184 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			184 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, Optional, TYPE_CHECKING
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| 
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| from BaseClasses import Entrance, ItemClassification, Region
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| from .datatypes import EntranceType, Room, RoomAndDoor
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| from .items import LingoItem
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| from .locations import LingoLocation
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| from .options import SunwarpAccess
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| from .rules import lingo_can_do_pilgrimage, lingo_can_use_entrance, make_location_lambda
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| from .static_logic import ALL_ROOMS, PAINTINGS
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| 
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| if TYPE_CHECKING:
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|     from . import LingoWorld
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| 
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| 
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| def create_region(room: Room, world: "LingoWorld") -> Region:
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|     new_region = Region(room.name, world.player, world.multiworld)
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|     for location in world.player_logic.locations_by_room.get(room.name, {}):
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|         new_location = LingoLocation(world.player, location.name, location.code, new_region)
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|         new_location.access_rule = make_location_lambda(location, world)
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|         new_region.locations.append(new_location)
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|         if location.name in world.player_logic.event_loc_to_item:
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|             event_name = world.player_logic.event_loc_to_item[location.name]
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|             event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
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|             new_location.place_locked_item(event_item)
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| 
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|     return new_region
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| 
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| 
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| def is_acceptable_pilgrimage_entrance(entrance_type: EntranceType, world: "LingoWorld") -> bool:
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|     allowed_entrance_types = EntranceType.NORMAL
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| 
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|     if world.options.pilgrimage_allows_paintings:
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|         allowed_entrance_types |= EntranceType.PAINTING
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| 
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|     if world.options.pilgrimage_allows_roof_access:
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|         allowed_entrance_types |= EntranceType.CROSSROADS_ROOF_ACCESS
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| 
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|     return bool(entrance_type & allowed_entrance_types)
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| 
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| 
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| def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
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|                      door: Optional[RoomAndDoor], entrance_type: EntranceType, pilgrimage: bool, world: "LingoWorld"):
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|     connection = Entrance(world.player, description, source_region)
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|     connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world)
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| 
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|     source_region.exits.append(connection)
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|     connection.connect(target_region)
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| 
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|     if door is not None:
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|         effective_room = target_region.name if door.room is None else door.room
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|         if door.door not in world.player_logic.item_by_door.get(effective_room, {}):
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|             access_reqs = world.player_logic.calculate_door_requirements(effective_room, door.door, world)
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|             for region in access_reqs.rooms:
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|                 world.multiworld.register_indirect_condition(regions[region], connection)
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| 
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|             # This pretty much only applies to Orange Tower Sixth Floor -> Orange Tower Basement.
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|             if access_reqs.the_master:
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|                 for mastery_req in world.player_logic.mastery_reqs:
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|                     for region in mastery_req.rooms:
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|                         world.multiworld.register_indirect_condition(regions[region], connection)
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|     
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|     if not pilgrimage and world.options.enable_pilgrimage and is_acceptable_pilgrimage_entrance(entrance_type, world)\
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|             and source_region.name != "Menu":
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|         for part in range(1, 6):
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|             pilgrimage_descriptor = f" (Pilgrimage Part {part})"
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|             pilgrim_source_region = regions[f"{source_region.name}{pilgrimage_descriptor}"]
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|             pilgrim_target_region = regions[f"{target_region.name}{pilgrimage_descriptor}"]
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| 
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|             effective_door = door
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|             if effective_door is not None:
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|                 effective_room = target_region.name if door.room is None else door.room
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|                 effective_door = RoomAndDoor(effective_room, door.door)
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| 
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|             connect_entrance(regions, pilgrim_source_region, pilgrim_target_region,
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|                              f"{description}{pilgrimage_descriptor}", effective_door, entrance_type, True, world)
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| 
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| 
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| def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld") -> None:
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|     source_painting = PAINTINGS[warp_enter]
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|     target_painting = PAINTINGS[warp_exit]
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| 
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|     target_region = regions[target_painting.room]
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|     source_region = regions[source_painting.room]
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| 
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|     entrance_name = f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)"
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|     connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door,
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|                      EntranceType.PAINTING, False, world)
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| 
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| 
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| def create_regions(world: "LingoWorld") -> None:
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|     regions = {
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|         "Menu": Region("Menu", world.player, world.multiworld)
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|     }
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| 
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|     painting_shuffle = world.options.shuffle_paintings
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|     early_color_hallways = world.options.early_color_hallways
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| 
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|     # Instantiate all rooms as regions with their locations first.
