Files
Grinch-AP/worlds/jakanddaxter/regions.py
massimilianodelliubaldini d19bf98dc4 Jak and Daxter: Post-merge Polish (#5031)
- Cleans up a few missed references in the setup guide.
- Refactors Options class to use metaclass and decorators to enforce friendly limits on multiple levels.    
  - Templates generated from the website, even ones with `random` should not fail generation because the website will only allow values inside the friendly limits. 
  - _Uploaded_ yamls to the website with `random`, should also now respect friendly limits without the need for `random-range` shenanigans.
  - _Uploaded_ yamls to the website, or yamls that are used to generate locally, that have hard-defined values outside the friendly limits, will be clamped/dragged/massaged into those limits (with logged warnings).
- Removed an early completion goal that was playing havoc with fill. Not enough people seem to use this goal, so its loss will not be mourned.
2025-05-30 16:31:00 +02:00

133 lines
7.0 KiB
Python

import typing
from Options import OptionError
from .items import item_table
from .options import EnableOrbsanity, CompletionCondition
from .rules import can_reach_orbs_global
from .locs import cell_locations as cells, scout_locations as scouts
from .regs import (geyser_rock_regions as geyser_rock,
sandover_village_regions as sandover_village,
forbidden_jungle_regions as forbidden_jungle,
sentinel_beach_regions as sentinel_beach,
misty_island_regions as misty_island,
fire_canyon_regions as fire_canyon,
rock_village_regions as rock_village,
precursor_basin_regions as precursor_basin,
lost_precursor_city_regions as lost_precursor_city,
boggy_swamp_regions as boggy_swamp,
mountain_pass_regions as mountain_pass,
volcanic_crater_regions as volcanic_crater,
spider_cave_regions as spider_cave,
snowy_mountain_regions as snowy_mountain,
lava_tube_regions as lava_tube,
gol_and_maias_citadel_regions as gol_and_maias_citadel)
from .regs.region_base import JakAndDaxterRegion
if typing.TYPE_CHECKING:
from . import JakAndDaxterWorld
def create_regions(world: "JakAndDaxterWorld"):
multiworld = world.multiworld
options = world.options
player = world.player
# Always start with Menu.
menu = JakAndDaxterRegion("Menu", player, multiworld)
multiworld.regions.append(menu)
# Build the special "Free 7 Scout Flies" Region. This is a virtual region always accessible to Menu.
# The Locations within are automatically checked when you receive the 7th scout fly for the corresponding cell.
free7 = JakAndDaxterRegion("'Free 7 Scout Flies' Power Cells", player, multiworld)
free7.add_cell_locations(cells.loc7SF_cellTable.keys())
for scout_fly_cell in free7.locations:
# Translate from Cell AP ID to Scout AP ID using game ID as an intermediary.
scout_fly_id = scouts.to_ap_id(cells.to_game_id(typing.cast(int, scout_fly_cell.address)))
scout_fly_cell.access_rule = lambda state, flies=scout_fly_id: state.has(item_table[flies], player, 7)
multiworld.regions.append(free7)
menu.connect(free7)
# If Global Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
# accessible to Menu. The Locations within are automatically checked when you collect enough orbs.
if options.enable_orbsanity == EnableOrbsanity.option_global:
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld)
bundle_count = 2000 // world.orb_bundle_size
for bundle_index in range(bundle_count):
# Unlike Per-Level Orbsanity, Global Orbsanity Locations always have a level_index of 16.
amount = world.orb_bundle_size * (bundle_index + 1)
orbs.add_orb_locations(16,
bundle_index,
access_rule=lambda state, orb_amount=amount:
can_reach_orbs_global(state, player, world, orb_amount))
multiworld.regions.append(orbs)
menu.connect(orbs)
# Build all regions. Include their intra-connecting Rules, their Locations, and their Location access rules.
gr = geyser_rock.build_regions("Geyser Rock", world)
sv = sandover_village.build_regions("Sandover Village", world)
fj, fjp = forbidden_jungle.build_regions("Forbidden Jungle", world)
sb = sentinel_beach.build_regions("Sentinel Beach", world)
mi = misty_island.build_regions("Misty Island", world)
fc = fire_canyon.build_regions("Fire Canyon", world)
rv, rvp, rvc = rock_village.build_regions("Rock Village", world)
pb = precursor_basin.build_regions("Precursor Basin", world)
lpc = lost_precursor_city.build_regions("Lost Precursor City", world)
bs = boggy_swamp.build_regions("Boggy Swamp", world)
mp, mpr = mountain_pass.build_regions("Mountain Pass", world)
vc = volcanic_crater.build_regions("Volcanic Crater", world)
sc = spider_cave.build_regions("Spider Cave", world)
sm = snowy_mountain.build_regions("Snowy Mountain", world)
lt = lava_tube.build_regions("Lava Tube", world)
gmc, fb, fd = gol_and_maias_citadel.build_regions("Gol and Maia's Citadel", world)
# Configurable counts of cells for connector levels.
fc_count = options.fire_canyon_cell_count.value
mp_count = options.mountain_pass_cell_count.value
lt_count = options.lava_tube_cell_count.value
# Define the interconnecting rules.
menu.connect(gr)
gr.connect(sv) # Geyser Rock modified to let you leave at any time.
sv.connect(fj)
sv.connect(sb)
sv.connect(mi, rule=lambda state: state.has("Fisherman's Boat", player))
sv.connect(fc, rule=lambda state: state.has("Power Cell", player, fc_count)) # Normally 20.
fc.connect(rv)
rv.connect(pb)
rv.connect(lpc)
rvp.connect(bs) # rv->rvp/rvc connections defined internally by RockVillageRegions.
rvc.connect(mp, rule=lambda state: state.has("Power Cell", player, mp_count)) # Normally 45.
mpr.connect(vc) # mp->mpr connection defined internally by MountainPassRegions.
vc.connect(sc)
vc.connect(sm, rule=lambda state: state.has("Snowy Mountain Gondola", player))
vc.connect(lt, rule=lambda state: state.has("Power Cell", player, lt_count)) # Normally 72.
lt.connect(gmc) # gmc->fb connection defined internally by GolAndMaiasCitadelRegions.
# Set the completion condition.
if options.jak_completion_condition == CompletionCondition.option_cross_fire_canyon:
multiworld.completion_condition[player] = lambda state: state.can_reach(rv, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_cross_mountain_pass:
multiworld.completion_condition[player] = lambda state: state.can_reach(vc, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_cross_lava_tube:
multiworld.completion_condition[player] = lambda state: state.can_reach(gmc, "Region", player)
# elif options.jak_completion_condition == CompletionCondition.option_defeat_dark_eco_plant:
# multiworld.completion_condition[player] = lambda state: state.can_reach(fjp, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_defeat_klaww:
multiworld.completion_condition[player] = lambda state: state.can_reach(mp, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_defeat_gol_and_maia:
multiworld.completion_condition[player] = lambda state: state.can_reach(fb, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_open_100_cell_door:
multiworld.completion_condition[player] = lambda state: state.can_reach(fd, "Region", player)
else:
raise OptionError(f"{world.player_name}: Unknown completion goal ID "
f"({options.jak_completion_condition.value}).")