 2f6b6838cd
			
		
	
	2f6b6838cd
	
	
	
		
			
			More speed optimizations for The Messenger. Moves Figurines into their own region, so their complicated access rule only needs to be calculated once when doing a sweep. Removes a redundant loop for shop locations by just directly assigning the access rule in the class instead of retroactively. Reduces slot_data to only information that can't be derived, and removes some additional extraneous data. Removes some unused sets and lists. Removes a redundant event location, and increments the required_client_version to prevent clients that don't expect the new slot_data. Drops data version since it's going away soon anyways, to remove conflicts.
		
			
				
	
	
		
			85 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from functools import cached_property
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| from typing import Optional, TYPE_CHECKING, cast
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| 
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| from BaseClasses import CollectionState, Item, ItemClassification, Location, Region
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| from .constants import NOTES, PHOBEKINS, PROG_ITEMS, USEFUL_ITEMS
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| from .regions import MEGA_SHARDS, REGIONS, SEALS
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| from .shop import FIGURINES, PROG_SHOP_ITEMS, SHOP_ITEMS, USEFUL_SHOP_ITEMS
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| 
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| if TYPE_CHECKING:
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|     from . import MessengerWorld
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| 
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| 
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| class MessengerRegion(Region):
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|     
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|     def __init__(self, name: str, world: "MessengerWorld") -> None:
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|         super().__init__(name, world.player, world.multiworld)
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|         locations = [loc for loc in REGIONS[self.name]]
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|         if self.name == "The Shop":
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|             shop_locations = {f"The Shop - {shop_loc}": world.location_name_to_id[f"The Shop - {shop_loc}"]
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|                               for shop_loc in SHOP_ITEMS}
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|             self.add_locations(shop_locations, MessengerShopLocation)
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|         elif self.name == "The Craftsman's Corner":
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|             self.add_locations({figurine: world.location_name_to_id[figurine] for figurine in FIGURINES},
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|                                MessengerLocation)
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|         elif self.name == "Tower HQ":
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|             locations.append("Money Wrench")
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|         if world.options.shuffle_seals and self.name in SEALS:
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|             locations += [seal_loc for seal_loc in SEALS[self.name]]
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|         if world.options.shuffle_shards and self.name in MEGA_SHARDS:
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|             locations += [shard for shard in MEGA_SHARDS[self.name]]
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|         loc_dict = {loc: world.location_name_to_id.get(loc, None) for loc in locations}
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|         self.add_locations(loc_dict, MessengerLocation)
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|         world.multiworld.regions.append(self)
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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, player: int, name: str, loc_id: Optional[int], parent: MessengerRegion) -> None:
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|         super().__init__(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 MessengerShopLocation(MessengerLocation):
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|     @cached_property
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|     def cost(self) -> int:
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|         name = self.name.replace("The Shop - ", "")  # TODO use `remove_prefix` when 3.8 finally gets dropped
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|         world = cast("MessengerWorld", self.parent_region.multiworld.worlds[self.player])
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|         shop_data = SHOP_ITEMS[name]
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|         if shop_data.prerequisite:
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|             prereq_cost = 0
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|             if isinstance(shop_data.prerequisite, set):
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|                 for prereq in shop_data.prerequisite:
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|                     prereq_cost +=\
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|                         cast(MessengerShopLocation,
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|                              world.multiworld.get_location(prereq, self.player)).cost
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|             else:
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|                 prereq_cost +=\
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|                     cast(MessengerShopLocation,
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|                          world.multiworld.get_location(shop_data.prerequisite, self.player)).cost
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|             return world.shop_prices[name] + prereq_cost
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|         return world.shop_prices[name]
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| 
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|     def access_rule(self, state: CollectionState) -> bool:
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|         world = cast("MessengerWorld", state.multiworld.worlds[self.player])
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|         can_afford = state.has("Shards", self.player, min(self.cost, world.total_shards))
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|         return can_afford
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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, override_progression: bool = False,
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|                  count: int = 0) -> None:
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|         if count:
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|             item_class = ItemClassification.progression_skip_balancing
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|         elif item_id is None or override_progression or name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
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|             item_class = ItemClassification.progression
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|         elif name in {*USEFUL_ITEMS, *USEFUL_SHOP_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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