Archipelago/worlds/lingo/regions.py

184 lines
8.8 KiB
Python

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