* Swap from multiworld.get to world.get for applicable things * Why was this even here in the first place?
		
			
				
	
	
		
			533 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			533 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Dict, List, Set, TYPE_CHECKING
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from BaseClasses import Region, ItemClassification, Item, Location
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from .locations import location_table
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from .er_data import Portal, tunic_er_regions, portal_mapping, traversal_requirements, DeadEnd
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from .er_rules import set_er_region_rules
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from Options import PlandoConnection
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from .options import EntranceRando
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from random import Random
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from copy import deepcopy
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if TYPE_CHECKING:
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    from . import TunicWorld
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class TunicERItem(Item):
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    game: str = "TUNIC"
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class TunicERLocation(Location):
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    game: str = "TUNIC"
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def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
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    regions: Dict[str, Region] = {}
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    if world.options.entrance_rando:
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        portal_pairs = pair_portals(world)
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        # output the entrances to the spoiler log here for convenience
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        sorted_portal_pairs = sort_portals(portal_pairs)
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        for portal1, portal2 in sorted_portal_pairs.items():
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            world.multiworld.spoiler.set_entrance(portal1, portal2, "both", world.player)
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    else:
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        portal_pairs = vanilla_portals()
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    for region_name, region_data in tunic_er_regions.items():
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        regions[region_name] = Region(region_name, world.player, world.multiworld)
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    set_er_region_rules(world, regions, portal_pairs)
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    for location_name, location_id in world.location_name_to_id.items():
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        region = regions[location_table[location_name].er_region]
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        location = TunicERLocation(world.player, location_name, location_id, region)
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        region.locations.append(location)
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    create_randomized_entrances(portal_pairs, regions)
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    for region in regions.values():
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        world.multiworld.regions.append(region)
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    place_event_items(world, regions)
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    victory_region = regions["Spirit Arena Victory"]
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    victory_location = TunicERLocation(world.player, "The Heir", None, victory_region)
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    victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player))
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    world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
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    victory_region.locations.append(victory_location)
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    return portal_pairs
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tunic_events: Dict[str, str] = {
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    "Eastern Bell": "Forest Belltower Upper",
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    "Western Bell": "Overworld Belltower at Bell",
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    "Furnace Fuse": "Furnace Fuse",
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    "South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
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    "Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
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    "Beneath the Vault Fuse": "Beneath the Vault Back",
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    "Eastern Vault West Fuses": "Eastern Vault Fortress",
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    "Eastern Vault East Fuse": "Eastern Vault Fortress",
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    "Quarry Connector Fuse": "Quarry Connector",
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    "Quarry Fuse": "Quarry Entry",
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    "Ziggurat Fuse": "Rooted Ziggurat Lower Back",
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    "West Garden Fuse": "West Garden",
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    "Library Fuse": "Library Lab",
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    "Place Questagons": "Sealed Temple",
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}
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def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
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    for event_name, region_name in tunic_events.items():
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        region = regions[region_name]
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        location = TunicERLocation(world.player, event_name, None, region)
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        if event_name == "Place Questagons":
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            if world.options.hexagon_quest:
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                continue
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            location.place_locked_item(
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                TunicERItem("Unseal the Heir", ItemClassification.progression, None, world.player))
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        elif event_name.endswith("Bell"):
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            location.place_locked_item(
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                TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player))
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        else:
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            location.place_locked_item(
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                TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player))
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        region.locations.append(location)
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def vanilla_portals() -> Dict[Portal, Portal]:
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    portal_pairs: Dict[Portal, Portal] = {}
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    # we don't want the zig skip exit for vanilla portals, since it shouldn't be considered for logic here
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    portal_map = [portal for portal in portal_mapping if portal.name != "Ziggurat Lower Falling Entrance"]
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    while portal_map:
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        portal1 = portal_map[0]
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        portal2 = None
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        # portal2 scene destination tag is portal1's destination scene tag
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        portal2_sdt = portal1.destination_scene()
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        if portal2_sdt.startswith("Shop,"):
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            portal2 = Portal(name="Shop", region="Shop",
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                             destination="Previous Region", tag="_")
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        elif portal2_sdt == "Purgatory, Purgatory_bottom":
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            portal2_sdt = "Purgatory, Purgatory_top"
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        for portal in portal_map:
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            if portal.scene_destination() == portal2_sdt:
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                portal2 = portal
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                break
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        portal_pairs[portal1] = portal2
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        portal_map.remove(portal1)
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        if not portal2_sdt.startswith("Shop,"):
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            portal_map.remove(portal2)
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    return portal_pairs
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# pairing off portals, starting with dead ends
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def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
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    # separate the portals into dead ends and non-dead ends
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    portal_pairs: Dict[Portal, Portal] = {}
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    dead_ends: List[Portal] = []
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    two_plus: List[Portal] = []
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    player_name = world.player_name
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    portal_map = portal_mapping.copy()
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    logic_rules = world.options.logic_rules.value
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    fixed_shop = world.options.fixed_shop
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    laurels_location = world.options.laurels_location
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    traversal_reqs = deepcopy(traversal_requirements)
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    has_laurels = True
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    waterfall_plando = False
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    # if it's not one of the EntranceRando options, it's a custom seed
