177 lines
8.4 KiB
Python
177 lines
8.4 KiB
Python
from typing import Dict, Optional, TYPE_CHECKING
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from BaseClasses import Entrance, ItemClassification, Region
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from .datatypes import EntranceType, Room, RoomAndDoor
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from .items import LingoItem
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from .locations import LingoLocation
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from .options import SunwarpAccess
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from .rules import lingo_can_do_pilgrimage, lingo_can_use_entrance, make_location_lambda
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from .static_logic import ALL_ROOMS, PAINTINGS
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if TYPE_CHECKING:
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from . import LingoWorld
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def create_region(room: Room, world: "LingoWorld") -> Region:
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new_region = Region(room.name, world.player, world.multiworld)
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for location in world.player_logic.locations_by_room.get(room.name, {}):
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new_location = LingoLocation(world.player, location.name, location.code, new_region)
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new_location.access_rule = make_location_lambda(location, world)
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new_region.locations.append(new_location)
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if location.name in world.player_logic.event_loc_to_item:
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event_name = world.player_logic.event_loc_to_item[location.name]
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event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
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new_location.place_locked_item(event_item)
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return new_region
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def is_acceptable_pilgrimage_entrance(entrance_type: EntranceType, world: "LingoWorld") -> bool:
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allowed_entrance_types = EntranceType.NORMAL
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if world.options.pilgrimage_allows_paintings:
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allowed_entrance_types |= EntranceType.PAINTING
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if world.options.pilgrimage_allows_roof_access:
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allowed_entrance_types |= EntranceType.CROSSROADS_ROOF_ACCESS
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return bool(entrance_type & allowed_entrance_types)
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def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
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door: Optional[RoomAndDoor], entrance_type: EntranceType, pilgrimage: bool, world: "LingoWorld"):
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connection = Entrance(world.player, description, source_region)
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connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world)
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source_region.exits.append(connection)
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connection.connect(target_region)
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if door is not None:
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effective_room = target_region.name if door.room is None else door.room
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if door.door not in world.player_logic.item_by_door.get(effective_room, {}):
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for region in world.player_logic.calculate_door_requirements(effective_room, door.door, world).rooms:
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world.multiworld.register_indirect_condition(regions[region], connection)
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if not pilgrimage and world.options.enable_pilgrimage and is_acceptable_pilgrimage_entrance(entrance_type, world)\
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and source_region.name != "Menu":
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for part in range(1, 6):
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pilgrimage_descriptor = f" (Pilgrimage Part {part})"
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pilgrim_source_region = regions[f"{source_region.name}{pilgrimage_descriptor}"]
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pilgrim_target_region = regions[f"{target_region.name}{pilgrimage_descriptor}"]
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effective_door = door
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if effective_door is not None:
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effective_room = target_region.name if door.room is None else door.room
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effective_door = RoomAndDoor(effective_room, door.door)
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connect_entrance(regions, pilgrim_source_region, pilgrim_target_region,
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f"{description}{pilgrimage_descriptor}", effective_door, entrance_type, True, world)
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def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld") -> None:
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source_painting = PAINTINGS[warp_enter]
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target_painting = PAINTINGS[warp_exit]
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target_region = regions[target_painting.room]
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source_region = regions[source_painting.room]
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entrance_name = f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)"
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connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door,
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EntranceType.PAINTING, False, world)
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def create_regions(world: "LingoWorld") -> None:
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regions = {
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"Menu": Region("Menu", world.player, world.multiworld)
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}
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painting_shuffle = world.options.shuffle_paintings
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early_color_hallways = world.options.early_color_hallways
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# Instantiate all rooms as regions with their locations first.
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for room in ALL_ROOMS:
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regions[room.name] = create_region(room, world)
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if world.options.enable_pilgrimage:
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for part in range(1, 6):
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pilgrimage_region_name = f"{room.name} (Pilgrimage Part {part})"
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regions[pilgrimage_region_name] = Region(pilgrimage_region_name, world.player, world.multiworld)
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# Connect all created regions now that they exist.
