177 lines
9.1 KiB
Python
177 lines
9.1 KiB
Python
from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING
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from BaseClasses import Region, Entrance, MultiWorld
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from .locations import location_table, RiskOfRainLocation, get_classic_item_pickups
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if TYPE_CHECKING:
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from . import RiskOfRainWorld
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class RoRRegionData(NamedTuple):
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locations: Optional[List[str]]
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region_exits: Optional[List[str]]
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def create_explore_regions(ror2_world: "RiskOfRainWorld") -> None:
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player = ror2_world.player
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ror2_options = ror2_world.options
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multiworld = ror2_world.multiworld
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# Default Locations
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non_dlc_regions: Dict[str, RoRRegionData] = {
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"Menu": RoRRegionData(None, ["Distant Roost", "Distant Roost (2)",
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"Titanic Plains", "Titanic Plains (2)",
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"Verdant Falls"]),
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"Distant Roost": RoRRegionData([], ["OrderedStage_1"]),
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"Distant Roost (2)": RoRRegionData([], ["OrderedStage_1"]),
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"Titanic Plains": RoRRegionData([], ["OrderedStage_1"]),
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"Titanic Plains (2)": RoRRegionData([], ["OrderedStage_1"]),
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"Verdant Falls": RoRRegionData([], ["OrderedStage_1"]),
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"Abandoned Aqueduct": RoRRegionData([], ["OrderedStage_2"]),
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"Wetland Aspect": RoRRegionData([], ["OrderedStage_2"]),
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"Rallypoint Delta": RoRRegionData([], ["OrderedStage_3"]),
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"Scorched Acres": RoRRegionData([], ["OrderedStage_3"]),
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"Abyssal Depths": RoRRegionData([], ["OrderedStage_4"]),
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"Siren's Call": RoRRegionData([], ["OrderedStage_4"]),
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"Sundered Grove": RoRRegionData([], ["OrderedStage_4"]),
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"Sky Meadow": RoRRegionData([], ["Hidden Realm: Bulwark's Ambry", "OrderedStage_5"]),
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}
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# SOTV Regions
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dlc_regions: Dict[str, RoRRegionData] = {
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"Siphoned Forest": RoRRegionData([], ["OrderedStage_1"]),
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"Aphelian Sanctuary": RoRRegionData([], ["OrderedStage_2"]),
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"Sulfur Pools": RoRRegionData([], ["OrderedStage_3"])
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}
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other_regions: Dict[str, RoRRegionData] = {
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"Commencement": RoRRegionData(None, ["Victory", "Petrichor V"]),
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"OrderedStage_5": RoRRegionData(None, ["Hidden Realm: A Moment, Fractured",
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"Commencement"]),
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"OrderedStage_1": RoRRegionData(None, ["Hidden Realm: Bazaar Between Time",
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"Hidden Realm: Gilded Coast", "Abandoned Aqueduct",
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"Wetland Aspect"]),
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"OrderedStage_2": RoRRegionData(None, ["Rallypoint Delta", "Scorched Acres"]),
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"OrderedStage_3": RoRRegionData(None, ["Abyssal Depths", "Siren's Call",
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"Sundered Grove"]),
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"OrderedStage_4": RoRRegionData(None, ["Sky Meadow"]),
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"Hidden Realm: A Moment, Fractured": RoRRegionData(None, ["Hidden Realm: A Moment, Whole"]),
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"Hidden Realm: A Moment, Whole": RoRRegionData(None, ["Victory", "Petrichor V"]),
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"Void Fields": RoRRegionData(None, []),
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"Victory": RoRRegionData(None, None),
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"Petrichor V": RoRRegionData(None, []),
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"Hidden Realm: Bulwark's Ambry": RoRRegionData(None, None),
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"Hidden Realm: Bazaar Between Time": RoRRegionData(None, ["Void Fields"]),
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"Hidden Realm: Gilded Coast": RoRRegionData(None, None)
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}
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dlc_other_regions: Dict[str, RoRRegionData] = {
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"The Planetarium": RoRRegionData(None, ["Victory", "Petrichor V"]),
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"Void Locus": RoRRegionData(None, ["The Planetarium"])
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}
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# Totals of each item
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chests = int(ror2_options.chests_per_stage)
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shrines = int(ror2_options.shrines_per_stage)
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scavengers = int(ror2_options.scavengers_per_stage)
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scanners = int(ror2_options.scanner_per_stage)
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newt = int(ror2_options.altars_per_stage)
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all_location_regions = {**non_dlc_regions}
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if ror2_options.dlc_sotv:
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all_location_regions = {**non_dlc_regions, **dlc_regions}
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# Locations
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for key in all_location_regions:
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if key == "Menu":
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continue
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# Chests
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for i in range(0, chests):
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all_location_regions[key].locations.append(f"{key}: Chest {i + 1}")
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# Shrines
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for i in range(0, shrines):
