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										 |  |  | from typing import Dict, List, Set, Tuple, TYPE_CHECKING | 
					
						
							|  |  |  | from BaseClasses import Region, ItemClassification, Item, Location | 
					
						
							|  |  |  | from .locations import location_table | 
					
						
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										 |  |  | from .er_data import Portal, tunic_er_regions, portal_mapping, hallway_helper, hallway_helper_ur, \ | 
					
						
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										 |  |  |     dependent_regions_restricted, dependent_regions_nmg, dependent_regions_ur | 
					
						
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										 |  |  | from .er_rules import set_er_region_rules | 
					
						
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										 |  |  | from worlds.generic import PlandoConnection | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | if TYPE_CHECKING: | 
					
						
							|  |  |  |     from . import TunicWorld | 
					
						
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 | 
					
						
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 | 
					
						
							|  |  |  | class TunicERItem(Item): | 
					
						
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										 |  |  |     game: str = "TUNIC" | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 
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							|  |  |  | class TunicERLocation(Location): | 
					
						
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										 |  |  |     game: str = "TUNIC" | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 
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							|  |  |  | def create_er_regions(world: "TunicWorld") -> Tuple[Dict[Portal, Portal], Dict[int, str]]: | 
					
						
							|  |  |  |     regions: Dict[str, Region] = {} | 
					
						
							|  |  |  |     portal_pairs: Dict[Portal, Portal] = pair_portals(world) | 
					
						
							|  |  |  |     logic_rules = world.options.logic_rules | 
					
						
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										 |  |  |     # output the entrances to the spoiler log here for convenience | 
					
						
							|  |  |  |     for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |         world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player) | 
					
						
							|  |  |  | 
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										 |  |  |     # check if a portal leads to a hallway. if it does, update the hint text accordingly | 
					
						
							|  |  |  |     def hint_helper(portal: Portal, hint_string: str = "") -> str: | 
					
						
							|  |  |  |         # start by setting it as the name of the portal, for the case we're not using the hallway helper | 
					
						
							|  |  |  |         if hint_string == "": | 
					
						
							|  |  |  |             hint_string = portal.name | 
					
						
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										 |  |  |         # unrestricted has fewer hallways, like the well rail | 
					
						
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										 |  |  |         if logic_rules == "unrestricted": | 
					
						
							|  |  |  |             hallways = hallway_helper_ur | 
					
						
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										 |  |  |         else: | 
					
						
							|  |  |  |             hallways = hallway_helper | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if portal.scene_destination() in hallways: | 
					
						
							|  |  |  |             # if we have a hallway, we want the region rather than the portal name | 
					
						
							|  |  |  |             if hint_string == portal.name: | 
					
						
							|  |  |  |                 hint_string = portal.region | 
					
						
							|  |  |  |                 # library exterior is two regions, we just want to fix up the name | 
					
						
							|  |  |  |                 if hint_string in {"Library Exterior Tree", "Library Exterior Ladder"}: | 
					
						
							|  |  |  |                     hint_string = "Library Exterior" | 
					
						
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 | 
					
						
							|  |  |  |             # search through the list for the other end of the hallway | 
					
						
							|  |  |  |             for portala, portalb in portal_pairs.items(): | 
					
						
							|  |  |  |                 if portala.scene_destination() == hallways[portal.scene_destination()]: | 
					
						
							|  |  |  |                     # if we find that we have a chain of hallways, do recursion | 
					
						
							|  |  |  |                     if portalb.scene_destination() in hallways: | 
					
						
							|  |  |  |                         hint_region = portalb.region | 
					
						
							|  |  |  |                         if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}: | 
					
						
							|  |  |  |                             hint_region = "Library Exterior" | 
					
						
							|  |  |  |                         hint_string = hint_region + " then " + hint_string | 
					
						
							|  |  |  |                         hint_string = hint_helper(portalb, hint_string) | 
					