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|     for room in ALL_ROOMS:
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|         regions[room.name] = create_region(room, world)
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| 
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|         if world.options.enable_pilgrimage:
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|             for part in range(1, 6):
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|                 pilgrimage_region_name = f"{room.name} (Pilgrimage Part {part})"
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|                 regions[pilgrimage_region_name] = Region(pilgrimage_region_name, world.player, world.multiworld)
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| 
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|     # Connect all created regions now that they exist.
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|     allowed_entrance_types = EntranceType.NORMAL | EntranceType.WARP | EntranceType.CROSSROADS_ROOF_ACCESS
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| 
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|     if not painting_shuffle:
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|         # Don't use the vanilla painting connections if we are shuffling paintings.
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|         allowed_entrance_types |= EntranceType.PAINTING
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| 
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|     if world.options.sunwarp_access != SunwarpAccess.option_disabled and not world.options.shuffle_sunwarps:
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|         # Don't connect sunwarps if sunwarps are disabled or if we're shuffling sunwarps.
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|         allowed_entrance_types |= EntranceType.SUNWARP
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| 
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|     for room in ALL_ROOMS:
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|         for entrance in room.entrances:
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|             effective_entrance_type = entrance.type & allowed_entrance_types
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|             if not effective_entrance_type:
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|                 continue
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| 
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|             entrance_name = f"{entrance.room} to {room.name}"
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|             if entrance.door is not None:
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|                 if entrance.door.room is not None:
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|                     entrance_name += f" (through {entrance.door.room} - {entrance.door.door})"
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|                 else:
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|                     entrance_name += f" (through {room.name} - {entrance.door.door})"
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| 
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|             effective_door = entrance.door
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|             if entrance.type == EntranceType.SUNWARP and world.options.sunwarp_access == SunwarpAccess.option_normal:
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|                 effective_door = None
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| 
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|             connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, effective_door,
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|                              effective_entrance_type, False, world)
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| 
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|     if world.options.enable_pilgrimage:
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|         # Connect the start of the pilgrimage. We check for all sunwarp items here.
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|         pilgrim_start_from = regions[world.player_logic.sunwarp_entrances[0]]
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|         pilgrim_start_to = regions[f"{world.player_logic.sunwarp_exits[0]} (Pilgrimage Part 1)"]
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| 
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|         if world.options.sunwarp_access >= SunwarpAccess.option_unlock:
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|             pilgrim_start_from.connect(pilgrim_start_to, f"Pilgrimage Part 1",
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|                                        lambda state: lingo_can_do_pilgrimage(state, world))
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|         else:
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|             pilgrim_start_from.connect(pilgrim_start_to, f"Pilgrimage Part 1")
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| 
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|         # Create connections between each segment of the pilgrimage.
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|         for i in range(1, 6):
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|             from_room = f"{world.player_logic.sunwarp_entrances[i]} (Pilgrimage Part {i})"
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|             to_room = f"{world.player_logic.sunwarp_exits[i]} (Pilgrimage Part {i+1})"
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|             if i == 5:
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|                 to_room = "Pilgrim Antechamber"
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| 
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|             regions[from_room].connect(regions[to_room], f"Pilgrimage Part {i+1}")
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|     else:
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|         connect_entrance(regions, regions["Starting Room"], regions["Pilgrim Antechamber"], "Sun Painting",
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|                          RoomAndDoor("Pilgrim Antechamber", "Sun Painting"), EntranceType.PAINTING, False, world)
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| 
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|     if early_color_hallways:
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|         connect_entrance(regions, regions["Starting Room"], regions["Color Hallways"], "Early Color Hallways",
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|                          None, EntranceType.PAINTING, False, world)
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| 
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|     if painting_shuffle:
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|         for warp_enter, warp_exit in world.player_logic.painting_mapping.items():
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|             connect_painting(regions, warp_enter, warp_exit, world)
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| 
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|     if world.options.shuffle_sunwarps:
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|         for i in range(0, 6):
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|             if world.options.sunwarp_access == SunwarpAccess.option_normal:
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|                 effective_door = None
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|             else:
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|                 effective_door = RoomAndDoor("Sunwarps", f"{i + 1} Sunwarp")
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| 
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|             source_region = regions[world.player_logic.sunwarp_entrances[i]]
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|             target_region = regions[world.player_logic.sunwarp_exits[i]]
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| 
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|             entrance_name = f"{source_region.name} to {target_region.name} ({i + 1} Sunwarp)"
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|             connect_entrance(regions, source_region, target_region, entrance_name, effective_door, EntranceType.SUNWARP,
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|                              False, world)
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| 
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|     world.multiworld.regions += regions.values()
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