Files
Grinch-AP/worlds/messenger/subclasses.py
Aaron Wagener 7c30c4a169 The Messenger: Transition Shuffle (#4402)
* The Messenger: transition rando

* remove unused import

* always link both directions for plando when using coupled transitions

* er_type was renamed to randomization_type

* use frozenset for things that shouldn't change

* review suggestions

* do portal and transition shuffle in `connect_entrances`

* remove some unnecessary connections that were causing entrance caching collisions

* add test for strictest possible ER settings

* use unittest.skip on the skipped test, so we don't waste time doing setUp and tearDown

* use the world helpers

* make the plando connection description more verbose

* always add searing crags portal if portal shuffle is disabled

* guarantee an arbitrary number of locations with first connection

* make the constraints more lenient for a bit more variety
2025-03-10 11:16:09 -04:00

102 lines
4.1 KiB
Python

from functools import cached_property
from typing import TYPE_CHECKING
from BaseClasses import CollectionState, Entrance, EntranceType, Item, ItemClassification, Location, Region
from entrance_rando import ERPlacementState
from .regions import LOCATIONS, MEGA_SHARDS
from .shop import FIGURINES, SHOP_ITEMS
if TYPE_CHECKING:
from . import MessengerWorld
class MessengerEntrance(Entrance):
world: "MessengerWorld | None" = None
def can_connect_to(self, other: Entrance, dead_end: bool, state: "ERPlacementState") -> bool:
can_connect = super().can_connect_to(other, dead_end, state)
world: MessengerWorld = getattr(self, "world", None)
if not world or world.reachable_locs or not can_connect:
return can_connect
empty_state = CollectionState(world.multiworld, True)
self.connected_region = other.connected_region
empty_state.update_reachable_regions(world.player)
world.reachable_locs = any(loc.can_reach(empty_state) and not loc.is_event for loc in world.get_locations())
self.connected_region = None
return world.reachable_locs and (not state.coupled or self.name != other.name)
class MessengerRegion(Region):
parent: str | None
entrance_type = MessengerEntrance
def __init__(self, name: str, world: "MessengerWorld", parent: str | None = None) -> None:
super().__init__(name, world.player, world.multiworld)
self.parent = parent
locations = []
if name in LOCATIONS:
locations = [loc for loc in LOCATIONS[name]]
# portal event locations since portals can be opened from their exit regions
if name.endswith("Portal"):
locations.append(name.replace(" -", ""))
if name == "The Shop":
shop_locations = {f"The Shop - {shop_loc}": world.location_name_to_id[f"The Shop - {shop_loc}"]
for shop_loc in SHOP_ITEMS}
self.add_locations(shop_locations, MessengerShopLocation)
elif name == "The Craftsman's Corner":
self.add_locations(
{figurine: world.location_name_to_id[figurine] for figurine in FIGURINES},
MessengerLocation)
elif name == "Tower HQ":
locations.append("Money Wrench")
if world.options.shuffle_shards and name in MEGA_SHARDS:
locations += MEGA_SHARDS[name]
loc_dict = {loc: world.location_name_to_id.get(loc, None) for loc in locations}
self.add_locations(loc_dict, MessengerLocation)
self.multiworld.regions.append(self)
class MessengerLocation(Location):
game = "The Messenger"
def __init__(self, player: int, name: str, loc_id: int | None, parent: MessengerRegion) -> None:
super().__init__(player, name, loc_id, parent)
if loc_id is None:
if name == "Rescue Phantom":
name = "Do the Thing!"
self.place_locked_item(MessengerItem(name, ItemClassification.progression, None, parent.player))
class MessengerShopLocation(MessengerLocation):
@cached_property
def cost(self) -> int:
name = self.name.removeprefix("The Shop - ")
world = self.parent_region.multiworld.worlds[self.player]
shop_data = SHOP_ITEMS[name]
if shop_data.prerequisite:
prereq_cost = 0
if isinstance(shop_data.prerequisite, set):
for prereq in shop_data.prerequisite:
loc = world.multiworld.get_location(prereq, self.player)
assert isinstance(loc, MessengerShopLocation)
prereq_cost += loc.cost
else:
loc = world.multiworld.get_location(shop_data.prerequisite, self.player)
assert isinstance(loc, MessengerShopLocation)
prereq_cost += loc.cost
return world.shop_prices[name] + prereq_cost
return world.shop_prices[name]
def access_rule(self, state: CollectionState) -> bool:
world = state.multiworld.worlds[self.player]
can_afford = state.has("Shards", self.player, min(self.cost, world.total_shards))
return can_afford
class MessengerItem(Item):
game = "The Messenger"