 070a92e76c
			
		
	
	070a92e76c
	
	
	
		
			
			* initial commit of messenger integration * setup no_logic and needed slot_data * fix some typos and determinism * make all of it deterministic * add documentation * swapped to non local items so change the fed data * ~~deathlink~~ * satisfy the docs test * update doc test to show expected name * split custom classes into a separate file and fix an errant rule * make access dependency test give more useful errors * implement tests * remove some unneccessary back entrances and make names clearer * fix some big dumbs * successful unit tests are good also some slight reorganizing * add astral tea quest line, and potentially power seals as items * if TYPE_CHECKING... aahhhhhh * oop forgot to remove legacy code * having the seed and leaves as actual items doesn't seem to do anything so remove them. locations still work though * update setup guide with some changes * Tower HQ was creating duplicate locations * allow self locking items * cleanup * move self_locking_items function to core * docstring * implement choice of notes needed for music box * test the default value * don't create any starting inventory items * make item creation faster * change default accessibility and power seals options * improve documentation * precollected_items is a dict of Items... * implement shop chest goal * tests * always assign total and required seals * add new goals and set music box as requiring shop chest on shop chest goals instead of just setting it as the completion * fix dumb test quirk * implement music box skip as an option * world rewrite/cleanup * default to apworld and add game to readme * revert bleeding commits from other PRs * more bleeds * fix some errors in options docstrings * ??? * make my set rules method not have an awful name * test cleanup * add a test for item accessibility * fix issues with tests * make the self locking item behavior work correctly * misc cleanup * more general cleanup to be a good example * quick rules rewrite * more general cleanup and typing * more speed, more clean * bump data version * make sure the locked item belongs to current player * fix bad name and indent. call MessengerItem directly for events * add poptracker pack to docs * doc cleanup and "known issues" section that I probably won't be able to fix any time soon. * missed some spots * add another bug i forgot about * be consistently wrong
		
			
				
	
	
		
			59 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Set, TYPE_CHECKING, Optional, Dict
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| 
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| from BaseClasses import Region, Location, Item, ItemClassification, Entrance
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| from .Constants import SEALS, NOTES, PROG_ITEMS, PHOBEKINS, USEFUL_ITEMS
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| from .Options import Goal
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| from .Regions import REGIONS
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| 
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| if TYPE_CHECKING:
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|     from . import MessengerWorld
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| else:
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|     MessengerWorld = object
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| 
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| 
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| class MessengerRegion(Region):
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|     def __init__(self, name: str, world: MessengerWorld):
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|         super().__init__(name, world.player, world.multiworld)
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|         self.add_locations(self.multiworld.worlds[self.player].location_name_to_id)
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|         world.multiworld.regions.append(self)
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| 
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|     def add_locations(self, name_to_id: Dict[str, int]) -> None:
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|         for loc in REGIONS[self.name]:
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|             self.locations.append(MessengerLocation(loc, self, name_to_id.get(loc, None)))
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|         if self.name == "The Shop" and self.multiworld.goal[self.player] > Goal.option_open_music_box:
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|             self.locations.append(MessengerLocation("Shop Chest", self, name_to_id.get("Shop Chest", None)))
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|         # putting some dumb special case for searing crags and ToT so i can split them into 2 regions
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|         if self.multiworld.shuffle_seals[self.player] and self.name not in {"Searing Crags", "Tower HQ"}:
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|             for seal_loc in SEALS:
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|                 if seal_loc.startswith(self.name.split(" ")[0]):
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|                     self.locations.append(MessengerLocation(seal_loc, self, name_to_id.get(seal_loc, None)))
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| 
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|     def add_exits(self, exits: Set[str]) -> None:
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|         for exit in exits:
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|             ret = Entrance(self.player, f"{self.name} -> {exit}", self)
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|             self.exits.append(ret)
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|             ret.connect(self.multiworld.get_region(exit, self.player))
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| 
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| 
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| class MessengerLocation(Location):
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|     game = "The Messenger"
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| 
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|     def __init__(self, name: str, parent: MessengerRegion, loc_id: Optional[int]):
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|         super().__init__(parent.player, name, loc_id, parent)
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|         if loc_id is None:
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|             self.place_locked_item(MessengerItem(name, parent.player, None))
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| 
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| 
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| class MessengerItem(Item):
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|     game = "The Messenger"
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| 
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|     def __init__(self, name: str, player: int, item_id: Optional[int] = None):
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|         if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS} or item_id is None:
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|             item_class = ItemClassification.progression
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|         elif name in USEFUL_ITEMS:
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|             item_class = ItemClassification.useful
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|         else:
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|             item_class = ItemClassification.filler
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|         super().__init__(name, item_class, item_id, player)
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| 
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