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-rw-r--r--apworld/regions.py88
1 files changed, 78 insertions, 10 deletions
diff --git a/apworld/regions.py b/apworld/regions.py index a7d9a1c..1118603 100644 --- a/apworld/regions.py +++ b/apworld/regions.py
@@ -28,10 +28,29 @@ def create_locations(room, new_region: Region, world: "Lingo2World", regions: di
28 28
29 for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items(): 29 for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items():
30 new_location = Lingo2Location(world.player, event_name, None, new_region) 30 new_location = Lingo2Location(world.player, event_name, None, new_region)
31 if world.for_tracker and item_name == "Victory":
32 new_location.goal = True
33
31 event_item = Lingo2Item(item_name, ItemClassification.progression, None, world.player) 34 event_item = Lingo2Item(item_name, ItemClassification.progression, None, world.player)
32 new_location.place_locked_item(event_item) 35 new_location.place_locked_item(event_item)
33 new_region.locations.append(new_location) 36 new_region.locations.append(new_location)
34 37
38 if world.for_tracker and world.options.shuffle_worldports:
39 for port_id in room.ports:
40 port = world.static_logic.objects.ports[port_id]
41 if port.no_shuffle:
42 continue
43
44 new_location = Lingo2Location(world.player, f"Worldport {port.id} Entered", None, new_region)
45 new_location.port_id = port.id
46
47 if port.HasField("required_door"):
48 new_location.access_rule = \
49 make_location_lambda(world.player_logic.get_door_open_reqs(port.required_door), world, regions)
50
51 new_region.locations.append(new_location)
52
53
35def create_regions(world: "Lingo2World"): 54def create_regions(world: "Lingo2World"):
36 regions = { 55 regions = {
37 "Menu": Region("Menu", world.player, world.multiworld) 56 "Menu": Region("Menu", world.player, world.multiworld)
@@ -43,6 +62,9 @@ def create_regions(world: "Lingo2World"):
43 # locations. This allows us to reference the actual region objects in the access rules for the locations, which is 62 # locations. This allows us to reference the actual region objects in the access rules for the locations, which is
44 # faster than having to look them up during access checking. 63 # faster than having to look them up during access checking.
45 for room in world.static_logic.objects.rooms: 64 for room in world.static_logic.objects.rooms:
65 if room.map_id not in world.player_logic.shuffled_maps:
66 continue
67
46 region = create_region(room, world) 68 region = create_region(room, world)
47 regions[region.name] = region 69 regions[region.name] = region
48 region_and_room.append((region, room)) 70 region_and_room.append((region, room))
@@ -52,11 +74,13 @@ def create_regions(world: "Lingo2World"):
52 74
53 regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game") 75 regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game")
54 76
55 # TODO: The requirements of the opposite trigger also matter.
56 for connection in world.static_logic.objects.connections: 77 for connection in world.static_logic.objects.connections:
57 if connection.roof_access and not world.options.daedalus_roof_access: 78 if connection.roof_access and not world.options.daedalus_roof_access:
58 continue 79 continue
59 80
81 if connection.vanilla_only and world.options.shuffle_doors:
82 continue
83
60 from_region = world.static_logic.get_room_region_name(connection.from_room) 84 from_region = world.static_logic.get_room_region_name(connection.from_room)
61 to_region = world.static_logic.get_room_region_name(connection.to_room) 85 to_region = world.static_logic.get_room_region_name(connection.to_room)
62 86
@@ -76,7 +100,7 @@ def create_regions(world: "Lingo2World"):
76 100
77 if connection.HasField("port"): 101 if connection.HasField("port"):
78 port = world.static_logic.objects.ports[connection.port] 102 port = world.static_logic.objects.ports[connection.port]
79 connection_name = f"{connection_name} (via port {port.name})" 103 connection_name = f"{connection_name} (via {port.display_name})"
80 104
81 if world.options.shuffle_worldports and not port.no_shuffle: 105 if world.options.shuffle_worldports and not port.no_shuffle:
82 continue 106 continue
@@ -111,6 +135,12 @@ def create_regions(world: "Lingo2World"):
111 reqs.simplify() 135 reqs.simplify()
112 reqs.remove_room(from_region) 136 reqs.remove_room(from_region)
113 137
138 if to_region in reqs.rooms:
139 # This connection can't ever increase access because you're required to have access to the other side in
140 # order for it to be usable. We will just not create the connection at all, in order to help GER figure out
141 # what regions are dead ends.
