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regions.py
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regions.py
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from __future__ import annotations
import itertools
from typing import Callable, Iterable, Optional, Sequence, Set, TYPE_CHECKING
from BaseClasses import CollectionState, Region, Entrance
from .data import Passage
from .locations import WL4Location, get_level_location_data
from .rules import get_access_rule, get_frog_switch_region, get_keyzer_region, make_boss_access_rule
from .options import Goal, OpenDoors
if TYPE_CHECKING:
from . import WL4World
# itertools.pairwise from Python 3.10
def pairwise(iterable):
try:
return itertools.pairwise(iterable)
except AttributeError:
# https://docs.python.org/3.9/library/itertools.html#itertools-recipes
a, b = itertools.tee(iterable)
next(b, None)
return zip(a, b)
AccessRule = Optional[Callable[[CollectionState], bool]]
class WL4Region(Region):
clear_rule: AccessRule
def __init__(self, name: str, world: WL4World):
super().__init__(name, world.player, world.multiworld)
self.clear_rule = None
def basic_region_creator(world: WL4World, location_table: Set[str]):
def basic_region(name, locations=()):
return create_region(world, location_table, name, locations)
return basic_region
def create_regions(world: WL4World, location_table: Set[str]):
create_main_regions(world, location_table)
create_level_regions(world, location_table)
def create_main_regions(world: WL4World, location_table: Set[str]):
basic_region = basic_region_creator(world, location_table)
def passage_region(passage: Passage):
return basic_region(passage.long_name())
def minigame_shop(passage: Passage):
return basic_region(f'{passage.short_name()} Minigame Shop')
def boss_region(passage: Passage, boss_name: str):
return basic_region(f'{passage.long_name()} Boss',
[boss_name, *(f'{boss_name} - 0:{time}' for time in ('15', '35', '55'))])
menu_region = basic_region('Menu')
passage_regions = (passage_region(passage) for passage in Passage)
minigame_shops = (minigame_shop(passage) for passage in itertools.islice(Passage, 1, None))
# spoiled_rotten = boss_region(Passage.ENTRY, 'Spoiled Rotten')
cractus = boss_region(Passage.EMERALD, 'Cractus')
cuckoo_condor = boss_region(Passage.RUBY, 'Cuckoo Condor')
aerodent = boss_region(Passage.TOPAZ, 'Aerodent')
catbat = boss_region(Passage.SAPPHIRE, 'Catbat')
golden_diva = boss_region(Passage.GOLDEN, 'Golden Diva')
sound_room = basic_region('Sound Room', ['Sound Room - Emergency Exit'])
world.multiworld.regions += [
menu_region,
*passage_regions,
*minigame_shops,
# spoiled_rotten,
cractus,
cuckoo_condor,
aerodent,
catbat,
golden_diva,
sound_room,
]
# Eventually I'll want to make trees out of the regions in the levels for
# diamond shuffle, but sequences will work for now
regions_in_levels = {
'Hall of Hieroglyphs': None,
'Palm Tree Paradise': None,
'Wildflower Fields': ['Before Sunflower', 'After Sunflower'],
'Mystic Lake': ['Shore', 'Shallows', 'Depths'],
'Monsoon Jungle': ['Upper', 'Lower'],
'The Curious Factory': None,
'The Toxic Landfill': None,
'40 Below Fridge': None,
'Pinball Zone': ['Early Rooms', 'Jungle Room', 'Late Rooms', 'Escape'],
'Toy Block Tower': None,
'The Big Board': None,
'Doodle Woods': None,
'Domino Row': ['Before Lake', 'After Lake'],
'Crescent Moon Village': ['Upper', 'Lower'],
'Arabian Night': ['Town', 'Sewer'],
'Fiery Cavern': ['Flaming', 'Frozen'],
'Hotel Horror': ['Hotel', 'Switch Room'],
'Golden Passage': ['Passage', 'Keyzer Area'],
}
def get_region_names(level_name: str, merge: bool = False) -> Sequence[str]:
entrance = f'{level_name} (entrance)'
regions = regions_in_levels[level_name]
if regions and not merge:
regions = [f'{level_name} - {region}' for region in regions]
