Archipelago/worlds/ror2/regions.py

175 lines
8.9 KiB
Python

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