124 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Functions related to AP regions for Pokemon Emerald (see ./data/regions for region definitions)
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"""
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from typing import TYPE_CHECKING, Callable, Dict, List, Optional, Tuple
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from BaseClasses import CollectionState, ItemClassification, Region
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from .data import data
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from .items import PokemonEmeraldItem
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from .locations import PokemonEmeraldLocation
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if TYPE_CHECKING:
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    from . import PokemonEmeraldWorld
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def create_regions(world: "PokemonEmeraldWorld") -> Dict[str, Region]:
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    """
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    Iterates through regions created from JSON to create regions and adds them to the multiworld.
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    Also creates and places events and connects regions via warps and the exits defined in the JSON.
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    """
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    # Used in connect_to_map_encounters. Splits encounter categories into "subcategories" and gives them names
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    # and rules so the rods can only access their specific slots.
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    encounter_categories: Dict[str, List[Tuple[Optional[str], range, Optional[Callable[[CollectionState], bool]]]]] = {
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        "LAND": [(None, range(0, 12), None)],
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        "WATER": [(None, range(0, 5), None)],
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        "FISHING": [
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            ("OLD_ROD", range(0, 2), lambda state: state.has("Old Rod", world.player)),
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            ("GOOD_ROD", range(2, 5), lambda state: state.has("Good Rod", world.player)),
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            ("SUPER_ROD", range(5, 10), lambda state: state.has("Super Rod", world.player)),
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        ],
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    }
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    def connect_to_map_encounters(region: Region, map_name: str, include_slots: Tuple[bool, bool, bool]):
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        """
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        Connects the provided region to the corresponding wild encounters for the given parent map.
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        Each in-game map may have a non-physical Region for encountering wild pokemon in each of the three categories
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        land, water, and fishing. Region data defines whether a given region includes places where those encounters can
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        be accessed (i.e. whether the region has tall grass, a river bank, is on water, etc.).
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        These regions are created lazily and dynamically so as not to bother with unused maps.
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        """
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        # For each of land, water, and fishing, connect the region if indicated by include_slots
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        for i, encounter_category in enumerate(encounter_categories.items()):
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            if include_slots[i]:
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                region_name = f"{map_name}_{encounter_category[0]}_ENCOUNTERS"
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                # If the region hasn't been created yet, create it now
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                try:
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                    encounter_region = world.multiworld.get_region(region_name, world.player)
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                except KeyError:
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                    encounter_region = Region(region_name, world.player, world.multiworld)
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                    encounter_slots = getattr(data.maps[map_name], f"{encounter_category[0].lower()}_encounters").slots
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                    # Subcategory is for splitting fishing rods; land and water only have one subcategory
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                    for subcategory in encounter_category[1]:
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                        # Want to create locations per species, not per slot
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                        # encounter_categories includes info on which slots belong to which subcategory
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                        unique_species = []
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                        for j, species_id in enumerate(encounter_slots):
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                            if j in subcategory[1] and not species_id in unique_species:
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                                unique_species.append(species_id)
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                        # Create a location for the species
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                        for j, species_id in enumerate(unique_species):
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                            encounter_location = PokemonEmeraldLocation(
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                                world.player,
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                                f"{region_name}{'_' + subcategory[0] if subcategory[0] is not None else ''}_{j + 1}",
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                                None,
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                                encounter_region
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                            )
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                            encounter_location.show_in_spoiler = False
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                            # Add access rule
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                            if subcategory[2] is not None:
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                                encounter_location.access_rule = subcategory[2]
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                            # Fill the location with an event for catching that species
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                            encounter_location.place_locked_item(PokemonEmeraldItem(
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                                f"CATCH_{data.species[species_id].name}",
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                                ItemClassification.progression_skip_balancing,
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                                None,
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                                world.player
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                            ))
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                            encounter_region.locations.append(encounter_location)
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                    # Add the new encounter region to the multiworld
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                    world.multiworld.regions.append(encounter_region)
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                # Encounter region exists, just connect to it
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                region.connect(encounter_region, f"{region.name} -> {region_name}")
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    regions: Dict[str, Region] = {}
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    connections: List[Tuple[str, str, str]] = []
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    for region_name, region_data in data.regions.items():
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        new_region = Region(region_name, world.player, world.multiworld)
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        for event_data in region_data.events:
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            event = PokemonEmeraldLocation(world.player, event_data.name, None, new_region)
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            event.place_locked_item(PokemonEmeraldItem(event_data.name, ItemClassification.progression, None, world.player))
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            new_region.locations.append(event)
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        for region_exit in region_data.exits:
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            connections.append((f"{region_name} -> {region_exit}", region_name, region_exit))
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        for warp in region_data.warps:
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            dest_warp = data.warps[data.warp_map[warp]]
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            if dest_warp.parent_region is None:
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                continue
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            connections.append((warp, region_name, dest_warp.parent_region))
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        regions[region_name] = new_region
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        connect_to_map_encounters(new_region, region_data.parent_map.name,
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                                  (region_data.has_grass, region_data.has_water, region_data.has_fishing))
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    for name, source, dest in connections:
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        regions[source].connect(regions[dest], name)
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    regions["Menu"] = Region("Menu", world.player, world.multiworld)
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    regions["Menu"].connect(regions["REGION_LITTLEROOT_TOWN/MAIN"], "Start Game")
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    return regions
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