from .ExtractedData import region_names, exits, connectors def create_regions(world, player: int): from . import create_region, HKLocation, HKItem world.regions.append(create_region(world, player, 'Menu', None, ['Hollow Nest S&Q'])) for region in region_names: world.regions.append(create_region(world, player, region, [], exits.get(region, []))) for entrance_name, exit_name in connectors.items(): if exit_name: target_region = world.get_entrance(exit_name, player).parent_region world.get_entrance(entrance_name, player).connect(target_region) if not entrance_name.endswith("_R"): # a traversable entrance puts the name of the target door "into logic". loc = HKLocation(player, exit_name, None, target_region) loc.place_locked_item(HKItem(exit_name, not exit_name.startswith("White_Palace_"), None, "Event", player)) target_region.locations.append(loc) else: ent = world.get_entrance(entrance_name, player) ent.parent_region.exits.remove(ent)