264 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			264 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import List, Set, Dict, Optional, Callable
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| from BaseClasses import CollectionState, MultiWorld, Region, Entrance, Location
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| from .Options import is_option_enabled
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| from .Locations import LocationData, get_location_datas
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| from .PreCalculatedWeights import PreCalculatedWeights
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| from .LogicExtensions import TimespinnerLogic
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| 
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| 
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| def create_regions_and_locations(world: MultiWorld, player: int, precalculated_weights: PreCalculatedWeights):
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|     locations_per_region: Dict[str, List[LocationData]] = split_location_datas_per_region(
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|         get_location_datas(world, player, precalculated_weights))
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| 
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|     regions = [
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|         create_region(world, player, locations_per_region, 'Menu'),
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|         create_region(world, player, locations_per_region, 'Tutorial'),
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|         create_region(world, player, locations_per_region, 'Lake desolation'),
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|         create_region(world, player, locations_per_region, 'Upper lake desolation'),
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|         create_region(world, player, locations_per_region, 'Lower lake desolation'),
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|         create_region(world, player, locations_per_region, 'Eastern lake desolation'),
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|         create_region(world, player, locations_per_region, 'Library'),
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|         create_region(world, player, locations_per_region, 'Library top'),
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|         create_region(world, player, locations_per_region, 'Varndagroth tower left'),
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|         create_region(world, player, locations_per_region, 'Varndagroth tower right (upper)'),
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|         create_region(world, player, locations_per_region, 'Varndagroth tower right (lower)'),
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|         create_region(world, player, locations_per_region, 'Varndagroth tower right (elevator)'),
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|         create_region(world, player, locations_per_region, 'Sealed Caves (Sirens)'),
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|         create_region(world, player, locations_per_region, 'Military Fortress'),
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|         create_region(world, player, locations_per_region, 'Military Fortress (hangar)'),
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|         create_region(world, player, locations_per_region, 'The lab'),
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|         create_region(world, player, locations_per_region, 'The lab (power off)'),
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|         create_region(world, player, locations_per_region, 'The lab (upper)'),
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|         create_region(world, player, locations_per_region, 'Emperors tower'),
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|         create_region(world, player, locations_per_region, 'Skeleton Shaft'),
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|         create_region(world, player, locations_per_region, 'Sealed Caves (Xarion)'),
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|         create_region(world, player, locations_per_region, 'Refugee Camp'),
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|         create_region(world, player, locations_per_region, 'Forest'),
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|         create_region(world, player, locations_per_region, 'Left Side forest Caves'),
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|         create_region(world, player, locations_per_region, 'Upper Lake Serene'),
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|         create_region(world, player, locations_per_region, 'Lower Lake Serene'),
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|         create_region(world, player, locations_per_region, 'Caves of Banishment (upper)'),
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|         create_region(world, player, locations_per_region, 'Caves of Banishment (Maw)'),
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|         create_region(world, player, locations_per_region, 'Caves of Banishment (Sirens)'),
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|         create_region(world, player, locations_per_region, 'Castle Ramparts'),
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|         create_region(world, player, locations_per_region, 'Castle Keep'),
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|         create_region(world, player, locations_per_region, 'Castle Basement'),
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|         create_region(world, player, locations_per_region, 'Royal towers (lower)'),
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|         create_region(world, player, locations_per_region, 'Royal towers'),
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|         create_region(world, player, locations_per_region, 'Royal towers (upper)'),
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|         create_region(world, player, locations_per_region, 'Temporal Gyre'),
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|         create_region(world, player, locations_per_region, 'Ancient Pyramid (entrance)'),
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|         create_region(world, player, locations_per_region, 'Ancient Pyramid (left)'),
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|         create_region(world, player, locations_per_region, 'Ancient Pyramid (right)'),
