Files
Grinch-AP/worlds/cccharles/Regions.py
Yaranorgoth 76a8b0d582 CCCharles: Bug fix for cyclic connections of Entrances with the ignored rules by the logic (#5442)
* 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

* CCCharles: Fixed cyclic Entrances connections

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-09-12 23:32:42 +02:00

284 lines
14 KiB
Python

from BaseClasses import MultiWorld, Region, ItemClassification
from .Items import CCCharlesItem
from .Options import CCCharlesOptions
from .Locations import (
CCCharlesLocation, loc_start_camp, loc_tony_tiddle_mission, loc_barn, loc_candice_mission, \
loc_tutorial_house, loc_swamp_edges, loc_swamp_mission, loc_junkyard_area, loc_south_house, \
loc_junkyard_shed, loc_military_base, loc_south_mine_outside, loc_south_mine_inside, \
loc_middle_station, loc_canyon, loc_watchtower, loc_boulder_field, loc_haunted_house, \
loc_santiago_house, loc_port, loc_trench_house, loc_doll_woods, loc_lost_stairs, loc_east_house, \
loc_rockets_testing_ground, loc_rockets_testing_bunker, loc_workshop, loc_east_tower, \
loc_lighthouse, loc_north_mine_outside, loc_north_mine_inside, loc_wood_bridge, loc_museum, \
loc_barbed_shelter, loc_west_beach, loc_church, loc_west_cottage, loc_caravan, loc_trailer_cabin, \
loc_towers, loc_north_beach, loc_mine_shaft, loc_mob_camp, loc_mob_camp_locked_room, \
loc_mine_elevator_exit, loc_mountain_ruin_outside, loc_mountain_ruin_inside, loc_prism_temple, \
loc_pickle_val, loc_shrine_near_temple, loc_morse_bunker
)
def create_regions(world: MultiWorld, options: CCCharlesOptions, player: int) -> None:
menu_region = Region("Menu", player, world, "Aranearum")
world.regions.append(menu_region)
start_camp_region = Region("Start Camp", player, world)
start_camp_region.add_locations(loc_start_camp, CCCharlesLocation)
world.regions.append(start_camp_region)
tony_tiddle_mission_region = Region("Tony Tiddle Mission", player, world)
tony_tiddle_mission_region.add_locations(loc_tony_tiddle_mission, CCCharlesLocation)
world.regions.append(tony_tiddle_mission_region)
barn_region = Region("Barn", player, world)
barn_region.add_locations(loc_barn, CCCharlesLocation)
world.regions.append(barn_region)
candice_mission_region = Region("Candice Mission", player, world)
candice_mission_region.add_locations(loc_candice_mission, CCCharlesLocation)
world.regions.append(candice_mission_region)
tutorial_house_region = Region("Tutorial House", player, world)
tutorial_house_region.add_locations(loc_tutorial_house, CCCharlesLocation)
world.regions.append(tutorial_house_region)
swamp_edges_region = Region("Swamp Edges", player, world)
swamp_edges_region.add_locations(loc_swamp_edges, CCCharlesLocation)
world.regions.append(swamp_edges_region)
swamp_mission_region = Region("Swamp Mission", player, world)
swamp_mission_region.add_locations(loc_swamp_mission, CCCharlesLocation)
world.regions.append(swamp_mission_region)
junkyard_area_region = Region("Junkyard Area", player, world)
junkyard_area_region.add_locations(loc_junkyard_area, CCCharlesLocation)
world.regions.append(junkyard_area_region)
south_house_region = Region("South House", player, world)
south_house_region.add_locations(loc_south_house, CCCharlesLocation)
world.regions.append(south_house_region)
junkyard_shed_region = Region("Junkyard Shed", player, world)
junkyard_shed_region.add_locations(loc_junkyard_shed, CCCharlesLocation)
world.regions.append(junkyard_shed_region)
military_base_region = Region("Military Base", player, world)
military_base_region.add_locations(loc_military_base, CCCharlesLocation)
world.regions.append(military_base_region)
south_mine_outside_region = Region("South Mine Outside", player, world)
south_mine_outside_region.add_locations(loc_south_mine_outside, CCCharlesLocation)
world.regions.append(south_mine_outside_region)
south_mine_inside_region = Region("South Mine Inside", player, world)
south_mine_inside_region.add_locations(loc_south_mine_inside, CCCharlesLocation)
world.regions.append(south_mine_inside_region)
middle_station_region = Region("Middle Station", player, world)
middle_station_region.add_locations(loc_middle_station, CCCharlesLocation)
world.regions.append(middle_station_region)
canyon_region = Region("Canyon", player, world)
canyon_region.add_locations(loc_canyon, CCCharlesLocation)
world.regions.append(canyon_region)
watchtower_region = Region("Watchtower", player, world)
watchtower_region.add_locations(loc_watchtower, CCCharlesLocation)