else:
regions = [level_name]
return entrance, *regions
def create_level_regions(world: WL4World, location_table: Set[str]):
basic_region = basic_region_creator(world, location_table)
def level_regions(name: str, passage: Passage, level: int):
portal_setting = world.options.portal.value
region_names = get_region_names(name)
regions = {region: basic_region(region) for region in region_names}
for loc_name, location in get_level_location_data(passage, level):
if not portal_setting:
region_name = get_frog_switch_region(name)
elif location.region_in_level is not None:
region_name = f'{name} - {location.region_in_level}'
else:
region_name = name
if loc_name in location_table:
location = WL4Location(world.player, loc_name, regions[region_name])
regions[region_name].locations.append(location)
return regions.values()
hall_of_hieroglyphs = level_regions('Hall of Hieroglyphs', Passage.ENTRY, 0)
palm_tree_paradise = level_regions('Palm Tree Paradise', Passage.EMERALD, 0)
wildflower_fields = level_regions('Wildflower Fields', Passage.EMERALD, 1)
mystic_lake = level_regions('Mystic Lake', Passage.EMERALD, 2)
monsoon_jungle = level_regions('Monsoon Jungle', Passage.EMERALD, 3)
curious_factory = level_regions('The Curious Factory', Passage.RUBY, 0)
toxic_landfill = level_regions('The Toxic Landfill', Passage.RUBY, 1)
forty_below_fridge = level_regions('40 Below Fridge', Passage.RUBY, 2)
pinball_zone = level_regions('Pinball Zone', Passage.RUBY, 3)
toy_block_tower = level_regions('Toy Block Tower', Passage.TOPAZ, 0)
big_board = level_regions('The Big Board', Passage.TOPAZ, 1)
doodle_woods = level_regions('Doodle Woods', Passage.TOPAZ, 2)
domino_row = level_regions('Domino Row', Passage.TOPAZ, 3)
crescent_moon_village = level_regions('Crescent Moon Village', Passage.SAPPHIRE, 0)
arabian_night = level_regions('Arabian Night', Passage.SAPPHIRE, 1)
fiery_cavern = level_regions('Fiery Cavern', Passage.SAPPHIRE, 2)
hotel_horror = level_regions('Hotel Horror', Passage.SAPPHIRE, 3)
golden_passage = level_regions('Golden Passage', Passage.GOLDEN, 0)
world.multiworld.regions += [
*hall_of_hieroglyphs,
*palm_tree_paradise,
*wildflower_fields,
*mystic_lake,
*monsoon_jungle,
*curious_factory,
*toxic_landfill,
*forty_below_fridge,
*pinball_zone,
*toy_block_tower,
*big_board,
*doodle_woods,
*domino_row,
*crescent_moon_village,
*arabian_night,
*fiery_cavern,
*hotel_horror,
*golden_passage,
]
def connect_regions(world: WL4World):
portal_setting = world.options.portal.value
def connect_level(level_name):
regions = get_region_names(level_name)
for source, dest in pairwise(regions):
access_rule = get_access_rule(world, dest)
connect_entrance(world, dest, source, dest, access_rule)
connect_level('Hall of Hieroglyphs')
connect_level('Palm Tree Paradise')
connect_level('Wildflower Fields')
connect_level('Mystic Lake')
connect_level('Monsoon Jungle')
connect_level('The Curious Factory')
connect_level('The Toxic Landfill')
connect_level('40 Below Fridge')
connect_level('Pinball Zone')
connect_level('Toy Block Tower')
connect_level('The Big Board')
connect_level('Doodle Woods')
connect_level('Domino Row')
connect_level('Crescent Moon Village')
connect_level('Arabian Night')
connect_level('Fiery Cavern')
connect_level('Hotel Horror')
connect_level('Golden Passage')
def connect_with_name(source, destination, name, rule: AccessRule = None):
connect_entrance(world, name, source, destination, rule)
def connect(source, destination, rule: AccessRule = None):
connect_with_name(source, destination, f'{source} -> {destination}', rule)
def connect_level_exit(level, destination, rule: AccessRule = None):
# No Keyzer means you can just walk past the actual entrance to the next level
open_doors = world.options.open_doors
if (open_doors == OpenDoors.option_open
