454 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			454 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import Dict, List, Set, Tuple, TYPE_CHECKING
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from BaseClasses import Region, ItemClassification, Item, Location
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from .locations import location_table
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from .er_data import Portal, tunic_er_regions, portal_mapping, hallway_helper, hallway_helper_ur, \
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    dependent_regions, dependent_regions_nmg, dependent_regions_ur
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from .er_rules import set_er_region_rules
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if TYPE_CHECKING:
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    from . import TunicWorld
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class TunicERItem(Item):
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    game: str = "TUNIC"
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class TunicERLocation(Location):
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    game: str = "TUNIC"
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def create_er_regions(world: "TunicWorld") -> Tuple[Dict[Portal, Portal], Dict[int, str]]:
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    regions: Dict[str, Region] = {}
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    portal_pairs: Dict[Portal, Portal] = pair_portals(world)
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    logic_rules = world.options.logic_rules
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    # check if a portal leads to a hallway. if it does, update the hint text accordingly
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    def hint_helper(portal: Portal, hint_string: str = "") -> str:
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        # start by setting it as the name of the portal, for the case we're not using the hallway helper
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        if hint_string == "":
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            hint_string = portal.name
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        if logic_rules == "unrestricted":
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            hallways = hallway_helper_ur
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        else:
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            hallways = hallway_helper
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        if portal.scene_destination() in hallways:
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            # if we have a hallway, we want the region rather than the portal name
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            if hint_string == portal.name:
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                hint_string = portal.region
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                # library exterior is two regions, we just want to fix up the name
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                if hint_string in {"Library Exterior Tree", "Library Exterior Ladder"}:
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                    hint_string = "Library Exterior"
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            # search through the list for the other end of the hallway
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            for portala, portalb in portal_pairs.items():
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                if portala.scene_destination() == hallways[portal.scene_destination()]:
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                    # if we find that we have a chain of hallways, do recursion
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                    if portalb.scene_destination() in hallways:
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                        hint_region = portalb.region
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                        if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
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                            hint_region = "Library Exterior"
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                        hint_string = hint_region + " then " + hint_string
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                        hint_string = hint_helper(portalb, hint_string)
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                    else:
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                        # if we didn't find a chain, get the portal name for the end of the chain
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                        hint_string = portalb.name + " then " + hint_string
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                        return hint_string
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                # and then the same thing for the other portal, since we have to check each separately
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                if portalb.scene_destination() == hallways[portal.scene_destination()]:
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                    if portala.scene_destination() in hallways:
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                        hint_region = portala.region
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                        if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
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                            hint_region = "Library Exterior"
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                        hint_string = hint_region + " then " + hint_string
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                        hint_string = hint_helper(portala, hint_string)
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                    else:
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                        hint_string = portala.name + " then " + hint_string
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                        return hint_string
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        return hint_string
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    # create our regions, give them hint text if they're in a spot where it makes sense to
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    for region_name, region_data in tunic_er_regions.items():
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        hint_text = "error"
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        if region_data.hint == 1:
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            for portal1, portal2 in portal_pairs.items():
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                if portal1.region == region_name:
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                    hint_text = hint_helper(portal2)
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                    break
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                if portal2.region == region_name:
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                    hint_text = hint_helper(portal1)
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                    break
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            regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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        elif region_data.hint == 2:
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            for portal1, portal2 in portal_pairs.items():
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                if portal1.scene() == tunic_er_regions[region_name].game_scene:
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                    hint_text = hint_helper(portal2)
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                    break
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                if portal2.scene() == tunic_er_regions[region_name].game_scene:
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                    hint_text = hint_helper(portal1)
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                    break
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            regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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        elif region_data.hint == 3:
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            # only the west garden portal item for now
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            if region_name == "West Garden Portal Item":
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                if world.options.logic_rules:
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                    for portal1, portal2 in portal_pairs.items():
