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Grinch-AP/worlds/sm64ex/Regions.py
Yussur Mustafa Oraji 530617c9a7 sm64ex: Refactor Regions (#2546)
Refactors region code to remove references to course index.
There were bugs somewhere, but I dont know where tbh.
This fixes them but leaves logic otherwise intact, and much cleaner to look at as there's one list less to take care of.

Additionally, this fixes stopping the clock from Big Boos Haunt.
2023-12-06 18:19:03 +01:00

206 lines
9.0 KiB
Python

import typing
from BaseClasses import MultiWorld, Region, Entrance, Location
from .Locations import SM64Location, location_table, locBoB_table, locWhomp_table, locJRB_table, locCCM_table, \
locBBH_table, \
locHMC_table, locLLL_table, locSSL_table, locDDD_table, locSL_table, \
locWDW_table, locTTM_table, locTHI_table, locTTC_table, locRR_table, \
locPSS_table, locSA_table, locBitDW_table, locTotWC_table, locCotMC_table, \
locVCutM_table, locBitFS_table, locWMotR_table, locBitS_table, locSS_table
# sm64paintings is dict of entrances, format LEVEL | AREA
sm64_level_to_paintings = {
91: "Bob-omb Battlefield",
241: "Whomp's Fortress",
121: "Jolly Roger Bay",
51: "Cool, Cool Mountain",
41: "Big Boo's Haunt",
71: "Hazy Maze Cave",
221: "Lethal Lava Land",
81: "Shifting Sand Land",
231: "Dire, Dire Docks",
101: "Snowman's Land",
111: "Wet-Dry World",
361: "Tall, Tall Mountain",
132: "Tiny-Huge Island (Tiny)",
131: "Tiny-Huge Island (Huge)",
141: "Tick Tock Clock",
151: "Rainbow Ride"
}
sm64_paintings_to_level = { painting: level for (level,painting) in sm64_level_to_paintings.items() }
# sm64secrets is list of secret areas, same format
sm64_level_to_secrets = {
271: "The Princess's Secret Slide",
201: "The Secret Aquarium",
171: "Bowser in the Dark World",
291: "Tower of the Wing Cap",
281: "Cavern of the Metal Cap",
181: "Vanish Cap under the Moat",
191: "Bowser in the Fire Sea",
311: "Wing Mario over the Rainbow"
}
sm64_secrets_to_level = { secret: level for (level,secret) in sm64_level_to_secrets.items() }
sm64_entrances_to_level = { **sm64_paintings_to_level, **sm64_secrets_to_level }
sm64_level_to_entrances = { **sm64_level_to_paintings, **sm64_level_to_secrets }
def create_regions(world: MultiWorld, player: int):
regSS = Region("Menu", player, world, "Castle Area")
create_default_locs(regSS, locSS_table, player)
world.regions.append(regSS)
regBoB = create_region("Bob-omb Battlefield", player, world)
create_default_locs(regBoB, locBoB_table, player)
if (world.EnableCoinStars[player].value):
regBoB.locations.append(SM64Location(player, "BoB: 100 Coins", location_table["BoB: 100 Coins"], regBoB))
world.regions.append(regBoB)
regWhomp = create_region("Whomp's Fortress", player, world)
create_default_locs(regWhomp, locWhomp_table, player)
if (world.EnableCoinStars[player].value):
regWhomp.locations.append(SM64Location(player, "WF: 100 Coins", location_table["WF: 100 Coins"], regWhomp))
world.regions.append(regWhomp)
regJRB = create_region("Jolly Roger Bay", player, world)
create_default_locs(regJRB, locJRB_table, player)
if (world.EnableCoinStars[player].value):
regJRB.locations.append(SM64Location(player, "JRB: 100 Coins", location_table["JRB: 100 Coins"], regJRB))
world.regions.append(regJRB)
regCCM = create_region("Cool, Cool Mountain", player, world)
create_default_locs(regCCM, locCCM_table, player)
if (world.EnableCoinStars[player].value):
regCCM.locations.append(SM64Location(player, "CCM: 100 Coins", location_table["CCM: 100 Coins"], regCCM))
world.regions.append(regCCM)
regBBH = create_region("Big Boo's Haunt", player, world)
create_default_locs(regBBH, locBBH_table, player)
if (world.EnableCoinStars[player].value):
regBBH.locations.append(SM64Location(player, "BBH: 100 Coins", location_table["BBH: 100 Coins"], regBBH))
world.regions.append(regBBH)
regPSS = create_region("The Princess's Secret Slide", player, world)
create_default_locs(regPSS, locPSS_table, player)
world.regions.append(regPSS)
regSA = create_region("The Secret Aquarium", player, world)
create_default_locs(regSA, locSA_table, player)
world.regions.append(regSA)
regTotWC = create_region("Tower of the Wing Cap", player, world)
create_default_locs(regTotWC, locTotWC_table, player)
world.regions.append(regTotWC)
regBitDW = create_region("Bowser in the Dark World", player, world)
create_default_locs(regBitDW, locBitDW_table, player)
world.regions.append(regBitDW)
regBasement = create_region("Basement", player, world)