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|         create_region(world, player, locations_per_region, 'Space time continuum')
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|     ]
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| 
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|     if is_option_enabled(world, player, "GyreArchives"):
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|         regions.extend([
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|             create_region(world, player, locations_per_region, 'Ravenlord\'s Lair'),
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|             create_region(world, player, locations_per_region, 'Ifrit\'s Lair'),
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|         ])
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| 
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|     if __debug__:
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|         throwIfAnyLocationIsNotAssignedToARegion(regions, locations_per_region.keys())
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| 
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|     world.regions += regions
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| 
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|     connectStartingRegion(world, player)
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| 
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|     flooded: PreCalculatedWeights = precalculated_weights
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|     logic = TimespinnerLogic(world, player, precalculated_weights)
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| 
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|     connect(world, player, 'Lake desolation', 'Lower lake desolation', lambda state: flooded.flood_lake_desolation or logic.has_timestop(state) or state.has('Talaria Attachment', player))
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|     connect(world, player, 'Lake desolation', 'Upper lake desolation', lambda state: logic.has_fire(state) and state.can_reach('Upper Lake Serene', 'Region', player))
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|     connect(world, player, 'Lake desolation', 'Skeleton Shaft', lambda state: flooded.flood_lake_desolation or logic.has_doublejump(state))
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|     connect(world, player, 'Lake desolation', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Upper lake desolation', 'Lake desolation')
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|     connect(world, player, 'Upper lake desolation', 'Eastern lake desolation')
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|     connect(world, player, 'Lower lake desolation', 'Lake desolation') 
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|     connect(world, player, 'Lower lake desolation', 'Eastern lake desolation')
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|     connect(world, player, 'Eastern lake desolation', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Eastern lake desolation', 'Library')
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|     connect(world, player, 'Eastern lake desolation', 'Lower lake desolation')
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|     connect(world, player, 'Eastern lake desolation', 'Upper lake desolation', lambda state: logic.has_fire(state) and state.can_reach('Upper Lake Serene', 'Region', player))
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|     connect(world, player, 'Library', 'Eastern lake desolation')
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|     connect(world, player, 'Library', 'Library top', lambda state: logic.has_doublejump(state) or state.has('Talaria Attachment', player)) 
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|     connect(world, player, 'Library', 'Varndagroth tower left', logic.has_keycard_D)
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|     connect(world, player, 'Library', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Library top', 'Library')
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|     connect(world, player, 'Varndagroth tower left', 'Library')
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|     connect(world, player, 'Varndagroth tower left', 'Varndagroth tower right (upper)', logic.has_keycard_C)
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|     connect(world, player, 'Varndagroth tower left', 'Varndagroth tower right (lower)', logic.has_keycard_B)
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|     connect(world, player, 'Varndagroth tower left', 'Sealed Caves (Sirens)', lambda state: logic.has_keycard_B(state) and state.has('Elevator Keycard', player))
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|     connect(world, player, 'Varndagroth tower left', 'Refugee Camp', lambda state: state.has('Timespinner Wheel', player) and state.has('Timespinner Spindle', player))
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|     connect(world, player, 'Varndagroth tower right (upper)', 'Varndagroth tower left')
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|     connect(world, player, 'Varndagroth tower right (upper)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
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|     connect(world, player, 'Varndagroth tower right (elevator)', 'Varndagroth tower right (upper)')
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|     connect(world, player, 'Varndagroth tower right (elevator)', 'Varndagroth tower right (lower)')
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|     connect(world, player, 'Varndagroth tower right (lower)', 'Varndagroth tower left', logic.has_keycard_B)
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|     connect(world, player, 'Varndagroth tower right (lower)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
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|     connect(world, player, 'Varndagroth tower right (lower)', 'Sealed Caves (Sirens)', lambda state: logic.has_keycard_B(state) and state.has('Elevator Keycard', player))
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|     connect(world, player, 'Varndagroth tower right (lower)', 'Military Fortress', logic.can_kill_all_3_bosses)
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|     connect(world, player, 'Varndagroth tower right (lower)', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Sealed Caves (Sirens)', 'Varndagroth tower left', lambda state: state.has('Elevator Keycard', player))
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|     connect(world, player, 'Sealed Caves (Sirens)', 'Varndagroth tower right (lower)', lambda state: state.has('Elevator Keycard', player))
