.items():
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connect_painting(regions, warp_enter, warp_exit, world)
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world.multiworld.regions += regions.values()
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@ -2,61 +2,58 @@ from typing import TYPE_CHECKING
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from BaseClasses import CollectionState
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from .datatypes import RoomAndDoor
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from .player_logic import AccessRequirements, LingoPlayerLogic, PlayerLocation
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from .player_logic import AccessRequirements, PlayerLocation
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from .static_logic import PROGRESSION_BY_ROOM, PROGRESSIVE_ITEMS
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if TYPE_CHECKING:
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from . import LingoWorld
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def lingo_can_use_entrance(state: CollectionState, room: str, door: RoomAndDoor, world: "LingoWorld",
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player_logic: LingoPlayerLogic):
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def lingo_can_use_entrance(state: CollectionState, room: str, door: RoomAndDoor, world: "LingoWorld"):
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if door is None:
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return True
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effective_room = room if door.room is None else door.room
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return _lingo_can_open_door(state, effective_room, door.door, world, player_logic)
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return _lingo_can_open_door(state, effective_room, door.door, world)
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def lingo_can_use_location(state: CollectionState, location: PlayerLocation, world: "LingoWorld",
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player_logic: LingoPlayerLogic):
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return _lingo_can_satisfy_requirements(state, location.access, world, player_logic)
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def lingo_can_use_location(state: CollectionState, location: PlayerLocation, world: "LingoWorld"):
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return _lingo_can_satisfy_requirements(state, location.access, world)
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def lingo_can_use_mastery_location(state: CollectionState, world: "LingoWorld", player_logic: LingoPlayerLogic):
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def lingo_can_use_mastery_location(state: CollectionState, world: "LingoWorld"):
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satisfied_count = 0
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for access_req in player_logic.mastery_reqs:
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if _lingo_can_satisfy_requirements(state, access_req, world, player_logic):
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for access_req in world.player_logic.mastery_reqs:
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if _lingo_can_satisfy_requirements(state, access_req, world):
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satisfied_count += 1
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return satisfied_count >= world.options.mastery_achievements.value
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def lingo_can_use_level_2_location(state: CollectionState, world: "LingoWorld", player_logic: LingoPlayerLogic):
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def lingo_can_use_level_2_location(state: CollectionState, world: "LingoWorld"):
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counted_panels = 0
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state.update_reachable_regions(world.player)
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for region in state.reachable_regions[world.player]:
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for access_req, panel_count in player_logic.counting_panel_reqs.get(region.name, []):
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if _lingo_can_satisfy_requirements(state, access_req, world, player_logic):
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for access_req, panel_count in world.player_logic.counting_panel_reqs.get(region.name, []):
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if _lingo_can_satisfy_requirements(state, access_req, world):
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counted_panels += panel_count
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if counted_panels >= world.options.level_2_requirement.value - 1:
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return True
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# THE MASTER has to be handled separately, because it has special access rules.
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if state.can_reach("Orange Tower Seventh Floor", "Region", world.player)\
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and lingo_can_use_mastery_location(state, world, player_logic):
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and lingo_can_use_mastery_location(state, world):
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counted_panels += 1
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if counted_panels >= world.options.level_2_requirement.value - 1:
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return True
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return False
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def _lingo_can_satisfy_requirements(state: CollectionState, access: AccessRequirements, world: "LingoWorld",
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player_logic: LingoPlayerLogic):
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def _lingo_can_satisfy_requirements(state: CollectionState, access: AccessRequirements, world: "LingoWorld"):
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for req_room in access.rooms:
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if not state.can_reach(req_room, "Region", world.player):
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return False
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for req_door in access.doors:
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if not _lingo_can_open_door(state, req_door.room, req_door.door, world, player_logic):
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if not _lingo_can_open_door(state, req_door.room, req_door.door, world):
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return False
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if len(access.colors) > 0 and world.options.shuffle_colors:
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@ -67,15 +64,14 @@ def _lingo_can_satisfy_requirements(state: CollectionState, access: AccessRequir
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return True
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def _lingo_can_open_door(state: CollectionState, room: str, door: str, world: "LingoWorld",
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player_logic: LingoPlayerLogic):
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def _lingo_can_open_door(state: CollectionState, room: str, door: str, world: "LingoWorld"):
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"""
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Determines whether a door can be opened
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"""
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if door not in player_logic.item_by_door.get(room, {}):
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return _lingo_can_satisfy_requirements(state, player_logic.door_reqs[room][door], world, player_logic)
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if door not in world.player_logic.item_by_door.get(room, {}):
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return _lingo_can_satisfy_requirements(state, world.player_logic.door_reqs[room][door], world)
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item_name = player_logic.item_by_door[room][door]
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item_name = world.player_logic.item_by_door[room][door]
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if item_name in PROGRESSIVE_ITEMS:
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progression = PROGRESSION_BY_ROOM[room][door]
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return state.has(item_name, world.player, progression.index)
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@ -83,12 +79,12 @@ def _lingo_can_open_door(state: CollectionState, room: str, door: str, world: "L
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return state.has(item_name, world.player)
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def make_location_lambda(location: PlayerLocation, world: "LingoWorld", player_logic: LingoPlayerLogic):
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if location.name == player_logic.mastery_location:
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return lambda state: lingo_can_use_mastery_location(state, world, player_logic)
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def make_location_lambda(location: PlayerLocation, world: "LingoWorld"):
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if location.name == world.player_logic.mastery_location:
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return lambda state: lingo_can_use_mastery_location(state, world)
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if world.options.level_2_requirement > 1\
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and (location.name == "Second Room - ANOTHER TRY" or location.name == player_logic.level_2_location):
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return lambda state: lingo_can_use_level_2_location(state, world, player_logic)
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and (location.name == "Second Room - ANOTHER TRY" or location.name == world.player_logic.level_2_location):
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return lambda state: lingo_can_use_level_2_location(state, world)
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return lambda state: lingo_can_use_location(state, location, world, player_logic)
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return lambda state: lingo_can_use_location(state, location, world)
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