119 lines
4.3 KiB
Python
119 lines
4.3 KiB
Python
from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING
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from BaseClasses import MultiWorld, Region
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from .data.world_node import WORLD_NODES_JSON
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from .data.world_path import WORLD_PATHS_JSON
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from .data.world_region import WORLD_REGIONS_JSON
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from .data.world_teleport_tree import WORLD_TELEPORT_TREES_JSON
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if TYPE_CHECKING:
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from . import LandstalkerWorld
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class LandstalkerRegion(Region):
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code: str
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def __init__(self, code: str, name: str, player: int, multiworld: MultiWorld, hint: Optional[str] = None):
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super().__init__(name, player, multiworld, hint)
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self.code = code
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class LandstalkerRegionData(NamedTuple):
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locations: Optional[List[str]]
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region_exits: Optional[List[str]]
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def create_regions(world: "LandstalkerWorld"):
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regions_table: Dict[str, LandstalkerRegion] = {}
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multiworld = world.multiworld
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player = world.player
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# Create the hardcoded starting "Menu" region
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menu_region = LandstalkerRegion("menu", "Menu", player, multiworld)
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regions_table["menu"] = menu_region
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multiworld.regions.append(menu_region)
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# Create regions from world_nodes
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for code, region_data in WORLD_NODES_JSON.items():
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random_hint_name = None
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if "hints" in region_data:
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random_hint_name = world.random.choice(region_data["hints"])
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region = LandstalkerRegion(code, region_data["name"], player, multiworld, random_hint_name)
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regions_table[code] = region
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multiworld.regions.append(region)
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# Create exits/entrances from world_paths
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for data in WORLD_PATHS_JSON:
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two_way = data["twoWay"] if "twoWay" in data else False
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create_entrance(data["fromId"], data["toId"], two_way, regions_table)
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# Create a path between the fake Menu location and the starting location
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starting_region = get_starting_region(world, regions_table)
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menu_region.connect(starting_region, f"menu -> {starting_region.code}")
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add_specific_paths(world, regions_table)
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return regions_table
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def add_specific_paths(world: "LandstalkerWorld", regions_table: Dict[str, LandstalkerRegion]):
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# If Gumi boulder is removed, add a path from "route_gumi_ryuma" to "gumi"
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if world.options.remove_gumi_boulder == 1:
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create_entrance("route_gumi_ryuma", "gumi", False, regions_table)
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# If enemy jumping is in logic, Mountainous Area can be reached from route to Lake Shrine by doing a "ghost jump"
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# at crossroads map
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if world.options.handle_enemy_jumping_in_logic == 1:
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create_entrance("route_lake_shrine", "route_lake_shrine_cliff", False, regions_table)
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# If using Einstein Whistle behind trees is allowed, add a new logic path there to reflect that change
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if world.options.allow_whistle_usage_behind_trees == 1:
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create_entrance("greenmaze_post_whistle", "greenmaze_pre_whistle", False, regions_table)
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def create_entrance(from_id: str, to_id: str, two_way: bool, regions_table: Dict[str, LandstalkerRegion]):
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created_entrances = []
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name = from_id + " -> " + to_id
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from_region = regions_table[from_id]
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to_region = regions_table[to_id]
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created_entrances.append(from_region.connect(to_region, name))
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if two_way:
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reverse_name = to_id + " -> " + from_id
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created_entrances.append(to_region.connect(from_region, reverse_name))
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return created_entrances
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def get_starting_region(world: "LandstalkerWorld", regions_table: Dict[str, LandstalkerRegion]):
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# Most spawn locations have the same name as the region they are bound to, but a few vary.
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spawn_id = world.options.spawn_region.current_key
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if spawn_id == "waterfall":
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return regions_table["greenmaze_post_whistle"]
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elif spawn_id == "kado":
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return regions_table["route_gumi_ryuma"]
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elif spawn_id == "greenmaze":
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return regions_table["greenmaze_pre_whistle"]
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return regions_table[spawn_id]
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def get_darkenable_regions():
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return {data["name"]: data["nodeIds"] for data in WORLD_REGIONS_JSON if "darkMapIds" in data}
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def load_teleport_trees():
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pairs = []
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for pair in WORLD_TELEPORT_TREES_JSON:
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first_tree = {
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'name': pair[0]["name"],
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'region': pair[0]["nodeId"]
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}
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second_tree = {
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'name': pair[1]["name"],
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'region': pair[1]["nodeId"]
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}
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pairs.append([first_tree, second_tree])
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return pairs
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