						
							|  |  |  |                     else: | 
					
						
							|  |  |  |                         # if we didn't find a chain, get the portal name for the end of the chain | 
					
						
							|  |  |  |                         hint_string = portalb.name + " then " + hint_string | 
					
						
							|  |  |  |                         return hint_string | 
					
						
							|  |  |  |                 # and then the same thing for the other portal, since we have to check each separately | 
					
						
							|  |  |  |                 if portalb.scene_destination() == hallways[portal.scene_destination()]: | 
					
						
							|  |  |  |                     if portala.scene_destination() in hallways: | 
					
						
							|  |  |  |                         hint_region = portala.region | 
					
						
							|  |  |  |                         if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}: | 
					
						
							|  |  |  |                             hint_region = "Library Exterior" | 
					
						
							|  |  |  |                         hint_string = hint_region + " then " + hint_string | 
					
						
							|  |  |  |                         hint_string = hint_helper(portala, hint_string) | 
					
						
							|  |  |  |                     else: | 
					
						
							|  |  |  |                         hint_string = portala.name + " then " + hint_string | 
					
						
							|  |  |  |                         return hint_string | 
					
						
							|  |  |  |         return hint_string | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # create our regions, give them hint text if they're in a spot where it makes sense to | 
					
						
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										 |  |  |     # we're limiting which ones get hints so that it still gets that ER feel with a little less BS | 
					
						
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										 |  |  |     for region_name, region_data in tunic_er_regions.items(): | 
					
						
							|  |  |  |         hint_text = "error" | 
					
						
							|  |  |  |         if region_data.hint == 1: | 
					
						
							|  |  |  |             for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |                 if portal1.region == region_name: | 
					
						
							|  |  |  |                     hint_text = hint_helper(portal2) | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |                 if portal2.region == region_name: | 
					
						
							|  |  |  |                     hint_text = hint_helper(portal1) | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |             regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text) | 
					
						
							|  |  |  |         elif region_data.hint == 2: | 
					
						
							|  |  |  |             for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |                 if portal1.scene() == tunic_er_regions[region_name].game_scene: | 
					
						
							|  |  |  |                     hint_text = hint_helper(portal2) | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |                 if portal2.scene() == tunic_er_regions[region_name].game_scene: | 
					
						
							|  |  |  |                     hint_text = hint_helper(portal1) | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |             regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text) | 
					
						
							|  |  |  |         elif region_data.hint == 3: | 
					
						
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										 |  |  |             # west garden portal item is at a dead end in restricted, otherwise just in west garden | 
					
						
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										 |  |  |             if region_name == "West Garden Portal Item": | 
					
						
							|  |  |  |                 if world.options.logic_rules: | 
					
						
							|  |  |  |                     for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |                         if portal1.scene() == "Archipelagos Redux": | 
					
						
							|  |  |  |                             hint_text = hint_helper(portal2) | 
					
						
							|  |  |  |                             break | 
					
						
							|  |  |  |                         if portal2.scene() == "Archipelagos Redux": | 
					
						
							|  |  |  |                             hint_text = hint_helper(portal1) | 
					
						
							|  |  |  |                             break | 
					
						
							|  |  |  |                     regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text) | 
					
						
							|  |  |  |                 else: | 
					
						
							|  |  |  |                     for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |                         if portal1.region == "West Garden Portal": | 
					
						
							|  |  |  |                             hint_text = hint_helper(portal2) | 
					
						
							|  |  |  |                             break | 
					
						
							|  |  |  |                         if portal2.region == "West Garden Portal": | 
					
						
							|  |  |  |                             hint_text = hint_helper(portal1) | 
					
						
							|  |  |  |                             break | 
					
						
							|  |  |  |                     regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             regions[region_name] = Region(region_name, world.player, world.multiworld) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     set_er_region_rules(world, world.ability_unlocks, regions, portal_pairs) | 
					
