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-rw-r--r--apworld/regions.py59
1 files changed, 53 insertions, 6 deletions
diff --git a/apworld/regions.py b/apworld/regions.py index 9f44682..1118603 100644 --- a/apworld/regions.py +++ b/apworld/regions.py
@@ -28,6 +28,9 @@ 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)
@@ -59,6 +62,9 @@ def create_regions(world: "Lingo2World"):
59 # 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
60 # faster than having to look them up during access checking. 63 # faster than having to look them up during access checking.
61 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
62 region = create_region(room, world) 68 region = create_region(room, world)
63 regions[region.name] = region 69 regions[region.name] = region
64 region_and_room.append((region, room)) 70 region_and_room.append((region, room))
@@ -72,6 +78,9 @@ def create_regions(world: "Lingo2World"):
72 if connection.roof_access and not world.options.daedalus_roof_access: 78 if connection.roof_access and not world.options.daedalus_roof_access:
73 continue 79 continue
74 80
81 if connection.vanilla_only and world.options.shuffle_doors:
82 continue
83
75 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)
76 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)
77 86
@@ -91,7 +100,7 @@ def create_regions(world: "Lingo2World"):
91 100
92 if connection.HasField("port"): 101 if connection.HasField("port"):
93 port = world.static_logic.objects.ports[connection.port] 102 port = world.static_logic.objects.ports[connection.port]
94 connection_name = f"{connection_name} (via port {port.name})" 103 connection_name = f"{connection_name} (via {port.display_name})"
95 104
96 if world.options.shuffle_worldports and not port.no_shuffle: 105 if world.options.shuffle_worldports and not port.no_shuffle:
97 continue 106 continue
@@ -126,6 +135,12 @@ def create_regions(world: "Lingo2World"):
126 reqs.simplify() 135 reqs.simplify()
127 reqs.remove_room(from_region) 136 reqs.remove_room(from_region)
128 137
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
129 connection = Entrance(world.player, connection_name, regions[from_region]) 144 connection = Entrance(world.player, connection_name, regions[from_region])
130 connection.access_rule = make_location_lambda(reqs, world, regions) 145 connection.access_rule = make_location_lambda(reqs, world, regions)
131 146
@@ -144,14 +159,46 @@ def shuffle_entrances(world: "Lingo2World"):
144 159
145 port_id_by_name: dict[str, int] = {} 160 port_id_by_name: dict[str, int] = {}
146 161
147 for port in world.static_logic.objects.ports: 162 shuffleable_ports = [port for port in world.static_logic.objects.ports
148 if port.no_shuffle: 163 if not port.no_shuffle
149 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
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)
150 196
197 for port in shuffleable_ports:
151 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)
152 port_region = world.multiworld.get_region(port_region_name, world.player) 199 port_region = world.multiworld.get_region(port_region_name, world.player)
153 200
154 connection_name = f"{port_region_name} - {port.name}" 201 connection_name = f"{port_region_name} - {port.display_name}"
155 port_id_by_name[connection_name] = port.id 202 port_id_by_name[connection_name] = port.id
156 203
157 entrance = port_region.create_er_target(connection_name) 204 entrance = port_region.create_er_target(connection_name)
@@ -189,7 +236,7 @@ def connect_ports_from_ut(port_pairings: dict[int, int], world: "Lingo2World"):
189 from_region = world.multiworld.get_region(from_region_name, world.player) 236 from_region = world.multiworld.get_region(from_region_name, world.player)
190 to_region = world.multiworld.get_region(to_region_name, world.player) 237 to_region = world.multiworld.get_region(to_region_name, world.player)
191 238
192 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)
193 240
194 reqs = AccessRequirements() 241 reqs = AccessRequirements()
195 if from_port.HasField("required_door"): 242 if from_port.HasField("required_door"):