mirror of
https://github.com/MarioSpore/Grinch-AP.git
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109 lines
5.4 KiB
Python
109 lines
5.4 KiB
Python
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from BaseClasses import CollectionState
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from .region_base import JakAndDaxterRegion
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from ..options import EnableOrbsanity
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from .. import JakAndDaxterWorld
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from ..rules import can_free_scout_flies, can_fight, can_reach_orbs_level
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def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
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multiworld = world.multiworld
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options = world.options
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player = world.player
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main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 128)
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main_area.add_cell_locations([18, 21, 22])
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# These scout fly boxes can be broken by running with freely accessible blue eco.
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# The 3 clusters by the Flut Flut egg can go surprisingly far.
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main_area.add_fly_locations([327700, 20, 65556, 262164])
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# This scout fly box can be broken with the locked blue eco vent, or by normal combat tricks.
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main_area.add_fly_locations([393236], access_rule=lambda state:
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state.has("Blue Eco Switch", player)
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or can_free_scout_flies(state, player))
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# No need for the blue eco vent for either of the orb caches.
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main_area.add_cache_locations([12634, 12635])
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pelican = JakAndDaxterRegion("Pelican", player, multiworld, level_name, 0)
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pelican.add_cell_locations([16], access_rule=lambda state: can_fight(state, player))
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# Only these specific attacks can push the flut flut egg off the cliff.
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flut_flut_egg = JakAndDaxterRegion("Flut Flut Egg", player, multiworld, level_name, 0)
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flut_flut_egg.add_cell_locations([17], access_rule=lambda state:
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state.has_any(("Punch", "Kick", "Jump Kick"), player))
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flut_flut_egg.add_special_locations([17], access_rule=lambda state:
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state.has_any(("Punch", "Kick", "Jump Kick"), player))
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eco_harvesters = JakAndDaxterRegion("Eco Harvesters", player, multiworld, level_name, 0)
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eco_harvesters.add_cell_locations([15], access_rule=lambda state: can_fight(state, player))
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green_ridge = JakAndDaxterRegion("Ridge Near Green Vents", player, multiworld, level_name, 5)
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green_ridge.add_fly_locations([131092], access_rule=lambda state: can_free_scout_flies(state, player))
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blue_ridge = JakAndDaxterRegion("Ridge Near Blue Vent", player, multiworld, level_name, 5)
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blue_ridge.add_fly_locations([196628], access_rule=lambda state:
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state.has("Blue Eco Switch", player)
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or can_free_scout_flies(state, player))
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cannon_tower = JakAndDaxterRegion("Cannon Tower", player, multiworld, level_name, 12)
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cannon_tower.add_cell_locations([19], access_rule=lambda state: can_fight(state, player))
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main_area.connect(pelican) # Swim and jump.
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main_area.connect(flut_flut_egg) # Run and jump.
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main_area.connect(eco_harvesters) # Run.
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# We need a helper function for the uppercut logs.
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def can_uppercut_and_jump_logs(state: CollectionState, p: int) -> bool:
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return (state.has_any(("Double Jump", "Jump Kick"), p)
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and (state.has_all(("Crouch", "Crouch Uppercut"), p)
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or state.has_all(("Punch", "Punch Uppercut"), p)))
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# If you have double jump or crouch jump, you don't need the logs to reach this place.
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main_area.connect(green_ridge, rule=lambda state:
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state.has("Double Jump", player)
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or state.has_all(("Crouch", "Crouch Jump"), player)
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or can_uppercut_and_jump_logs(state, player))
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# If you have the blue eco jump pad, you don't need the logs to reach this place.
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main_area.connect(blue_ridge, rule=lambda state:
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state.has("Blue Eco Switch", player)
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or can_uppercut_and_jump_logs(state, player))
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main_area.connect(cannon_tower, rule=lambda state: state.has("Blue Eco Switch", player))
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# All these can go back to main_area immediately.
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pelican.connect(main_area)
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flut_flut_egg.connect(main_area)
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eco_harvesters.connect(main_area)
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green_ridge.connect(main_area)
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blue_ridge.connect(main_area)
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cannon_tower.connect(main_area)
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world.level_to_regions[level_name].append(main_area)
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world.level_to_regions[level_name].append(pelican)
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world.level_to_regions[level_name].append(flut_flut_egg)
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world.level_to_regions[level_name].append(eco_harvesters)
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world.level_to_regions[level_name].append(green_ridge)
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world.level_to_regions[level_name].append(blue_ridge)
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world.level_to_regions[level_name].append(cannon_tower)
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# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
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# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
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if options.enable_orbsanity == EnableOrbsanity.option_per_level:
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orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
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bundle_count = 150 // world.orb_bundle_size
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for bundle_index in range(bundle_count):
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amount = world.orb_bundle_size * (bundle_index + 1)
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orbs.add_orb_locations(2,
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bundle_index,
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access_rule=lambda state, level=level_name, orb_amount=amount:
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can_reach_orbs_level(state, player, world, level, orb_amount))
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multiworld.regions.append(orbs)
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main_area.connect(orbs)
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return main_area
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