From 3a8ba8f4f16ac0d62b9ca4f9ff531eefd58004e4 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Thu, 15 Feb 2024 18:19:54 -0500 Subject: Lingo: Fix non-progressive The Colorful (#2782) The Colorful did not actually properly split into individual doors when progressive colorful was off. This change refactors the code that handles special cases with progressive items to make things clearer (which is important because I will be introducing another one). --- player_logic.py | 31 ++++++++++++++++++++++++++++--- 1 file changed, 28 insertions(+), 3 deletions(-) (limited to 'player_logic.py') diff --git a/player_logic.py b/player_logic.py index b2e5f77..0ae3035 100644 --- a/player_logic.py +++ b/player_logic.py @@ -1,3 +1,4 @@ +from enum import Enum from typing import Dict, List, NamedTuple, Optional, Set, Tuple, TYPE_CHECKING from .items import ALL_ITEM_TABLE @@ -36,6 +37,27 @@ class PlayerLocation(NamedTuple): access: AccessRequirements +class ProgressiveItemBehavior(Enum): + DISABLE = 1 + SPLIT = 2 + PROGRESSIVE = 3 + + +def should_split_progression(progression_name: str, world: "LingoWorld") -> ProgressiveItemBehavior: + if progression_name == "Progressive Orange Tower": + if world.options.progressive_orange_tower: + return ProgressiveItemBehavior.PROGRESSIVE + else: + return ProgressiveItemBehavior.SPLIT + elif progression_name == "Progressive Colorful": + if world.options.progressive_colorful: + return ProgressiveItemBehavior.PROGRESSIVE + else: + return ProgressiveItemBehavior.SPLIT + + return ProgressiveItemBehavior.PROGRESSIVE + + class LingoPlayerLogic: """ Defines logic after a player's options have been applied @@ -83,10 +105,13 @@ class LingoPlayerLogic: def handle_non_grouped_door(self, room_name: str, door_data: Door, world: "LingoWorld"): if room_name in PROGRESSION_BY_ROOM and door_data.name in PROGRESSION_BY_ROOM[room_name]: - if (room_name == "Orange Tower" and not world.options.progressive_orange_tower)\ - or (room_name == "The Colorful" and not world.options.progressive_colorful): + progression_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name + progression_handling = should_split_progression(progression_name, world) + + if progression_handling == ProgressiveItemBehavior.SPLIT: self.set_door_item(room_name, door_data.name, door_data.item_name) - else: + self.real_items.append(door_data.item_name) + elif progression_handling == ProgressiveItemBehavior.PROGRESSIVE: progressive_item_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name self.set_door_item(room_name, door_data.name, progressive_item_name) self.real_items.append(progressive_item_name) -- cgit 1.4.1