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    if world.options.entrance_rando.value not in EntranceRando.options.values():
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        seed_group = world.seed_groups[world.options.entrance_rando.value]
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        logic_rules = seed_group["logic_rules"]
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        fixed_shop = seed_group["fixed_shop"]
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        laurels_location = "10_fairies" if seed_group["laurels_at_10_fairies"] is True else False
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    # marking that you don't immediately have laurels
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    if laurels_location == "10_fairies" and not hasattr(world.multiworld, "re_gen_passthrough"):
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        has_laurels = False
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    shop_scenes: Set[str] = set()
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    shop_count = 6
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    if fixed_shop:
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        shop_count = 0
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        shop_scenes.add("Overworld Redux")
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    else:
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        # if fixed shop is off, remove this portal
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        for portal in portal_map:
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            if portal.region == "Zig Skip Exit":
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                portal_map.remove(portal)
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                break
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    # If using Universal Tracker, restore portal_map. Could be cleaner, but it does not matter for UT even a little bit
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    if hasattr(world.multiworld, "re_gen_passthrough"):
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        if "TUNIC" in world.multiworld.re_gen_passthrough:
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            portal_map = portal_mapping.copy()
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    # create separate lists for dead ends and non-dead ends
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    for portal in portal_map:
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        dead_end_status = tunic_er_regions[portal.region].dead_end
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        if dead_end_status == DeadEnd.free:
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            two_plus.append(portal)
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        elif dead_end_status == DeadEnd.all_cats:
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            dead_ends.append(portal)
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        elif dead_end_status == DeadEnd.restricted:
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            if logic_rules:
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                two_plus.append(portal)
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            else:
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                dead_ends.append(portal)
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        # these two get special handling
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        elif dead_end_status == DeadEnd.special:
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            if portal.region == "Secret Gathering Place":
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                if laurels_location == "10_fairies":
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                    two_plus.append(portal)
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                else:
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                    dead_ends.append(portal)
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            if portal.region == "Zig Skip Exit":
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                if fixed_shop:
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                    two_plus.append(portal)
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                else:
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                    dead_ends.append(portal)
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    connected_regions: Set[str] = set()
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    # make better start region stuff when/if implementing random start
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    start_region = "Overworld"
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    connected_regions.add(start_region)
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    connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
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    if world.options.entrance_rando.value in EntranceRando.options.values():
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        plando_connections = world.options.plando_connections.value
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    else:
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        plando_connections = world.seed_groups[world.options.entrance_rando.value]["plando"]
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    # universal tracker support stuff, don't need to care about region dependency
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    if hasattr(world.multiworld, "re_gen_passthrough"):
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        if "TUNIC" in world.multiworld.re_gen_passthrough:
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            plando_connections.clear()
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            # universal tracker stuff, won't do anything in normal gen
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            for portal1, portal2 in world.multiworld.re_gen_passthrough["TUNIC"]["Entrance Rando"].items():
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                portal_name1 = ""
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                portal_name2 = ""
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                for portal in portal_mapping:
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                    if portal.scene_destination() == portal1:
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                        portal_name1 = portal.name
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                        # connected_regions.update(add_dependent_regions(portal.region, logic_rules))
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                    if portal.scene_destination() == portal2:
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                        portal_name2 = portal.name
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                        # connected_regions.update(add_dependent_regions(portal.region, logic_rules))
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                # shops have special handling
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                if not portal_name2 and portal2 == "Shop, Previous Region_":
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                    portal_name2 = "Shop Portal"
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                plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
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    non_dead_end_regions = set()
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    for region_name, region_info in tunic_er_regions.items():
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        if not region_info.dead_end:
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            non_dead_end_regions.add(region_name)
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        elif region_info.dead_end == 2 and logic_rules:
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            non_dead_end_regions.add(region_name)
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        elif region_info.dead_end == 3:
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            if (region_name == "Secret Gathering Place" and laurels_location == "10_fairies") \
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                    or (region_name == "Zig Skip Exit" and fixed_shop):
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                non_dead_end_regions.add(region_name)
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    if plando_connections:
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        for connection in plando_connections:
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            p_entrance = connection.entrance
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            p_exit = connection.exit
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            portal1_dead_end = True
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            portal2_dead_end = True
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            portal1 = None
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            portal2 = None
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            # search two_plus for both at once
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            for portal in two_plus:
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                if p_entrance == portal.name:
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                    portal1 = portal
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                    portal1_dead_end = False
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                if p_exit == portal.name:
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                    portal2 = portal
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                    portal2_dead_end = False
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            # search dead_ends individually since we can't really remove items from two_plus during the loop
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            if portal1:
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                two_plus.remove(portal1)
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            else:
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                # if not both, they're both dead ends
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                if not portal2:
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                    if world.options.entrance_rando.value not in EntranceRando.options.values():
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                        raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
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                                        "end to a dead end in their plando connections.")
