59 lines
2.4 KiB
Python
59 lines
2.4 KiB
Python
from typing import Set, TYPE_CHECKING, Optional, Dict
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from BaseClasses import Region, Location, Item, ItemClassification, Entrance
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from .Constants import SEALS, NOTES, PROG_ITEMS, PHOBEKINS, USEFUL_ITEMS
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from .Options import Goal
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from .Regions import REGIONS
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if TYPE_CHECKING:
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from . import MessengerWorld
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else:
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MessengerWorld = object
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class MessengerRegion(Region):
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def __init__(self, name: str, world: MessengerWorld):
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super().__init__(name, world.player, world.multiworld)
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self.add_locations(self.multiworld.worlds[self.player].location_name_to_id)
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world.multiworld.regions.append(self)
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def add_locations(self, name_to_id: Dict[str, int]) -> None:
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for loc in REGIONS[self.name]:
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self.locations.append(MessengerLocation(loc, self, name_to_id.get(loc, None)))
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if self.name == "The Shop" and self.multiworld.goal[self.player] > Goal.option_open_music_box:
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self.locations.append(MessengerLocation("Shop Chest", self, name_to_id.get("Shop Chest", None)))
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# putting some dumb special case for searing crags and ToT so i can split them into 2 regions
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if self.multiworld.shuffle_seals[self.player] and self.name not in {"Searing Crags", "Tower HQ"}:
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for seal_loc in SEALS:
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if seal_loc.startswith(self.name.split(" ")[0]):
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self.locations.append(MessengerLocation(seal_loc, self, name_to_id.get(seal_loc, None)))
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def add_exits(self, exits: Set[str]) -> None:
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for exit in exits:
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ret = Entrance(self.player, f"{self.name} -> {exit}", self)
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self.exits.append(ret)
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ret.connect(self.multiworld.get_region(exit, self.player))
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class MessengerLocation(Location):
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game = "The Messenger"
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def __init__(self, name: str, parent: MessengerRegion, loc_id: Optional[int]):
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super().__init__(parent.player, name, loc_id, parent)
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if loc_id is None:
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self.place_locked_item(MessengerItem(name, parent.player, None))
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class MessengerItem(Item):
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game = "The Messenger"
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def __init__(self, name: str, player: int, item_id: Optional[int] = None):
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if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS} or item_id is None:
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item_class = ItemClassification.progression
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elif name in USEFUL_ITEMS:
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item_class = ItemClassification.useful
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else:
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item_class = ItemClassification.filler
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super().__init__(name, item_class, item_id, player)
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