world.regions.append(watchtower_region)
boulder_field_region = Region("Boulder Field", player, world)
boulder_field_region.add_locations(loc_boulder_field, CCCharlesLocation)
world.regions.append(boulder_field_region)
haunted_house_region = Region("Haunted House", player, world)
haunted_house_region.add_locations(loc_haunted_house, CCCharlesLocation)
world.regions.append(haunted_house_region)
santiago_house_region = Region("Santiago House", player, world)
santiago_house_region.add_locations(loc_santiago_house, CCCharlesLocation)
world.regions.append(santiago_house_region)
port_region = Region("Port", player, world)
port_region.add_locations(loc_port, CCCharlesLocation)
world.regions.append(port_region)
trench_house_region = Region("Trench House", player, world)
trench_house_region.add_locations(loc_trench_house, CCCharlesLocation)
world.regions.append(trench_house_region)
doll_woods_region = Region("Doll Woods", player, world)
doll_woods_region.add_locations(loc_doll_woods, CCCharlesLocation)
world.regions.append(doll_woods_region)
lost_stairs_region = Region("Lost Stairs", player, world)
lost_stairs_region.add_locations(loc_lost_stairs, CCCharlesLocation)
world.regions.append(lost_stairs_region)
east_house_region = Region("East House", player, world)
east_house_region.add_locations(loc_east_house, CCCharlesLocation)
world.regions.append(east_house_region)
rockets_testing_ground_region = Region("Rockets Testing Ground", player, world)
rockets_testing_ground_region.add_locations(loc_rockets_testing_ground, CCCharlesLocation)
world.regions.append(rockets_testing_ground_region)
rockets_testing_bunker_region = Region("Rockets Testing Bunker", player, world)
rockets_testing_bunker_region.add_locations(loc_rockets_testing_bunker, CCCharlesLocation)
world.regions.append(rockets_testing_bunker_region)
workshop_region = Region("Workshop", player, world)
workshop_region.add_locations(loc_workshop, CCCharlesLocation)
world.regions.append(workshop_region)
east_tower_region = Region("East Tower", player, world)
east_tower_region.add_locations(loc_east_tower, CCCharlesLocation)
world.regions.append(east_tower_region)
lighthouse_region = Region("Lighthouse", player, world)
lighthouse_region.add_locations(loc_lighthouse, CCCharlesLocation)
world.regions.append(lighthouse_region)
north_mine_outside_region = Region("North Mine Outside", player, world)
north_mine_outside_region.add_locations(loc_north_mine_outside, CCCharlesLocation)
world.regions.append(north_mine_outside_region)
north_mine_inside_region = Region("North Mine Inside", player, world)
north_mine_inside_region.add_locations(loc_north_mine_inside, CCCharlesLocation)
world.regions.append(north_mine_inside_region)
wood_bridge_region = Region("Wood Bridge", player, world)
wood_bridge_region.add_locations(loc_wood_bridge, CCCharlesLocation)
world.regions.append(wood_bridge_region)
museum_region = Region("Museum", player, world)
museum_region.add_locations(loc_museum, CCCharlesLocation)
world.regions.append(museum_region)
barbed_shelter_region = Region("Barbed Shelter", player, world)
barbed_shelter_region.add_locations(loc_barbed_shelter, CCCharlesLocation)
world.regions.append(barbed_shelter_region)
west_beach_region = Region("West Beach", player, world)
west_beach_region.add_locations(loc_west_beach, CCCharlesLocation)
world.regions.append(west_beach_region)
church_region = Region("Church", player, world)
church_region.add_locations(loc_church, CCCharlesLocation)
world.regions.append(church_region)
west_cottage_region = Region("West Cottage", player, world)
west_cottage_region.add_locations(loc_west_cottage, CCCharlesLocation)
world.regions.append(west_cottage_region)
caravan_region = Region("Caravan", player, world)
caravan_region.add_locations(loc_caravan, CCCharlesLocation)
world.regions.append(caravan_region)
trailer_cabin_region = Region("Trailer Cabin", player, world)
trailer_cabin_region.add_locations(loc_trailer_cabin, CCCharlesLocation)
world.regions.append(trailer_cabin_region)
towers_region = Region("Towers", player, world)
towers_region.add_locations(loc_towers, CCCharlesLocation)
world.regions.append(towers_region)
north_beach_region = Region("North beach", player, world)
north_beach_region.add_locations(loc_north_beach, CCCharlesLocation)
world.regions.append(north_beach_region)
mine_shaft_region = Region("Mine Shaft", player, world)
mine_shaft_region.add_locations(loc_mine_shaft, CCCharlesLocation)
