67 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, Optional
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| 
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| from BaseClasses import Location, ItemClassification, Item
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| from .Regions import LandstalkerRegion
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| from .data.item_source import ITEM_SOURCES_JSON
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| from .data.world_path import WORLD_PATHS_JSON
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| 
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| BASE_LOCATION_ID = 4000
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| BASE_GROUND_LOCATION_ID = BASE_LOCATION_ID + 256
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| BASE_SHOP_LOCATION_ID = BASE_GROUND_LOCATION_ID + 30
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| BASE_REWARD_LOCATION_ID = BASE_SHOP_LOCATION_ID + 50
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| 
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| 
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| class LandstalkerLocation(Location):
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|     game: str = "Landstalker - The Treasures of King Nole"
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|     type_string: str
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|     price: int = 0
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| 
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|     def __init__(self, player: int, name: str, location_id: Optional[int], region: LandstalkerRegion, type_string: str):
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|         super().__init__(player, name, location_id, region)
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|         self.type_string = type_string
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| 
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| 
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| def create_locations(player: int, regions_table: Dict[str, LandstalkerRegion], name_to_id_table: Dict[str, int]):
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|     # Create real locations from the data inside the corresponding JSON file
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|     for data in ITEM_SOURCES_JSON:
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|         region_id = data["nodeId"]
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|         region = regions_table[region_id]
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|         new_location = LandstalkerLocation(player, data["name"], name_to_id_table[data["name"]], region, data["type"])
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|         region.locations.append(new_location)
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| 
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|     # Create fake event locations that will be used to determine if some key regions has been visited
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|     regions_with_entrance_checks = []
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|     for data in WORLD_PATHS_JSON:
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|         if "requiredNodes" in data:
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|             regions_with_entrance_checks.extend([region_id for region_id in data["requiredNodes"]])
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|     regions_with_entrance_checks = list(set(regions_with_entrance_checks))
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|     for region_id in regions_with_entrance_checks:
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|         region = regions_table[region_id]
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|         location = LandstalkerLocation(player, 'event_visited_' + region_id, None, region, "event")
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|         location.place_locked_item(Item("event_visited_" + region_id, ItemClassification.progression, None, player))
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|         region.locations.append(location)
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| 
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|     # Create a specific end location that will contain a fake win-condition item
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|     end_location = LandstalkerLocation(player, "End", None, regions_table["end"], "reward")
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|     regions_table["end"].locations.append(end_location)
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| 
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| 
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| def build_location_name_to_id_table():
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|     location_name_to_id_table = {}
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| 
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|     for data in ITEM_SOURCES_JSON:
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|         if data["type"] == "chest":
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|             location_id = BASE_LOCATION_ID + int(data["chestId"])
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|         elif data["type"] == "ground":
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|             location_id = BASE_GROUND_LOCATION_ID + int(data["groundItemId"])
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|         elif data["type"] == "shop":
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|             location_id = BASE_SHOP_LOCATION_ID + int(data["shopItemId"])
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|         else:  # if data["type"] == "reward":
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|             location_id = BASE_REWARD_LOCATION_ID + int(data["rewardId"])
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|         location_name_to_id_table[data["name"]] = location_id
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| 
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|     # Win condition location ID
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|     location_name_to_id_table["Gola"] = BASE_REWARD_LOCATION_ID + 10
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| 
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|     return location_name_to_id_table
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