234 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from BaseClasses import Region, Entrance, Location, CollectionState
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from .LADXR.checkMetadata import checkMetadataTable
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from .Common import *
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from worlds.generic.Rules import add_item_rule
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from .Items import ladxr_item_to_la_item_name
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prefilled_events = ["ANGLER_KEYHOLE", "RAFT", "MEDICINE2", "CASTLE_BUTTON"]
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links_awakening_dungeon_names = [
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    "Tail Cave",
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    "Bottle Grotto",
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    "Key Cavern",
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    "Angler's Tunnel",
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    "Catfish's Maw",
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    "Face Shrine",
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    "Eagle's Tower",
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    "Turtle Rock",
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    "Color Dungeon"
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]
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def meta_to_name(meta):
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    return f"{meta.name} ({meta.area})"
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def get_locations_to_id():
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    ret = {
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    }
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    # Magic to generate unique ids
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    for s, v in checkMetadataTable.items():
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        if s == "None":
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            continue
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        splits = s.split("-")
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        main_id = int(splits[0], 16)
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        sub_id = 0
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        if len(splits) > 1:
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            sub_id = splits[1]
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            if sub_id.isnumeric():
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                sub_id = (int(sub_id) + 1) * 1000
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            else:
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                sub_id = 1000
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        name = f"{v.name} ({v.area})"
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        ret[name] = BASE_ID + main_id + sub_id
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    return ret
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locations_to_id = get_locations_to_id()
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class LinksAwakeningLocation(Location):
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    game = LINKS_AWAKENING
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    dungeon = None
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    def __init__(self, player: int, region, ladxr_item):
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        name = meta_to_name(ladxr_item.metadata)
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        address = None
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        if ladxr_item.event is not None:
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            name = ladxr_item.event
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        else:
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            address = locations_to_id[name]
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        super().__init__(player, name, address)
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        self.parent_region = region
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        self.ladxr_item = ladxr_item
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        def filter_item(item):
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            if not ladxr_item.MULTIWORLD and item.player != player:
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                return False
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            return True
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        add_item_rule(self, filter_item)
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def has_free_weapon(state: CollectionState, player: int) -> bool:
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    return state.has("Progressive Sword", player) or state.has("Magic Rod", player) or state.has("Boomerang", player) or state.has("Hookshot", player)
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# If the player has access to farm enough rupees to afford a game, we assume that they can keep beating the game
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def can_farm_rupees(state: CollectionState, player: int) -> bool:
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    return has_free_weapon(state, player) and (state.has("Can Play Trendy Game", player=player) or state.has("RAFT", player=player))
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class LinksAwakeningRegion(Region):
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    dungeon_index = None
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    ladxr_region = None
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    def __init__(self, name, ladxr_region, hint, player, world):
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        super().__init__(name, player, world, hint)
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        if ladxr_region:
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            self.ladxr_region = ladxr_region
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            if ladxr_region.dungeon:
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                self.dungeon_index = ladxr_region.dungeon
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def translate_item_name(item):
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    if item in ladxr_item_to_la_item_name:
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        return ladxr_item_to_la_item_name[item]
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    return item
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class GameStateAdapater:
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    def __init__(self, state, player):
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        self.state = state
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        self.player = player
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    def __contains__(self, item):
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        if item.endswith("_USED"):
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            return False
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        if item in ladxr_item_to_la_item_name:
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            item = ladxr_item_to_la_item_name[item]
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        return self.state.has(item, self.player)
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    def get(self, item, default):
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        # Don't allow any money usage if you can't get back wasted rupees
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        if item == "RUPEES":
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            if can_farm_rupees(self.state, self.player):
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                return self.state.prog_items[self.player]["RUPEES"]
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            return 0
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        elif item.endswith("_USED"):
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            return 0
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        else:
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            item = ladxr_item_to_la_item_name[item]
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        return self.state.prog_items[self.player].get(item, default)
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class LinksAwakeningEntrance(Entrance):
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    def __init__(self, player: int, name, region, condition):
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        super().__init__(player, name, region)
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        if isinstance(condition, str):
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            if condition in ladxr_item_to_la_item_name:
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                # Test if in inventory
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                self.condition = ladxr_item_to_la_item_name[condition]
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            else:
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                # Event
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                self.condition = condition
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        elif condition:
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            # rewrite condition
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            # .copyWithModifiedItemNames(translate_item_name)
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            self.condition = condition
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        else:
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            self.condition = None
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    def access_rule(self, state):
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        if isinstance(self.condition, str):
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            return state.has(self.condition, self.player)
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        if self.condition is None:
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            return True
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        return self.condition.test(GameStateAdapater(state, self.player))
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# Helper to apply function to every ladxr region
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def walk_ladxdr(f, n, walked=set()):
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    if n in walked:
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        return
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    f(n)
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    walked.add(n)
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    for o, req in n.simple_connections:
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        walk_ladxdr(f, o, walked)
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    for o, req in n.gated_connections:
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        walk_ladxdr(f, o, walked)
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def ladxr_region_to_name(n):
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    name = n.name
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    if not name:
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        if len(n.items) == 1:
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            meta = n.items[0].metadata
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            name = f"{meta.name} ({meta.area})"
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        elif n.dungeon:
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            name = f"D{n.dungeon} Room"
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        else:
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            name = "No Name"
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    return name
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def create_regions_from_ladxr(player, multiworld, logic):
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    tmp = set()
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    def print_items(n):
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        print(f"Creating Region {ladxr_region_to_name(n)}")
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        print("Has simple connections:")
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        for region, info in n.simple_connections:
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            print("  " + ladxr_region_to_name(region) + " | " + str(info))
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        print("Has gated connections:")
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        for region, info in n.gated_connections:
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            print("  " + ladxr_region_to_name(region) + " | " + str(info))
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        print("Has Locations:")
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        for item in n.items:
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            print("  " + str(item.metadata))
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        print()
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    used_names = {}
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    regions = {}
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    # Create regions
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    for l in logic.location_list:
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        # Temporarily uniqueify the name, until all regions are named
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        name = ladxr_region_to_name(l)
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        index = used_names.get(name, 0) + 1
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        used_names[name] = index
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        if index != 1:
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            name += f" {index}"
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        r = LinksAwakeningRegion(
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            name=name, ladxr_region=l, hint="", player=player, world=multiworld)
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        r.locations += [LinksAwakeningLocation(player, r, i) for i in l.items]
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        regions[l] = r
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    for ladxr_location in logic.location_list:
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        for connection_location, connection_condition in ladxr_location.simple_connections + ladxr_location.gated_connections:
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            region_a = regions[ladxr_location]
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            region_b = regions[connection_location]
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            # TODO: This name ain't gonna work for entrance rando, we need to cross reference with logic.world.overworld_entrance
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            entrance = LinksAwakeningEntrance(
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                player, f"{region_a.name} -> {region_b.name}", region_a, connection_condition)
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            region_a.exits.append(entrance)
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            entrance.connect(region_b)
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    return list(regions.values())
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