from typing import Set, TYPE_CHECKING, Optional, Dict from BaseClasses import Region, Location, Item, ItemClassification, Entrance from .Constants import SEALS, NOTES, PROG_ITEMS, PHOBEKINS, USEFUL_ITEMS from .Options import Goal from .Regions import REGIONS, MEGA_SHARDS if TYPE_CHECKING: from . import MessengerWorld else: MessengerWorld = object class MessengerRegion(Region): def __init__(self, name: str, world: MessengerWorld) -> None: super().__init__(name, world.player, world.multiworld) self.add_locations(self.multiworld.worlds[self.player].location_name_to_id) world.multiworld.regions.append(self) def add_locations(self, name_to_id: Dict[str, int]) -> None: for loc in REGIONS[self.name]: self.locations.append(MessengerLocation(loc, self, name_to_id.get(loc, None))) if self.name == "The Shop" and self.multiworld.goal[self.player] > Goal.option_open_music_box: self.locations.append(MessengerLocation("Shop Chest", self, name_to_id.get("Shop Chest", None))) # putting some dumb special case for searing crags and ToT so i can split them into 2 regions if self.multiworld.shuffle_seals[self.player] and self.name not in {"Searing Crags", "Tower HQ", "Cloud Ruins"}: self.locations += [MessengerLocation(seal_loc, self, name_to_id.get(seal_loc, None)) for seal_loc in SEALS if seal_loc.startswith(self.name.split(" ")[0])] if self.multiworld.shuffle_shards[self.player] and self.name in MEGA_SHARDS: self.locations += [MessengerLocation(shard, self, name_to_id.get(shard, None)) for shard in MEGA_SHARDS[self.name]] def add_exits(self, exits: Set[str]) -> None: for exit in exits: ret = Entrance(self.player, f"{self.name} -> {exit}", self) self.exits.append(ret) ret.connect(self.multiworld.get_region(exit, self.player)) class MessengerLocation(Location): game = "The Messenger" def __init__(self, name: str, parent: MessengerRegion, loc_id: Optional[int]) -> None: super().__init__(parent.player, name, loc_id, parent) if loc_id is None: self.place_locked_item(MessengerItem(name, parent.player, None)) class MessengerItem(Item): game = "The Messenger" def __init__(self, name: str, player: int, item_id: Optional[int] = None, override_progression: bool = False) -> None: if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS} or item_id is None or override_progression: item_class = ItemClassification.progression elif name in USEFUL_ITEMS: item_class = ItemClassification.useful else: item_class = ItemClassification.filler super().__init__(name, item_class, item_id, player)