97 lines
3.6 KiB
Python
97 lines
3.6 KiB
Python
import typing
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from BaseClasses import LocationProgressType
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if typing.TYPE_CHECKING:
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import BaseClasses
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CollectionRule = typing.Callable[[BaseClasses.CollectionState], bool]
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ItemRule = typing.Callable[[BaseClasses.Item], bool]
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else:
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CollectionRule = typing.Callable[[object], bool]
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ItemRule = typing.Callable[[object], bool]
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def group_locality_rules(world):
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for group_id, group in world.groups.items():
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if set(world.player_ids) == set(group["players"]):
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continue
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if group["local_items"]:
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for location in world.get_locations():
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if location.player not in group["players"]:
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forbid_items_for_player(location, group["local_items"], group_id)
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if group["non_local_items"]:
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for location in world.get_locations():
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if location.player in group["players"]:
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forbid_items_for_player(location, group["non_local_items"], group_id)
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def locality_rules(world, player: int):
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if world.local_items[player].value:
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for location in world.get_locations():
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if location.player != player:
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forbid_items_for_player(location, world.local_items[player].value, player)
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if world.non_local_items[player].value:
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for location in world.get_locations():
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if location.player == player:
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forbid_items_for_player(location, world.non_local_items[player].value, player)
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def exclusion_rules(world, player: int, exclude_locations: typing.Set[str]):
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for loc_name in exclude_locations:
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try:
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location = world.get_location(loc_name, player)
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except KeyError as e: # failed to find the given location. Check if it's a legitimate location
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if loc_name not in world.worlds[player].location_name_to_id:
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raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
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else:
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add_item_rule(location, lambda i: not (i.advancement or i.useful))
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location.progress_type = LocationProgressType.EXCLUDED
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def set_rule(spot, rule: CollectionRule):
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spot.access_rule = rule
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def add_rule(spot, rule: CollectionRule, combine='and'):
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old_rule = spot.access_rule
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if combine == 'or':
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spot.access_rule = lambda state: rule(state) or old_rule(state)
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else:
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spot.access_rule = lambda state: rule(state) and old_rule(state)
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def forbid_item(location, item: str, player: int):
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old_rule = location.item_rule
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location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
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def forbid_items_for_player(location, items: typing.Set[str], player: int):
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old_rule = location.item_rule
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location.item_rule = lambda i: (i.player != player or i.name not in items) and old_rule(i)
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def forbid_items(location, items: typing.Set[str]):
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"""unused, but kept as a debugging tool."""
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old_rule = location.item_rule
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location.item_rule = lambda i: i.name not in items and old_rule(i)
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def add_item_rule(location, rule: ItemRule):
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old_rule = location.item_rule
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location.item_rule = lambda item: rule(item) and old_rule(item)
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def item_in_locations(state, item: str, player: int, locations: typing.Sequence):
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for location in locations:
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if item_name(state, location[0], location[1]) == (item, player):
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return True
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return False
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def item_name(state, location: str, player: int) -> typing.Optional[typing.Tuple[str, int]]:
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location = state.world.get_location(location, player)
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if location.item is None:
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return None
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return location.item.name, location.item.player
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