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Almost all of the events have been eradicated, which significantly improves both generation speed and playthrough calculation. Previously, checking for access to a location involved checking for access to each panel in the location, as well as recursively checking for access to any panels required by those panels. This potentially performed the same check multiple times. The access requirements for locations are now calculated and flattened in generate_early, so that the access function can directly check for the required rooms, doors, and colors. These flattened access requirements are also used for Entrance checking, and register_indirect_condition is used to make sure that can_reach(Region) is safe to use. The Mastery and Level 2 rules now just run a bunch of access rules and count the number of them that succeed, instead of relying on event items. Finally: the Level 2 panel hunt is now enabled even when Level 2 is not the victory condition, as I feel that generation is fast enough now for that to be acceptable.
104 lines
4.6 KiB
Python
104 lines
4.6 KiB
Python
from typing import Dict, Optional, TYPE_CHECKING
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from BaseClasses import Entrance, ItemClassification, Region
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from .items import LingoItem
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from .locations import LingoLocation
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from .player_logic import LingoPlayerLogic
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from .rules import lingo_can_use_entrance, lingo_can_use_pilgrimage, make_location_lambda
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from .static_logic import ALL_ROOMS, PAINTINGS, Room, RoomAndDoor
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if TYPE_CHECKING:
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from . import LingoWorld
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def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogic) -> Region:
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new_region = Region(room.name, world.player, world.multiworld)
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for location in player_logic.locations_by_room.get(room.name, {}):
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new_location = LingoLocation(world.player, location.name, location.code, new_region)
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new_location.access_rule = make_location_lambda(location, world, player_logic)
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new_region.locations.append(new_location)
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if location.name in player_logic.event_loc_to_item:
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event_name = player_logic.event_loc_to_item[location.name]
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event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
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new_location.place_locked_item(event_item)
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return new_region
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def handle_pilgrim_room(regions: Dict[str, Region], world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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target_region = regions["Pilgrim Antechamber"]
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source_region = regions["Outside The Agreeable"]
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source_region.connect(
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target_region,
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"Pilgrimage",
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lambda state: lingo_can_use_pilgrimage(state, world, player_logic))
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def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
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door: Optional[RoomAndDoor], world: "LingoWorld", player_logic: LingoPlayerLogic):
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connection = Entrance(world.player, description, source_region)
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connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world, player_logic)
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source_region.exits.append(connection)
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connection.connect(target_region)
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if door is not None:
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effective_room = target_region.name if door.room is None else door.room
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if door.door not in player_logic.item_by_door.get(effective_room, {}):
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for region in player_logic.calculate_door_requirements(effective_room, door.door, world).rooms:
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world.multiworld.register_indirect_condition(regions[region], connection)
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def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld",
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player_logic: LingoPlayerLogic) -> None:
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source_painting = PAINTINGS[warp_enter]
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target_painting = PAINTINGS[warp_exit]
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target_region = regions[target_painting.room]
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source_region = regions[source_painting.room]
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entrance_name = f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)"
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connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door, world,
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player_logic)
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def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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regions = {
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"Menu": Region("Menu", world.player, world.multiworld)
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}
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painting_shuffle = world.options.shuffle_paintings
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early_color_hallways = world.options.early_color_hallways
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# Instantiate all rooms as regions with their locations first.
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for room in ALL_ROOMS:
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regions[room.name] = create_region(room, world, player_logic)
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# Connect all created regions now that they exist.
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for room in ALL_ROOMS:
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for entrance in room.entrances:
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# Don't use the vanilla painting connections if we are shuffling paintings.
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if entrance.painting and painting_shuffle:
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continue
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entrance_name = f"{entrance.room} to {room.name}"
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if entrance.door is not None:
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if entrance.door.room is not None:
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entrance_name += f" (through {entrance.door.room} - {entrance.door.door})"
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else:
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entrance_name += f" (through {room.name} - {entrance.door.door})"
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connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, entrance.door, world,
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player_logic)
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handle_pilgrim_room(regions, world, player_logic)
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if early_color_hallways:
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regions["Starting Room"].connect(regions["Outside The Undeterred"], "Early Color Hallways")
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if painting_shuffle:
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for warp_enter, warp_exit in player_logic.painting_mapping.items():
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connect_painting(regions, warp_enter, warp_exit, world, player_logic)
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world.multiworld.regions += regions.values()
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