from .data import ename, iname, rname from .stages import get_stage_info from .options import CV64Options from typing import Dict, List, Tuple, Union # # # KEY # # # # "connection" = The name of the Region the Entrance connects into. If it's a Tuple[str, str], we take the stage in # active_stage_exits given in the second string and then the stage given in that stage's slot given in # the first string, and take the start or end Region of that stage. # "rule" = What rule should be applied to the Entrance during set_rules, as defined in self.rules in the CV64Rules class # definition in rules.py. # "add conds" = A list of player options conditions that must be satisfied for the Entrance to be added. Can be of # varying length depending on how many conditions need to be satisfied. In the add_conds dict's tuples, # the first element is the name of the option, the second is the option value to check for, and the third # is a boolean for whether we are evaluating for the option value or not. entrance_info = { # Forest of Silence ename.forest_dbridge_gate: {"connection": rname.forest_mid}, ename.forest_werewolf_gate: {"connection": rname.forest_end}, ename.forest_end: {"connection": ("next", rname.forest_of_silence)}, # Castle Wall ename.cw_portcullis_c: {"connection": rname.cw_exit}, ename.cw_lt_skip: {"connection": ("next", rname.castle_wall), "add conds": ["hard"]}, ename.cw_lt_door: {"connection": rname.cw_ltower, "rule": iname.left_tower_key}, ename.cw_end: {"connection": ("next", rname.castle_wall)}, # Villa ename.villa_dog_gates: {"connection": rname.villa_main}, ename.villa_snipe_dogs: {"connection": rname.villa_start, "add conds": ["carrie", "hard"]}, ename.villa_to_storeroom: {"connection": rname.villa_storeroom, "rule": iname.storeroom_key}, ename.villa_to_archives: {"connection": rname.villa_archives, "rule": iname.archives_key}, ename.villa_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, ename.villa_to_maze: {"connection": rname.villa_maze, "rule": iname.garden_key}, ename.villa_from_storeroom: {"connection": rname.villa_main, "rule": iname.storeroom_key}, ename.villa_from_maze: {"connection": rname.villa_servants, "rule": iname.garden_key}, ename.villa_servant_door: {"connection": rname.villa_main}, ename.villa_copper_door: {"connection": rname.villa_crypt, "rule": iname.copper_key, "add conds": ["not hard"]}, ename.villa_copper_skip: {"connection": rname.villa_crypt, "add conds": ["hard"]}, ename.villa_bridge_door: {"connection": rname.villa_maze}, ename.villa_end_r: {"connection": ("next", rname.villa)}, ename.villa_end_c: {"connection": ("alt", rname.villa)}, # Tunnel ename.tunnel_start_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, ename.tunnel_gondolas: {"connection": rname.tunnel_end}, ename.tunnel_end_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, ename.tunnel_end: {"connection": ("next", rname.tunnel)}, # Underground Waterway ename.uw_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, ename.uw_final_waterfall: {"connection": rname.uw_end}, ename.uw_waterfall_skip: {"connection": rname.uw_main, "add conds": ["hard"]}, ename.uw_end: {"connection": ("next", rname.underground_waterway)}, # Castle Center ename.cc_tc_door: {"connection": rname.cc_torture_chamber, "rule": iname.chamber_key}, ename.cc_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, ename.cc_lower_wall: {"connection": rname.cc_crystal, "rule": "Bomb 2"}, ename.cc_upper_wall: {"connection": rname.cc_library, "rule": "Bomb 1"}, ename.cc_elevator: {"connection": rname.cc_elev_top}, ename.cc_exit_r: {"connection": ("next", rname.castle_center)}, ename.cc_exit_c: {"connection": ("alt", rname.castle_center)}, # Duel Tower ename.dt_start: {"connection": ("prev", rname.duel_tower)}, ename.dt_end: {"connection": ("next", rname.duel_tower)}, # Tower of Execution ename.toe_start: {"connection": ("prev", rname.tower_of_execution)}, ename.toe_gate: {"connection": rname.toe_ledge, "rule": iname.execution_key, "add conds": ["not hard"]}, ename.toe_gate_skip: {"connection": rname.toe_ledge, "add conds": ["hard"]}, ename.toe_end: {"connection": ("next", rname.tower_of_execution)}, # Tower of Science ename.tosci_start: {"connection": ("prev", rname.tower_of_science)}, ename.tosci_key1_door: {"connection": rname.tosci_three_doors, "rule": iname.science_key1}, ename.tosci_to_key2_door: {"connection": rname.tosci_conveyors, "rule": iname.science_key2}, ename.tosci_from_key2_door: {"connection": rname.tosci_start, "rule": iname.science_key2}, ename.tosci_key3_door: {"connection": rname.tosci_key3, "rule": iname.science_key3}, ename.tosci_end: {"connection": ("next", rname.tower_of_science)}, # Tower of Sorcery ename.tosor_start: {"connection": ("prev", rname.tower_of_sorcery)}, ename.tosor_end: {"connection": ("next", rname.tower_of_sorcery)}, # Room of Clocks ename.roc_gate: {"connection": ("next", rname.room_of_clocks)}, # Clock Tower ename.ct_to_door1: {"connection": rname.ct_middle, "rule": iname.clocktower_key1}, ename.ct_from_door1: {"connection": rname.ct_start, "rule": iname.clocktower_key1}, ename.ct_to_door2: {"connection": rname.ct_end, "rule": iname.clocktower_key2}, ename.ct_from_door2: {"connection": rname.ct_middle, "rule": iname.clocktower_key2}, ename.ct_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, ename.ct_door_3: {"connection": ("next", rname.clock_tower), "rule": iname.clocktower_key3}, # Castle Keep ename.ck_slope_jump: {"connection": rname.roc_main, "add conds": ["hard"]}, ename.ck_drac_door: {"connection": rname.ck_drac_chamber, "rule": "Dracula"} } add_conds = {"carrie": ("carrie_logic", True, True), "hard": ("hard_logic", True, True), "not hard": ("hard_logic", False, True), "shopsanity": ("shopsanity", True, True)} stage_connection_types = {"prev": "end region", "next": "start region", "alt": "start region"} def get_entrance_info(entrance: str, info: str) -> Union[str, Tuple[str, str], List[str], None]: return entrance_info[entrance].get(info, None) def get_warp_entrances(active_warp_list: List[str]) -> Dict[str, str]: # Create the starting stage Entrance. warp_entrances = {get_stage_info(active_warp_list[0], "start region"): "Start stage"} # Create the warp Entrances. for i in range(1, len(active_warp_list)): mid_stage_region = get_stage_info(active_warp_list[i], "mid region") warp_entrances.update({mid_stage_region: f"Warp {i}"}) return warp_entrances def verify_entrances(options: CV64Options, entrances: List[str], active_stage_exits: Dict[str, Dict[str, Union[str, int, None]]]) -> Dict[str, str]: verified_entrances = {} for ent_name in entrances: ent_add_conds = get_entrance_info(ent_name, "add conds") # Check any options that might be associated with the Entrance before adding it. add_it = True if ent_add_conds is not None: for cond in ent_add_conds: if not ((getattr(options, add_conds[cond][0]).value == add_conds[cond][1]) == add_conds[cond][2]): add_it = False if not add_it: continue # Add the Entrance to the verified Entrances if the above check passes. connection = get_entrance_info(ent_name, "connection") # If the Entrance is a connection to a different stage, get the corresponding other stage Region. if isinstance(connection, tuple): connecting_stage = active_stage_exits[connection[1]][connection[0]] # Stages that lead backwards at the beginning of the line will appear leading to "Menu". if connecting_stage in ["Menu", None]: continue connection = get_stage_info(connecting_stage, stage_connection_types[connection[0]]) verified_entrances.update({connection: ent_name}) return verified_entrances