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                    else:
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                        raise Exception(f"{player_name} paired a dead end to a dead end in their "
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                                        "plando connections.")
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                for portal in dead_ends:
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                    if p_entrance == portal.name:
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                        portal1 = portal
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                        break
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                if not portal1:
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                    raise Exception(f"Could not find entrance named {p_entrance} for "
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                                    f"plando connections in {player_name}'s YAML.")
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                dead_ends.remove(portal1)
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            if portal2:
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                two_plus.remove(portal2)
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            else:
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                for portal in dead_ends:
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                    if p_exit == portal.name:
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                        portal2 = portal
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                        break
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                # if it's not a dead end, it might be a shop
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                if p_exit == "Shop Portal":
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                    portal2 = Portal(name="Shop Portal", region="Shop",
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                                     destination="Previous Region", tag="_")
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                    shop_count -= 1
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                    # need to maintain an even number of portals total
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                    if shop_count < 0:
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                        shop_count += 2
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                    for p in portal_mapping:
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                        if p.name == p_entrance:
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                            shop_scenes.add(p.scene())
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                            break
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                # and if it's neither shop nor dead end, it just isn't correct
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                else:
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                    if not portal2:
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                        raise Exception(f"Could not find entrance named {p_exit} for "
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                                        f"plando connections in {player_name}'s YAML.")
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                    dead_ends.remove(portal2)
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            # update the traversal chart to say you can get from portal1's region to portal2's and vice versa
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            if not portal1_dead_end and not portal2_dead_end:
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                traversal_reqs.setdefault(portal1.region, dict())[portal2.region] = []
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                traversal_reqs.setdefault(portal2.region, dict())[portal1.region] = []
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            if (portal1.region == "Zig Skip Exit" and (portal2_dead_end or portal2.region == "Secret Gathering Place")
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                    or portal2.region == "Zig Skip Exit" and (portal1_dead_end or portal1.region == "Secret Gathering Place")):
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                if world.options.entrance_rando.value not in EntranceRando.options.values():
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                    raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
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                                    "end to a dead end in their plando connections.")
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                else:
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                    raise Exception(f"{player_name} paired a dead end to a dead end in their "
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                                    "plando connections.")
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            if (portal1.region == "Secret Gathering Place" and (portal2_dead_end or portal2.region == "Zig Skip Exit")
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                    or portal2.region == "Secret Gathering Place" and (portal1_dead_end or portal1.region == "Zig Skip Exit")):
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                # need to make sure you didn't pair this to a dead end or zig skip
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                if portal1_dead_end or portal2_dead_end or \
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                        portal1.region == "Zig Skip Exit" or portal2.region == "Zig Skip Exit":
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                    if world.options.entrance_rando.value not in EntranceRando.options.values():
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                        raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
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                                        "end to a dead end in their plando connections.")
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                    else:
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                        raise Exception(f"{player_name} paired a dead end to a dead end in their "
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                                        "plando connections.")
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                waterfall_plando = True
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            portal_pairs[portal1] = portal2
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        # if we have plando connections, our connected regions may change somewhat
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        connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
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    if fixed_shop and not hasattr(world.multiworld, "re_gen_passthrough"):
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        portal1 = None
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        for portal in two_plus:
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            if portal.scene_destination() == "Overworld Redux, Windmill_":
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                portal1 = portal
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                break
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        if not portal1:
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            raise Exception(f"Failed to do Fixed Shop option. "
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                            f"Did {player_name} plando connection the Windmill Shop entrance?")
