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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Regions now connecting as god intended
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@@ -57,6 +57,9 @@ class UnlimitedRottenEggs(Toggle):
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"""Determine whether or not you run out of rotten eggs when you utilize your gadgets."""
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display_name = "Unlimited Rotten Eggs"
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class RingLinkOption(Toggle):
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"""Whenever this is toggled, your ammo is linked with other ringlink-compatible games that also have this enabled"""
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@dataclass
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class GrinchOptions(PerGameCommonOptions):#DeathLinkMixin
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progressive_vacuum: ProgressiveVacuum
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@@ -6,8 +6,7 @@ from .Options import GrinchOptions
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from BaseClasses import Region
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from .Rules import access_rules_dict, interpret_rule
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import logging
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logger = logging.getLogger()
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from ..generic.Rules import add_rule
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if TYPE_CHECKING:
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@@ -54,16 +53,17 @@ def create_regions(world: "GrinchWorld"):
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world.multiworld.regions.append(Region(supadow, world.player, world.multiworld))
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def grinchconnect(world: "GrinchWorld", current_region_name: str, connected_region_name: str):
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logger.info("Current Region Name: "+ current_region_name)
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logger.info("Connected Region Name: "+ connected_region_name)
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current_region = world.get_region(current_region_name)
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connected_region = world.get_region(connected_region_name)
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required_items: list[list[str]] = access_rules_dict[connected_region.name]
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rule = interpret_rule(required_items, world.player)
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#Goes from current to connected
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current_region.connect(connected_region, rule = rule)
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#Goes from connected to current
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connected_region.connect(current_region, rule = rule)
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rule_list = interpret_rule(required_items, world.player)
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# Goes from current to connected
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current_region.connect(connected_region)
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# Goes from connected to current
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connected_region.connect(current_region)
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for access_rule in rule_list:
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add_rule(current_region.entrances[current_region.entrances.index(next(loc_entrance for loc_entrance in current_region.entrances if loc_entrance.name.startswith(connected_region_name)))], access_rule)
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add_rule(connected_region.entrances[connected_region.entrances.index(next(loc_entrance for loc_entrance in connected_region.entrances if loc_entrance.name.startswith(current_region_name)))], access_rule)
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def connect_regions(world: "GrinchWorld"):
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grinchconnect(world, "Mount Crumpit", "Whoville")
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@@ -71,9 +71,9 @@ def connect_regions(world: "GrinchWorld"):
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grinchconnect(world, "Mount Crumpit", "Who Dump")
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grinchconnect(world, "Mount Crumpit", "Who Lake")
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grinchconnect(world, "Mount Crumpit", "Sleigh Room")
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# grinchconnect(world, "Mount Crumpit", "Spin N' Win Supadow")
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# grinchconnect(world, "Mount Crumpit", "Dankamania Supadow")
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# grinchconnect(world, "Mount Crumpit", "The Copter Race Contest Supadow")
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grinchconnect(world, "Mount Crumpit", "Spin N' Win Supadow")
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grinchconnect(world, "Mount Crumpit", "Dankamania Supadow")
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grinchconnect(world, "Mount Crumpit", "The Copter Race Contest Supadow")
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grinchconnect(world, "Whoville", "Post Office")
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grinchconnect(world, "Whoville", "City Hall")
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grinchconnect(world, "Whoville", "Countdown to X-Mas Clock Tower")
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@@ -1,15 +1,16 @@
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from typing import Callable
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from BaseClasses import CollectionState
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from worlds.AutoWorld import World
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# from .Options import GrinchOptions
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from worlds.generic.Rules import add_rule
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import logging
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logger = logging.getLogger()
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def set_rules(world: World):
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all_locations = world.get_locations()
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for location in all_locations:
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loc_rules = rules_dict[location.name]
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rule = interpret_rule(loc_rules, world.player)
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add_rule(location, rule)
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rule_list = interpret_rule(loc_rules, world.player)
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for access_rule in rule_list:
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add_rule(location, access_rule)
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rules_dict: dict[str,list[list[str]]] = {
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@@ -445,17 +446,26 @@ access_rules_dict: dict[str,list[list[str]]] = {
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],
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"Sleigh Room": [
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["Exhaust Pipes", "GPS", "Tires", "Skis", "Twin-End Tuba"]
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]
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],
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"Spin N' Win Supadow": [
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["Spin N' Win Door Unlock"],
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# ["Progressive Supadow Door Unlock"]
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],
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"Dankamania Supadow": [
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["Dankamania Door Unlock"],
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# ["Progressive Supadow Door Unlock: 2"]
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],
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"The Copter Race Contest Supadow": [
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["The Copter Race Contest Door Unlock"],
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# ["Progressive Supadow Door Unlock: 3"]
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],
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}
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def interpret_rule(rule_set: list[list[str]], player: int):
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old_rule = lambda state: True
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if len(rule_set) < 1:
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return old_rule
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else:
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old_rule = lambda state: False
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return True
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access_list: list[Callable[[CollectionState], bool]] = []
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for item_set in rule_set:
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logger.info("Rules to access: " + ";".join(item_set))
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old_rule = lambda state, items=item_set: state.has_all(items, player) or old_rule
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return old_rule
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access_list.append(lambda state: state.has_all(item_set, player))
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return access_list
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@@ -1,2 +1,3 @@
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- Credit to Raven-187 on gamehacking.org for providing the addresses for various cheat codes. Without them, would of made RAM searching much more tedious.
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- Credit to Raven-187 & Hacc on gamehacking.org for providing the addresses for various cheat codes. Without them, would of made RAM searching much more tedious.
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- Shoutouts to SomeJakeGuy for basically teaching me how to code, in general.
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- Shoutouts to BootsinSoots for helping with the implementation of the logic rules code itself
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