						
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 | 
					
						
							|  |  |  |     er_hint_data: Dict[int, str] = {} | 
					
						
							|  |  |  |     for location_name, location_id in world.location_name_to_id.items(): | 
					
						
							|  |  |  |         region = regions[location_table[location_name].er_region] | 
					
						
							|  |  |  |         location = TunicERLocation(world.player, location_name, location_id, region) | 
					
						
							|  |  |  |         region.locations.append(location) | 
					
						
							|  |  |  |         if region.name == region.hint_text: | 
					
						
							|  |  |  |             continue | 
					
						
							|  |  |  |         er_hint_data[location.address] = region.hint_text | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     create_randomized_entrances(portal_pairs, regions) | 
					
						
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 | 
					
						
							|  |  |  |     for region in regions.values(): | 
					
						
							|  |  |  |         world.multiworld.regions.append(region) | 
					
						
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							|  |  |  |     place_event_items(world, regions) | 
					
						
							|  |  |  | 
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							|  |  |  |     victory_region = regions["Spirit Arena Victory"] | 
					
						
							|  |  |  |     victory_location = TunicERLocation(world.player, "The Heir", None, victory_region) | 
					
						
							|  |  |  |     victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |     world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player) | 
					
						
							|  |  |  |     victory_region.locations.append(victory_location) | 
					
						
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 | 
					
						
							|  |  |  |     portals_and_hints = (portal_pairs, er_hint_data) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     return portals_and_hints | 
					
						
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 | 
					
						
							|  |  |  | tunic_events: Dict[str, str] = { | 
					
						
							|  |  |  |     "Eastern Bell": "Forest Belltower Upper", | 
					
						
							|  |  |  |     "Western Bell": "Overworld Belltower", | 
					
						
							|  |  |  |     "Furnace Fuse": "Furnace Fuse", | 
					
						
							|  |  |  |     "South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld", | 
					
						
							|  |  |  |     "Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper", | 
					
						
							|  |  |  |     "Beneath the Vault Fuse": "Beneath the Vault Back", | 
					
						
							|  |  |  |     "Eastern Vault West Fuses": "Eastern Vault Fortress", | 
					
						
							|  |  |  |     "Eastern Vault East Fuse": "Eastern Vault Fortress", | 
					
						
							|  |  |  |     "Quarry Connector Fuse": "Quarry Connector", | 
					
						
							|  |  |  |     "Quarry Fuse": "Quarry", | 
					
						
							|  |  |  |     "Ziggurat Fuse": "Rooted Ziggurat Lower Back", | 
					
						
							|  |  |  |     "West Garden Fuse": "West Garden", | 
					
						
							|  |  |  |     "Library Fuse": "Library Lab", | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 
 | 
					
						
							|  |  |  | def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None: | 
					
						
							|  |  |  |     for event_name, region_name in tunic_events.items(): | 
					
						
							|  |  |  |         region = regions[region_name] | 
					
						
							|  |  |  |         location = TunicERLocation(world.player, event_name, None, region) | 
					
						
							|  |  |  |         if event_name.endswith("Bell"): | 
					
						
							|  |  |  |             location.place_locked_item( | 
					
						
							|  |  |  |                 TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             location.place_locked_item( | 
					
						
							|  |  |  |                 TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player)) | 
					
						
							|  |  |  |         region.locations.append(location) | 
					
						
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							|  |  |  | # pairing off portals, starting with dead ends | 
					
						
							|  |  |  | def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]: | 
					
						
							|  |  |  |     # separate the portals into dead ends and non-dead ends | 
					
						
							|  |  |  |     portal_pairs: Dict[Portal, Portal] = {} | 
					
						
							|  |  |  |     dead_ends: List[Portal] = [] | 
					
						
							|  |  |  |     two_plus: List[Portal] = [] | 
					
						
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										 |  |  |     plando_connections: List[PlandoConnection] = [] | 
					