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|     connect(world, player, 'Sealed Caves (Sirens)', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Military Fortress', 'Varndagroth tower right (lower)', logic.can_kill_all_3_bosses)
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|     connect(world, player, 'Military Fortress', 'Temporal Gyre', lambda state: state.has('Timespinner Wheel', player))
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|     connect(world, player, 'Military Fortress', 'Military Fortress (hangar)', logic.has_doublejump)
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|     connect(world, player, 'Military Fortress (hangar)', 'Military Fortress')
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|     connect(world, player, 'Military Fortress (hangar)', 'The lab', lambda state: logic.has_keycard_B(state) and (state.has('Water Mask', player) if flooded.flood_lab else logic.has_doublejump(state)))
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|     connect(world, player, 'Temporal Gyre', 'Military Fortress')
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|     connect(world, player, 'The lab', 'Military Fortress')
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|     connect(world, player, 'The lab', 'The lab (power off)', logic.has_doublejump_of_npc)
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|     connect(world, player, 'The lab (power off)', 'The lab', lambda state: not flooded.flood_lab or state.has('Water Mask', player))
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|     connect(world, player, 'The lab (power off)', 'The lab (upper)', logic.has_forwarddash_doublejump)
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|     connect(world, player, 'The lab (upper)', 'The lab (power off)')
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|     connect(world, player, 'The lab (upper)', 'Emperors tower', logic.has_forwarddash_doublejump)
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|     connect(world, player, 'The lab (upper)', 'Ancient Pyramid (entrance)', lambda state: state.has_all({'Timespinner Wheel', 'Timespinner Spindle', 'Timespinner Gear 1', 'Timespinner Gear 2', 'Timespinner Gear 3'}, player))
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|     connect(world, player, 'Emperors tower', 'The lab (upper)')
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|     connect(world, player, 'Skeleton Shaft', 'Lake desolation')
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|     connect(world, player, 'Skeleton Shaft', 'Sealed Caves (Xarion)', logic.has_keycard_A)
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|     connect(world, player, 'Skeleton Shaft', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Sealed Caves (Xarion)', 'Skeleton Shaft')
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|     connect(world, player, 'Sealed Caves (Xarion)', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Refugee Camp', 'Forest')
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|     connect(world, player, 'Refugee Camp', 'Library', lambda state: is_option_enabled(world, player, "Inverted") and is_option_enabled(world, player, "PresentAccessWithWheelAndSpindle") and state.has_all({'Timespinner Wheel', 'Timespinner Spindle'}, player))
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|     connect(world, player, 'Refugee Camp', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Forest', 'Refugee Camp')
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|     connect(world, player, 'Forest', 'Left Side forest Caves', lambda state: flooded.flood_lake_serene_bridge or state.has('Talaria Attachment', player) or logic.has_timestop(state))
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|     connect(world, player, 'Forest', 'Caves of Banishment (Sirens)')
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|     connect(world, player, 'Forest', 'Castle Ramparts')
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|     connect(world, player, 'Left Side forest Caves', 'Forest')
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|     connect(world, player, 'Left Side forest Caves', 'Upper Lake Serene', logic.has_timestop)
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|     connect(world, player, 'Left Side forest Caves', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
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|     connect(world, player, 'Left Side forest Caves', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Upper Lake Serene', 'Left Side forest Caves')
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|     connect(world, player, 'Upper Lake Serene', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
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|     connect(world, player, 'Lower Lake Serene', 'Upper Lake Serene')
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|     connect(world, player, 'Lower Lake Serene', 'Left Side forest Caves')
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|     connect(world, player, 'Lower Lake Serene', 'Caves of Banishment (upper)', lambda state: flooded.flood_lake_serene or logic.has_doublejump(state))
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|     connect(world, player, 'Caves of Banishment (upper)', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
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|     connect(world, player, 'Caves of Banishment (upper)', 'Caves of Banishment (Maw)', lambda state: logic.has_doublejump(state) or state.has_any({'Gas Mask', 'Talaria Attachment'} or logic.has_teleport(state), player))
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|     connect(world, player, 'Caves of Banishment (upper)', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (upper)', lambda state: logic.has_doublejump(state) if not flooded.flood_maw else state.has('Water Mask', player))
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|     connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Sirens)', lambda state: state.has_any({'Gas Mask', 'Talaria Attachment'}, player) )
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|     connect(world, player, 'Caves of Banishment (Maw)', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Caves of Banishment (Sirens)', 'Forest')
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|     connect(world, player, 'Castle Ramparts', 'Forest')
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|     connect(world, player, 'Castle Ramparts', 'Castle Keep')
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|     connect(world, player, 'Castle Ramparts', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Castle Keep', 'Castle Ramparts')
