from .region_base import JakAndDaxterRegion from ..options import EnableOrbsanity from typing import TYPE_CHECKING if TYPE_CHECKING: from .. import JakAndDaxterWorld from ..rules import can_free_scout_flies, can_reach_orbs_level def build_regions(level_name: str, world: "JakAndDaxterWorld") -> tuple[JakAndDaxterRegion, ...]: multiworld = world.multiworld options = world.options player = world.player # This includes most of the area surrounding LPC as well, for orb_count purposes. You can swim and single jump. main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 23) main_area.add_cell_locations([31], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None)) main_area.add_cell_locations([32], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None)) main_area.add_cell_locations([33], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None)) main_area.add_cell_locations([34], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None)) main_area.add_cell_locations([35], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, 34)) # These 2 scout fly boxes can be broken by running with nearby blue eco. main_area.add_fly_locations([196684, 262220]) main_area.add_fly_locations([76, 131148, 65612, 327756], access_rule=lambda state: can_free_scout_flies(state, player)) # Warrior Pontoon check. You just talk to him and get his introduction. main_area.add_special_locations([33]) orb_cache = JakAndDaxterRegion("Orb Cache", player, multiworld, level_name, 20) # You need roll jump to be able to reach this before the blue eco runs out. orb_cache.add_cache_locations([10945], access_rule=lambda state: state.has_all(("Roll", "Roll Jump"), player)) # Fly here can be gotten with Yellow Eco from Boggy, goggles, and no extra movement options (see fly ID 43). pontoon_bridge = JakAndDaxterRegion("Pontoon Bridge", player, multiworld, level_name, 7) pontoon_bridge.add_fly_locations([393292]) klaww_cliff = JakAndDaxterRegion("Klaww's Cliff", player, multiworld, level_name, 0) main_area.connect(orb_cache, rule=lambda state: state.has_all(("Roll", "Roll Jump"), player)) main_area.connect(pontoon_bridge, rule=lambda state: state.has("Warrior's Pontoons", player)) orb_cache.connect(main_area) pontoon_bridge.connect(main_area, rule=lambda state: state.has("Warrior's Pontoons", player)) pontoon_bridge.connect(klaww_cliff, rule=lambda state: state.has("Double Jump", player) or state.has_all(("Crouch", "Crouch Jump"), player) or state.has_all(("Crouch", "Crouch Uppercut", "Jump Kick"), player)) klaww_cliff.connect(pontoon_bridge) # Just jump back down. world.level_to_regions[level_name].append(main_area) world.level_to_regions[level_name].append(orb_cache) world.level_to_regions[level_name].append(pontoon_bridge) world.level_to_regions[level_name].append(klaww_cliff) # If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always # accessible to Main Area. The Locations within are automatically checked when you collect enough orbs. if options.enable_orbsanity == EnableOrbsanity.option_per_level: orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name) bundle_count = 50 // world.orb_bundle_size for bundle_index in range(bundle_count): amount = world.orb_bundle_size * (bundle_index + 1) orbs.add_orb_locations(6, bundle_index, access_rule=lambda state, level=level_name, orb_amount=amount: can_reach_orbs_level(state, player, world, level, orb_amount)) multiworld.regions.append(orbs) main_area.connect(orbs) # Return klaww_cliff required for inter-level connections. return main_area, pontoon_bridge, klaww_cliff