						
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										 |  |  |     fixed_shop = False | 
					
						
							|  |  |  |     logic_rules = world.options.logic_rules.value | 
					
						
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										 |  |  |     if not logic_rules: | 
					
						
							|  |  |  |         dependent_regions = dependent_regions_restricted | 
					
						
							|  |  |  |     elif logic_rules == 1: | 
					
						
							|  |  |  |         dependent_regions = dependent_regions_nmg | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         dependent_regions = dependent_regions_ur | 
					
						
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										 |  |  |     # create separate lists for dead ends and non-dead ends | 
					
						
							|  |  |  |     if logic_rules: | 
					
						
							|  |  |  |         for portal in portal_mapping: | 
					
						
							|  |  |  |             if tunic_er_regions[portal.region].dead_end == 1: | 
					
						
							|  |  |  |                 dead_ends.append(portal) | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 two_plus.append(portal) | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         for portal in portal_mapping: | 
					
						
							|  |  |  |             if tunic_er_regions[portal.region].dead_end: | 
					
						
							|  |  |  |                 dead_ends.append(portal) | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 two_plus.append(portal) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     connected_regions: Set[str] = set() | 
					
						
							|  |  |  |     # make better start region stuff when/if implementing random start | 
					
						
							|  |  |  |     start_region = "Overworld" | 
					
						
							|  |  |  |     connected_regions.update(add_dependent_regions(start_region, logic_rules)) | 
					
						
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										 |  |  |     # universal tracker support stuff, don't need to care about region dependency | 
					
						
							|  |  |  |     if hasattr(world.multiworld, "re_gen_passthrough"): | 
					
						
							|  |  |  |         if "TUNIC" in world.multiworld.re_gen_passthrough: | 
					
						
							|  |  |  |             # universal tracker stuff, won't do anything in normal gen | 
					
						
							|  |  |  |             for portal1, portal2 in world.multiworld.re_gen_passthrough["TUNIC"]["Entrance Rando"].items(): | 
					
						
							|  |  |  |                 portal_name1 = "" | 
					
						
							|  |  |  |                 portal_name2 = "" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 # skip this if 10 fairies laurels location is on, it can be handled normally | 
					
						
							|  |  |  |                 if portal1 == "Overworld Redux, Waterfall_" and portal2 == "Waterfall, Overworld Redux_" \ | 
					
						
							|  |  |  |                         and world.options.laurels_location == "10_fairies": | 
					
						
							|  |  |  |                     continue | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 for portal in portal_mapping: | 
					
						
							|  |  |  |                     if portal.scene_destination() == portal1: | 
					
						
							|  |  |  |                         portal_name1 = portal.name | 
					
						
							|  |  |  |                         # connected_regions.update(add_dependent_regions(portal.region, logic_rules)) | 
					
						
							|  |  |  |                     if portal.scene_destination() == portal2: | 
					
						
							|  |  |  |                         portal_name2 = portal.name | 
					
						
							|  |  |  |                         # connected_regions.update(add_dependent_regions(portal.region, logic_rules)) | 
					
						
							|  |  |  |                 # shops have special handling | 
					
						
							|  |  |  |                 if not portal_name2 and portal2 == "Shop, Previous Region_": | 
					
						
							|  |  |  |                     portal_name2 = "Shop Portal" | 
					
						
							|  |  |  |                 plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both")) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if plando_connections: | 
					
						
							|  |  |  |         portal_pairs, dependent_regions, dead_ends, two_plus = \ | 
					
						
							|  |  |  |             create_plando_connections(plando_connections, dependent_regions, dead_ends, two_plus) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # if we have plando connections, our connected regions may change somewhat | 
					
						
							|  |  |  |         while True: | 
					
						
							|  |  |  |             test1 = len(connected_regions) | 
					
						
							|  |  |  |             for region in connected_regions.copy(): | 
					
						
							|  |  |  |                 connected_regions.update(add_dependent_regions(region, logic_rules)) | 
					
						
							|  |  |  |             test2 = len(connected_regions) | 
					
						
							|  |  |  |             if test1 == test2: | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |      | 
					