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                        if portal1.scene() == "Archipelagos Redux":
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                            hint_text = hint_helper(portal2)
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                            break
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                        if portal2.scene() == "Archipelagos Redux":
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                            hint_text = hint_helper(portal1)
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                            break
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                    regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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                else:
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                    for portal1, portal2 in portal_pairs.items():
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                        if portal1.region == "West Garden Portal":
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                            hint_text = hint_helper(portal2)
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                            break
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                        if portal2.region == "West Garden Portal":
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                            hint_text = hint_helper(portal1)
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                            break
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                    regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
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        else:
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            regions[region_name] = Region(region_name, world.player, world.multiworld)
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    set_er_region_rules(world, world.ability_unlocks, regions, portal_pairs)
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    er_hint_data: Dict[int, str] = {}
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    for location_name, location_id in world.location_name_to_id.items():
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        region = regions[location_table[location_name].er_region]
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        location = TunicERLocation(world.player, location_name, location_id, region)
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        region.locations.append(location)
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        if region.name == region.hint_text:
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            continue
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        er_hint_data[location.address] = region.hint_text
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    create_randomized_entrances(portal_pairs, regions)
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    for region in regions.values():
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        world.multiworld.regions.append(region)
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    place_event_items(world, regions)
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    victory_region = regions["Spirit Arena Victory"]
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    victory_location = TunicERLocation(world.player, "The Heir", None, victory_region)
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    victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player))
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    world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
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    victory_region.locations.append(victory_location)
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    portals_and_hints = (portal_pairs, er_hint_data)
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    return portals_and_hints
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tunic_events: Dict[str, str] = {
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    "Eastern Bell": "Forest Belltower Upper",
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    "Western Bell": "Overworld Belltower",
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    "Furnace Fuse": "Furnace Fuse",
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    "South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
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    "Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
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    "Beneath the Vault Fuse": "Beneath the Vault Back",
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    "Eastern Vault West Fuses": "Eastern Vault Fortress",
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    "Eastern Vault East Fuse": "Eastern Vault Fortress",
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    "Quarry Connector Fuse": "Quarry Connector",
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    "Quarry Fuse": "Quarry",
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    "Ziggurat Fuse": "Rooted Ziggurat Lower Back",
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    "West Garden Fuse": "West Garden",
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    "Library Fuse": "Library Lab",
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}
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def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
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    for event_name, region_name in tunic_events.items():
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        region = regions[region_name]
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        location = TunicERLocation(world.player, event_name, None, region)
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        if event_name.endswith("Bell"):
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            location.place_locked_item(
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                TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player))
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        else:
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            location.place_locked_item(
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                TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player))
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        region.locations.append(location)
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# pairing off portals, starting with dead ends
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def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
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    # separate the portals into dead ends and non-dead ends
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    portal_pairs: Dict[Portal, Portal] = {}
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    dead_ends: List[Portal] = []
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    two_plus: List[Portal] = []
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    fixed_shop = False
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    logic_rules = world.options.logic_rules.value
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    # create separate lists for dead ends and non-dead ends
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    if logic_rules:
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        for portal in portal_mapping:
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            if tunic_er_regions[portal.region].dead_end == 1:
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                dead_ends.append(portal)
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            else:
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                two_plus.append(portal)
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    else:
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        for portal in portal_mapping:
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            if tunic_er_regions[portal.region].dead_end:
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                dead_ends.append(portal)
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            else:
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                two_plus.append(portal)
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    connected_regions: Set[str] = set()
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    # make better start region stuff when/if implementing random start
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    start_region = "Overworld"
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    connected_regions.update(add_dependent_regions(start_region, logic_rules))
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    # need to plando fairy cave, or it could end up laurels locked
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    # fix this later to be random? probably not?