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all_location_regions[key].locations.append(f"{key}: Shrine {i + 1}")
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# Scavengers
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if scavengers > 0:
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for i in range(0, scavengers):
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all_location_regions[key].locations.append(f"{key}: Scavenger {i + 1}")
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# Radio Scanners
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if scanners > 0:
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for i in range(0, scanners):
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all_location_regions[key].locations.append(f"{key}: Radio Scanner {i + 1}")
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# Newt Altars
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if newt > 0:
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for i in range(0, newt):
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all_location_regions[key].locations.append(f"{key}: Newt Altar {i + 1}")
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regions_pool: Dict = {**all_location_regions, **other_regions}
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# DLC Locations
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if ror2_options.dlc_sotv:
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non_dlc_regions["Menu"].region_exits.append("Siphoned Forest")
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other_regions["OrderedStage_1"].region_exits.append("Aphelian Sanctuary")
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other_regions["OrderedStage_2"].region_exits.append("Sulfur Pools")
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other_regions["Void Fields"].region_exits.append("Void Locus")
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other_regions["Commencement"].region_exits.append("The Planetarium")
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regions_pool: Dict = {**all_location_regions, **other_regions, **dlc_other_regions}
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# Check to see if Victory needs to be removed from regions
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if ror2_options.victory == "mithrix":
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other_regions["Hidden Realm: A Moment, Whole"].region_exits.pop(0)
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dlc_other_regions["The Planetarium"].region_exits.pop(0)
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elif ror2_options.victory == "voidling":
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other_regions["Commencement"].region_exits.pop(0)
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other_regions["Hidden Realm: A Moment, Whole"].region_exits.pop(0)
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elif ror2_options.victory == "limbo":
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other_regions["Commencement"].region_exits.pop(0)
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dlc_other_regions["The Planetarium"].region_exits.pop(0)
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# Create all the regions
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for name, data in regions_pool.items():
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multiworld.regions.append(create_explore_region(multiworld, player, name, data))
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# Connect all the regions to their exits
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for name, data in regions_pool.items():
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create_connections_in_regions(multiworld, player, name, data)
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def create_explore_region(multiworld: MultiWorld, player: int, name: str, data: RoRRegionData) -> Region:
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region = Region(name, player, multiworld)
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if data.locations:
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for location_name in data.locations:
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location_data = location_table.get(location_name)
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location = RiskOfRainLocation(player, location_name, location_data, region)
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region.locations.append(location)
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return region
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def create_connections_in_regions(multiworld: MultiWorld, player: int, name: str, data: RoRRegionData) -> None:
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region = multiworld.get_region(name, player)
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if data.region_exits:
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region.add_exits(data.region_exits)
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def create_classic_regions(ror2_world: "RiskOfRainWorld") -> None:
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player = ror2_world.player
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ror2_options = ror2_world.options
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multiworld = ror2_world.multiworld
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menu = create_classic_region(multiworld, player, "Menu")
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multiworld.regions.append(menu)
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# By using a victory region, we can define it as being connected to by several regions
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# which can then determine the availability of the victory.
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victory_region = create_classic_region(multiworld, player, "Victory")
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multiworld.regions.append(victory_region)
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petrichor = create_classic_region(multiworld, player, "Petrichor V",
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get_classic_item_pickups(ror2_options.total_locations.value))
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multiworld.regions.append(petrichor)
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# classic mode can get to victory from the beginning of the game
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to_victory = Entrance(player, "beating game", petrichor)
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petrichor.exits.append(to_victory)
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to_victory.connect(victory_region)
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connection = Entrance(player, "Lobby", menu)
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menu.exits.append(connection)
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connection.connect(petrichor)
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def create_classic_region(multiworld: MultiWorld, player: int, name: str, locations: Dict[str, int] = {}) -> Region:
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ret = Region(name, player, multiworld)
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for location_name, location_id in locations.items():
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ret.locations.append(RiskOfRainLocation(player, location_name, location_id, ret))
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return ret
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