* Add cccharles world to AP > The logic has been tested, the game can be completed > The logic is simple and it does not take into account options ! The documentations are a work in progress * Update documentations > Redacted French and English Setup Guides > Redacted French and English Game Pages * Handling PR#5287 remarks > Revert unexpected changes on .run\Archipelago Unittests.run.xml (base Archipelago file) > Fixed typo "querty" -> "qwerty" in fr and eng Game Pages > Adding "Game page in other languages" section to eng Game Page documentation > Improved Steam path in fr and eng Setup Guides * Handled PR remarks + fixes > Added get_filler_item_name() to remove warnings > Fixed irrelevant links for documentations > Used the Player Options page instead of the default YAML on GitHub > Reworded all locations to make them simple and clear > Split some locations that can be linked with an entrance rule > Reworked all options > Updated regions according to locations > Replaced unnecessary rules by rules on entrances * Empty Options.py Only the base options are handled yet, "work in progress" features removed. * Handled PR remark > Fixed specific UT name * Handled PR remarks > UT updated by replacing depreciated features * Add start_inventory_from_pool as option This start_inventory_from_pool option is like regular start inventory but it takes items from the pool and replaces them with fillers Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Handled PR remarks > Mainly fixed editorial and minor issues without impact on UT results (still passed) * Update the guides according to releases > Updated the depreciated guides because the may to release the Mod has been changed > Removed the fixed issues from 'Known Issues' > Add the "Mod Download" section to simplify the others sections. * Handled PR remark > base_id reduced to ensure it fits to signed int (32 bits) in case of future AP improvements * Handled PR remarks > Set topology_present to False because unnecessary > Added an exception in case of unknown item instead of using filler classification > Fixed an issue that caused the "Bug Spray" to be considered as filler > Reworked the test_claire_breakers() test to ensure the lighthouse mission can only be finished if at least 4 breakers are collected * Added Choo-Choo Charles to README.md * CCCharles: Added rules to win > The victory could be accessed from sphere 1, this is now fixed by adding the following items as requirements: - Temple Key - Green Egg - Blue Egg - Red Egg --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com>
291 lines
14 KiB
Python
291 lines
14 KiB
Python
from BaseClasses import MultiWorld, Region, ItemClassification
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from .Items import CCCharlesItem
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from .Options import CCCharlesOptions
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from .Locations import (
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CCCharlesLocation, loc_start_camp, loc_tony_tiddle_mission, loc_barn, loc_candice_mission, \
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loc_tutorial_house, loc_swamp_edges, loc_swamp_mission, loc_junkyard_area, loc_south_house, \
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loc_junkyard_shed, loc_military_base, loc_south_mine_outside, loc_south_mine_inside, \
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loc_middle_station, loc_canyon, loc_watchtower, loc_boulder_field, loc_haunted_house, \
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loc_santiago_house, loc_port, loc_trench_house, loc_doll_woods, loc_lost_stairs, loc_east_house, \
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loc_rockets_testing_ground, loc_rockets_testing_bunker, loc_workshop, loc_east_tower, \
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loc_lighthouse, loc_north_mine_outside, loc_north_mine_inside, loc_wood_bridge, loc_museum, \
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loc_barbed_shelter, loc_west_beach, loc_church, loc_west_cottage, loc_caravan, loc_trailer_cabin, \
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loc_towers, loc_north_beach, loc_mine_shaft, loc_mob_camp, loc_mob_camp_locked_room, \
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loc_mine_elevator_exit, loc_mountain_ruin_outside, loc_mountain_ruin_inside, loc_prism_temple, \
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loc_pickle_val, loc_shrine_near_temple, loc_morse_bunker
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)
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def create_regions(world: MultiWorld, options: CCCharlesOptions, player: int) -> None:
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menu_region = Region("Menu", player, world, "Aranearum")
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world.regions.append(menu_region)
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start_camp_region = Region("Start Camp", player, world)
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start_camp_region.add_locations(loc_start_camp, CCCharlesLocation)
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world.regions.append(start_camp_region)
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tony_tiddle_mission_region = Region("Tony Tiddle Mission", player, world)
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tony_tiddle_mission_region.add_locations(loc_tony_tiddle_mission, CCCharlesLocation)
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world.regions.append(tony_tiddle_mission_region)
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barn_region = Region("Barn", player, world)
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barn_region.add_locations(loc_barn, CCCharlesLocation)
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world.regions.append(barn_region)
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candice_mission_region = Region("Candice Mission", player, world)
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candice_mission_region.add_locations(loc_candice_mission, CCCharlesLocation)
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world.regions.append(candice_mission_region)
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tutorial_house_region = Region("Tutorial House", player, world)
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tutorial_house_region.add_locations(loc_tutorial_house, CCCharlesLocation)
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world.regions.append(tutorial_house_region)
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swamp_edges_region = Region("Swamp Edges", player, world)
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swamp_edges_region.add_locations(loc_swamp_edges, CCCharlesLocation)
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world.regions.append(swamp_edges_region)
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swamp_mission_region = Region("Swamp Mission", player, world)
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swamp_mission_region.add_locations(loc_swamp_mission, CCCharlesLocation)
