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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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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if TYPE_CHECKING:
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    from . import MessengerWorld
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class MessengerRegion(Region):
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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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class MessengerLocation(Location):
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    game = "The Messenger"
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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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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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    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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class MessengerItem(Item):
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    game = "The Messenger"
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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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