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    if world.options.laurels_location == "10_fairies":
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        portal1 = None
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        portal2 = None
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        for portal in two_plus:
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            if portal.scene_destination() == "Overworld Redux, Waterfall_":
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                portal1 = portal
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                break
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        for portal in dead_ends:
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            if portal.scene_destination() == "Waterfall, Overworld Redux_":
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                portal2 = portal
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                break
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        portal_pairs[portal1] = portal2
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        two_plus.remove(portal1)
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        dead_ends.remove(portal2)
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    if world.options.fixed_shop:
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        fixed_shop = True
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        portal1 = None
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        for portal in two_plus:
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            if portal.scene_destination() == "Overworld Redux, Windmill_":
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                portal1 = portal
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                break
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        portal2 = Portal(name="Shop Portal", region=f"Shop Entrance 2", destination="Previous Region_")
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        portal_pairs[portal1] = portal2
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        two_plus.remove(portal1)
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    # we want to start by making sure every region is accessible
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    non_dead_end_regions = set()
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    for region_name, region_info in tunic_er_regions.items():
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        if not region_info.dead_end:
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            non_dead_end_regions.add(region_name)
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        elif region_info.dead_end == 2 and logic_rules:
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            non_dead_end_regions.add(region_name)
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    world.random.shuffle(two_plus)
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    check_success = 0
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    portal1 = None
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    portal2 = None
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    while len(connected_regions) < len(non_dead_end_regions):
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        # find a portal in an inaccessible region
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        if check_success == 0:
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            for portal in two_plus:
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                if portal.region in connected_regions:
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                    # if there's risk of self-locking, start over
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                    if gate_before_switch(portal, two_plus):
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                        world.random.shuffle(two_plus)
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                        break
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                    portal1 = portal
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                    two_plus.remove(portal)
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                    check_success = 1
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                    break
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        # then we find a portal in a connected region
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        if check_success == 1:
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            for portal in two_plus:
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                if portal.region not in connected_regions:
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                    # if there's risk of self-locking, shuffle and try again
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                    if gate_before_switch(portal, two_plus):
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                        world.random.shuffle(two_plus)
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                        break
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                    portal2 = portal
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                    two_plus.remove(portal)
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                    check_success = 2
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                    break
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        # once we have both portals, connect them and add the new region(s) to connected_regions
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        if check_success == 2:
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            connected_regions.update(add_dependent_regions(portal2.region, logic_rules))
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            portal_pairs[portal1] = portal2
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            check_success = 0
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            world.random.shuffle(two_plus)
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    # add 6 shops, connect them to unique scenes
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    # this is due to a limitation in Tunic -- you wrong warp if there's multiple shops
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    shop_scenes: Set[str] = set()
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    shop_count = 6
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    if fixed_shop:
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        shop_count = 1
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        shop_scenes.add("Overworld Redux")
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    for i in range(shop_count):
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        portal1 = None
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        for portal in two_plus:
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            if portal.scene() not in shop_scenes:
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                shop_scenes.add(portal.scene())
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                portal1 = portal
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                two_plus.remove(portal)
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                break
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        if portal1 is None:
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            raise Exception("Too many shops in the pool, or something else went wrong")
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        portal2 = Portal(name="Shop Portal", region=f"Shop Entrance {i + 1}", destination="Previous Region_")
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        portal_pairs[portal1] = portal2
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    # connect dead ends to random non-dead ends
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    # none of the key events are in dead ends, so we don't need to do gate_before_switch
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    while len(dead_ends) > 0:
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        portal1 = two_plus.pop()
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        portal2 = dead_ends.pop()
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        portal_pairs[portal1] = portal2
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    # then randomly connect the remaining portals to each other
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    # every region is accessible, so gate_before_switch is not necessary
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    while len(two_plus) > 1:
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        portal1 = two_plus.pop()
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        portal2 = two_plus.pop()
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        portal_pairs[portal1] = portal2
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    if len(two_plus) == 1:
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        raise Exception("two plus had an odd number of portals, investigate this")