or (open_doors == OpenDoors.option_closed_diva and level != 'Golden Passage')
):
region = f'{level} (entrance)'
elif portal_setting:
region = get_keyzer_region(level)
else:
region = get_region_names(level)[-1]
connect_with_name(region, destination, f'{level} Gate', rule)
required_jewels = world.options.required_jewels.value
required_jewels_entry = min(1, required_jewels)
connect('Menu', 'Entry Passage')
connect('Entry Passage', 'Hall of Hieroglyphs (entrance)')
# connect_level_exit('Hall of Hieroglyphs', 'Entry Minigame Shop')
# connect('Entry Minigame Shop', 'Entry Passage Boss',
# rules.make_boss_access_rule(world, Passage.ENTRY, required_jewels_entry))
connect('Menu', 'Emerald Passage')
connect('Emerald Passage', 'Palm Tree Paradise (entrance)')
connect_level_exit('Palm Tree Paradise', 'Wildflower Fields (entrance)')
connect_level_exit('Wildflower Fields', 'Mystic Lake (entrance)')
connect_level_exit('Mystic Lake', 'Monsoon Jungle (entrance)')
connect_level_exit('Monsoon Jungle', 'Emerald Minigame Shop')
connect('Emerald Minigame Shop', 'Emerald Passage Boss',
make_boss_access_rule(world, Passage.EMERALD, required_jewels))
connect('Menu', 'Ruby Passage')
connect('Ruby Passage', 'The Curious Factory (entrance)')
connect_level_exit('The Curious Factory', 'The Toxic Landfill (entrance)')
connect_level_exit('The Toxic Landfill', '40 Below Fridge (entrance)')
connect_level_exit('40 Below Fridge', 'Pinball Zone (entrance)')
connect_level_exit('Pinball Zone', 'Ruby Minigame Shop')
connect('Ruby Minigame Shop', 'Ruby Passage Boss',
make_boss_access_rule(world, Passage.RUBY, required_jewels))
connect('Menu', 'Topaz Passage')
connect('Topaz Passage', 'Toy Block Tower (entrance)')
connect_level_exit('Toy Block Tower', 'The Big Board (entrance)')
connect_level_exit('The Big Board', 'Doodle Woods (entrance)')
connect_level_exit('Doodle Woods', 'Domino Row (entrance)')
connect_level_exit('Domino Row', 'Topaz Minigame Shop')
connect('Topaz Minigame Shop', 'Topaz Passage Boss',
make_boss_access_rule(world, Passage.TOPAZ, required_jewels))
connect('Menu', 'Sapphire Passage')
connect('Sapphire Passage', 'Crescent Moon Village (entrance)')
connect_level_exit('Crescent Moon Village', 'Arabian Night (entrance)')
connect_level_exit('Arabian Night', 'Fiery Cavern (entrance)')
connect_level_exit('Fiery Cavern', 'Hotel Horror (entrance)')
connect_level_exit('Hotel Horror', 'Sapphire Minigame Shop')
connect('Sapphire Minigame Shop', 'Sapphire Passage Boss',
make_boss_access_rule(world, Passage.SAPPHIRE, required_jewels))
connect('Menu', 'Golden Pyramid',
lambda state: state.has_all({'Emerald Passage Clear', 'Ruby Passage Clear',
'Topaz Passage Clear', 'Sapphire Passage Clear'}, world.player))
connect('Golden Pyramid', 'Golden Passage (entrance)')
if world.options.goal != Goal.option_golden_treasure_hunt:
connect_level_exit('Golden Passage', 'Golden Minigame Shop')
connect('Golden Minigame Shop', 'Golden Pyramid Boss',
make_boss_access_rule(world, Passage.GOLDEN, required_jewels_entry))
connect('Menu', 'Sound Room')
def create_region(world: WL4World, location_table: Set[str], name: str,
locations: Iterable[str] = ()) -> WL4Region:
region = WL4Region(name, world)
for location in locations:
if location in location_table:
region.locations.append(WL4Location(world.player, location, region))
return region
def connect_entrance(world: WL4World, name: str, source: str, target: str, rule: AccessRule = None):
multiworld, player = world.multiworld, world.player
source_region = multiworld.get_region(source, player)
target_region = multiworld.get_region(target, player)
connection = Entrance(player, name, source_region)
if rule:
connection.access_rule = rule
source_region.exits.append(connection)
connection.connect(target_region)