51 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Python
		
	
	
	
| # Copyright (c) 2022 FelicitusNeko
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| #
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| # This software is released under the MIT License.
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| # https://opensource.org/licenses/MIT
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| 
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| from BaseClasses import MultiWorld, Region, Entrance
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| from .Locations import BumpStikLocation, level1_locs, level2_locs, level3_locs, level4_locs, level5_locs, location_table
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| 
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| 
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| def _generate_entrances(player: int, entrance_list: [str], parent: Region):
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|     return [Entrance(player, entrance, parent) for entrance in entrance_list]
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| 
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| 
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| def create_regions(world: MultiWorld, player: int):
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|     region_map = {
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|         "Menu": level1_locs + ["Bonus Booster 1"] + [f"Treasure Bumper {i + 1}" for i in range(8)],
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|         "Level 1": level2_locs + ["Bonus Booster 2"] + [f"Treasure Bumper {i + 9}" for i in range(8)],
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|         "Level 2": level3_locs + ["Bonus Booster 3"] + [f"Treasure Bumper {i + 17}" for i in range(8)],
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|         "Level 3": level4_locs + [f"Bonus Booster {i + 4}" for i in range(2)] +
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|                    [f"Treasure Bumper {i + 25}" for i in range(8)],
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|         "Level 4": level5_locs
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|     }
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| 
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|     entrance_map = {
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|         "Level 1": lambda state:
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|         state.has("Booster Bumper", player, 1) and state.has("Treasure Bumper", player, 8),
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|         "Level 2": lambda state:
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|         state.has("Booster Bumper", player, 2) and state.has("Treasure Bumper", player, 16),
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|         "Level 3": lambda state:
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|         state.has("Booster Bumper", player, 3) and state.has("Treasure Bumper", player, 24),
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|         "Level 4": lambda state:
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|         state.has("Booster Bumper", player, 5) and state.has("Treasure Bumper", player, 32)
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|     }
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| 
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|     for x, region_name in enumerate(region_map):
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|         region_list = region_map[region_name]
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|         region = Region(region_name, player, world)
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|         for location_name in region_list:
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|             region.locations += [BumpStikLocation(
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|                 player, location_name, location_table[location_name], region)]
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|         if x < 4:
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|             region.exits += _generate_entrances(player,
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|                                                 [f"To Level {x + 1}"], region)
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| 
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|         world.regions += [region]
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| 
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|     for entrance in entrance_map:
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|         connection = world.get_entrance(f"To {entrance}", player)
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|         connection.access_rule = entrance_map[entrance]
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|         connection.connect(world.get_region(entrance, player))
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