Files
Grinch-AP/worlds/stardew_valley/regions.py
Aaron Wagener 7193182294 Core: move option results to the World class instead of MultiWorld (#993)
🤞 

* map option objects to a `World.options` dict

* convert RoR2 to options dict system for testing

* add temp behavior for lttp with notes

* copy/paste bad

* convert `set_default_common_options` to a namespace property

* reorganize test call order

* have fill_restrictive use the new options system

* update world api

* update soe tests

* fix world api

* core: auto initialize a dataclass on the World class with the option results

* core: auto initialize a dataclass on the World class with the option results: small tying improvement

* add `as_dict` method to the options dataclass

* fix namespace issues with tests

* have current option updates use `.value` instead of changing the option

* update ror2 to use the new options system again

* revert the junk pool dict since it's cased differently

* fix begin_with_loop typo

* write new and old options to spoiler

* change factorio option behavior back

* fix comparisons

* move common and per_game_common options to new system

* core: automatically create missing options_dataclass from legacy option_definitions

* remove spoiler special casing and add back the Factorio option changing but in new system

* give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly

* reimplement `inspect.get_annotations`

* move option info generation for webhost to new system

* need to include Common and PerGame common since __annotations__ doesn't include super

* use get_type_hints for the options dictionary

* typing.get_type_hints returns the bases too.

* forgot to sweep through generate

* sweep through all the tests

* swap to a metaclass property

* move remaining usages from get_type_hints to metaclass property

* move remaining usages from __annotations__ to metaclass property

* move remaining usages from legacy dictionaries to metaclass property

* remove legacy dictionaries

* cache the metaclass property

* clarify inheritance in world api

* move the messenger to new options system

* add an assert for my dumb

* update the doc

* rename o to options

* missed a spot

* update new messenger options

* comment spacing

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* fix tests

* fix missing import

* make the documentation definition more accurate

* use options system for loc creation

* type cast MessengerWorld

* fix typo and use quotes for cast

* LTTP: set random seed in tests

* ArchipIdle: remove change here as it's default on AutoWorld

* Stardew: Need to set state because `set_default_common_options` used to

* The Messenger: update shop rando and helpers to new system; optimize imports

* Add a kwarg to `as_dict` to do the casing for you

* RoR2: use new kwarg for less code

* RoR2: revert some accidental reverts

* The Messenger: remove an unnecessary variable

* remove TypeVar that isn't used

* CommonOptions not abstract

* Docs: fix mistake in options api.md

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* create options for item link worlds

* revert accidental doc removals

* Item Links: set default options on group

* change Zillion to new options dataclass

* remove unused parameter to function

* use TypeGuard for Literal narrowing

* move dlc quest to new api

* move overcooked 2 to new api

* fixed some missed code in oc2

* - Tried to be compliant with 993 (WIP?)

* - I think it all works now

* - Removed last trace of me touching core

* typo

* It now passes all tests!

* Improve options, fix all issues I hope

* - Fixed init options

* dlcquest: fix bad imports

* missed a file

* - Reduce code duplication

* add as_dict documentation

* - Use .items(), get option name more directly, fix slot data content

* - Remove generic options from the slot data

* improve slot data documentation

* remove `CommonOptions.get_value` (#21)

* better slot data description

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@yahoo.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
2023-10-10 22:30:20 +02:00

611 lines
38 KiB
Python

from random import Random
from typing import Iterable, Dict, Protocol, List, Tuple, Set
from BaseClasses import Region, Entrance
from .options import EntranceRandomization, ExcludeGingerIsland, Museumsanity
from .strings.entrance_names import Entrance
from .strings.region_names import Region
from .region_classes import RegionData, ConnectionData, RandomizationFlag
from .mods.mod_regions import ModDataList
class RegionFactory(Protocol):
def __call__(self, name: str, regions: Iterable[str]) -> Region:
raise NotImplementedError
vanilla_regions = [
RegionData(Region.menu, [Entrance.to_stardew_valley]),
RegionData(Region.stardew_valley, [Entrance.to_farmhouse]),
RegionData(Region.farm_house, [Entrance.farmhouse_to_farm, Entrance.downstairs_to_cellar]),
RegionData(Region.cellar),
RegionData(Region.farm,
[Entrance.farm_to_backwoods, Entrance.farm_to_bus_stop, Entrance.farm_to_forest,
Entrance.farm_to_farmcave, Entrance.enter_greenhouse,
Entrance.use_desert_obelisk, Entrance.use_island_obelisk]),
RegionData(Region.backwoods, [Entrance.backwoods_to_mountain]),
RegionData(Region.bus_stop,
[Entrance.bus_stop_to_town, Entrance.take_bus_to_desert, Entrance.bus_stop_to_tunnel_entrance]),
RegionData(Region.forest,
[Entrance.forest_to_town, Entrance.enter_secret_woods, Entrance.forest_to_wizard_tower,
Entrance.forest_to_marnie_ranch,
Entrance.forest_to_leah_cottage, Entrance.forest_to_sewer,
Entrance.buy_from_traveling_merchant]),
RegionData(Region.traveling_cart),
RegionData(Region.farm_cave),
RegionData(Region.greenhouse),
RegionData(Region.mountain,
[Entrance.mountain_to_railroad, Entrance.mountain_to_tent, Entrance.mountain_to_carpenter_shop,
Entrance.mountain_to_the_mines, Entrance.enter_quarry, Entrance.mountain_to_adventurer_guild,
Entrance.mountain_to_town, Entrance.mountain_to_maru_room,
Entrance.mountain_to_leo_treehouse]),
RegionData(Region.leo_treehouse),
RegionData(Region.maru_room),
RegionData(Region.tunnel_entrance, [Entrance.tunnel_entrance_to_bus_tunnel]),
RegionData(Region.bus_tunnel),
RegionData(Region.town,
[Entrance.town_to_community_center, Entrance.town_to_beach, Entrance.town_to_hospital,
Entrance.town_to_pierre_general_store, Entrance.town_to_saloon, Entrance.town_to_alex_house,
Entrance.town_to_trailer,
Entrance.town_to_mayor_manor,
Entrance.town_to_sam_house, Entrance.town_to_haley_house, Entrance.town_to_sewer,
Entrance.town_to_clint_blacksmith,
Entrance.town_to_museum,
Entrance.town_to_jojamart]),
RegionData(Region.beach,
[Entrance.beach_to_willy_fish_shop, Entrance.enter_elliott_house, Entrance.enter_tide_pools]),
RegionData(Region.railroad, [Entrance.enter_bathhouse_entrance, Entrance.enter_witch_warp_cave]),
RegionData(Region.ranch),
RegionData(Region.leah_house),
RegionData(Region.sewer, [Entrance.enter_mutant_bug_lair]),
RegionData(Region.mutant_bug_lair),
RegionData(Region.wizard_tower, [Entrance.enter_wizard_basement]),
RegionData(Region.wizard_basement),
RegionData(Region.tent),
RegionData(Region.carpenter, [Entrance.enter_sebastian_room]),
RegionData(Region.sebastian_room),
RegionData(Region.adventurer_guild),
RegionData(Region.community_center,
[Entrance.access_crafts_room, Entrance.access_pantry, Entrance.access_fish_tank,
Entrance.access_boiler_room, Entrance.access_bulletin_board, Entrance.access_vault]),
RegionData(Region.crafts_room),
RegionData(Region.pantry),
RegionData(Region.fish_tank),
RegionData(Region.boiler_room),
RegionData(Region.bulletin_board),
RegionData(Region.vault),
RegionData(Region.hospital, [Entrance.enter_harvey_room]),
RegionData(Region.harvey_room),
RegionData(Region.pierre_store, [Entrance.enter_sunroom]),
RegionData(Region.sunroom),
RegionData(Region.saloon, [Entrance.play_journey_of_the_prairie_king, Entrance.play_junimo_kart]),
RegionData(Region.alex_house),
RegionData(Region.trailer),
RegionData(Region.mayor_house),
RegionData(Region.sam_house),
RegionData(Region.haley_house),
RegionData(Region.blacksmith),
RegionData(Region.museum),
RegionData(Region.jojamart),
RegionData(Region.fish_shop, [Entrance.fish_shop_to_boat_tunnel]),
RegionData(Region.boat_tunnel, [Entrance.boat_to_ginger_island]),
RegionData(Region.elliott_house),
RegionData(Region.tide_pools),
RegionData(Region.bathhouse_entrance, [Entrance.enter_locker_room]),
RegionData(Region.locker_room, [Entrance.enter_public_bath]),
RegionData(Region.public_bath),
RegionData(Region.witch_warp_cave, [Entrance.enter_witch_swamp]),
RegionData(Region.witch_swamp, [Entrance.enter_witch_hut]),
RegionData(Region.witch_hut, [Entrance.witch_warp_to_wizard_basement]),
RegionData(Region.quarry, [Entrance.enter_quarry_mine_entrance]),
RegionData(Region.quarry_mine_entrance, [Entrance.enter_quarry_mine]),
RegionData(Region.quarry_mine),
RegionData(Region.secret_woods),
RegionData(Region.desert, [Entrance.enter_skull_cavern_entrance, Entrance.enter_oasis]),
RegionData(Region.oasis, [Entrance.enter_casino]),
RegionData(Region.casino),
RegionData(Region.skull_cavern_entrance, [Entrance.enter_skull_cavern]),
RegionData(Region.skull_cavern, [Entrance.mine_to_skull_cavern_floor_25, Entrance.mine_to_skull_cavern_floor_50,
Entrance.mine_to_skull_cavern_floor_75, Entrance.mine_to_skull_cavern_floor_100,
Entrance.mine_to_skull_cavern_floor_125, Entrance.mine_to_skull_cavern_floor_150,
Entrance.mine_to_skull_cavern_floor_175, Entrance.mine_to_skull_cavern_floor_200]),
RegionData(Region.skull_cavern_25),
RegionData(Region.skull_cavern_50),
RegionData(Region.skull_cavern_75),
RegionData(Region.skull_cavern_100),
RegionData(Region.skull_cavern_125),
RegionData(Region.skull_cavern_150),
RegionData(Region.skull_cavern_175),
RegionData(Region.skull_cavern_200),
RegionData(Region.island_south, [Entrance.island_south_to_west, Entrance.island_south_to_north,
Entrance.island_south_to_east, Entrance.island_south_to_southeast,
Entrance.use_island_resort,
Entrance.parrot_express_docks_to_volcano,
Entrance.parrot_express_docks_to_dig_site,
Entrance.parrot_express_docks_to_jungle]),
RegionData(Region.island_resort),
RegionData(Region.island_west,
[Entrance.island_west_to_islandfarmhouse, Entrance.island_west_to_gourmand_cave,
Entrance.island_west_to_crystals_cave, Entrance.island_west_to_shipwreck,
Entrance.island_west_to_qi_walnut_room, Entrance.use_farm_obelisk,
Entrance.parrot_express_jungle_to_docks, Entrance.parrot_express_jungle_to_dig_site,
Entrance.parrot_express_jungle_to_volcano]),
RegionData(Region.island_east, [Entrance.island_east_to_leo_hut, Entrance.island_east_to_island_shrine]),
RegionData(Region.island_shrine),
RegionData(Region.island_south_east, [Entrance.island_southeast_to_pirate_cove]),
RegionData(Region.island_north, [Entrance.talk_to_island_trader, Entrance.island_north_to_field_office,
Entrance.island_north_to_dig_site, Entrance.island_north_to_volcano,
Entrance.parrot_express_volcano_to_dig_site,
Entrance.parrot_express_volcano_to_jungle,
Entrance.parrot_express_volcano_to_docks]),
RegionData(Region.volcano, [Entrance.climb_to_volcano_5, Entrance.volcano_to_secret_beach]),
RegionData(Region.volcano_secret_beach),
RegionData(Region.volcano_floor_5, [Entrance.talk_to_volcano_dwarf, Entrance.climb_to_volcano_10]),
RegionData(Region.volcano_dwarf_shop),
RegionData(Region.volcano_floor_10),
RegionData(Region.island_trader),
RegionData(Region.island_farmhouse),
RegionData(Region.gourmand_frog_cave),
RegionData(Region.colored_crystals_cave),
RegionData(Region.shipwreck),
RegionData(Region.qi_walnut_room),
RegionData(Region.leo_hut),
RegionData(Region.pirate_cove),
RegionData(Region.field_office),
RegionData(Region.dig_site,
[Entrance.dig_site_to_professor_snail_cave, Entrance.parrot_express_dig_site_to_volcano,
Entrance.parrot_express_dig_site_to_docks, Entrance.parrot_express_dig_site_to_jungle]),
RegionData(Region.professor_snail_cave),
RegionData(Region.jotpk_world_1, [Entrance.reach_jotpk_world_2]),
RegionData(Region.jotpk_world_2, [Entrance.reach_jotpk_world_3]),
RegionData(Region.jotpk_world_3),
RegionData(Region.junimo_kart_1, [Entrance.reach_junimo_kart_2]),
RegionData(Region.junimo_kart_2, [Entrance.reach_junimo_kart_3]),
RegionData(Region.junimo_kart_3),
RegionData(Region.mines, [Entrance.talk_to_mines_dwarf,
Entrance.dig_to_mines_floor_5, Entrance.dig_to_mines_floor_10,
Entrance.dig_to_mines_floor_15, Entrance.dig_to_mines_floor_20,
Entrance.dig_to_mines_floor_25, Entrance.dig_to_mines_floor_30,
Entrance.dig_to_mines_floor_35, Entrance.dig_to_mines_floor_40,
Entrance.dig_to_mines_floor_45, Entrance.dig_to_mines_floor_50,
Entrance.dig_to_mines_floor_55, Entrance.dig_to_mines_floor_60,
Entrance.dig_to_mines_floor_65, Entrance.dig_to_mines_floor_70,
Entrance.dig_to_mines_floor_75, Entrance.dig_to_mines_floor_80,
Entrance.dig_to_mines_floor_85, Entrance.dig_to_mines_floor_90,
Entrance.dig_to_mines_floor_95, Entrance.dig_to_mines_floor_100,
Entrance.dig_to_mines_floor_105, Entrance.dig_to_mines_floor_110,
Entrance.dig_to_mines_floor_115, Entrance.dig_to_mines_floor_120]),
RegionData(Region.mines_dwarf_shop),
RegionData(Region.mines_floor_5),
RegionData(Region.mines_floor_10),
RegionData(Region.mines_floor_15),
RegionData(Region.mines_floor_20),
RegionData(Region.mines_floor_25),
RegionData(Region.mines_floor_30),
RegionData(Region.mines_floor_35),
RegionData(Region.mines_floor_40),
RegionData(Region.mines_floor_45),
RegionData(Region.mines_floor_50),
RegionData(Region.mines_floor_55),
RegionData(Region.mines_floor_60),
RegionData(Region.mines_floor_65),
RegionData(Region.mines_floor_70),
RegionData(Region.mines_floor_75),
RegionData(Region.mines_floor_80),
RegionData(Region.mines_floor_85),
RegionData(Region.mines_floor_90),
RegionData(Region.mines_floor_95),
RegionData(Region.mines_floor_100),
RegionData(Region.mines_floor_105),
RegionData(Region.mines_floor_110),
RegionData(Region.mines_floor_115),
RegionData(Region.mines_floor_120),
]
# Exists and where they lead
vanilla_connections = [
ConnectionData(Entrance.to_stardew_valley, Region.stardew_valley),
ConnectionData(Entrance.to_farmhouse, Region.farm_house),
ConnectionData(Entrance.farmhouse_to_farm, Region.farm),
ConnectionData(Entrance.downstairs_to_cellar, Region.cellar),
ConnectionData(Entrance.farm_to_backwoods, Region.backwoods),
ConnectionData(Entrance.farm_to_bus_stop, Region.bus_stop),
ConnectionData(Entrance.farm_to_forest, Region.forest),
ConnectionData(Entrance.farm_to_farmcave, Region.farm_cave, flag=RandomizationFlag.NON_PROGRESSION),
ConnectionData(Entrance.enter_greenhouse, Region.greenhouse),
ConnectionData(Entrance.use_desert_obelisk, Region.desert),
ConnectionData(Entrance.use_island_obelisk, Region.island_south),
ConnectionData(Entrance.use_farm_obelisk, Region.farm),
ConnectionData(Entrance.backwoods_to_mountain, Region.mountain),
ConnectionData(Entrance.bus_stop_to_town, Region.town),
ConnectionData(Entrance.bus_stop_to_tunnel_entrance, Region.tunnel_entrance),
ConnectionData(Entrance.tunnel_entrance_to_bus_tunnel, Region.bus_tunnel, flag=RandomizationFlag.NON_PROGRESSION),
ConnectionData(Entrance.take_bus_to_desert, Region.desert),
ConnectionData(Entrance.forest_to_town, Region.town),
ConnectionData(Entrance.forest_to_wizard_tower, Region.wizard_tower,
flag=RandomizationFlag.NON_PROGRESSION | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_wizard_basement, Region.wizard_basement, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.forest_to_marnie_ranch, Region.ranch,
flag=RandomizationFlag.NON_PROGRESSION | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.forest_to_leah_cottage, Region.leah_house,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_secret_woods, Region.secret_woods),
ConnectionData(Entrance.forest_to_sewer, Region.sewer, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.buy_from_traveling_merchant, Region.traveling_cart),
ConnectionData(Entrance.town_to_sewer, Region.sewer, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_mutant_bug_lair, Region.mutant_bug_lair, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.mountain_to_railroad, Region.railroad),
ConnectionData(Entrance.mountain_to_tent, Region.tent,
flag=RandomizationFlag.NON_PROGRESSION | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.mountain_to_leo_treehouse, Region.leo_treehouse,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.mountain_to_carpenter_shop, Region.carpenter,
flag=RandomizationFlag.NON_PROGRESSION | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.mountain_to_maru_room, Region.maru_room,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_sebastian_room, Region.sebastian_room, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.mountain_to_adventurer_guild, Region.adventurer_guild,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_quarry, Region.quarry),
ConnectionData(Entrance.enter_quarry_mine_entrance, Region.quarry_mine_entrance,
flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_quarry_mine, Region.quarry_mine),
ConnectionData(Entrance.mountain_to_town, Region.town),
ConnectionData(Entrance.town_to_community_center, Region.community_center,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.access_crafts_room, Region.crafts_room),
ConnectionData(Entrance.access_pantry, Region.pantry),
ConnectionData(Entrance.access_fish_tank, Region.fish_tank),
ConnectionData(Entrance.access_boiler_room, Region.boiler_room),
ConnectionData(Entrance.access_bulletin_board, Region.bulletin_board),
ConnectionData(Entrance.access_vault, Region.vault),
ConnectionData(Entrance.town_to_hospital, Region.hospital,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_harvey_room, Region.harvey_room, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.town_to_pierre_general_store, Region.pierre_store,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_sunroom, Region.sunroom, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.town_to_clint_blacksmith, Region.blacksmith,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_saloon, Region.saloon,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.play_journey_of_the_prairie_king, Region.jotpk_world_1),
ConnectionData(Entrance.reach_jotpk_world_2, Region.jotpk_world_2),
ConnectionData(Entrance.reach_jotpk_world_3, Region.jotpk_world_3),
ConnectionData(Entrance.play_junimo_kart, Region.junimo_kart_1),
ConnectionData(Entrance.reach_junimo_kart_2, Region.junimo_kart_2),
ConnectionData(Entrance.reach_junimo_kart_3, Region.junimo_kart_3),
ConnectionData(Entrance.town_to_sam_house, Region.sam_house,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_haley_house, Region.haley_house,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_mayor_manor, Region.mayor_house,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_alex_house, Region.alex_house,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_trailer, Region.trailer,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_museum, Region.museum,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_jojamart, Region.jojamart,
flag=RandomizationFlag.PELICAN_TOWN | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.town_to_beach, Region.beach),
ConnectionData(Entrance.enter_elliott_house, Region.elliott_house,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.beach_to_willy_fish_shop, Region.fish_shop,
flag=RandomizationFlag.NON_PROGRESSION | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.fish_shop_to_boat_tunnel, Region.boat_tunnel,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.boat_to_ginger_island, Region.island_south),
ConnectionData(Entrance.enter_tide_pools, Region.tide_pools),
ConnectionData(Entrance.mountain_to_the_mines, Region.mines,
flag=RandomizationFlag.NON_PROGRESSION | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.talk_to_mines_dwarf, Region.mines_dwarf_shop),
ConnectionData(Entrance.dig_to_mines_floor_5, Region.mines_floor_5),
ConnectionData(Entrance.dig_to_mines_floor_10, Region.mines_floor_10),
ConnectionData(Entrance.dig_to_mines_floor_15, Region.mines_floor_15),
ConnectionData(Entrance.dig_to_mines_floor_20, Region.mines_floor_20),
ConnectionData(Entrance.dig_to_mines_floor_25, Region.mines_floor_25),
ConnectionData(Entrance.dig_to_mines_floor_30, Region.mines_floor_30),
ConnectionData(Entrance.dig_to_mines_floor_35, Region.mines_floor_35),
ConnectionData(Entrance.dig_to_mines_floor_40, Region.mines_floor_40),
ConnectionData(Entrance.dig_to_mines_floor_45, Region.mines_floor_45),
ConnectionData(Entrance.dig_to_mines_floor_50, Region.mines_floor_50),
ConnectionData(Entrance.dig_to_mines_floor_55, Region.mines_floor_55),
ConnectionData(Entrance.dig_to_mines_floor_60, Region.mines_floor_60),
ConnectionData(Entrance.dig_to_mines_floor_65, Region.mines_floor_65),
ConnectionData(Entrance.dig_to_mines_floor_70, Region.mines_floor_70),
ConnectionData(Entrance.dig_to_mines_floor_75, Region.mines_floor_75),
ConnectionData(Entrance.dig_to_mines_floor_80, Region.mines_floor_80),
ConnectionData(Entrance.dig_to_mines_floor_85, Region.mines_floor_85),
ConnectionData(Entrance.dig_to_mines_floor_90, Region.mines_floor_90),
ConnectionData(Entrance.dig_to_mines_floor_95, Region.mines_floor_95),
ConnectionData(Entrance.dig_to_mines_floor_100, Region.mines_floor_100),
ConnectionData(Entrance.dig_to_mines_floor_105, Region.mines_floor_105),
ConnectionData(Entrance.dig_to_mines_floor_110, Region.mines_floor_110),
ConnectionData(Entrance.dig_to_mines_floor_115, Region.mines_floor_115),
ConnectionData(Entrance.dig_to_mines_floor_120, Region.mines_floor_120),
ConnectionData(Entrance.enter_skull_cavern_entrance, Region.skull_cavern_entrance,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_oasis, Region.oasis,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_casino, Region.casino, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_skull_cavern, Region.skull_cavern),
ConnectionData(Entrance.mine_to_skull_cavern_floor_25, Region.skull_cavern_25),
ConnectionData(Entrance.mine_to_skull_cavern_floor_50, Region.skull_cavern_50),
ConnectionData(Entrance.mine_to_skull_cavern_floor_75, Region.skull_cavern_75),
ConnectionData(Entrance.mine_to_skull_cavern_floor_100, Region.skull_cavern_100),
ConnectionData(Entrance.mine_to_skull_cavern_floor_125, Region.skull_cavern_125),
ConnectionData(Entrance.mine_to_skull_cavern_floor_150, Region.skull_cavern_150),
ConnectionData(Entrance.mine_to_skull_cavern_floor_175, Region.skull_cavern_175),
ConnectionData(Entrance.mine_to_skull_cavern_floor_200, Region.skull_cavern_200),
ConnectionData(Entrance.enter_witch_warp_cave, Region.witch_warp_cave, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_witch_swamp, Region.witch_swamp, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_witch_hut, Region.witch_hut, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.witch_warp_to_wizard_basement, Region.wizard_basement, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_bathhouse_entrance, Region.bathhouse_entrance,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.LEAD_TO_OPEN_AREA),
ConnectionData(Entrance.enter_locker_room, Region.locker_room, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.enter_public_bath, Region.public_bath, flag=RandomizationFlag.BUILDINGS),
ConnectionData(Entrance.island_south_to_west, Region.island_west, flag=RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_south_to_north, Region.island_north, flag=RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_south_to_east, Region.island_east, flag=RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_south_to_southeast, Region.island_south_east,
flag=RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.use_island_resort, Region.island_resort),
ConnectionData(Entrance.island_west_to_islandfarmhouse, Region.island_farmhouse,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_west_to_gourmand_cave, Region.gourmand_frog_cave,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_west_to_crystals_cave, Region.colored_crystals_cave,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_west_to_shipwreck, Region.shipwreck,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_west_to_qi_walnut_room, Region.qi_walnut_room,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_east_to_leo_hut, Region.leo_hut,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_east_to_island_shrine, Region.island_shrine,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_southeast_to_pirate_cove, Region.pirate_cove,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_north_to_field_office, Region.field_office,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_north_to_dig_site, Region.dig_site, flag=RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.dig_site_to_professor_snail_cave, Region.professor_snail_cave, flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.island_north_to_volcano, Region.volcano,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.volcano_to_secret_beach, Region.volcano_secret_beach,
flag=RandomizationFlag.BUILDINGS | RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.talk_to_island_trader, Region.island_trader, flag=RandomizationFlag.GINGER_ISLAND),
ConnectionData(Entrance.climb_to_volcano_5, Region.volcano_floor_5),
ConnectionData(Entrance.talk_to_volcano_dwarf, Region.volcano_dwarf_shop),
ConnectionData(Entrance.climb_to_volcano_10, Region.volcano_floor_10),
ConnectionData(Entrance.parrot_express_jungle_to_docks, Region.island_south),
ConnectionData(Entrance.parrot_express_dig_site_to_docks, Region.island_south),
ConnectionData(Entrance.parrot_express_volcano_to_docks, Region.island_south),
ConnectionData(Entrance.parrot_express_volcano_to_jungle, Region.island_west),
ConnectionData(Entrance.parrot_express_docks_to_jungle, Region.island_west),
ConnectionData(Entrance.parrot_express_dig_site_to_jungle, Region.island_west),
ConnectionData(Entrance.parrot_express_docks_to_dig_site, Region.dig_site),
ConnectionData(Entrance.parrot_express_volcano_to_dig_site, Region.dig_site),
ConnectionData(Entrance.parrot_express_jungle_to_dig_site, Region.dig_site),
ConnectionData(Entrance.parrot_express_dig_site_to_volcano, Region.island_north),
ConnectionData(Entrance.parrot_express_docks_to_volcano, Region.island_north),
ConnectionData(Entrance.parrot_express_jungle_to_volcano, Region.island_north),
]
def create_final_regions(world_options) -> List[RegionData]:
final_regions = []
final_regions.extend(vanilla_regions)
if world_options.mods is None:
return final_regions
for mod in world_options.mods.value:
if mod not in ModDataList:
continue
for mod_region in ModDataList[mod].regions:
existing_region = next(
(region for region in final_regions if region.name == mod_region.name), None)
if existing_region:
final_regions.remove(existing_region)
final_regions.append(existing_region.get_merged_with(mod_region.exits))
continue
final_regions.append(mod_region.get_clone())
return final_regions
def create_final_connections(world_options) -> List[ConnectionData]:
final_connections = []
final_connections.extend(vanilla_connections)
if world_options.mods is None:
return final_connections
for mod in world_options.mods.value:
if mod not in ModDataList:
continue
final_connections.extend(ModDataList[mod].connections)
return final_connections
def create_regions(region_factory: RegionFactory, random: Random, world_options) -> Tuple[
Iterable[Region], Dict[str, str]]:
final_regions = create_final_regions(world_options)
regions: Dict[str: Region] = {region.name: region_factory(region.name, region.exits) for region in
final_regions}
entrances: Dict[str: Entrance] = {entrance.name: entrance
for region in regions.values()
for entrance in region.exits}
regions_by_name: Dict[str, RegionData] = {region.name: region for region in final_regions}
connections, randomized_data = randomize_connections(random, world_options, regions_by_name)
for connection in connections:
if connection.name in entrances:
entrances[connection.name].connect(regions[connection.destination])
return regions.values(), randomized_data
def randomize_connections(random: Random, world_options, regions_by_name) -> Tuple[
List[ConnectionData], Dict[str, str]]:
connections_to_randomize = []
final_connections = create_final_connections(world_options)
connections_by_name: Dict[str, ConnectionData] = {connection.name: connection for connection in final_connections}
if world_options.entrance_randomization == EntranceRandomization.option_pelican_town:
connections_to_randomize = [connection for connection in final_connections if
RandomizationFlag.PELICAN_TOWN in connection.flag]
elif world_options.entrance_randomization == EntranceRandomization.option_non_progression:
connections_to_randomize = [connection for connection in final_connections if
RandomizationFlag.NON_PROGRESSION in connection.flag]
elif world_options.entrance_randomization == EntranceRandomization.option_buildings:
connections_to_randomize = [connection for connection in final_connections if
RandomizationFlag.BUILDINGS in connection.flag]
elif world_options.entrance_randomization == EntranceRandomization.option_chaos:
connections_to_randomize = [connection for connection in final_connections if
RandomizationFlag.BUILDINGS in connection.flag]
connections_to_randomize = exclude_island_if_necessary(connections_to_randomize, world_options)
# On Chaos, we just add the connections to randomize, unshuffled, and the client does it every day
randomized_data_for_mod = {}
for connection in connections_to_randomize:
randomized_data_for_mod[connection.name] = connection.name
randomized_data_for_mod[connection.reverse] = connection.reverse
return final_connections, randomized_data_for_mod
connections_to_randomize = remove_excluded_entrances(connections_to_randomize, world_options)
random.shuffle(connections_to_randomize)
destination_pool = list(connections_to_randomize)
random.shuffle(destination_pool)
randomized_connections = randomize_chosen_connections(connections_to_randomize, destination_pool)
add_non_randomized_connections(final_connections, connections_to_randomize, randomized_connections)
swap_connections_until_valid(regions_by_name, connections_by_name, randomized_connections, connections_to_randomize, random)
randomized_connections_for_generation = create_connections_for_generation(randomized_connections)
randomized_data_for_mod = create_data_for_mod(randomized_connections, connections_to_randomize)
return randomized_connections_for_generation, randomized_data_for_mod
def remove_excluded_entrances(connections_to_randomize, world_options):
exclude_island = world_options.exclude_ginger_island == ExcludeGingerIsland.option_true
exclude_sewers = world_options.museumsanity == Museumsanity.option_none
if exclude_island:
connections_to_randomize = [connection for connection in connections_to_randomize if RandomizationFlag.GINGER_ISLAND not in connection.flag]
if exclude_sewers:
connections_to_randomize = [connection for connection in connections_to_randomize if Region.sewer not in connection.name or Region.sewer not in connection.reverse]
return connections_to_randomize
def exclude_island_if_necessary(connections_to_randomize: List[ConnectionData], world_options) -> List[ConnectionData]:
exclude_island = world_options.exclude_ginger_island == ExcludeGingerIsland.option_true
if exclude_island:
connections_to_randomize = [connection for connection in connections_to_randomize if
RandomizationFlag.GINGER_ISLAND not in connection.flag]
return connections_to_randomize
def randomize_chosen_connections(connections_to_randomize: List[ConnectionData],
destination_pool: List[ConnectionData]) -> Dict[ConnectionData, ConnectionData]:
randomized_connections = {}
for connection in connections_to_randomize:
destination = destination_pool.pop()
randomized_connections[connection] = destination
return randomized_connections
def create_connections_for_generation(randomized_connections: Dict[ConnectionData, ConnectionData]) -> List[
ConnectionData]:
connections = []
for connection in randomized_connections:
destination = randomized_connections[connection]
connections.append(ConnectionData(connection.name, destination.destination, destination.reverse))
return connections
def create_data_for_mod(randomized_connections: Dict[ConnectionData, ConnectionData],
connections_to_randomize: List[ConnectionData]) -> Dict[str, str]:
randomized_data_for_mod = {}
for connection in randomized_connections:
if connection not in connections_to_randomize:
continue
destination = randomized_connections[connection]
add_to_mod_data(connection, destination, randomized_data_for_mod)
return randomized_data_for_mod
def add_to_mod_data(connection: ConnectionData, destination: ConnectionData, randomized_data_for_mod: Dict[str, str]):
randomized_data_for_mod[connection.name] = destination.name
randomized_data_for_mod[destination.reverse] = connection.reverse
def add_non_randomized_connections(connections, connections_to_randomize: List[ConnectionData],
randomized_connections: Dict[ConnectionData, ConnectionData]):
for connection in connections:
if connection in connections_to_randomize:
continue
randomized_connections[connection] = connection
def swap_connections_until_valid(regions_by_name, connections_by_name, randomized_connections: Dict[ConnectionData, ConnectionData],
connections_to_randomize: List[ConnectionData], random: Random):
while True:
reachable_regions, unreachable_regions = find_reachable_regions(regions_by_name, connections_by_name, randomized_connections)
if not unreachable_regions:
return randomized_connections
swap_one_connection(regions_by_name, connections_by_name, randomized_connections, reachable_regions,
unreachable_regions, connections_to_randomize, random)
def find_reachable_regions(regions_by_name, connections_by_name,
randomized_connections: Dict[ConnectionData, ConnectionData]):
reachable_regions = {Region.menu}
unreachable_regions = {region for region in regions_by_name.keys()}
unreachable_regions.remove(Region.menu)
exits_to_explore = list(regions_by_name[Region.menu].exits)
while exits_to_explore:
exit_name = exits_to_explore.pop()
exit_connection = connections_by_name[exit_name]
replaced_connection = randomized_connections[exit_connection]
target_region_name = replaced_connection.destination
if target_region_name in reachable_regions:
continue
target_region = regions_by_name[target_region_name]
reachable_regions.add(target_region_name)
unreachable_regions.remove(target_region_name)
exits_to_explore.extend(target_region.exits)
return reachable_regions, unreachable_regions
def swap_one_connection(regions_by_name, connections_by_name,randomized_connections: Dict[ConnectionData, ConnectionData],
reachable_regions: Set[str], unreachable_regions: Set[str],
connections_to_randomize: List[ConnectionData], random: Random):
randomized_connections_already_shuffled = {connection: randomized_connections[connection]
for connection in randomized_connections
if connection != randomized_connections[connection]}
unreachable_regions_names_leading_somewhere = tuple([region for region in unreachable_regions
if len(regions_by_name[region].exits) > 0])
unreachable_regions_leading_somewhere = [regions_by_name[region_name] for region_name in unreachable_regions_names_leading_somewhere]
unreachable_regions_exits_names = [exit_name for region in unreachable_regions_leading_somewhere for exit_name in region.exits]
unreachable_connections = [connections_by_name[exit_name] for exit_name in unreachable_regions_exits_names]
unreachable_connections_that_can_be_randomized = [connection for connection in unreachable_connections if connection in connections_to_randomize]
chosen_unreachable_entrance = random.choice(unreachable_connections_that_can_be_randomized)
chosen_reachable_entrance = None
while chosen_reachable_entrance is None or chosen_reachable_entrance not in randomized_connections_already_shuffled:
chosen_reachable_region_name = random.choice(sorted(reachable_regions))
chosen_reachable_region = regions_by_name[chosen_reachable_region_name]
if not any(chosen_reachable_region.exits):
continue
chosen_reachable_entrance_name = random.choice(chosen_reachable_region.exits)
chosen_reachable_entrance = connections_by_name[chosen_reachable_entrance_name]
reachable_destination = randomized_connections[chosen_reachable_entrance]
unreachable_destination = randomized_connections[chosen_unreachable_entrance]
randomized_connections[chosen_reachable_entrance] = unreachable_destination
randomized_connections[chosen_unreachable_entrance] = reachable_destination