LttP: Move more functionality into ALttPItem from Item

LttP: More efficiently build !hint entrance info
LttP: More efficiently check for and build Big Bomb Shop playthrough path
This commit is contained in:
Fabian Dill
2021-08-28 12:56:52 +02:00
parent de4775b0c8
commit de567cc701
5 changed files with 83 additions and 75 deletions

View File

@@ -808,10 +808,6 @@ class Region(object):
return False
def can_fill(self, item: Item):
inside_dungeon_item = item.locked_dungeon_item
if inside_dungeon_item:
return self.dungeon.is_dungeon_item(item) and item.player == self.player
return True
def __repr__(self):
@@ -973,15 +969,24 @@ class Location():
class Item():
location: Optional[Location] = None
world: Optional[MultiWorld] = None
code: Optional[str] = None # an item with ID None is called an Event, and does not get written to multidata
game: str = "Generic"
type: str = None
never_exclude = False # change manually to ensure that a specific nonprogression item never goes on an excluded location
# change manually to ensure that a specific non-progression item never goes on an excluded location
never_exclude = False
# need to find a decent place for these to live and to allow other games to register texts if they want.
pedestal_credit_text: str = "and the Unknown Item"
sickkid_credit_text: Optional[str] = None
magicshop_credit_text: Optional[str] = None
zora_credit_text: Optional[str] = None
fluteboy_credit_text: Optional[str] = None
code: Optional[str] = None # an item with ID None is called an Event, and does not get written to multidata
# hopefully temporary attributes to satisfy legacy LttP code, proper implementation in subclass ALttPItem
smallkey: bool = False
bigkey: bool = False
map: bool = False
compass: bool = False
def __init__(self, name: str, advancement: bool, code: Optional[int], player: int):
self.name = name
@@ -1008,51 +1013,6 @@ class Item():
def __hash__(self):
return hash((self.name, self.player))
@property
def crystal(self) -> bool:
return self.type == 'Crystal'
@property
def smallkey(self) -> bool:
return self.type == 'SmallKey'
@property
def bigkey(self) -> bool:
return self.type == 'BigKey'
@property
def map(self) -> bool:
return self.type == 'Map'
@property
def compass(self) -> bool:
return self.type == 'Compass'
@property
def dungeon_item(self) -> Optional[str]:
if self.game == "A Link to the Past" and self.type in {"SmallKey", "BigKey", "Map", "Compass"}:
return self.type
@property
def shuffled_dungeon_item(self) -> bool:
dungeon_item_type = self.dungeon_item
if dungeon_item_type:
return {"SmallKey" : self.world.keyshuffle,
"BigKey": self.world.bigkeyshuffle,
"Map": self.world.mapshuffle,
"Compass": self.world.compassshuffle}[dungeon_item_type][self.player]
return False
@property
def locked_dungeon_item(self) -> bool:
dungeon_item_type = self.dungeon_item
if dungeon_item_type:
return not {"SmallKey" : self.world.keyshuffle,
"BigKey": self.world.bigkeyshuffle,
"Map": self.world.mapshuffle,
"Compass": self.world.compassshuffle}[dungeon_item_type][self.player]
return False
def __repr__(self):
return self.__str__()