						
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										 |  |  |     # need to plando fairy cave, or it could end up laurels locked | 
					
						
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										 |  |  |     # fix this later to be random after adding some item logic to dependent regions | 
					
						
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										 |  |  |     if world.options.laurels_location == "10_fairies": | 
					
						
							|  |  |  |         portal1 = None | 
					
						
							|  |  |  |         portal2 = None | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene_destination() == "Overworld Redux, Waterfall_": | 
					
						
							|  |  |  |                 portal1 = portal | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         for portal in dead_ends: | 
					
						
							|  |  |  |             if portal.scene_destination() == "Waterfall, Overworld Redux_": | 
					
						
							|  |  |  |                 portal2 = portal | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  |         two_plus.remove(portal1) | 
					
						
							|  |  |  |         dead_ends.remove(portal2) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |     if world.options.fixed_shop and not hasattr(world.multiworld, "re_gen_passthrough"): | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |         fixed_shop = True | 
					
						
							|  |  |  |         portal1 = None | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene_destination() == "Overworld Redux, Windmill_": | 
					
						
							|  |  |  |                 portal1 = portal | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         portal2 = Portal(name="Shop Portal", region=f"Shop Entrance 2", destination="Previous Region_") | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  |         two_plus.remove(portal1) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # we want to start by making sure every region is accessible | 
					
						
							|  |  |  |     non_dead_end_regions = set() | 
					
						
							|  |  |  |     for region_name, region_info in tunic_er_regions.items(): | 
					
						
							|  |  |  |         if not region_info.dead_end: | 
					
						
							|  |  |  |             non_dead_end_regions.add(region_name) | 
					
						
							|  |  |  |         elif region_info.dead_end == 2 and logic_rules: | 
					
						
							|  |  |  |             non_dead_end_regions.add(region_name) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     world.random.shuffle(two_plus) | 
					
						
							|  |  |  |     check_success = 0 | 
					
						
							|  |  |  |     portal1 = None | 
					
						
							|  |  |  |     portal2 = None | 
					
						
							|  |  |  |     while len(connected_regions) < len(non_dead_end_regions): | 
					
						
							|  |  |  |         # find a portal in an inaccessible region | 
					
						
							|  |  |  |         if check_success == 0: | 
					
						
							|  |  |  |             for portal in two_plus: | 
					
						
							|  |  |  |                 if portal.region in connected_regions: | 
					
						
							|  |  |  |                     # if there's risk of self-locking, start over | 
					
						
							|  |  |  |                     if gate_before_switch(portal, two_plus): | 
					
						
							|  |  |  |                         world.random.shuffle(two_plus) | 
					
						
							|  |  |  |                         break | 
					
						
							|  |  |  |                     portal1 = portal | 
					
						
							|  |  |  |                     two_plus.remove(portal) | 
					
						
							|  |  |  |                     check_success = 1 | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # then we find a portal in a connected region | 
					
						
							|  |  |  |         if check_success == 1: | 
					
						
							|  |  |  |             for portal in two_plus: | 
					
						
							|  |  |  |                 if portal.region not in connected_regions: | 
					
						
							|  |  |  |                     # if there's risk of self-locking, shuffle and try again | 
					
						
							|  |  |  |                     if gate_before_switch(portal, two_plus): | 
					
						
							|  |  |  |                         world.random.shuffle(two_plus) | 
					
						
							|  |  |  |                         break | 
					
						
							|  |  |  |                     portal2 = portal | 
					
						
							|  |  |  |                     two_plus.remove(portal) | 
					
						
							|  |  |  |                     check_success = 2 | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # once we have both portals, connect them and add the new region(s) to connected_regions | 
					
						
							|  |  |  |         if check_success == 2: | 
					
						
							|  |  |  |             connected_regions.update(add_dependent_regions(portal2.region, logic_rules)) | 
					
						
							|  |  |  |             portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  |             check_success = 0 | 
					
						
							|  |  |  |             world.random.shuffle(two_plus) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # add 6 shops, connect them to unique scenes | 
					
