Archipelago/worlds/messenger/subclasses.py

93 lines
4.4 KiB
Python

from functools import cached_property
from typing import Optional, TYPE_CHECKING, cast
from BaseClasses import CollectionState, Item, ItemClassification, Location, Region
from .constants import NOTES, PHOBEKINS, PROG_ITEMS, USEFUL_ITEMS
from .options import Goal
from .regions import MEGA_SHARDS, REGIONS, SEALS
from .shop import FIGURINES, PROG_SHOP_ITEMS, SHOP_ITEMS, USEFUL_SHOP_ITEMS
if TYPE_CHECKING:
from . import MessengerWorld
class MessengerRegion(Region):
def __init__(self, name: str, world: "MessengerWorld") -> None:
super().__init__(name, world.player, world.multiworld)
locations = [loc for loc in REGIONS[self.name]]
if self.name == "The Shop":
if world.options.goal > Goal.option_open_music_box:
locations.append("Shop Chest")
shop_locations = {f"The Shop - {shop_loc}": world.location_name_to_id[f"The Shop - {shop_loc}"]
for shop_loc in SHOP_ITEMS}
shop_locations.update(**{figurine: world.location_name_to_id[figurine] for figurine in FIGURINES})
self.add_locations(shop_locations, MessengerShopLocation)
elif self.name == "Tower HQ":
locations.append("Money Wrench")
if world.options.shuffle_seals and self.name in SEALS:
locations += [seal_loc for seal_loc in SEALS[self.name]]
if world.options.shuffle_shards and self.name in MEGA_SHARDS:
locations += [shard for shard in MEGA_SHARDS[self.name]]
loc_dict = {loc: world.location_name_to_id[loc] if loc in world.location_name_to_id else None
for loc in locations}
self.add_locations(loc_dict, MessengerLocation)
class MessengerLocation(Location):
game = "The Messenger"
def __init__(self, player: int, name: str, loc_id: Optional[int], parent: MessengerRegion) -> None:
super().__init__(player, name, loc_id, parent)
if loc_id is None:
self.place_locked_item(MessengerItem(name, parent.player, None))
class MessengerShopLocation(MessengerLocation):
@cached_property
def cost(self) -> int:
name = self.name.replace("The Shop - ", "") # TODO use `remove_prefix` when 3.8 finally gets dropped
world = cast("MessengerWorld", self.parent_region.multiworld.worlds[self.player])
# short circuit figurines which all require demon's bane be purchased, but nothing else
if "Figurine" in name:
return world.figurine_prices[name] +\
cast(MessengerShopLocation, world.multiworld.get_location("The Shop - Demon's Bane", self.player)).cost
shop_data = SHOP_ITEMS[name]
if shop_data.prerequisite:
prereq_cost = 0
if isinstance(shop_data.prerequisite, set):
for prereq in shop_data.prerequisite:
prereq_cost +=\
cast(MessengerShopLocation,
world.multiworld.get_location(prereq, self.player)).cost
else:
prereq_cost +=\
cast(MessengerShopLocation,
world.multiworld.get_location(shop_data.prerequisite, self.player)).cost
return world.shop_prices[name] + prereq_cost
return world.shop_prices[name]
def can_afford(self, state: CollectionState) -> bool:
world = cast("MessengerWorld", state.multiworld.worlds[self.player])
can_afford = state.has("Shards", self.player, min(self.cost, world.total_shards))
if "Figurine" in self.name:
can_afford = state.has("Money Wrench", self.player) and can_afford\
and state.can_reach("Money Wrench", "Location", self.player)
return can_afford
class MessengerItem(Item):
game = "The Messenger"
def __init__(self, name: str, player: int, item_id: Optional[int] = None, override_progression: bool = False,
count: int = 0) -> None:
if count:
item_class = ItemClassification.progression_skip_balancing
elif item_id is None or override_progression or name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
item_class = ItemClassification.progression
elif name in {*USEFUL_ITEMS, *USEFUL_SHOP_ITEMS}:
item_class = ItemClassification.useful
else:
item_class = ItemClassification.filler
super().__init__(name, item_class, item_id, player)