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|     connect(world, player, 'Castle Keep', 'Castle Basement', lambda state: not flooded.flood_basement or state.has('Water Mask', player))
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|     connect(world, player, 'Castle Keep', 'Royal towers (lower)', logic.has_doublejump)
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|     connect(world, player, 'Castle Keep', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Royal towers (lower)', 'Castle Keep')
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|     connect(world, player, 'Royal towers (lower)', 'Royal towers', lambda state: state.has('Timespinner Wheel', player) or logic.has_forwarddash_doublejump(state))
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|     connect(world, player, 'Royal towers (lower)', 'Space time continuum', logic.has_teleport)
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|     connect(world, player, 'Royal towers', 'Royal towers (lower)')
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|     connect(world, player, 'Royal towers', 'Royal towers (upper)', logic.has_doublejump)
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|     connect(world, player, 'Royal towers (upper)', 'Royal towers')
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|     #connect(world, player, 'Ancient Pyramid (entrance)', 'The lab (upper)', lambda state: not is_option_enabled(world, player, "EnterSandman"))
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|     connect(world, player, 'Ancient Pyramid (entrance)', 'Ancient Pyramid (left)', logic.has_doublejump)
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|     connect(world, player, 'Ancient Pyramid (left)', 'Ancient Pyramid (entrance)')
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|     connect(world, player, 'Ancient Pyramid (left)', 'Ancient Pyramid (right)', lambda state: flooded.flood_pyramid_shaft or logic.has_upwarddash(state))
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|     connect(world, player, 'Ancient Pyramid (right)', 'Ancient Pyramid (left)', lambda state: flooded.flood_pyramid_shaft or logic.has_upwarddash(state))
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|     connect(world, player, 'Space time continuum', 'Lake desolation', lambda state: logic.can_teleport_to(state, "Present", "GateLakeDesolation"))
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|     connect(world, player, 'Space time continuum', 'Lower lake desolation', lambda state: logic.can_teleport_to(state, "Present", "GateKittyBoss"))
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|     connect(world, player, 'Space time continuum', 'Library', lambda state: logic.can_teleport_to(state, "Present", "GateLeftLibrary"))
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|     connect(world, player, 'Space time continuum', 'Varndagroth tower right (lower)', lambda state: logic.can_teleport_to(state, "Present", "GateMilitaryGate"))
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|     connect(world, player, 'Space time continuum', 'Skeleton Shaft', lambda state: logic.can_teleport_to(state, "Present", "GateSealedCaves"))
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|     connect(world, player, 'Space time continuum', 'Sealed Caves (Sirens)', lambda state: logic.can_teleport_to(state, "Present", "GateSealedSirensCave"))
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|     connect(world, player, 'Space time continuum', 'Sealed Caves (Xarion)', lambda state: logic.can_teleport_to(state, "Present", "GateXarion"))
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|     connect(world, player, 'Space time continuum', 'Upper Lake Serene', lambda state: logic.can_teleport_to(state, "Past", "GateLakeSereneLeft"))
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|     connect(world, player, 'Space time continuum', 'Left Side forest Caves', lambda state: logic.can_teleport_to(state, "Past", "GateLakeSereneRight"))
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|     connect(world, player, 'Space time continuum', 'Refugee Camp', lambda state: logic.can_teleport_to(state, "Past", "GateAccessToPast"))
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|     connect(world, player, 'Space time continuum', 'Castle Ramparts', lambda state: logic.can_teleport_to(state, "Past", "GateCastleRamparts"))
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|     connect(world, player, 'Space time continuum', 'Castle Keep', lambda state: logic.can_teleport_to(state, "Past", "GateCastleKeep"))
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|     connect(world, player, 'Space time continuum', 'Royal towers (lower)', lambda state: logic.can_teleport_to(state, "Past", "GateRoyalTowers"))
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|     connect(world, player, 'Space time continuum', 'Caves of Banishment (Maw)', lambda state: logic.can_teleport_to(state, "Past", "GateMaw"))
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|     connect(world, player, 'Space time continuum', 'Caves of Banishment (upper)', lambda state: logic.can_teleport_to(state, "Past", "GateCavesOfBanishment"))
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|     connect(world, player, 'Space time continuum', 'Ancient Pyramid (entrance)', lambda state: logic.can_teleport_to(state, "Time", "GateGyre") or (not is_option_enabled(world, player, "UnchainedKeys") and is_option_enabled(world, player, "EnterSandman")))
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|     connect(world, player, 'Space time continuum', 'Ancient Pyramid (left)', lambda state: logic.can_teleport_to(state, "Time", "GateLeftPyramid"))
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|     connect(world, player, 'Space time continuum', 'Ancient Pyramid (right)', lambda state: logic.can_teleport_to(state, "Time", "GateRightPyramid"))
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| 
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|     if is_option_enabled(world, player, "GyreArchives"):
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|         connect(world, player, 'The lab (upper)', 'Ravenlord\'s Lair', lambda state: state.has('Merchant Crow', player))
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|         connect(world, player, 'Ravenlord\'s Lair', 'The lab (upper)')
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|         connect(world, player, 'Library top', 'Ifrit\'s Lair', lambda state: state.has('Kobo', player) and state.can_reach('Refugee Camp', 'Region', player))
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|         connect(world, player, 'Ifrit\'s Lair', 'Library top')
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| 
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| 
