def locality_rules(world, player): if world.local_items[player]: for location in world.get_locations(): if location.player != player: forbid_items_for_player(location, world.local_items[player], player) if world.non_local_items[player]: for location in world.get_locations(): if location.player == player: forbid_items_for_player(location, world.non_local_items[player], player) def exclusion_rules(world, player: int, excluded_locations: set): for loc_name in excluded_locations: location = world.get_location(loc_name, player) add_item_rule(location, lambda i: not (i.advancement or i.never_exclude)) def set_rule(spot, rule): spot.access_rule = rule def add_rule(spot, rule, combine='and'): old_rule = spot.access_rule if combine == 'or': spot.access_rule = lambda state: rule(state) or old_rule(state) else: spot.access_rule = lambda state: rule(state) and old_rule(state) def forbid_item(location, item, player: int): old_rule = location.item_rule location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i) def forbid_items_for_player(location, items: set, player: int): old_rule = location.item_rule location.item_rule = lambda i: (i.player != player or i.name not in items) and old_rule(i) def forbid_items(location, items: set): """unused, but kept as a debugging tool.""" old_rule = location.item_rule location.item_rule = lambda i: i.name not in items and old_rule(i) def add_item_rule(location, rule): old_rule = location.item_rule location.item_rule = lambda item: rule(item) and old_rule(item) def item_in_locations(state, item, player, locations): for location in locations: if item_name(state, location[0], location[1]) == (item, player): return True return False def item_name(state, location, player): location = state.world.get_location(location, player) if location.item is None: return None return (location.item.name, location.item.player)