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        portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
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        portal_pairs[portal1] = portal2
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        two_plus.remove(portal1)
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    random_object: Random = world.random
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    # use the seed given in the options to shuffle the portals
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    if isinstance(world.options.entrance_rando.value, str):
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        random_object = Random(world.options.entrance_rando.value)
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    # we want to start by making sure every region is accessible
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    random_object.shuffle(two_plus)
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    check_success = 0
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    portal1 = None
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    portal2 = None
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    previous_conn_num = 0
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    fail_count = 0
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    while len(connected_regions) < len(non_dead_end_regions):
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        # if this is universal tracker, just break immediately and move on
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        if hasattr(world.multiworld, "re_gen_passthrough"):
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            break
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        # if the connected regions length stays unchanged for too long, it's stuck in a loop
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        # should, hopefully, only ever occur if someone plandos connections poorly
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        if previous_conn_num == len(connected_regions):
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            fail_count += 1
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            if fail_count >= 500:
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                raise Exception(f"Failed to pair regions. Check plando connections for {player_name} for errors. "
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                                "Unconnected regions:", non_dead_end_regions - connected_regions)
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        else:
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            fail_count = 0
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        previous_conn_num = len(connected_regions)
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        # find a portal in a connected region
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        if check_success == 0:
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            for portal in two_plus:
 | 
						|
                if portal.region in connected_regions:
 | 
						|
                    portal1 = portal
 | 
						|
                    two_plus.remove(portal)
 | 
						|
                    check_success = 1
 | 
						|
                    break
 | 
						|
 | 
						|
        # then we find a portal in an inaccessible region
 | 
						|
        if check_success == 1:
 | 
						|
            for portal in two_plus:
 | 
						|
                if portal.region not in connected_regions:
 | 
						|
                    # if secret gathering place happens to get paired really late, you can end up running out
 | 
						|
                    if not has_laurels and len(two_plus) < 80:
 | 
						|
                        # if you plando'd secret gathering place with laurels at 10 fairies, you're the reason for this
 | 
						|
                        if waterfall_plando:
 | 
						|
                            cr = connected_regions.copy()
 | 
						|
                            cr.add(portal.region)
 | 
						|
                            if "Secret Gathering Place" not in update_reachable_regions(cr, traversal_reqs, has_laurels, logic_rules):
 | 
						|
                                continue
 | 
						|
                        elif portal.region != "Secret Gathering Place":
 | 
						|
                            continue
 | 
						|
                    portal2 = portal
 | 
						|
                    connected_regions.add(portal.region)
 | 
						|
                    two_plus.remove(portal)
 | 
						|
                    check_success = 2
 | 
						|
                    break
 | 
						|
 | 
						|
        # once we have both portals, connect them and add the new region(s) to connected_regions
 | 
						|
        if check_success == 2:
 | 
						|
            connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
 | 
						|
            if "Secret Gathering Place" in connected_regions:
 | 
						|
                has_laurels = True
 | 
						|
            portal_pairs[portal1] = portal2
 | 
						|
            check_success = 0
 | 
						|
            random_object.shuffle(two_plus)
 | 
						|
 | 
						|
    # for universal tracker, we want to skip shop gen
 | 
						|
    if hasattr(world.multiworld, "re_gen_passthrough"):
 | 
						|
        if "TUNIC" in world.multiworld.re_gen_passthrough:
 | 
						|
            shop_count = 0
 | 
						|
    
 | 
						|
    for i in range(shop_count):
 | 
						|
        portal1 = None
 | 
						|
        for portal in two_plus:
 | 
						|
            if portal.scene() not in shop_scenes:
 | 
						|
                shop_scenes.add(portal.scene())
 | 
						|
                portal1 = portal
 | 
						|
                two_plus.remove(portal)
 | 
						|
                break
 | 
						|
        if portal1 is None:
 | 
						|
            raise Exception("Too many shops in the pool, or something else went wrong.")
