Archipelago/worlds/landstalker/Regions.py

119 lines
4.3 KiB
Python

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