						
							|  |  |  |     # this is due to a limitation in Tunic -- you wrong warp if there's multiple shops | 
					
						
							|  |  |  |     shop_scenes: Set[str] = set() | 
					
						
							|  |  |  |     shop_count = 6 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if fixed_shop: | 
					
						
							|  |  |  |         shop_count = 1 | 
					
						
							|  |  |  |         shop_scenes.add("Overworld Redux") | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |     # for universal tracker, we want to skip shop gen | 
					
						
							|  |  |  |     if hasattr(world.multiworld, "re_gen_passthrough"): | 
					
						
							|  |  |  |         if "TUNIC" in world.multiworld.re_gen_passthrough: | 
					
						
							|  |  |  |             shop_count = 0 | 
					
						
							|  |  |  |      | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     for i in range(shop_count): | 
					
						
							|  |  |  |         portal1 = None | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() not in shop_scenes: | 
					
						
							|  |  |  |                 shop_scenes.add(portal.scene()) | 
					
						
							|  |  |  |                 portal1 = portal | 
					
						
							|  |  |  |                 two_plus.remove(portal) | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         if portal1 is None: | 
					
						
							|  |  |  |             raise Exception("Too many shops in the pool, or something else went wrong") | 
					
						
							|  |  |  |         portal2 = Portal(name="Shop Portal", region=f"Shop Entrance {i + 1}", destination="Previous Region_") | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # connect dead ends to random non-dead ends | 
					
						
							|  |  |  |     # none of the key events are in dead ends, so we don't need to do gate_before_switch | 
					
						
							|  |  |  |     while len(dead_ends) > 0: | 
					
						
							|  |  |  |         portal1 = two_plus.pop() | 
					
						
							|  |  |  |         portal2 = dead_ends.pop() | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # then randomly connect the remaining portals to each other | 
					
						
							|  |  |  |     # every region is accessible, so gate_before_switch is not necessary | 
					
						
							|  |  |  |     while len(two_plus) > 1: | 
					
						
							|  |  |  |         portal1 = two_plus.pop() | 
					
						
							|  |  |  |         portal2 = two_plus.pop() | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if len(two_plus) == 1: | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |         raise Exception("two plus had an odd number of portals, investigate this. last portal is " + two_plus[0].name) | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  |     return portal_pairs | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # loop through our list of paired portals and make two-way connections | 
					
						
							|  |  |  | def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None: | 
					
						
							|  |  |  |     for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |         region1 = regions[portal1.region] | 
					
						
							|  |  |  |         region2 = regions[portal2.region] | 
					
						
							|  |  |  |         region1.connect(region2, f"{portal1.name} -> {portal2.name}") | 
					
						
							|  |  |  |         # prevent the logic from thinking you can get to any shop-connected region from the shop | 
					
						
							|  |  |  |         if portal2.name != "Shop": | 
					
						
							|  |  |  |             region2.connect(region1, f"{portal2.name} -> {portal1.name}") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # loop through the static connections, return regions you can reach from this region | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  | # todo: refactor to take region_name and dependent_regions | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  | def add_dependent_regions(region_name: str, logic_rules: int) -> Set[str]: | 
					
						
							|  |  |  |     region_set = set() | 
					
						
							|  |  |  |     if not logic_rules: | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  |         regions_to_add = dependent_regions_restricted | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |     elif logic_rules == 1: | 
					
						
							|  |  |  |         regions_to_add = dependent_regions_nmg | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         regions_to_add = dependent_regions_ur | 
					
						
							|  |  |  |     for origin_regions, destination_regions in regions_to_add.items(): | 
					
						
							|  |  |  |         if region_name in origin_regions: | 
					
						
							|  |  |  |             # if you matched something in the first set, you get the regions in its paired set | 
					
						
							|  |  |  |             region_set.update(destination_regions) | 
					
						
							|  |  |  |             return region_set | 
					
						
							|  |  |  |     # if you didn't match anything in the first sets, just gives you the region | 
					