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world.regions.append(swamp_mission_region)
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junkyard_area_region = Region("Junkyard Area", player, world)
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junkyard_area_region.add_locations(loc_junkyard_area, CCCharlesLocation)
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world.regions.append(junkyard_area_region)
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south_house_region = Region("South House", player, world)
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south_house_region.add_locations(loc_south_house, CCCharlesLocation)
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world.regions.append(south_house_region)
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junkyard_shed_region = Region("Junkyard Shed", player, world)
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junkyard_shed_region.add_locations(loc_junkyard_shed, CCCharlesLocation)
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world.regions.append(junkyard_shed_region)
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military_base_region = Region("Military Base", player, world)
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military_base_region.add_locations(loc_military_base, CCCharlesLocation)
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world.regions.append(military_base_region)
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south_mine_outside_region = Region("South Mine Outside", player, world)
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south_mine_outside_region.add_locations(loc_south_mine_outside, CCCharlesLocation)
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world.regions.append(south_mine_outside_region)
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south_mine_inside_region = Region("South Mine Inside", player, world)
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south_mine_inside_region.add_locations(loc_south_mine_inside, CCCharlesLocation)
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world.regions.append(south_mine_inside_region)
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middle_station_region = Region("Middle Station", player, world)
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middle_station_region.add_locations(loc_middle_station, CCCharlesLocation)
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world.regions.append(middle_station_region)
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canyon_region = Region("Canyon", player, world)
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canyon_region.add_locations(loc_canyon, CCCharlesLocation)
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world.regions.append(canyon_region)
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watchtower_region = Region("Watchtower", player, world)
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watchtower_region.add_locations(loc_watchtower, CCCharlesLocation)
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world.regions.append(watchtower_region)
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boulder_field_region = Region("Boulder Field", player, world)
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boulder_field_region.add_locations(loc_boulder_field, CCCharlesLocation)
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world.regions.append(boulder_field_region)
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haunted_house_region = Region("Haunted House", player, world)
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haunted_house_region.add_locations(loc_haunted_house, CCCharlesLocation)
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world.regions.append(haunted_house_region)
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santiago_house_region = Region("Santiago House", player, world)
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santiago_house_region.add_locations(loc_santiago_house, CCCharlesLocation)
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world.regions.append(santiago_house_region)
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port_region = Region("Port", player, world)
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port_region.add_locations(loc_port, CCCharlesLocation)
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world.regions.append(port_region)
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trench_house_region = Region("Trench House", player, world)
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trench_house_region.add_locations(loc_trench_house, CCCharlesLocation)
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world.regions.append(trench_house_region)
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doll_woods_region = Region("Doll Woods", player, world)
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doll_woods_region.add_locations(loc_doll_woods, CCCharlesLocation)
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world.regions.append(doll_woods_region)
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lost_stairs_region = Region("Lost Stairs", player, world)
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lost_stairs_region.add_locations(loc_lost_stairs, CCCharlesLocation)
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world.regions.append(lost_stairs_region)
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east_house_region = Region("East House", player, world)
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east_house_region.add_locations(loc_east_house, CCCharlesLocation)
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world.regions.append(east_house_region)
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rockets_testing_ground_region = Region("Rockets Testing Ground", player, world)
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rockets_testing_ground_region.add_locations(loc_rockets_testing_ground, CCCharlesLocation)
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world.regions.append(rockets_testing_ground_region)
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rockets_testing_bunker_region = Region("Rockets Testing Bunker", player, world)
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rockets_testing_bunker_region.add_locations(loc_rockets_testing_bunker, CCCharlesLocation)
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world.regions.append(rockets_testing_bunker_region)
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workshop_region = Region("Workshop", player, world)
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workshop_region.add_locations(loc_workshop, CCCharlesLocation)
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world.regions.append(workshop_region)
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east_tower_region = Region("East Tower", player, world)
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east_tower_region.add_locations(loc_east_tower, CCCharlesLocation)