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allowed_entrance_types = EntranceType.NORMAL | EntranceType.WARP | EntranceType.CROSSROADS_ROOF_ACCESS
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if not painting_shuffle:
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# Don't use the vanilla painting connections if we are shuffling paintings.
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allowed_entrance_types |= EntranceType.PAINTING
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if world.options.sunwarp_access != SunwarpAccess.option_disabled and not world.options.shuffle_sunwarps:
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# Don't connect sunwarps if sunwarps are disabled or if we're shuffling sunwarps.
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allowed_entrance_types |= EntranceType.SUNWARP
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for room in ALL_ROOMS:
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for entrance in room.entrances:
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effective_entrance_type = entrance.type & allowed_entrance_types
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if not effective_entrance_type:
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continue
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entrance_name = f"{entrance.room} to {room.name}"
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if entrance.door is not None:
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if entrance.door.room is not None:
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entrance_name += f" (through {entrance.door.room} - {entrance.door.door})"
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else:
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entrance_name += f" (through {room.name} - {entrance.door.door})"
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effective_door = entrance.door
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if entrance.type == EntranceType.SUNWARP and world.options.sunwarp_access == SunwarpAccess.option_normal:
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effective_door = None
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connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, effective_door,
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effective_entrance_type, False, world)
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if world.options.enable_pilgrimage:
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# Connect the start of the pilgrimage. We check for all sunwarp items here.
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pilgrim_start_from = regions[world.player_logic.sunwarp_entrances[0]]
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pilgrim_start_to = regions[f"{world.player_logic.sunwarp_exits[0]} (Pilgrimage Part 1)"]
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if world.options.sunwarp_access >= SunwarpAccess.option_unlock:
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pilgrim_start_from.connect(pilgrim_start_to, f"Pilgrimage Part 1",
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lambda state: lingo_can_do_pilgrimage(state, world))
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else:
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pilgrim_start_from.connect(pilgrim_start_to, f"Pilgrimage Part 1")
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# Create connections between each segment of the pilgrimage.
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for i in range(1, 6):
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from_room = f"{world.player_logic.sunwarp_entrances[i]} (Pilgrimage Part {i})"
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to_room = f"{world.player_logic.sunwarp_exits[i]} (Pilgrimage Part {i+1})"
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if i == 5:
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to_room = "Pilgrim Antechamber"
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regions[from_room].connect(regions[to_room], f"Pilgrimage Part {i+1}")
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else:
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connect_entrance(regions, regions["Starting Room"], regions["Pilgrim Antechamber"], "Sun Painting",
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RoomAndDoor("Pilgrim Antechamber", "Sun Painting"), EntranceType.PAINTING, False, world)
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if early_color_hallways:
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connect_entrance(regions, regions["Starting Room"], regions["Outside The Undeterred"], "Early Color Hallways",
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None, EntranceType.PAINTING, False, world)
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if painting_shuffle:
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for warp_enter, warp_exit in world.player_logic.painting_mapping.items():
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connect_painting(regions, warp_enter, warp_exit, world)
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if world.options.shuffle_sunwarps:
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for i in range(0, 6):
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if world.options.sunwarp_access == SunwarpAccess.option_normal:
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effective_door = None
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else:
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effective_door = RoomAndDoor("Sunwarps", f"{i + 1} Sunwarp")
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source_region = regions[world.player_logic.sunwarp_entrances[i]]
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target_region = regions[world.player_logic.sunwarp_exits[i]]
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entrance_name = f"{source_region.name} to {target_region.name} ({i + 1} Sunwarp)"
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connect_entrance(regions, source_region, target_region, entrance_name, effective_door, EntranceType.SUNWARP,
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False, world)
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world.multiworld.regions += regions.values()
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