from typing import TYPE_CHECKING, List, Tuple from BaseClasses import CollectionState from .ItemData import CivVIBoostData from .Items import format_item_name from .Data import get_boosts_data, get_progressive_districts_data from .Enum import CivVICheckType from .ProgressiveDistricts import convert_item_to_progressive_item from worlds.generic.Rules import forbid_item, set_rule if TYPE_CHECKING: from . import CivVIWorld def generate_requirements_for_boosts( world: "CivVIWorld", boost_data: CivVIBoostData ) -> Tuple[List[str], List[Tuple[str, int]]]: required_non_progressive_items: List[str] = [] required_progressive_item_counts: List[Tuple[str, int]] = [] for item in boost_data.Prereq: progressive_item_name = convert_item_to_progressive_item(item) if ( world.options.progression_style != "none" and "PROGRESSIVE" in progressive_item_name ): required_progressive_item_counts.append( ( format_item_name(progressive_item_name), get_progressive_districts_data()[progressive_item_name].index(item) + 1, ) ) else: ap_item_name = world.item_by_civ_name[item] required_non_progressive_items.append(ap_item_name) return required_non_progressive_items, required_progressive_item_counts def create_boost_rules(world: "CivVIWorld"): boost_data_list = get_boosts_data() boost_locations = [ location for location in world.location_table.values() if location.location_type == CivVICheckType.BOOST ] for location in boost_locations: boost_data = next( (boost for boost in boost_data_list if boost.Type == location.name), None ) world_location = world.get_location(location.name) forbid_item(world_location, "Progressive Era", world.player) if boost_data and boost_data.PrereqRequiredCount > 0: required_non_progressive_items, required_progressive_item_counts = ( generate_requirements_for_boosts(world, boost_data) ) if world.options.progression_style != "none": set_rule( world_location, lambda state, non_progressive_prereqs=required_non_progressive_items, progressive_prereq_counts=required_progressive_item_counts, required_count=boost_data.PrereqRequiredCount: has_required_items_progressive( state, non_progressive_prereqs, progressive_prereq_counts, required_count, world, ), ) else: set_rule( world_location, lambda state, prereqs=required_non_progressive_items, required_count=boost_data.PrereqRequiredCount: has_required_items_non_progressive( state, prereqs, required_count, world ), ) def has_required_items_progressive( state: CollectionState, non_progressive_prereqs: List[str], progressive_prereq_counts: List[Tuple[str, int]], required_count: int, world: "CivVIWorld", ) -> bool: collected_count = 0 for item, count in progressive_prereq_counts: if state.has(item, world.player, count): collected_count += 1 # early out if we've already gotten enough if collected_count >= required_count: return True for item in non_progressive_prereqs: if state.has(item, world.player): collected_count += 1 # early out if we've already gotten enough if collected_count >= required_count: return True return False def has_required_items_non_progressive( state: CollectionState, prereqs: List[str], required_count: int, world: "CivVIWorld" ) -> bool: return state.has_from_list_unique( prereqs, world.player, required_count, )