						
							|  |  |  |     region_set = {region_name} | 
					
						
							|  |  |  |     return region_set | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # we're checking if an event-locked portal is being placed before the regions where its key(s) is/are | 
					
						
							|  |  |  | # doing this ensures the keys will not be locked behind the event-locked portal | 
					
						
							|  |  |  | def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool: | 
					
						
							|  |  |  |     # the western belltower cannot be locked since you can access it with laurels | 
					
						
							|  |  |  |     # so we only need to make sure the forest belltower isn't locked | 
					
						
							|  |  |  |     if check_portal.scene_destination() == "Overworld Redux, Temple_main": | 
					
						
							|  |  |  |         i = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.region == "Forest Belltower Upper": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |                 break | 
					
						
							|  |  |  |         if i == 1: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # fortress big gold door needs 2 scenes and one of the two upper portals of the courtyard | 
					
						
							|  |  |  |     elif check_portal.scene_destination() == "Fortress Main, Fortress Arena_": | 
					
						
							|  |  |  |         i = j = k = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.region == "Fortress Courtyard Upper": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |             if portal.scene() == "Fortress Basement": | 
					
						
							|  |  |  |                 j += 1 | 
					
						
							|  |  |  |             if portal.region == "Eastern Vault Fortress": | 
					
						
							|  |  |  |                 k += 1 | 
					
						
							|  |  |  |         if i == 2 or j == 2 or k == 5: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # fortress teleporter needs only the left fuses | 
					
						
							|  |  |  |     elif check_portal.scene_destination() in ["Fortress Arena, Transit_teleporter_spidertank", | 
					
						
							|  |  |  |                                               "Transit, Fortress Arena_teleporter_spidertank"]: | 
					
						
							|  |  |  |         i = j = k = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() == "Fortress Courtyard": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |             if portal.scene() == "Fortress Basement": | 
					
						
							|  |  |  |                 j += 1 | 
					
						
							|  |  |  |             if portal.region == "Eastern Vault Fortress": | 
					
						
							|  |  |  |                 k += 1 | 
					
						
							|  |  |  |         if i == 8 or j == 2 or k == 5: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Cathedral door needs Overworld and the front of Swamp | 
					
						
							|  |  |  |     # Overworld is currently guaranteed, so no need to check it | 
					
						
							|  |  |  |     elif check_portal.scene_destination() == "Swamp Redux 2, Cathedral Redux_main": | 
					
						
							|  |  |  |         i = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.region == "Swamp": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |         if i == 4: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Zig portal room exit needs Zig 3 to be accessible to hit the fuse | 
					
						
							|  |  |  |     elif check_portal.scene_destination() == "ziggurat2020_FTRoom, ziggurat2020_3_": | 
					
						
							|  |  |  |         i = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() == "ziggurat2020_3": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |         if i == 2: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Quarry teleporter needs you to hit the Darkwoods fuse | 
					
						
							|  |  |  |     # Since it's physically in Quarry, we don't need to check for it | 
					
						
							|  |  |  |     elif check_portal.scene_destination() in ["Quarry Redux, Transit_teleporter_quarry teleporter", | 
					
						
							|  |  |  |                                               "Quarry Redux, ziggurat2020_0_"]: | 
					
						
							|  |  |  |         i = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() == "Darkwoods Tunnel": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |         if i == 2: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Same as above, but Quarry isn't guaranteed here | 
					
						
							|  |  |  |     elif check_portal.scene_destination() == "Transit, Quarry Redux_teleporter_quarry teleporter": | 
					
						
							|  |  |  |         i = j = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() == "Darkwoods Tunnel": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |             if portal.scene() == "Quarry Redux": | 
					
						
							|  |  |  |                 j += 1 | 
					
						
							|  |  |  |         if i == 2 or j == 7: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Need Library fuse to use this teleporter | 
					
