79 lines
3.6 KiB
Python
79 lines
3.6 KiB
Python
from typing import TYPE_CHECKING, Optional
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from BaseClasses import Region, Location, Item, ItemClassification, CollectionState
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from .Constants import NOTES, PROG_ITEMS, PHOBEKINS, USEFUL_ITEMS
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from .Options import Goal
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from .Regions import REGIONS, SEALS, MEGA_SHARDS
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from .Shop import SHOP_ITEMS, PROG_SHOP_ITEMS, USEFUL_SHOP_ITEMS, FIGURINES
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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) -> None:
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super().__init__(name, world.player, world.multiworld)
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locations = [loc for loc in REGIONS[self.name]]
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if self.name == "The Shop":
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if self.multiworld.goal[self.player] > Goal.option_open_music_box:
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locations.append("Shop Chest")
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shop_locations = {f"The Shop - {shop_loc}": world.location_name_to_id[f"The Shop - {shop_loc}"]
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for shop_loc in SHOP_ITEMS}
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shop_locations.update(**{figurine: world.location_name_to_id[figurine] for figurine in FIGURINES})
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self.add_locations(shop_locations, MessengerShopLocation)
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elif self.name == "Tower HQ":
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locations.append("Money Wrench")
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if self.multiworld.shuffle_seals[self.player] and self.name in SEALS:
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locations += [seal_loc for seal_loc in SEALS[self.name]]
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if self.multiworld.shuffle_shards[self.player] and self.name in MEGA_SHARDS:
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locations += [shard for shard in MEGA_SHARDS[self.name]]
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loc_dict = {loc: world.location_name_to_id[loc] if loc in world.location_name_to_id else None for loc in locations}
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self.add_locations(loc_dict, MessengerLocation)
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world.multiworld.regions.append(self)
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class MessengerLocation(Location):
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game = "The Messenger"
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def __init__(self, player: int, name: str, loc_id: Optional[int], parent: MessengerRegion) -> None:
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super().__init__(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 MessengerShopLocation(MessengerLocation):
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def cost(self) -> int:
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name = self.name.replace("The Shop - ", "") # TODO use `remove_prefix` when 3.8 finally gets dropped
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world: MessengerWorld = self.parent_region.multiworld.worlds[self.player]
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return world.shop_prices.get(name, world.figurine_prices.get(name))
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def can_afford(self, state: CollectionState) -> bool:
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world: MessengerWorld = state.multiworld.worlds[self.player]
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cost = self.cost() * 2
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if cost >= 1000:
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cost *= 2
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can_afford = state.has("Shards", self.player, min(cost, world.total_shards))
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if "Figurine" in self.name:
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return state.has("Money Wrench", self.player) and can_afford\
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and state.can_reach("Money Wrench", "Location", self.player)
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return can_afford
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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, override_progression: bool = False,
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count: int = 0) -> None:
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if count:
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item_class = ItemClassification.progression_skip_balancing
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elif item_id is None or override_progression or name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
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item_class = ItemClassification.progression
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elif name in {*USEFUL_ITEMS, *USEFUL_SHOP_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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