world.regions.append(regBasement)
regHMC = create_region("Hazy Maze Cave", player, world)
create_default_locs(regHMC, locHMC_table, player)
if (world.EnableCoinStars[player].value):
regHMC.locations.append(SM64Location(player, "HMC: 100 Coins", location_table["HMC: 100 Coins"], regHMC))
world.regions.append(regHMC)
regLLL = create_region("Lethal Lava Land", player, world)
create_default_locs(regLLL, locLLL_table, player)
if (world.EnableCoinStars[player].value):
regLLL.locations.append(SM64Location(player, "LLL: 100 Coins", location_table["LLL: 100 Coins"], regLLL))
world.regions.append(regLLL)
regSSL = create_region("Shifting Sand Land", player, world)
create_default_locs(regSSL, locSSL_table, player)
if (world.EnableCoinStars[player].value):
regSSL.locations.append(SM64Location(player, "SSL: 100 Coins", location_table["SSL: 100 Coins"], regSSL))
world.regions.append(regSSL)
regDDD = create_region("Dire, Dire Docks", player, world)
create_default_locs(regDDD, locDDD_table, player)
if (world.EnableCoinStars[player].value):
regDDD.locations.append(SM64Location(player, "DDD: 100 Coins", location_table["DDD: 100 Coins"], regDDD))
world.regions.append(regDDD)
regCotMC = create_region("Cavern of the Metal Cap", player, world)
create_default_locs(regCotMC, locCotMC_table, player)
world.regions.append(regCotMC)
regVCutM = create_region("Vanish Cap under the Moat", player, world)
create_default_locs(regVCutM, locVCutM_table, player)
world.regions.append(regVCutM)
regBitFS = create_region("Bowser in the Fire Sea", player, world)
create_default_locs(regBitFS, locBitFS_table, player)
world.regions.append(regBitFS)
regFloor2 = create_region("Second Floor", player, world)
world.regions.append(regFloor2)
regSL = create_region("Snowman's Land", player, world)
create_default_locs(regSL, locSL_table, player)
if (world.EnableCoinStars[player].value):
regSL.locations.append(SM64Location(player, "SL: 100 Coins", location_table["SL: 100 Coins"], regSL))
world.regions.append(regSL)
regWDW = create_region("Wet-Dry World", player, world)
create_default_locs(regWDW, locWDW_table, player)
if (world.EnableCoinStars[player].value):
regWDW.locations.append(SM64Location(player, "WDW: 100 Coins", location_table["WDW: 100 Coins"], regWDW))
world.regions.append(regWDW)
regTTM = create_region("Tall, Tall Mountain", player, world)
create_default_locs(regTTM, locTTM_table, player)
if (world.EnableCoinStars[player].value):
regTTM.locations.append(SM64Location(player, "TTM: 100 Coins", location_table["TTM: 100 Coins"], regTTM))
world.regions.append(regTTM)
regTHIT = create_region("Tiny-Huge Island (Tiny)", player, world)
create_default_locs(regTHIT, locTHI_table, player)
if (world.EnableCoinStars[player].value):
regTHIT.locations.append(SM64Location(player, "THI: 100 Coins", location_table["THI: 100 Coins"], regTHIT))
world.regions.append(regTHIT)
regTHIH = create_region("Tiny-Huge Island (Huge)", player, world)
world.regions.append(regTHIH)
regFloor3 = create_region("Third Floor", player, world)
world.regions.append(regFloor3)
regTTC = create_region("Tick Tock Clock", player, world)
create_default_locs(regTTC, locTTC_table, player)
if (world.EnableCoinStars[player].value):
regTTC.locations.append(SM64Location(player, "TTC: 100 Coins", location_table["TTC: 100 Coins"], regTTC))
world.regions.append(regTTC)
regRR = create_region("Rainbow Ride", player, world)
create_default_locs(regRR, locRR_table, player)
if (world.EnableCoinStars[player].value):
regRR.locations.append(SM64Location(player, "RR: 100 Coins", location_table["RR: 100 Coins"], regRR))
world.regions.append(regRR)
regWMotR = create_region("Wing Mario over the Rainbow", player, world)
create_default_locs(regWMotR, locWMotR_table, player)
world.regions.append(regWMotR)
regBitS = create_region("Bowser in the Sky", player, world)
create_default_locs(regBitS, locBitS_table, player)
world.regions.append(regBitS)
def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule=None):
sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player)
connection = Entrance(player, '', sourceRegion)
if rule:
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)
def create_region(name: str, player: int, world: MultiWorld) -> Region:
return Region(name, player, world)
def create_default_locs(reg: Region, locs, player):
reg_names = [name for name, id in locs.items()]
reg.locations += [SM64Location(player, loc_name, location_table[loc_name], reg) for loc_name in locs]