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world.regions.append(east_tower_region)
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lighthouse_region = Region("Lighthouse", player, world)
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lighthouse_region.add_locations(loc_lighthouse, CCCharlesLocation)
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world.regions.append(lighthouse_region)
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north_mine_outside_region = Region("North Mine Outside", player, world)
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north_mine_outside_region.add_locations(loc_north_mine_outside, CCCharlesLocation)
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world.regions.append(north_mine_outside_region)
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north_mine_inside_region = Region("North Mine Inside", player, world)
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north_mine_inside_region.add_locations(loc_north_mine_inside, CCCharlesLocation)
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world.regions.append(north_mine_inside_region)
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wood_bridge_region = Region("Wood Bridge", player, world)
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wood_bridge_region.add_locations(loc_wood_bridge, CCCharlesLocation)
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world.regions.append(wood_bridge_region)
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museum_region = Region("Museum", player, world)
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museum_region.add_locations(loc_museum, CCCharlesLocation)
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world.regions.append(museum_region)
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barbed_shelter_region = Region("Barbed Shelter", player, world)
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barbed_shelter_region.add_locations(loc_barbed_shelter, CCCharlesLocation)
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world.regions.append(barbed_shelter_region)
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west_beach_region = Region("West Beach", player, world)
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west_beach_region.add_locations(loc_west_beach, CCCharlesLocation)
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world.regions.append(west_beach_region)
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church_region = Region("Church", player, world)
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church_region.add_locations(loc_church, CCCharlesLocation)
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world.regions.append(church_region)
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west_cottage_region = Region("West Cottage", player, world)
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west_cottage_region.add_locations(loc_west_cottage, CCCharlesLocation)
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world.regions.append(west_cottage_region)
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caravan_region = Region("Caravan", player, world)
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caravan_region.add_locations(loc_caravan, CCCharlesLocation)
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world.regions.append(caravan_region)
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trailer_cabin_region = Region("Trailer Cabin", player, world)
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trailer_cabin_region.add_locations(loc_trailer_cabin, CCCharlesLocation)
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world.regions.append(trailer_cabin_region)
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towers_region = Region("Towers", player, world)
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towers_region.add_locations(loc_towers, CCCharlesLocation)
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world.regions.append(towers_region)
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north_beach_region = Region("North beach", player, world)
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north_beach_region.add_locations(loc_north_beach, CCCharlesLocation)
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world.regions.append(north_beach_region)
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mine_shaft_region = Region("Mine Shaft", player, world)
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mine_shaft_region.add_locations(loc_mine_shaft, CCCharlesLocation)
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world.regions.append(mine_shaft_region)
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mob_camp_region = Region("Mob Camp", player, world)
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mob_camp_region.add_locations(loc_mob_camp, CCCharlesLocation)
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world.regions.append(mob_camp_region)
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mob_camp_locked_room_region = Region("Mob Camp Locked Room", player, world)
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mob_camp_locked_room_region.add_locations(loc_mob_camp_locked_room, CCCharlesLocation)
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world.regions.append(mob_camp_locked_room_region)
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mine_elevator_exit_region = Region("Mine Elevator Exit", player, world)
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mine_elevator_exit_region.add_locations(loc_mine_elevator_exit, CCCharlesLocation)
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world.regions.append(mine_elevator_exit_region)
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mountain_ruin_outside_region = Region("Mountain Ruin Outside", player, world)
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mountain_ruin_outside_region.add_locations(loc_mountain_ruin_outside, CCCharlesLocation)
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world.regions.append(mountain_ruin_outside_region)
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mountain_ruin_inside_region = Region("Mountain Ruin Inside", player, world)
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mountain_ruin_inside_region.add_locations(loc_mountain_ruin_inside, CCCharlesLocation)
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world.regions.append(mountain_ruin_inside_region)
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prism_temple_region = Region("Prism Temple", player, world)
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prism_temple_region.add_locations(loc_prism_temple, CCCharlesLocation)
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world.regions.append(prism_temple_region)
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pickle_val_region = Region("Pickle Val", player, world)
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pickle_val_region.add_locations(loc_pickle_val, CCCharlesLocation)
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world.regions.append(pickle_val_region)
