Archipelago/worlds/rogue-legacy/Regions.py

71 lines
3.1 KiB
Python

import typing
from BaseClasses import MultiWorld, Region, Entrance
from .Items import LegacyItem
from .Locations import LegacyLocation, diary_location_table, location_table, base_location_table
from .Names import LocationName, ItemName
def create_regions(world, player: int):
locations: typing.List[str] = []
# Add required locations.
locations += [location for location in base_location_table]
locations += [location for location in diary_location_table]
# Add chests per settings.
if world.universal_fairy_chests[player]:
fairies = int(world.fairy_chests_per_zone[player]) * 4
for i in range(0, fairies):
locations += [f"Fairy Chest {i + 1}"]
else:
fairies = int(world.fairy_chests_per_zone[player])
for i in range(0, fairies):
locations += [f"{LocationName.castle} - Fairy Chest {i + 1}"]
locations += [f"{LocationName.garden} - Fairy Chest {i + 1}"]
locations += [f"{LocationName.tower} - Fairy Chest {i + 1}"]
locations += [f"{LocationName.dungeon} - Fairy Chest {i + 1}"]
if world.universal_chests[player]:
chests = int(world.chests_per_zone[player]) * 4
for i in range(0, chests):
locations += [f"Chest {i + 1}"]
else:
chests = int(world.chests_per_zone[player])
for i in range(0, chests):
locations += [f"{LocationName.castle} - Chest {i + 1}"]
locations += [f"{LocationName.garden} - Chest {i + 1}"]
locations += [f"{LocationName.tower} - Chest {i + 1}"]
locations += [f"{LocationName.dungeon} - Chest {i + 1}"]
# Set up the regions correctly.
world.regions += [
create_region(world, player, "Menu", None, [LocationName.outside]),
create_region(world, player, LocationName.castle, locations),
]
# Connect entrances and set up events.
world.get_entrance(LocationName.outside, player).connect(world.get_region(LocationName.castle, player))
world.get_location(LocationName.castle, player).place_locked_item(LegacyItem(ItemName.boss_castle, True, None, player))
world.get_location(LocationName.garden, player).place_locked_item(LegacyItem(ItemName.boss_forest, True, None, player))
world.get_location(LocationName.tower, player).place_locked_item(LegacyItem(ItemName.boss_tower, True, None, player))
world.get_location(LocationName.dungeon, player).place_locked_item(LegacyItem(ItemName.boss_dungeon, True, None, player))
world.get_location(LocationName.fountain, player).place_locked_item(LegacyItem(ItemName.boss_fountain, True, None, player))
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
# Shamelessly stolen from the ROR2 definition, lol
ret = Region(name, None, name, player)
ret.world = world
if locations:
for location in locations:
loc_id = location_table.get(location, 0)
location = LegacyLocation(player, location, loc_id, ret)
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret