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https://github.com/MarioSpore/Grinch-AP.git
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276 lines
16 KiB
Python
276 lines
16 KiB
Python
from BaseClasses import Region, MultiWorld, LocationProgressType, ItemClassification, CollectionState
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from .items import ShapezItem
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from .locations import ShapezLocation
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from .data.strings import ITEMS, REGIONS, GOALS, LOCATIONS, OPTIONS
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from worlds.generic.Rules import add_rule
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shapesanity_processing = [REGIONS.full, REGIONS.half, REGIONS.piece, REGIONS.stitched, REGIONS.east_wind,
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REGIONS.half_half, REGIONS.col_east_wind, REGIONS.col_half_half, REGIONS.col_full,
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REGIONS.col_half]
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shapesanity_coloring = [REGIONS.uncol, REGIONS.painted, REGIONS.mixed]
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all_regions = [
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REGIONS.menu, REGIONS.belt, REGIONS.extract, REGIONS.main,
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REGIONS.levels_1, REGIONS.levels_2, REGIONS.levels_3, REGIONS.levels_4, REGIONS.levels_5,
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REGIONS.upgrades_1, REGIONS.upgrades_2, REGIONS.upgrades_3, REGIONS.upgrades_4, REGIONS.upgrades_5,
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REGIONS.paint_not_quad, REGIONS.cut_not_quad, REGIONS.rotate_cw, REGIONS.stack_shape, REGIONS.store_shape,
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REGIONS.trash_shape, REGIONS.blueprint, REGIONS.wiring, REGIONS.mam, REGIONS.any_building,
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REGIONS.all_buildings, REGIONS.all_buildings_x1_6_belt,
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*[REGIONS.sanity(processing, coloring)
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for processing in shapesanity_processing
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for coloring in shapesanity_coloring],
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]
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def can_cut_half(state: CollectionState, player: int) -> bool:
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return state.has(ITEMS.cutter, player)
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def can_rotate_90(state: CollectionState, player: int) -> bool:
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return state.has_any((ITEMS.rotator, ITEMS.rotator_ccw), player)
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def can_rotate_180(state: CollectionState, player: int) -> bool:
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return state.has_any((ITEMS.rotator, ITEMS.rotator_ccw, ITEMS.rotator_180), player)
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def can_stack(state: CollectionState, player: int) -> bool:
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return state.has(ITEMS.stacker, player)
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def can_paint(state: CollectionState, player: int) -> bool:
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return state.has_any((ITEMS.painter, ITEMS.painter_double), player) or can_use_quad_painter(state, player)
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def can_mix_colors(state: CollectionState, player: int) -> bool:
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return state.has(ITEMS.color_mixer, player)
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def has_tunnel(state: CollectionState, player: int) -> bool:
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return state.has_any((ITEMS.tunnel, ITEMS.tunnel_tier_ii), player)
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def has_balancer(state: CollectionState, player: int) -> bool:
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return state.has(ITEMS.balancer, player) or state.has_all((ITEMS.comp_merger, ITEMS.comp_splitter), player)
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def can_use_quad_painter(state: CollectionState, player: int) -> bool:
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return (state.has_all((ITEMS.painter_quad, ITEMS.wires), player) and
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state.has_any((ITEMS.switch, ITEMS.const_signal), player))
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def can_make_stitched_shape(state: CollectionState, player: int, floating: bool) -> bool:
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return (can_stack(state, player) and
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((state.has(ITEMS.cutter_quad, player) and not floating) or
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(can_cut_half(state, player) and can_rotate_90(state, player))))
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def can_build_mam(state: CollectionState, player: int, floating: bool) -> bool:
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return (can_make_stitched_shape(state, player, floating) and can_paint(state, player) and
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can_mix_colors(state, player) and has_balancer(state, player) and has_tunnel(state, player) and
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state.has_all((ITEMS.belt_reader, ITEMS.storage, ITEMS.item_filter,
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ITEMS.wires, ITEMS.logic_gates, ITEMS.virtual_proc), player))
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def can_make_east_windmill(state: CollectionState, player: int) -> bool:
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# Only used for shapesanity => single layers
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return (can_stack(state, player) and
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(state.has(ITEMS.cutter_quad, player) or (can_cut_half(state, player) and can_rotate_180(state, player))))
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def can_make_half_half_shape(state: CollectionState, player: int) -> bool:
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# Only used for shapesanity => single layers
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return can_stack(state, player) and state.has_any((ITEMS.cutter, ITEMS.cutter_quad), player)
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def can_make_half_shape(state: CollectionState, player: int) -> bool:
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# Only used for shapesanity => single layers
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return can_cut_half(state, player) or state.has_all((ITEMS.cutter_quad, ITEMS.stacker), player)
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def has_x_belt_multiplier(state: CollectionState, player: int, needed: float) -> bool:
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# Assumes there are no upgrade traps
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multiplier = 1.0
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# Rising upgrades do the least improvement if received before other upgrades
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for _ in range(state.count(ITEMS.upgrade_rising_belt, player)):
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multiplier *= 2
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multiplier += state.count(ITEMS.upgrade_gigantic_belt, player)*10
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multiplier += state.count(ITEMS.upgrade_big_belt, player)
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multiplier += state.count(ITEMS.upgrade_small_belt, player)*0.1
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return multiplier >= needed
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def has_logic_list_building(state: CollectionState, player: int, buildings: list[str], index: int,
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includeuseful: bool) -> bool:
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# Includes balancer, tunnel, and trash in logic in order to make them appear in earlier spheres
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if includeuseful and not (state.has(ITEMS.trash, player) and has_balancer(state, player) and
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has_tunnel(state, player)):
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return False
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if buildings[index] == ITEMS.cutter:
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if buildings.index(ITEMS.stacker) < index:
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return state.has_any((ITEMS.cutter, ITEMS.cutter_quad), player)
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else:
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return can_cut_half(state, player)
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elif buildings[index] == ITEMS.rotator:
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return can_rotate_90(state, player)
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elif buildings[index] == ITEMS.stacker:
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return can_stack(state, player)
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elif buildings[index] == ITEMS.painter:
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return can_paint(state, player)
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elif buildings[index] == ITEMS.color_mixer:
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return can_mix_colors(state, player)
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def create_shapez_regions(player: int, multiworld: MultiWorld, floating: bool,
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included_locations: dict[str, tuple[str, LocationProgressType]],
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location_name_to_id: dict[str, int], level_logic_buildings: list[str],
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upgrade_logic_buildings: list[str], early_useful: str, goal: str) -> list[Region]:
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"""Creates and returns a list of all regions with entrances and all locations placed correctly."""
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regions: dict[str, Region] = {name: Region(name, player, multiworld) for name in all_regions}
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# Creates ShapezLocations for every included location and puts them into the correct region
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for name, data in included_locations.items():
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regions[data[0]].locations.append(ShapezLocation(player, name, location_name_to_id[name],
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regions[data[0]], data[1]))
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# Create goal event
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if goal in [GOALS.vanilla, GOALS.mam]:
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goal_region = regions[REGIONS.levels_5]
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elif goal == GOALS.even_fasterer:
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goal_region = regions[REGIONS.upgrades_5]
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else:
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goal_region = regions[REGIONS.all_buildings]
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goal_location = ShapezLocation(player, LOCATIONS.goal, None, goal_region, LocationProgressType.DEFAULT)
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goal_location.place_locked_item(ShapezItem(ITEMS.goal, ItemClassification.progression_skip_balancing, None, player))
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if goal == GOALS.efficiency_iii:
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add_rule(goal_location, lambda state: has_x_belt_multiplier(state, player, 8))
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goal_region.locations.append(goal_location)
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multiworld.completion_condition[player] = lambda state: state.has(ITEMS.goal, player)
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# Connect Menu to rest of regions
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regions[REGIONS.menu].connect(regions[REGIONS.belt], "Placing belts", lambda state: state.has(ITEMS.belt, player))
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regions[REGIONS.menu].connect(regions[REGIONS.extract], "Extracting shapes from patches",
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lambda state: state.has_any((ITEMS.extractor, ITEMS.extractor_chain), player))
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regions[REGIONS.extract].connect(
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regions[REGIONS.main], "Transporting shapes over the canvas",
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lambda state: state.has_any((ITEMS.belt, ITEMS.comp_merger, ITEMS.comp_splitter), player)
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)
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# Connect achievement regions
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regions[REGIONS.main].connect(regions[REGIONS.paint_not_quad], "Painting with (double) painter",
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lambda state: state.has_any((ITEMS.painter, ITEMS.painter_double), player))
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regions[REGIONS.extract].connect(regions[REGIONS.cut_not_quad], "Cutting with half cutter",
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lambda state: can_cut_half(state, player))
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regions[REGIONS.extract].connect(regions[REGIONS.rotate_cw], "Rotating clockwise",
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lambda state: state.has(ITEMS.rotator, player))
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regions[REGIONS.extract].connect(regions[REGIONS.stack_shape], "Stacking shapes",
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lambda state: can_stack(state, player))
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regions[REGIONS.extract].connect(regions[REGIONS.store_shape], "Storing shapes",
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lambda state: state.has(ITEMS.storage, player))
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regions[REGIONS.extract].connect(regions[REGIONS.trash_shape], "Trashing shapes",
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lambda state: state.has(ITEMS.trash, player))
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regions[REGIONS.main].connect(regions[REGIONS.blueprint], "Copying and placing blueprints",
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lambda state: state.has(ITEMS.blueprints, player) and
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can_make_stitched_shape(state, player, floating) and
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can_paint(state, player) and can_mix_colors(state, player))
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regions[REGIONS.menu].connect(regions[REGIONS.wiring], "Using the wires layer",
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lambda state: state.has(ITEMS.wires, player))
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regions[REGIONS.main].connect(regions[REGIONS.mam], "Building a MAM",
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lambda state: can_build_mam(state, player, floating))
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regions[REGIONS.menu].connect(regions[REGIONS.any_building], "Placing any building", lambda state: state.has_any((
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ITEMS.belt, ITEMS.balancer, ITEMS.comp_merger, ITEMS.comp_splitter, ITEMS.tunnel, ITEMS.tunnel_tier_ii,
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ITEMS.extractor, ITEMS.extractor_chain, ITEMS.cutter, ITEMS.cutter_quad, ITEMS.rotator, ITEMS.rotator_ccw,
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ITEMS.rotator_180, ITEMS.stacker, ITEMS.painter, ITEMS.painter_double, ITEMS.painter_quad, ITEMS.color_mixer,
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ITEMS.trash, ITEMS.belt_reader, ITEMS.storage, ITEMS.switch, ITEMS.item_filter, ITEMS.display, ITEMS.wires
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), player))
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regions[REGIONS.main].connect(regions[REGIONS.all_buildings], "Using all main buildings",
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lambda state: can_make_stitched_shape(state, player, floating) and
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can_paint(state, player) and can_mix_colors(state, player))
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regions[REGIONS.all_buildings].connect(regions[REGIONS.all_buildings_x1_6_belt],
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"Delivering per second with 1.6x belt speed",
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lambda state: has_x_belt_multiplier(state, player, 1.6))
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# Progressively connect level and upgrade regions
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regions[REGIONS.main].connect(
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regions[REGIONS.levels_1], "Using first level building",
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lambda state: has_logic_list_building(state, player, level_logic_buildings, 0, False))
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regions[REGIONS.levels_1].connect(
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regions[REGIONS.levels_2], "Using second level building",
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lambda state: has_logic_list_building(state, player, level_logic_buildings, 1, False))
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regions[REGIONS.levels_2].connect(
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regions[REGIONS.levels_3], "Using third level building",
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lambda state: has_logic_list_building(state, player, level_logic_buildings, 2,
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early_useful == OPTIONS.buildings_3))
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regions[REGIONS.levels_3].connect(
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regions[REGIONS.levels_4], "Using fourth level building",
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lambda state: has_logic_list_building(state, player, level_logic_buildings, 3, False))
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regions[REGIONS.levels_4].connect(
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regions[REGIONS.levels_5], "Using fifth level building",
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lambda state: has_logic_list_building(state, player, level_logic_buildings, 4,
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early_useful == OPTIONS.buildings_5))
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regions[REGIONS.main].connect(
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regions[REGIONS.upgrades_1], "Using first upgrade building",
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lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 0, False))
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regions[REGIONS.upgrades_1].connect(
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regions[REGIONS.upgrades_2], "Using second upgrade building",
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lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 1, False))
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regions[REGIONS.upgrades_2].connect(
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regions[REGIONS.upgrades_3], "Using third upgrade building",
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lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 2,
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early_useful == OPTIONS.buildings_3))
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regions[REGIONS.upgrades_3].connect(
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regions[REGIONS.upgrades_4], "Using fourth upgrade building",
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lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 3, False))
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regions[REGIONS.upgrades_4].connect(
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regions[REGIONS.upgrades_5], "Using fifth upgrade building",
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lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 4,
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early_useful == OPTIONS.buildings_5))
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# Connect Uncolored shapesanity regions to Main
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.full, REGIONS.uncol)], "Delivering unprocessed", lambda state: True)
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.half, REGIONS.uncol)], "Cutting in single half",
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lambda state: can_make_half_shape(state, player))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.piece, REGIONS.uncol)], "Cutting in single piece",
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lambda state: (can_cut_half(state, player) and can_rotate_90(state, player)) or
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state.has(ITEMS.cutter_quad, player))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.half_half, REGIONS.uncol)], "Cutting and stacking into two halves",
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lambda state: can_make_half_half_shape(state, player))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.stitched, REGIONS.uncol)], "Stitching complex shapes",
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lambda state: can_make_stitched_shape(state, player, floating))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.east_wind, REGIONS.uncol)], "Rotating and stitching a single windmill half",
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lambda state: can_make_east_windmill(state, player))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.col_full, REGIONS.uncol)], "Painting with a quad painter or stitching",
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lambda state: can_make_stitched_shape(state, player, floating) or can_use_quad_painter(state, player))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.col_east_wind, REGIONS.uncol)], "Why windmill, why?",
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lambda state: can_make_stitched_shape(state, player, floating) or
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(can_use_quad_painter(state, player) and can_make_east_windmill(state, player)))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.col_half_half, REGIONS.uncol)], "Quad painting a half-half shape",
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lambda state: can_make_stitched_shape(state, player, floating) or
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(can_use_quad_painter(state, player) and can_make_half_half_shape(state, player)))
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regions[REGIONS.main].connect(
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regions[REGIONS.sanity(REGIONS.col_half, REGIONS.uncol)], "Quad painting a half shape",
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lambda state: can_make_stitched_shape(state, player, floating) or
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(can_use_quad_painter(state, player) and can_make_half_shape(state, player)))
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# Progressively connect colored shapesanity regions
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for processing in shapesanity_processing:
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regions[REGIONS.sanity(processing, REGIONS.uncol)].connect(
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regions[REGIONS.sanity(processing, REGIONS.painted)], f"Painting a {processing.lower()} shape",
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lambda state: can_paint(state, player))
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regions[REGIONS.sanity(processing, REGIONS.painted)].connect(
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regions[REGIONS.sanity(processing, REGIONS.mixed)], f"Mixing colors for a {processing.lower()} shape",
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lambda state: can_mix_colors(state, player))
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return [region for region in regions.values() if len(region.locations) or len(region.exits)]
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