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    for portal1, portal2 in portal_pairs.items():
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        world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
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    return portal_pairs
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# loop through our list of paired portals and make two-way connections
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def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
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    for portal1, portal2 in portal_pairs.items():
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        region1 = regions[portal1.region]
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        region2 = regions[portal2.region]
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        region1.connect(region2, f"{portal1.name} -> {portal2.name}")
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        # prevent the logic from thinking you can get to any shop-connected region from the shop
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        if portal2.name != "Shop":
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            region2.connect(region1, f"{portal2.name} -> {portal1.name}")
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# loop through the static connections, return regions you can reach from this region
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def add_dependent_regions(region_name: str, logic_rules: int) -> Set[str]:
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    region_set = set()
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    if not logic_rules:
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        regions_to_add = dependent_regions
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    elif logic_rules == 1:
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        regions_to_add = dependent_regions_nmg
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    else:
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        regions_to_add = dependent_regions_ur
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    for origin_regions, destination_regions in regions_to_add.items():
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        if region_name in origin_regions:
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            # if you matched something in the first set, you get the regions in its paired set
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            region_set.update(destination_regions)
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            return region_set
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    # if you didn't match anything in the first sets, just gives you the region
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    region_set = {region_name}
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    return region_set
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# we're checking if an event-locked portal is being placed before the regions where its key(s) is/are
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# doing this ensures the keys will not be locked behind the event-locked portal
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def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
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    # the western belltower cannot be locked since you can access it with laurels
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    # so we only need to make sure the forest belltower isn't locked
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    if check_portal.scene_destination() == "Overworld Redux, Temple_main":
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        i = 0
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        for portal in two_plus:
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            if portal.region == "Forest Belltower Upper":
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                i += 1
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                break
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        if i == 1:
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            return True
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    # fortress big gold door needs 2 scenes and one of the two upper portals of the courtyard
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    elif check_portal.scene_destination() == "Fortress Main, Fortress Arena_":
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        i = j = k = 0
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        for portal in two_plus:
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            if portal.region == "Fortress Courtyard Upper":
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                i += 1
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            if portal.scene() == "Fortress Basement":
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                j += 1
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            if portal.region == "Eastern Vault Fortress":
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                k += 1
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        if i == 2 or j == 2 or k == 5:
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            return True
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    # fortress teleporter needs only the left fuses
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    elif check_portal.scene_destination() in ["Fortress Arena, Transit_teleporter_spidertank",
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                                              "Transit, Fortress Arena_teleporter_spidertank"]:
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        i = j = k = 0
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        for portal in two_plus:
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            if portal.scene() == "Fortress Courtyard":
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                i += 1
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            if portal.scene() == "Fortress Basement":
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                j += 1
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            if portal.region == "Eastern Vault Fortress":
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                k += 1
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        if i == 8 or j == 2 or k == 5:
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            return True
 | 
						|
 | 
						|
    # Cathedral door needs Overworld and the front of Swamp
 | 
						|
    # Overworld is currently guaranteed, so no need to check it
 | 
						|
    elif check_portal.scene_destination() == "Swamp Redux 2, Cathedral Redux_main":
 | 
						|
        i = 0
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.region == "Swamp":
 | 
						|
                i += 1
 | 
						|
        if i == 4:
 | 
						|
            return True
 | 
						|
 | 
						|
    # Zig portal room exit needs Zig 3 to be accessible to hit the fuse
 | 
						|
    elif check_portal.scene_destination() == "ziggurat2020_FTRoom, ziggurat2020_3_":
 | 
						|
        i = 0
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.scene() == "ziggurat2020_3":
 | 
						|
                i += 1
 | 
						|
        if i == 2:
 | 
						|
            return True
 | 
						|
 | 
						|
    # Quarry teleporter needs you to hit the Darkwoods fuse
 | 
						|
    # Since it's physically in Quarry, we don't need to check for it
 | 
						|
    elif check_portal.scene_destination() in ["Quarry Redux, Transit_teleporter_quarry teleporter",
 | 
						|
                                              "Quarry Redux, ziggurat2020_0_"]:
 | 
						|
        i = 0
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.scene() == "Darkwoods Tunnel":
 | 
						|
                i += 1
 | 
						|
        if i == 2:
 | 
						|
            return True
 | 
						|
 | 
						|
    # Same as above, but Quarry isn't guaranteed here
 | 
						|
    elif check_portal.scene_destination() == "Transit, Quarry Redux_teleporter_quarry teleporter":
 | 
						|
        i = j = 0
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.scene() == "Darkwoods Tunnel":
 | 
						|
                i += 1
 | 
						|
            if portal.scene() == "Quarry Redux":
 | 
						|
                j += 1
 | 
						|
        if i == 2 or j == 7:
 | 
						|
            return True
 | 
						|
 | 
						|
    # Need Library fuse to use this teleporter
 | 
						|
    elif check_portal.scene_destination() == "Transit, Library Lab_teleporter_library teleporter":
 | 
						|
        i = 0
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.scene() == "Library Lab":
 | 
						|
                i += 1
 | 
						|
        if i == 3:
 | 
						|
            return True
 | 
						|
 | 
						|
    # Need West Garden fuse to use this teleporter
 | 
						|
    elif check_portal.scene_destination() == "Transit, Archipelagos Redux_teleporter_archipelagos_teleporter":
 | 
						|
        i = 0
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.scene() == "Archipelagos Redux":
 | 
						|
                i += 1
 | 
						|
        if i == 6:
 | 
						|
            return True
 | 
						|
 | 
						|
    # false means you're good to place the portal
 | 
						|
    return False
 |