74 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import Set
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from ..AutoWorld import World, LogicMixin
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from .Items import item_table, default_pool
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from .Locations import lookup_name_to_id
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from .Rules import set_rules, location_rules
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from .Regions import locations_by_region, connectors
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from .Options import options
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from BaseClasses import Region, Item, Location, RegionType, Entrance
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class OriBlindForest(World):
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    game: str = "Ori and the Blind Forest"
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    topology_present = True
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    item_name_to_id = item_table
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    location_name_to_id = lookup_name_to_id
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    options = options
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    hidden = True
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    def generate_early(self):
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        logic_sets = {"casual-core"}
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        for logic_set in location_rules:
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            if logic_set != "casual-core" and getattr(self.world, logic_set.replace("-", "_")):
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                logic_sets.add(logic_set)
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        self.logic_sets = logic_sets
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    set_rules = set_rules
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    def create_region(self, name: str):
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        return Region(name, RegionType.Generic, name, self.player, self.world)
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    def create_regions(self):
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        world = self.world
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        menu = self.create_region("Menu")
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        world.regions.append(menu)
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        start = Entrance(self.player, "Start Game", menu)
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        menu.exits.append(start)
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        # workaround for now, remove duplicate locations
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        already_placed_locations = set()
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        for region_name, locations in locations_by_region.items():
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            locations -= already_placed_locations
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            already_placed_locations |= locations
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            region = self.create_region(region_name)
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            if region_name == "SunkenGladesRunaway":  # starting point
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                start.connect(region)
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            region.locations = {Location(self.player, location, lookup_name_to_id[location], region)
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                                for location in locations}
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            world.regions.append(region)
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        for region_name, exits in connectors.items():
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            parent = world.get_region(region_name, self.player)
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            for exit in exits:
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                connection = Entrance(self.player, exit, parent)
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                connection.connect(world.get_region(exit, self.player))
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                parent.exits.append(connection)
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    def generate_basic(self):
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        for item_name, count in default_pool.items():
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            self.world.itempool.extend([self.create_item(item_name)] * count)
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    def create_item(self, name: str) -> Item:
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        return Item(name, not name.startswith("EX"), item_table[name], self.player)
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class OriBlindForestLogic(LogicMixin):
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    def _oribf_has_all(self, items: Set[str], player:int):
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        return all(self.prog_items[item, player] if type(item) == str
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                   else self.prog_items[item[0], player] >= item[1] for item in items) |