world.regions.append(mine_shaft_region)
mob_camp_region = Region("Mob Camp", player, world)
mob_camp_region.add_locations(loc_mob_camp, CCCharlesLocation)
world.regions.append(mob_camp_region)
mob_camp_locked_room_region = Region("Mob Camp Locked Room", player, world)
mob_camp_locked_room_region.add_locations(loc_mob_camp_locked_room, CCCharlesLocation)
world.regions.append(mob_camp_locked_room_region)
mine_elevator_exit_region = Region("Mine Elevator Exit", player, world)
mine_elevator_exit_region.add_locations(loc_mine_elevator_exit, CCCharlesLocation)
world.regions.append(mine_elevator_exit_region)
mountain_ruin_outside_region = Region("Mountain Ruin Outside", player, world)
mountain_ruin_outside_region.add_locations(loc_mountain_ruin_outside, CCCharlesLocation)
world.regions.append(mountain_ruin_outside_region)
mountain_ruin_inside_region = Region("Mountain Ruin Inside", player, world)
mountain_ruin_inside_region.add_locations(loc_mountain_ruin_inside, CCCharlesLocation)
world.regions.append(mountain_ruin_inside_region)
prism_temple_region = Region("Prism Temple", player, world)
prism_temple_region.add_locations(loc_prism_temple, CCCharlesLocation)
world.regions.append(prism_temple_region)
pickle_val_region = Region("Pickle Val", player, world)
pickle_val_region.add_locations(loc_pickle_val, CCCharlesLocation)
world.regions.append(pickle_val_region)
shrine_near_temple_region = Region("Shrine Near Temple", player, world)
shrine_near_temple_region.add_locations(loc_shrine_near_temple, CCCharlesLocation)
world.regions.append(shrine_near_temple_region)
morse_bunker_region = Region("Morse Bunker", player, world)
morse_bunker_region.add_locations(loc_morse_bunker, CCCharlesLocation)
world.regions.append(morse_bunker_region)
# Place "Victory" event at "Final Boss" location
loc_final_boss = CCCharlesLocation(player, "Final Boss", None, prism_temple_region)
loc_final_boss.place_locked_item(CCCharlesItem("Victory", ItemClassification.progression, None, player))
prism_temple_region.locations.append(loc_final_boss)
# Connect the Regions by named Entrances that must have access Rules
menu_region.connect(start_camp_region)
menu_region.connect(tony_tiddle_mission_region)
menu_region.connect(barn_region, "Barn Door")
menu_region.connect(candice_mission_region)
menu_region.connect(tutorial_house_region, "Tutorial House Door")
menu_region.connect(swamp_edges_region)
menu_region.connect(swamp_mission_region)
menu_region.connect(junkyard_area_region)
menu_region.connect(south_house_region)
menu_region.connect(junkyard_shed_region)
menu_region.connect(military_base_region)
menu_region.connect(south_mine_outside_region)
south_mine_outside_region.connect(south_mine_inside_region, "South Mine Gate")
menu_region.connect(middle_station_region)
menu_region.connect(canyon_region)
menu_region.connect(watchtower_region)
menu_region.connect(boulder_field_region)
menu_region.connect(haunted_house_region)
menu_region.connect(santiago_house_region)
menu_region.connect(port_region)
menu_region.connect(trench_house_region)
menu_region.connect(doll_woods_region)
menu_region.connect(lost_stairs_region)
menu_region.connect(east_house_region)
menu_region.connect(rockets_testing_ground_region)
rockets_testing_ground_region.connect(rockets_testing_bunker_region, "Stuck Bunker Door")
menu_region.connect(workshop_region)
menu_region.connect(east_tower_region)
menu_region.connect(lighthouse_region)
menu_region.connect(north_mine_outside_region)
north_mine_outside_region.connect(north_mine_inside_region, "North Mine Gate")
menu_region.connect(wood_bridge_region)
menu_region.connect(museum_region)
menu_region.connect(barbed_shelter_region)
menu_region.connect(west_beach_region)
menu_region.connect(church_region)
menu_region.connect(west_cottage_region)
menu_region.connect(caravan_region)
menu_region.connect(trailer_cabin_region)
menu_region.connect(towers_region)
menu_region.connect(north_beach_region)
menu_region.connect(mine_shaft_region)
menu_region.connect(mob_camp_region)
mob_camp_region.connect(mob_camp_locked_room_region, "Mob Camp Locked Door")
menu_region.connect(mine_elevator_exit_region)
menu_region.connect(mountain_ruin_outside_region)
mountain_ruin_outside_region.connect(mountain_ruin_inside_region, "Mountain Ruin Gate")
menu_region.connect(prism_temple_region)
menu_region.connect(pickle_val_region)
menu_region.connect(shrine_near_temple_region)
menu_region.connect(morse_bunker_region)