from typing import TYPE_CHECKING
import BaseClasses
from BaseClasses import Region, ItemClassification, Entrance
from entrance_rando import randomize_entrances
from .items import Lingo2Item
from .locations import Lingo2Location
from .player_logic import AccessRequirements
from .rules import make_location_lambda
if TYPE_CHECKING:
from . import Lingo2World
def create_region(room, world: "Lingo2World") -> Region:
return Region(world.static_logic.get_room_region_name(room.id), world.player, world.multiworld)
def create_locations(room, new_region: Region, world: "Lingo2World", regions: dict[str, Region]):
for location in world.player_logic.locations_by_room.get(room.id, {}):
reqs = location.reqs.copy()
reqs.remove_room(new_region.name)
new_location = Lingo2Location(world.player, world.static_logic.location_id_to_name[location.code],
location.code, new_region)
new_location.access_rule = make_location_lambda(reqs, world, regions)
new_region.locations.append(new_location)
for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items():
new_location = Lingo2Location(world.player, event_name, None, new_region)
if world.for_tracker and item_name == "Victory":
new_location.goal = True
event_item = Lingo2Item(item_name, ItemClassification.progression, None, world.player)
new_location.place_locked_item(event_item)
new_region.locations.append(new_location)
if world.for_tracker and world.options.shuffle_worldports:
for port_id in room.ports:
port = world.static_logic.objects.ports[port_id]
if port.no_shuffle:
continue
new_location = Lingo2Location(world.player, f"Worldport {port.id} Entered", None, new_region)
new_location.port_id = port.id
if port.HasField("required_door"):
new_location.access_rule = \
make_location_lambda(world.player_logic.get_door_open_reqs(port.required_door), world, regions)
new_region.locations.append(new_location)
def create_regions(world: "Lingo2World"):
regions = {
"Menu": Region("Menu", world.player, world.multiworld)
}
region_and_room = []
# Create the regions in two stages. First, make the actual region objects and memoize them. Then, add all of the
# locations. This allows us to reference the actual region objects in the access rules for the locations, which is
# faster than having to look them up during access checking.
for room in world.static_logic.objects.rooms:
region = create_region(room, world)
regions[region.name] = region
region_and_room.append((region, room))
for (region, room) in region_and_room:
create_locations(room, region, world, regions)
regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game")
for connection in world.static_logic.objects.connections:
if connection.roof_access and not world.options.daedalus_roof_access:
continue
if connection.vanilla_only and world.options.shuffle_doors:
continue
from_region = world.static_logic.get_room_region_name(connection.from_room)
to_region = world.static_logic.get_room_region_name(connection.to_room)
if from_region not in regions or to_region not in regions:
continue
connection_name = f"{from_region} -> {to_region}"
reqs = AccessRequirements()
if connection.HasField("required_door"):
reqs.merge(world.player_logic.get_door_open_reqs(connection.required_door))
door = world.static_logic.objects.doors[connection.required_door]
wmap = world.static_logic.objects.maps[door.map_id]
connection_name = f"{connection_name} (using {wmap.name} - {door.name})"
if connection.HasField("port"):
port = world.static_logic.objects.ports[connection.port]
connection_name = f"{connection_name} (via {port.display_name})"
if world.options.shuffle_worldports and not port.no_shuffle:
continue
if port.HasField("required_door"):
reqs.merge(world.player_logic.get_door_open_reqs(port.required_door))
if connection.HasField("painting"):
painting = world.static_logic.objects.paintings[connection.painting]
connection_name = f"{connection_name} (via painting {painting.name})"
if painting.HasField("required_door"):
reqs.merge(world.player_logic.get_door_open_reqs(painting.required_door))
if connection.HasField("panel"):
proxy = connection.panel
reqs.merge(world.player_logic.get_panel_reqs(proxy.panel,
proxy.answer if proxy.HasField("answer") else None))
panel = world.static_logic.objects.panels[proxy.panel]
if proxy.HasField("answer"):
connection_name = f"{connection_name} (via panel {panel.name}/{proxy.answer})"
else:
connection_name = f"{connection_name} (via panel {panel.name})"
if connection.HasField("purple_ending") and connection.purple_ending and world.options.strict_purple_ending:
world.player_logic.add_solution_reqs(reqs, "abcdefghijklmnopqrstuvwxyz")
if connection.HasField("cyan_ending") and connection.cyan_ending and world.options.strict_cyan_ending:
world.player_logic.add_solution_reqs(reqs, "abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyz")
reqs.simplify()
reqs.remove_room(from_region)
if to_region in reqs.rooms:
# This connection can't ever increase access because you're required to have access to the other side in
# order for it to be usable. We will just not create the connection at all, in order to help GER figure out
# what regions are dead ends.
continue
connection = Entrance(world.player, connection_name, regions[from_region])
connection.access_rule = make_location_lambda(reqs, world, regions)
regions[from_region].exits.append(connection)
connection.connect(regions[to_region])
for region in reqs.get_referenced_rooms():
world.multiworld.register_indirect_condition(regions[region], connection)
world.multiworld.regions += regions.values()
def shuffle_entrances(world: "Lingo2World"):
er_entrances: list[Entrance] = []
er_exits: list[Entrance] = []
port_id_by_name: dict[str, int] = {}
for port in world.static_logic.objects.ports:
if port.no_shuffle:
continue
port_region_name = world.static_logic.get_room_region_name(port.room_id)
port_region = world.multiworld.get_region(port_region_name, world.player)
connection_name = f"{port_region_name} - {port.display_name}"
port_id_by_name[connection_name] = port.id
entrance = port_region.create_er_target(connection_name)
entrance.randomization_type = BaseClasses.EntranceType.TWO_WAY
er_exit = port_region.create_exit(connection_name)
er_exit.randomization_type = BaseClasses.EntranceType.TWO_WAY
if port.HasField("required_door"):
door_reqs = world.player_logic.get_door_open_reqs(port.required_door)
er_exit.access_rule = make_location_lambda(door_reqs, world, None)
for region in door_reqs.get_referenced_rooms():
world.multiworld.register_indirect_condition(world.multiworld.get_region(region, world.player),
er_exit)
er_entrances.append(entrance)
er_exits.append(er_exit)
result = randomize_entrances(world, True, {0:[0]}, False, er_entrances,
er_exits)
for (f, to) in result.pairings:
world.port_pairings[port_id_by_name[f]] = port_id_by_name[to]
def connect_ports_from_ut(port_pairings: dict[int, int], world: "Lingo2World"):
for fpid, tpid in port_pairings.items():
from_port = world.static_logic.objects.ports[fpid]
to_port = world.static_logic.objects.ports[tpid]
from_region_name = world.static_logic.get_room_region_name(from_port.room_id)
to_region_name = world.static_logic.get_room_region_name(to_port.room_id)
from_region = world.multiworld.get_region(from_region_name, world.player)
to_region = world.multiworld.get_region(to_region_name, world.player)
connection = Entrance(world.player, f"{from_region_name} - {from_port.display_name}", from_region)
reqs = AccessRequirements()
if from_port.HasField("required_door"):
reqs = world.player_logic.get_door_open_reqs(from_port.required_door).copy()
if world.for_tracker:
reqs.items.add(f"Worldport {fpid} Entered")
if not reqs.is_empty():
connection.access_rule = make_location_lambda(reqs, world, None)
for region in reqs.get_referenced_rooms():
world.multiworld.register_indirect_condition(world.multiworld.get_region(region, world.player),
connection)
from_region.exits.append(connection)
connection.connect(to_region)