from BaseClasses import MultiWorld, Region, Entrance, LocationProgressType from Options import PerGameCommonOptions from .Locations import location_table, LocationData, AdventureLocation, dragon_room_to_region def connect(world: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True, one_way=False, name=None): source_region = world.get_region(source, player) target_region = world.get_region(target, player) if name is None: name = source + " to " + target connection = Entrance( player, name, source_region ) connection.access_rule = rule source_region.exits.append(connection) connection.connect(target_region) if not one_way: connect(world, player, target, source, rule, True) def create_regions(options: PerGameCommonOptions, multiworld: MultiWorld, player: int, dragon_rooms: []) -> None: menu = Region("Menu", player, multiworld) menu.exits.append(Entrance(player, "GameStart", menu)) multiworld.regions.append(menu) overworld = Region("Overworld", player, multiworld) overworld.exits.append(Entrance(player, "YellowCastlePort", overworld)) overworld.exits.append(Entrance(player, "WhiteCastlePort", overworld)) overworld.exits.append(Entrance(player, "BlackCastlePort", overworld)) overworld.exits.append(Entrance(player, "CreditsWall", overworld)) multiworld.regions.append(overworld) yellow_castle = Region("YellowCastle", player, multiworld, "Yellow Castle") yellow_castle.exits.append(Entrance(player, "YellowCastleExit", yellow_castle)) multiworld.regions.append(yellow_castle) white_castle = Region("WhiteCastle", player, multiworld, "White Castle") white_castle.exits.append(Entrance(player, "WhiteCastleExit", white_castle)) white_castle.exits.append(Entrance(player, "WhiteCastleSecretPassage", white_castle)) white_castle.exits.append(Entrance(player, "WhiteCastlePeekPassage", white_castle)) multiworld.regions.append(white_castle) white_castle_pre_vault_peek = Region("WhiteCastlePreVaultPeek", player, multiworld, "White Castle Secret Peek") white_castle_pre_vault_peek.exits.append(Entrance(player, "WhiteCastleFromPeek", white_castle_pre_vault_peek)) multiworld.regions.append(white_castle_pre_vault_peek) white_castle_secret_room = Region("WhiteCastleVault", player, multiworld, "White Castle Vault",) white_castle_secret_room.exits.append(Entrance(player, "WhiteCastleReturnPassage", white_castle_secret_room)) multiworld.regions.append(white_castle_secret_room) black_castle = Region("BlackCastle", player, multiworld, "Black Castle") black_castle.exits.append(Entrance(player, "BlackCastleExit", black_castle)) black_castle.exits.append(Entrance(player, "BlackCastleVaultEntrance", black_castle)) multiworld.regions.append(black_castle) black_castle_secret_room = Region("BlackCastleVault", player, multiworld, "Black Castle Vault") black_castle_secret_room.exits.append(Entrance(player, "BlackCastleReturnPassage", black_castle_secret_room)) multiworld.regions.append(black_castle_secret_room) credits_room = Region("CreditsRoom", player, multiworld, "Credits Room") credits_room.exits.append(Entrance(player, "CreditsExit", credits_room)) credits_room.exits.append(Entrance(player, "CreditsToFarSide", credits_room)) multiworld.regions.append(credits_room) credits_room_far_side = Region("CreditsRoomFarSide", player, multiworld, "Credits Far Side") credits_room_far_side.exits.append(Entrance(player, "CreditsFromFarSide", credits_room_far_side)) multiworld.regions.append(credits_room_far_side) dragon_slay_check = options.dragon_slay_check.value priority_locations = determine_priority_locations(multiworld, dragon_slay_check) for name, location_data in location_table.items(): require_sword = False if location_data.region == "Varies": if location_data.name == "Slay Yorgle": if not dragon_slay_check: continue region_name = dragon_room_to_region(dragon_rooms[0]) elif location_data.name == "Slay Grundle": if not dragon_slay_check: continue region_name = dragon_room_to_region(dragon_rooms[1]) elif location_data.name == "Slay Rhindle": if not dragon_slay_check: continue region_name = dragon_room_to_region(dragon_rooms[2]) else: raise Exception(f"Unknown location region for {location_data.name}") r = multiworld.get_region(region_name, player) else: r = multiworld.get_region(location_data.region, player) adventure_loc = AdventureLocation(player, location_data.name, location_data.location_id, r) if adventure_loc.name in priority_locations: adventure_loc.progress_type = LocationProgressType.PRIORITY r.locations.append(adventure_loc) # In a tracker and plando-free world, I'd determine unused locations here and not add them. # But that would cause problems with both plandos and trackers. So I guess I'll stick # with filling in with 'nothing' in pre_fill. # in the future, I may randomize the map some, and that will require moving # connections to later, probably multiworld.get_entrance("GameStart", player) \ .connect(multiworld.get_region("Overworld", player)) multiworld.get_entrance("YellowCastlePort", player) \ .connect(multiworld.get_region("YellowCastle", player)) multiworld.get_entrance("YellowCastleExit", player) \ .connect(multiworld.get_region("Overworld", player)) multiworld.get_entrance("WhiteCastlePort", player) \ .connect(multiworld.get_region("WhiteCastle", player)) multiworld.get_entrance("WhiteCastleExit", player) \ .connect(multiworld.get_region("Overworld", player)) multiworld.get_entrance("WhiteCastleSecretPassage", player) \ .connect(multiworld.get_region("WhiteCastleVault", player)) multiworld.get_entrance("WhiteCastleReturnPassage", player) \ .connect(multiworld.get_region("WhiteCastle", player)) multiworld.get_entrance("WhiteCastlePeekPassage", player) \ .connect(multiworld.get_region("WhiteCastlePreVaultPeek", player)) multiworld.get_entrance("WhiteCastleFromPeek", player) \ .connect(multiworld.get_region("WhiteCastle", player)) multiworld.get_entrance("BlackCastlePort", player) \ .connect(multiworld.get_region("BlackCastle", player)) multiworld.get_entrance("BlackCastleExit", player) \ .connect(multiworld.get_region("Overworld", player)) multiworld.get_entrance("BlackCastleVaultEntrance", player) \ .connect(multiworld.get_region("BlackCastleVault", player)) multiworld.get_entrance("BlackCastleReturnPassage", player) \ .connect(multiworld.get_region("BlackCastle", player)) multiworld.get_entrance("CreditsWall", player) \ .connect(multiworld.get_region("CreditsRoom", player)) multiworld.get_entrance("CreditsExit", player) \ .connect(multiworld.get_region("Overworld", player)) multiworld.get_entrance("CreditsToFarSide", player) \ .connect(multiworld.get_region("CreditsRoomFarSide", player)) multiworld.get_entrance("CreditsFromFarSide", player) \ .connect(multiworld.get_region("CreditsRoom", player)) # Placeholder for adding sets of priority locations at generation, possibly as an option in the future def determine_priority_locations(world: MultiWorld, dragon_slay_check: bool) -> {}: priority_locations = {} return priority_locations