 | 
						|
        portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
 | 
						|
        
 | 
						|
        portal_pairs[portal1] = portal2
 | 
						|
 | 
						|
    # connect dead ends to random non-dead ends
 | 
						|
    # none of the key events are in dead ends, so we don't need to do gate_before_switch
 | 
						|
    while len(dead_ends) > 0:
 | 
						|
        if hasattr(world.multiworld, "re_gen_passthrough"):
 | 
						|
            break
 | 
						|
        portal1 = two_plus.pop()
 | 
						|
        portal2 = dead_ends.pop()
 | 
						|
        portal_pairs[portal1] = portal2
 | 
						|
    # then randomly connect the remaining portals to each other
 | 
						|
    # every region is accessible, so gate_before_switch is not necessary
 | 
						|
    while len(two_plus) > 1:
 | 
						|
        if hasattr(world.multiworld, "re_gen_passthrough"):
 | 
						|
            break
 | 
						|
        portal1 = two_plus.pop()
 | 
						|
        portal2 = two_plus.pop()
 | 
						|
        portal_pairs[portal1] = portal2
 | 
						|
 | 
						|
    if len(two_plus) == 1:
 | 
						|
        raise Exception("two plus had an odd number of portals, investigate this. last portal is " + two_plus[0].name)
 | 
						|
 | 
						|
    return portal_pairs
 | 
						|
 | 
						|
 | 
						|
# loop through our list of paired portals and make two-way connections
 | 
						|
def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
 | 
						|
    for portal1, portal2 in portal_pairs.items():
 | 
						|
        region1 = regions[portal1.region]
 | 
						|
        region2 = regions[portal2.region]
 | 
						|
        region1.connect(connecting_region=region2, name=portal1.name)
 | 
						|
        # prevent the logic from thinking you can get to any shop-connected region from the shop
 | 
						|
        if portal2.name not in {"Shop", "Shop Portal"}:
 | 
						|
            region2.connect(connecting_region=region1, name=portal2.name)
 | 
						|
 | 
						|
 | 
						|
def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[str, Dict[str, List[List[str]]]],
 | 
						|
                             has_laurels: bool, logic: int) -> Set[str]:
 | 
						|
    # starting count, so we can run it again if this changes
 | 
						|
    region_count = len(connected_regions)
 | 
						|
    for origin, destinations in traversal_reqs.items():
 | 
						|
        if origin not in connected_regions:
 | 
						|
            continue
 | 
						|
        # check if we can traverse to any of the destinations
 | 
						|
        for destination, req_lists in destinations.items():
 | 
						|
            if destination in connected_regions:
 | 
						|
                continue
 | 
						|
            met_traversal_reqs = False
 | 
						|
            if len(req_lists) == 0:
 | 
						|
                met_traversal_reqs = True
 | 
						|
            # loop through each set of possible requirements, with a fancy for else loop
 | 
						|
            for reqs in req_lists:
 | 
						|
                for req in reqs:
 | 
						|
                    if req == "Hyperdash":
 | 
						|
                        if not has_laurels:
 | 
						|
                            break
 | 
						|
                    elif req == "NMG":
 | 
						|
                        if not logic:
 | 
						|
                            break
 | 
						|
                    elif req == "UR":
 | 
						|
                        if logic < 2:
 | 
						|
                            break
 | 
						|
                    elif req not in connected_regions:
 | 
						|
                        break
 | 
						|
                else:
 | 
						|
                    met_traversal_reqs = True
 | 
						|
                    break
 | 
						|
            if met_traversal_reqs:
 | 
						|
                connected_regions.add(destination)
 | 
						|
 | 
						|
    # if the length of connected_regions changed, we got new regions, so we want to check those new origins
 | 
						|
    if region_count != len(connected_regions):
 | 
						|
        connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic)
 | 
						|
 | 
						|
    return connected_regions
 | 
						|
 | 
						|
 | 
						|
# sort the portal dict by the name of the first portal, referring to the portal order in the master portal list
 | 
						|
def sort_portals(portal_pairs: Dict[Portal, Portal]) -> Dict[str, str]:
 | 
						|
    sorted_pairs: Dict[str, str] = {}
 | 
						|
    reference_list: List[str] = [portal.name for portal in portal_mapping]
 | 
						|
    reference_list.append("Shop Portal")
 | 
						|
 | 
						|
    # note: this is not necessary yet since the shop portals aren't numbered yet -- they will be when decoupled happens
 | 
						|
    # due to plando, there can be a variable number of shops
 | 
						|
    # I could either do it like this, or just go up to like 200, this seemed better
 | 
						|
    # shop_count = 0
 | 
						|
    # for portal1, portal2 in portal_pairs.items():
 | 
						|
    #     if portal1.name.startswith("Shop"):
 | 
						|
    #         shop_count += 1
 | 
						|
    #     if portal2.name.startswith("Shop"):
 | 
						|
    #         shop_count += 1
 | 
						|
    # reference_list.extend([f"Shop Portal {i + 1}" for i in range(shop_count)])
 | 
						|
 | 
						|
    for name in reference_list:
 | 
						|
        for portal1, portal2 in portal_pairs.items():
 | 
						|
            if name == portal1.name:
 | 
						|
                sorted_pairs[portal1.name] = portal2.name
 | 
						|
                break
 | 
						|
    return sorted_pairs
 | 
						|
 |