from BaseClasses import CollectionState 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_fight, can_reach_orbs_level def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion: multiworld = world.multiworld options = world.options player = world.player main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 128) main_area.add_cell_locations([18, 21, 22]) # These scout fly boxes can be broken by running with freely accessible blue eco. # The 3 clusters by the Flut Flut egg can go surprisingly far. main_area.add_fly_locations([327700, 20, 65556, 262164]) # This scout fly box can be broken with the locked blue eco vent, or by normal combat tricks. main_area.add_fly_locations([393236], access_rule=lambda state: state.has("Blue Eco Switch", player) or can_free_scout_flies(state, player)) # No need for the blue eco vent for either of the orb caches. main_area.add_cache_locations([12634, 12635]) pelican = JakAndDaxterRegion("Pelican", player, multiworld, level_name, 0) pelican.add_cell_locations([16], access_rule=lambda state: can_fight(state, player)) # Only these specific attacks can push the flut flut egg off the cliff. flut_flut_egg = JakAndDaxterRegion("Flut Flut Egg", player, multiworld, level_name, 0) flut_flut_egg.add_cell_locations([17], access_rule=lambda state: state.has_any(("Punch", "Kick", "Jump Kick"), player)) flut_flut_egg.add_special_locations([17], access_rule=lambda state: state.has_any(("Punch", "Kick", "Jump Kick"), player)) eco_harvesters = JakAndDaxterRegion("Eco Harvesters", player, multiworld, level_name, 0) eco_harvesters.add_cell_locations([15], access_rule=lambda state: can_fight(state, player)) green_ridge = JakAndDaxterRegion("Ridge Near Green Vents", player, multiworld, level_name, 5) green_ridge.add_fly_locations([131092], access_rule=lambda state: can_free_scout_flies(state, player)) blue_ridge = JakAndDaxterRegion("Ridge Near Blue Vent", player, multiworld, level_name, 5) blue_ridge.add_fly_locations([196628], access_rule=lambda state: state.has("Blue Eco Switch", player) or can_free_scout_flies(state, player)) cannon_tower = JakAndDaxterRegion("Cannon Tower", player, multiworld, level_name, 12) cannon_tower.add_cell_locations([19], access_rule=lambda state: can_fight(state, player)) main_area.connect(pelican) # Swim and jump. main_area.connect(flut_flut_egg) # Run and jump. main_area.connect(eco_harvesters) # Run. # We need a helper function for the uppercut logs. def can_uppercut_and_jump_logs(state: CollectionState, p: int) -> bool: return (state.has_any(("Double Jump", "Jump Kick"), p) and (state.has_all(("Crouch", "Crouch Uppercut"), p) or state.has_all(("Punch", "Punch Uppercut"), p))) # If you have double jump or crouch jump, you don't need the logs to reach this place. main_area.connect(green_ridge, rule=lambda state: state.has("Double Jump", player) or state.has_all(("Crouch", "Crouch Jump"), player) or can_uppercut_and_jump_logs(state, player)) # If you have the blue eco jump pad, you don't need the logs to reach this place. main_area.connect(blue_ridge, rule=lambda state: state.has("Blue Eco Switch", player) or can_uppercut_and_jump_logs(state, player)) main_area.connect(cannon_tower, rule=lambda state: state.has("Blue Eco Switch", player)) # All these can go back to main_area immediately. pelican.connect(main_area) flut_flut_egg.connect(main_area) eco_harvesters.connect(main_area) green_ridge.connect(main_area) blue_ridge.connect(main_area) cannon_tower.connect(main_area) world.level_to_regions[level_name].append(main_area) world.level_to_regions[level_name].append(pelican) world.level_to_regions[level_name].append(flut_flut_egg) world.level_to_regions[level_name].append(eco_harvesters) world.level_to_regions[level_name].append(green_ridge) world.level_to_regions[level_name].append(blue_ridge) world.level_to_regions[level_name].append(cannon_tower) # 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 = 150 // world.orb_bundle_size for bundle_index in range(bundle_count): amount = world.orb_bundle_size * (bundle_index + 1) orbs.add_orb_locations(2, 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