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shrine_near_temple_region = Region("Shrine Near Temple", player, world)
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shrine_near_temple_region.add_locations(loc_shrine_near_temple, CCCharlesLocation)
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world.regions.append(shrine_near_temple_region)
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morse_bunker_region = Region("Morse Bunker", player, world)
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morse_bunker_region.add_locations(loc_morse_bunker, CCCharlesLocation)
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world.regions.append(morse_bunker_region)
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# Place "Victory" event at "Final Boss" location
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loc_final_boss = CCCharlesLocation(player, "Final Boss", None, prism_temple_region)
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loc_final_boss.place_locked_item(CCCharlesItem("Victory", ItemClassification.progression, None, player))
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prism_temple_region.locations.append(loc_final_boss)
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# Connect the Regions by named Entrances that must have access Rules
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menu_region.connect(start_camp_region)
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menu_region.connect(tony_tiddle_mission_region)
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menu_region.connect(barn_region)
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tony_tiddle_mission_region.connect(barn_region, "Barn Door")
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menu_region.connect(candice_mission_region)
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menu_region.connect(tutorial_house_region)
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candice_mission_region.connect(tutorial_house_region, "Tutorial House Door")
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menu_region.connect(swamp_edges_region)
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menu_region.connect(swamp_mission_region)
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menu_region.connect(junkyard_area_region)
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menu_region.connect(south_house_region)
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menu_region.connect(junkyard_shed_region)
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menu_region.connect(military_base_region)
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menu_region.connect(south_mine_outside_region)
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menu_region.connect(south_mine_inside_region)
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south_mine_outside_region.connect(south_mine_inside_region, "South Mine Gate")
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menu_region.connect(middle_station_region)
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menu_region.connect(canyon_region)
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menu_region.connect(watchtower_region)
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menu_region.connect(boulder_field_region)
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menu_region.connect(haunted_house_region)
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menu_region.connect(santiago_house_region)
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menu_region.connect(port_region)
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menu_region.connect(trench_house_region)
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menu_region.connect(doll_woods_region)
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menu_region.connect(lost_stairs_region)
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menu_region.connect(east_house_region)
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menu_region.connect(rockets_testing_ground_region)
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menu_region.connect(rockets_testing_bunker_region)
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rockets_testing_ground_region.connect(rockets_testing_bunker_region, "Stuck Bunker Door")
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menu_region.connect(workshop_region)
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menu_region.connect(east_tower_region)
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menu_region.connect(lighthouse_region)
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menu_region.connect(north_mine_outside_region)
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menu_region.connect(north_mine_inside_region)
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north_mine_outside_region.connect(north_mine_inside_region, "North Mine Gate")
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menu_region.connect(wood_bridge_region)
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menu_region.connect(museum_region)
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menu_region.connect(barbed_shelter_region)
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menu_region.connect(west_beach_region)
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menu_region.connect(church_region)
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menu_region.connect(west_cottage_region)
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menu_region.connect(caravan_region)
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menu_region.connect(trailer_cabin_region)
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menu_region.connect(towers_region)
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menu_region.connect(north_beach_region)
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menu_region.connect(mine_shaft_region)
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menu_region.connect(mob_camp_region)
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menu_region.connect(mob_camp_locked_room_region)
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mob_camp_region.connect(mob_camp_locked_room_region, "Mob Camp Locked Door")
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menu_region.connect(mine_elevator_exit_region)
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menu_region.connect(mountain_ruin_outside_region)
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menu_region.connect(mountain_ruin_inside_region)
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mountain_ruin_outside_region.connect(mountain_ruin_inside_region, "Mountain Ruin Gate")
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menu_region.connect(prism_temple_region)
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menu_region.connect(pickle_val_region)
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menu_region.connect(shrine_near_temple_region)
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menu_region.connect(morse_bunker_region)
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