						
							|  |  |  |     elif check_portal.scene_destination() == "Transit, Library Lab_teleporter_library teleporter": | 
					
						
							|  |  |  |         i = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() == "Library Lab": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |         if i == 3: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Need West Garden fuse to use this teleporter | 
					
						
							|  |  |  |     elif check_portal.scene_destination() == "Transit, Archipelagos Redux_teleporter_archipelagos_teleporter": | 
					
						
							|  |  |  |         i = 0 | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if portal.scene() == "Archipelagos Redux": | 
					
						
							|  |  |  |                 i += 1 | 
					
						
							|  |  |  |         if i == 6: | 
					
						
							|  |  |  |             return True | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # false means you're good to place the portal | 
					
						
							|  |  |  |     return False | 
					
						
							| 
									
										
										
										
											2024-02-15 23:03:51 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # this is for making the connections themselves | 
					
						
							|  |  |  | def create_plando_connections(plando_connections: List[PlandoConnection], | 
					
						
							|  |  |  |                               dependent_regions: Dict[Tuple[str, ...], List[str]], dead_ends: List[Portal], | 
					
						
							|  |  |  |                               two_plus: List[Portal]) \ | 
					
						
							|  |  |  |         -> Tuple[Dict[Portal, Portal], Dict[Tuple[str, ...], List[str]], List[Portal], List[Portal]]: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     portal_pairs: Dict[Portal, Portal] = {} | 
					
						
							|  |  |  |     shop_num = 1 | 
					
						
							|  |  |  |     for connection in plando_connections: | 
					
						
							|  |  |  |         p_entrance = connection.entrance | 
					
						
							|  |  |  |         p_exit = connection.exit | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         portal1 = None | 
					
						
							|  |  |  |         portal2 = None | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # search two_plus for both at once | 
					
						
							|  |  |  |         for portal in two_plus: | 
					
						
							|  |  |  |             if p_entrance == portal.name: | 
					
						
							|  |  |  |                 portal1 = portal | 
					
						
							|  |  |  |             if p_exit == portal.name: | 
					
						
							|  |  |  |                 portal2 = portal | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # search dead_ends individually since we can't really remove items from two_plus during the loop | 
					
						
							|  |  |  |         if not portal1: | 
					
						
							|  |  |  |             for portal in dead_ends: | 
					
						
							|  |  |  |                 if p_entrance == portal.name: | 
					
						
							|  |  |  |                     portal1 = portal | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |             dead_ends.remove(portal1) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             two_plus.remove(portal1) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if not portal2: | 
					
						
							|  |  |  |             for portal in dead_ends: | 
					
						
							|  |  |  |                 if p_exit == portal.name: | 
					
						
							|  |  |  |                     portal2 = portal | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  |             if p_exit == "Shop Portal": | 
					
						
							|  |  |  |                 portal2 = Portal(name="Shop Portal", region=f"Shop Entrance {shop_num}", destination="Previous Region_") | 
					
						
							|  |  |  |                 shop_num += 1 | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 dead_ends.remove(portal2) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             two_plus.remove(portal2) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if not portal1: | 
					
						
							|  |  |  |             raise Exception("could not find entrance named " + p_entrance + " for Tunic player's plando") | 
					
						
							|  |  |  |         if not portal2: | 
					
						
							|  |  |  |             raise Exception("could not find entrance named " + p_exit + " for Tunic player's plando") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         portal_pairs[portal1] = portal2 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # update dependent regions based on the plando'd connections, to make sure the portals connect well, logically | 
					
						
							|  |  |  |         for origins, destinations in dependent_regions.items(): | 
					
						
							|  |  |  |             if portal1.region in origins: | 
					
						
							|  |  |  |                 destinations.append(portal2.region) | 
					
						
							|  |  |  |             if portal2.region in origins: | 
					
						
							|  |  |  |                 destinations.append(portal1.region) | 
					
						
							|  |  |  |              | 
					
						
							|  |  |  |     return portal_pairs, dependent_regions, dead_ends, two_plus |