97 lines
4.4 KiB
Python
97 lines
4.4 KiB
Python
from typing import Dict, Optional, TYPE_CHECKING
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from BaseClasses import Entrance, ItemClassification, Region
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from .items import LingoItem
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from .locations import LingoLocation
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from .player_logic import LingoPlayerLogic
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from .rules import lingo_can_use_entrance, make_location_lambda
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from .static_logic import ALL_ROOMS, PAINTINGS, Room, RoomAndDoor
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if TYPE_CHECKING:
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from . import LingoWorld
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def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogic) -> Region:
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new_region = Region(room.name, world.player, world.multiworld)
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for location in player_logic.locations_by_room.get(room.name, {}):
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new_location = LingoLocation(world.player, location.name, location.code, new_region)
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new_location.access_rule = make_location_lambda(location, world, player_logic)
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new_region.locations.append(new_location)
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if location.name in player_logic.event_loc_to_item:
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event_name = player_logic.event_loc_to_item[location.name]
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event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
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new_location.place_locked_item(event_item)
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return new_region
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def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
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door: Optional[RoomAndDoor], world: "LingoWorld", player_logic: LingoPlayerLogic):
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connection = Entrance(world.player, description, source_region)
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connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world, player_logic)
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source_region.exits.append(connection)
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connection.connect(target_region)
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if door is not None:
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effective_room = target_region.name if door.room is None else door.room
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if door.door not in player_logic.item_by_door.get(effective_room, {}):
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for region in player_logic.calculate_door_requirements(effective_room, door.door, world).rooms:
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world.multiworld.register_indirect_condition(regions[region], connection)
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def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld",
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player_logic: LingoPlayerLogic) -> None:
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source_painting = PAINTINGS[warp_enter]
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target_painting = PAINTINGS[warp_exit]
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target_region = regions[target_painting.room]
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source_region = regions[source_painting.room]
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entrance_name = f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)"
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connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door, world,
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player_logic)
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def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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regions = {
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"Menu": Region("Menu", world.player, world.multiworld)
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}
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painting_shuffle = world.options.shuffle_paintings
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early_color_hallways = world.options.early_color_hallways
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# Instantiate all rooms as regions with their locations first.
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for room in ALL_ROOMS:
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regions[room.name] = create_region(room, world, player_logic)
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# Connect all created regions now that they exist.
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for room in ALL_ROOMS:
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for entrance in room.entrances:
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# Don't use the vanilla painting connections if we are shuffling paintings.
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if entrance.painting and painting_shuffle:
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continue
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entrance_name = f"{entrance.room} to {room.name}"
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if entrance.door is not None:
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if entrance.door.room is not None:
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entrance_name += f" (through {entrance.door.room} - {entrance.door.door})"
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else:
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entrance_name += f" (through {room.name} - {entrance.door.door})"
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connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, entrance.door, world,
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player_logic)
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# Add the fake pilgrimage.
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connect_entrance(regions, regions["Outside The Agreeable"], regions["Pilgrim Antechamber"], "Pilgrimage",
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RoomAndDoor("Pilgrim Antechamber", "Pilgrimage"), world, player_logic)
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if early_color_hallways:
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regions["Starting Room"].connect(regions["Outside The Undeterred"], "Early Color Hallways")
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if painting_shuffle:
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for warp_enter, warp_exit in player_logic.painting_mapping.items():
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connect_painting(regions, warp_enter, warp_exit, world, player_logic)
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world.multiworld.regions += regions.values()
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