89 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import Set, TYPE_CHECKING, Optional, Dict
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from BaseClasses import Region, Location, Item, ItemClassification, Entrance, 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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        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":
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            if self.multiworld.goal[self.player] > Goal.option_open_music_box:
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                self.locations.append(MessengerLocation("Shop Chest", self, None))
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            self.locations += [MessengerShopLocation(f"The Shop - {shop_loc}", self,
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                                                     name_to_id[f"The Shop - {shop_loc}"])
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                               for shop_loc in SHOP_ITEMS]
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            self.locations += [MessengerShopLocation(figurine, self, name_to_id[figurine])
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                               for figurine in FIGURINES]
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        elif self.name == "Tower HQ":
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            self.locations.append(MessengerLocation("Money Wrench", self, name_to_id["Money Wrench"]))
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        if self.multiworld.shuffle_seals[self.player] and self.name in SEALS:
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            self.locations += [MessengerLocation(seal_loc, self, name_to_id[seal_loc])
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                               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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            self.locations += [MessengerLocation(shard, self, name_to_id[shard])
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                               for shard in MEGA_SHARDS[self.name]]
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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]) -> None:
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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 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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        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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