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| def throwIfAnyLocationIsNotAssignedToARegion(regions: List[Region], regionNames: Set[str]):
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|     existingRegions: Set[str] = set()
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| 
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|     for region in regions:
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|         existingRegions.add(region.name)
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| 
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|     if (regionNames - existingRegions):
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|         raise Exception("Timespinner: the following regions are used in locations: {}, but no such region exists".format(regionNames - existingRegions))
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| 
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| 
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| def create_location(player: int, location_data: LocationData, region: Region) -> Location:
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|     location = Location(player, location_data.name, location_data.code, region)
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| 
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|     if location_data.rule:
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|         location.access_rule = location_data.rule
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| 
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|     if id is None:
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|         location.event = True
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|         location.locked = True
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|     return location
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| 
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| 
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| def create_region(world: MultiWorld, player: int, locations_per_region: Dict[str, List[LocationData]], name: str) -> Region:
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|     region = Region(name, player, world)
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| 
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|     if name in locations_per_region:
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|         for location_data in locations_per_region[name]:
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|             location = create_location(player, location_data, region)
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|             region.locations.append(location)
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|     return region
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| 
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| 
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| def connectStartingRegion(world: MultiWorld, player: int):
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|     menu = world.get_region('Menu', player)
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|     tutorial = world.get_region('Tutorial', player)
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|     space_time_continuum = world.get_region('Space time continuum', player)
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| 
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|     if is_option_enabled(world, player, "Inverted"):
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|         starting_region = world.get_region('Refugee Camp', player)
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|     else:
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|         starting_region = world.get_region('Lake desolation', player)
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| 
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|     menu_to_tutorial = Entrance(player, 'Tutorial', menu)
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|     menu_to_tutorial.connect(tutorial)
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|     menu.exits.append(menu_to_tutorial)
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|     tutorial_to_start = Entrance(player, 'Start Game', tutorial)
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|     tutorial_to_start.connect(starting_region)
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|     tutorial.exits.append(tutorial_to_start)
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|     teleport_back_to_start = Entrance(player, 'Teleport back to start', space_time_continuum)
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|     teleport_back_to_start.connect(starting_region)
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|     space_time_continuum.exits.append(teleport_back_to_start)
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| 
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| 
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| def connect(world: MultiWorld, player: int, source: str, target: str, 
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|             rule: Optional[Callable[[CollectionState], bool]] = None):
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| 
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|     sourceRegion = world.get_region(source, player)
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|     targetRegion = world.get_region(target, player)
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| 
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|     connection = Entrance(player, "", sourceRegion)
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| 
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|     if rule:
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|         connection.access_rule = rule
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|     sourceRegion.exits.append(connection)
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|     connection.connect(targetRegion)
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| 
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| 
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| def split_location_datas_per_region(locations: List[LocationData]) -> Dict[str, List[LocationData]]:
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|     per_region: Dict[str, List[LocationData]]  = {}
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| 
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|     for location in locations:
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|         per_region.setdefault(location.region, []).append(location)
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|     return per_region | 
