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 from ..locs import scout_locations as scouts def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion: multiworld = world.multiworld options = world.options player = world.player # No area is inaccessible in VC even with only running and jumping. main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 50) main_area.add_cell_locations([96], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None)) main_area.add_cell_locations([97], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, 96)) main_area.add_cell_locations([98], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, 97)) main_area.add_cell_locations([99], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, 98)) main_area.add_cell_locations([100], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None)) main_area.add_cell_locations([101], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, 100)) # Hidden Power Cell: you can carry yellow eco from Spider Cave just by running and jumping # and using your Goggles to shoot the box (you do not need Punch to shoot from FP mode). main_area.add_cell_locations([74]) # No blue eco sources in this area, all boxes must be broken by hand (yellow eco can't be carried far enough). main_area.add_fly_locations(scouts.locVC_scoutTable.keys(), access_rule=lambda state: can_free_scout_flies(state, player)) # Approach the gondola to get this check. main_area.add_special_locations([105]) world.level_to_regions[level_name].append(main_area) # 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(11, 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 main_area