108 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			108 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | # Copyright (c) 2022 FelicitusNeko | ||
|  | # | ||
|  | # This software is released under the MIT License. | ||
|  | # https://opensource.org/licenses/MIT | ||
|  | 
 | ||
|  | from BaseClasses import MultiWorld, Region, Entrance, RegionType | ||
|  | from .Locations import MeritousLocation, location_table | ||
|  | 
 | ||
|  | meritous_regions = ["Meridian", "Ataraxia", "Merodach", "Endgame"] | ||
|  | 
 | ||
|  | 
 | ||
|  | def _generate_entrances(player: int, entrance_list: [str], parent: Region): | ||
|  |     return [Entrance(player, entrance, parent) for entrance in entrance_list] | ||
|  | 
 | ||
|  | 
 | ||
|  | def create_regions(world: MultiWorld, player: int): | ||
|  |     regions = ["First", "Second", "Third", "Last"] | ||
|  |     bosses = ["Meridian", "Ataraxia", "Merodach"] | ||
|  | 
 | ||
|  |     for x, name in enumerate(regions): | ||
|  |         fullname = f"{name} Quarter" | ||
|  |         insidename = fullname | ||
|  |         if x == 0: | ||
|  |             insidename = "Menu" | ||
|  | 
 | ||
|  |         region = Region(insidename, RegionType.Generic, fullname, player, world) | ||
|  |         for store in ["Alpha Cache", "Beta Cache", "Gamma Cache", "Reward Chest"]: | ||
|  |             for y in range(1, 7): | ||
|  |                 loc_name = f"{store} {(x * 6) + y}" | ||
|  |                 region.locations += [MeritousLocation(player, loc_name, location_table[loc_name], region)] | ||
|  | 
 | ||
|  |         if x < 3: | ||
|  |             storage_loc = f"PSI Key Storage {x + 1}" | ||
|  |             region.locations += [MeritousLocation(player, storage_loc, location_table[storage_loc], region)] | ||
|  |             region.exits += _generate_entrances(player, [f"To {bosses[x]}"], region) | ||
|  |         else: | ||
|  |             locations_end_game = ["Place of Power", "The Last Place You'll Look"] | ||
|  |             region.locations += [ | ||
|  |                 MeritousLocation(player, loc_name, location_table[loc_name], region) | ||
|  |                 for loc_name in locations_end_game] | ||
|  |             region.exits += _generate_entrances(player, ["Back to the entrance", | ||
|  |                                                          "Back to the entrance with the Knife"], | ||
|  |                                                 region) | ||
|  | 
 | ||
|  |         world.regions += [region] | ||
|  | 
 | ||
|  |     for x, boss in enumerate(bosses): | ||
|  |         boss_region = Region(boss, RegionType.Generic, boss, player, world) | ||
|  |         boss_region.locations += [ | ||
|  |             MeritousLocation(player, boss, location_table[boss], boss_region), | ||
|  |             MeritousLocation(player, f"{boss} Defeat", None, boss_region) | ||
|  |         ] | ||
|  |         boss_region.exits = _generate_entrances(player, [f"To {regions[x + 1]} Quarter"], boss_region) | ||
|  |         world.regions.append(boss_region) | ||
|  | 
 | ||
|  |     region_final_boss = Region( | ||
|  |         "Final Boss", RegionType.Generic, "Final Boss", player, world) | ||
|  |     region_final_boss.locations = [MeritousLocation( | ||
|  |         player, "Wervyn Anixil", None, region_final_boss)] | ||
|  |     world.regions.append(region_final_boss) | ||
|  | 
 | ||
|  |     region_tfb = Region("True Final Boss", RegionType.Generic, | ||
|  |                         "True Final Boss", player, world) | ||
|  |     region_tfb.locations = [MeritousLocation( | ||
|  |         player, "Wervyn Anixil?", None, region_tfb)] | ||
|  |     world.regions.append(region_tfb) | ||
|  | 
 | ||
|  |     entrance_map = { | ||
|  |         "To Meridian": { | ||
|  |             "to": "Meridian", | ||
|  |             "rule": lambda state: state.has_group("PSI Keys", player, 1) | ||
|  |         }, | ||
|  |         "To Second Quarter": { | ||
|  |             "to": "Second Quarter", | ||
|  |             "rule": lambda state: state.has("Meridian Defeated", player) | ||
|  |         }, | ||
|  |         "To Ataraxia": { | ||
|  |             "to": "Ataraxia", | ||
|  |             "rule": lambda state: state.has_group("PSI Keys", player, 2) | ||
|  |         }, | ||
|  |         "To Third Quarter": { | ||
|  |             "to": "Third Quarter", | ||
|  |             "rule": lambda state: state.has("Ataraxia Defeated", player) | ||
|  |         }, | ||
|  |         "To Merodach": { | ||
|  |             "to": "Merodach", | ||
|  |             "rule": lambda state: state.has_group("PSI Keys", player, 3) | ||
|  |         }, | ||
|  |         "To Last Quarter": { | ||
|  |             "to": "Last Quarter", | ||
|  |             "rule": lambda state: state.has("Merodach Defeated", player) | ||
|  |         }, | ||
|  |         "Back to the entrance": { | ||
|  |             "to": "Final Boss", | ||
|  |             "rule": lambda state: state.has("Cursed Seal", player) | ||
|  |         }, | ||
|  |         "Back to the entrance with the Knife": { | ||
|  |             "to": "True Final Boss", | ||
|  |             "rule": lambda state: state.has_all(["Cursed Seal", "Agate Knife"], player) | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     for entrance in entrance_map: | ||
|  |         connection_data = entrance_map[entrance] | ||
|  |         connection = world.get_entrance(entrance, player) | ||
|  |         connection.access_rule = connection_data["rule"] | ||
|  |         connection.connect(world.get_region(connection_data["to"], player)) |