142 continue
143
114 connection = Entrance(world.player, connection_name, regions[from_region]) 144 connection = Entrance(world.player, connection_name, regions[from_region])
115 connection.access_rule = make_location_lambda(reqs, world, regions) 145 connection.access_rule = make_location_lambda(reqs, world, regions)
116 146
@@ -129,14 +159,46 @@ def shuffle_entrances(world: "Lingo2World"):
129 159
130 port_id_by_name: dict[str, int] = {} 160 port_id_by_name: dict[str, int] = {}
131 161
132 for port in world.static_logic.objects.ports: 162 shuffleable_ports = [port for port in world.static_logic.objects.ports
133 if port.no_shuffle: 163 if not port.no_shuffle
134 continue 164 and world.static_logic.get_room_object_map_id(port) in world.player_logic.shuffled_maps]
165
166 if len(shuffleable_ports) % 2 == 1:
167 # We have an odd number of shuffleable ports! Pick a port from a room that has more than one, and make it a
168 # redundant warp to another port.
169 redundant_rooms = set(room.id for room in world.static_logic.objects.rooms if len(room.ports) > 1)
170 redundant_ports = [port for port in shuffleable_ports if port.room_id in redundant_rooms]
171 chosen_port = world.random.choice(redundant_ports)
172
173 shuffleable_ports.remove(chosen_port)
174
175 chosen_destination = world.random.choice(shuffleable_ports)
176
177 world.port_pairings[chosen_port.id] = chosen_destination.id
135 178
179 from_region_name = world.static_logic.get_room_region_name(chosen_port.room_id)
180 to_region_name = world.static_logic.get_room_region_name(chosen_destination.room_id)
181
182 from_region = world.multiworld.get_region(from_region_name, world.player)
183 to_region = world.multiworld.get_region(to_region_name, world.player)
184
185 connection = Entrance(world.player, f"{from_region_name} - {chosen_port.display_name}", from_region)
186 from_region.exits.append(connection)
187 connection.connect(to_region)
188
189 if chosen_port.HasField("required_door"):
190 door_reqs = world.player_logic.get_door_open_reqs(chosen_port.required_door)
191 connection.access_rule = make_location_lambda(door_reqs, world, None)
192
193 for region in door_reqs.get_referenced_rooms():
194 world.multiworld.register_indirect_condition(world.multiworld.get_region(region, world.player),
195 connection)
196
197 for port in shuffleable_ports:
136 port_region_name = world.static_logic.get_room_region_name(port.room_id) 198 port_region_name = world.static_logic.get_room_region_name(port.room_id)
137 port_region = world.multiworld.get_region(port_region_name, world.player) 199 port_region = world.multiworld.get_region(port_region_name, world.player)
138 200
139 connection_name = f"{port_region_name} - {port.name}" 201 connection_name = f"{port_region_name} - {port.display_name}"
140 port_id_by_name[connection_name] = port.id 202 port_id_by_name[connection_name] = port.id
141 203
142 entrance = port_region.create_er_target(connection_name) 204 entrance = port_region.create_er_target(connection_name)
@@ -174,13 +236,19 @@ def connect_ports_from_ut(port_pairings: dict[int, int], world: "Lingo2World"):
174 from_region = world.multiworld.get_region(from_region_name, world.player) 236 from_region = world.multiworld.get_region(from_region_name, world.player)
175 to_region = world.multiworld.get_region(to_region_name, world.player) 237 to_region = world.multiworld.get_region(to_region_name, world.player)
176 238
177 connection = Entrance(world.player, f"{from_region_name} - {from_port.name}", from_region) 239 connection = Entrance(world.player, f"{from_region_name} - {from_port.display_name}", from_region)
178 240
241 reqs = AccessRequirements()
179 if from_port.HasField("required_door"): 242 if from_port.HasField("required_door"):
180 door_reqs = world.player_logic.get_door_open_reqs(from_port.required_door) 243 reqs = world.player_logic.get_door_open_reqs(from_port.required_door).copy()
181 connection.access_rule = make_location_lambda(door_reqs, world, None)
182 244
183 for region in door_reqs.get_referenced_rooms(): 245 if world.for_tracker:
246 reqs.items.add(f"Worldport {fpid} Entered")
247
248 if not reqs.is_empty():
249 connection.access_rule = make_location_lambda(reqs, world, None)
250
251 for region in reqs.get_referenced_rooms():
184 world.multiworld.register_indirect_condition(world.multiworld.get_region(region, world.player), 252 world.multiworld.register_indirect_condition(world.multiworld.get_region(region, world.player),
185 connection) 253 connection)
186 254