Lingo: Fix non-progressive The Colorful (#2782)

The Colorful did not actually properly split into individual doors when progressive colorful was off. This change refactors the code that handles special cases with progressive items to make things clearer (which is important because I will be introducing another one).
This commit is contained in:
Star Rauchenberger
2024-02-15 18:19:54 -05:00
committed by GitHub
parent 3869a25944
commit 4d9202537c
2 changed files with 29 additions and 17 deletions

View File

@@ -1,3 +1,4 @@
from enum import Enum
from typing import Dict, List, NamedTuple, Optional, Set, Tuple, TYPE_CHECKING
from .items import ALL_ITEM_TABLE
@@ -36,6 +37,27 @@ class PlayerLocation(NamedTuple):
access: AccessRequirements
class ProgressiveItemBehavior(Enum):
DISABLE = 1
SPLIT = 2
PROGRESSIVE = 3
def should_split_progression(progression_name: str, world: "LingoWorld") -> ProgressiveItemBehavior:
if progression_name == "Progressive Orange Tower":
if world.options.progressive_orange_tower:
return ProgressiveItemBehavior.PROGRESSIVE
else:
return ProgressiveItemBehavior.SPLIT
elif progression_name == "Progressive Colorful":
if world.options.progressive_colorful:
return ProgressiveItemBehavior.PROGRESSIVE
else:
return ProgressiveItemBehavior.SPLIT
return ProgressiveItemBehavior.PROGRESSIVE
class LingoPlayerLogic:
"""
Defines logic after a player's options have been applied
@@ -83,10 +105,13 @@ class LingoPlayerLogic:
def handle_non_grouped_door(self, room_name: str, door_data: Door, world: "LingoWorld"):
if room_name in PROGRESSION_BY_ROOM and door_data.name in PROGRESSION_BY_ROOM[room_name]:
if (room_name == "Orange Tower" and not world.options.progressive_orange_tower)\
or (room_name == "The Colorful" and not world.options.progressive_colorful):
progression_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name
progression_handling = should_split_progression(progression_name, world)
if progression_handling == ProgressiveItemBehavior.SPLIT:
self.set_door_item(room_name, door_data.name, door_data.item_name)
else:
self.real_items.append(door_data.item_name)
elif progression_handling == ProgressiveItemBehavior.PROGRESSIVE:
progressive_item_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name
self.set_door_item(room_name, door_data.name, progressive_item_name)
self.real_items.append(progressive_item_name)