Archipelago/worlds/landstalker/Locations.py

71 lines
3.2 KiB
Python

from typing import Dict, Optional
from BaseClasses import Location, ItemClassification, Item
from .Constants import *
from .Regions import LandstalkerRegion
from .data.item_source import ITEM_SOURCES_JSON
from .data.world_path import WORLD_PATHS_JSON
class LandstalkerLocation(Location):
game: str = "Landstalker - The Treasures of King Nole"
type_string: str
price: int = 0
def __init__(self, player: int, name: str, location_id: Optional[int], region: LandstalkerRegion, type_string: str):
super().__init__(player, name, location_id, region)
self.type_string = type_string
def create_locations(player: int, regions_table: Dict[str, LandstalkerRegion],
name_to_id_table: Dict[str, int], reach_kazalt_goal: bool):
# Create real locations from the data inside the corresponding JSON file
for data in ITEM_SOURCES_JSON:
region_id = data["nodeId"]
# If "Reach Kazalt" goal is enabled and location is beyond Kazalt, don't create it
if reach_kazalt_goal and region_id in ENDGAME_REGIONS:
continue
region = regions_table[region_id]
new_location = LandstalkerLocation(player, data["name"], name_to_id_table[data["name"]], region, data["type"])
region.locations.append(new_location)
# Create fake event locations that will be used to determine if some key regions has been visited
regions_with_entrance_checks = []
for data in WORLD_PATHS_JSON:
# If "Reach Kazalt" goal is enabled and region is beyond Kazalt, don't create any event for it since it would
# be useless anyway
if reach_kazalt_goal and data["fromId"] in ENDGAME_REGIONS:
continue
if "requiredNodes" in data:
regions_with_entrance_checks.extend([region_id for region_id in data["requiredNodes"]])
regions_with_entrance_checks = sorted(set(regions_with_entrance_checks))
for region_id in regions_with_entrance_checks:
region = regions_table[region_id]
location = LandstalkerLocation(player, 'event_visited_' + region_id, None, region, "event")
location.place_locked_item(Item("event_visited_" + region_id, ItemClassification.progression, None, player))
region.locations.append(location)
# Create a specific end location that will contain a fake win-condition item
end_location = LandstalkerLocation(player, "End", None, regions_table["end"], "reward")
regions_table["end"].locations.append(end_location)
def build_location_name_to_id_table():
location_name_to_id_table = {}
for data in ITEM_SOURCES_JSON:
if data["type"] == "chest":
location_id = BASE_LOCATION_ID + int(data["chestId"])
elif data["type"] == "ground":
location_id = BASE_GROUND_LOCATION_ID + int(data["groundItemId"])
elif data["type"] == "shop":
location_id = BASE_SHOP_LOCATION_ID + int(data["shopItemId"])
else: # if data["type"] == "reward":
location_id = BASE_REWARD_LOCATION_ID + int(data["rewardId"])
location_name_to_id_table[data["name"]] = location_id
# Win condition location ID
location_name_to_id_table["Gola"] = BASE_REWARD_LOCATION_ID + 10
return location_name_to_id_table