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Region.py
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Region.py
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from enum import Enum, unique
@unique
class RegionType(Enum):
Overworld = 1
Interior = 2
Dungeon = 3
Grotto = 4
@property
def is_indoors(self):
"""Shorthand for checking if Interior or Dungeon"""
return self in (RegionType.Interior, RegionType.Dungeon, RegionType.Grotto)
# Pretends to be an enum, but when the values are raw ints, it's much faster
class TimeOfDay(object):
NONE = 0
DAY = 1
DAMPE = 2
ALL = DAY | DAMPE
class Region(object):
def __init__(self, name, type=RegionType.Overworld):
self.name = name
self.type = type
self.entrances = []
self.exits = []
self.locations = []
self.dungeon = None
self.world = None
self.hint = None
self.price = None
self.world = None
self.time_passes = False
self.provides_time = TimeOfDay.NONE
self.scene = None
def copy(self, new_world):
new_region = Region(self.name, self.type)
new_region.world = new_world
new_region.price = self.price
new_region.hint = self.hint
new_region.time_passes = self.time_passes
new_region.provides_time = self.provides_time
new_region.scene = self.scene
if self.dungeon:
new_region.dungeon = self.dungeon.name
new_region.locations = [location.copy(new_region) for location in self.locations]
new_region.exits = [exit.copy(new_region) for exit in self.exits]
return new_region
def can_fill(self, item, manual=False):
is_self_dungeon_restricted = False
is_dungeon_restricted = False
is_overworld_restricted = False
if item.map or item.compass:
is_self_dungeon_restricted = self.world.shuffle_mapcompass in ['dungeon', 'vanilla']
is_dungeon_restricted = self.world.shuffle_mapcompass == 'any_dungeon'
is_overworld_restricted = self.world.shuffle_mapcompass == 'overworld'
elif item.type == 'SmallKey':
is_self_dungeon_restricted = self.world.shuffle_smallkeys in ['dungeon', 'vanilla']
is_dungeon_restricted = self.world.shuffle_smallkeys == 'any_dungeon'
is_overworld_restricted = self.world.shuffle_smallkeys == 'overworld'
elif item.type == 'FortressSmallKey':
is_dungeon_restricted = self.world.shuffle_fortresskeys == 'any_dungeon'
is_overworld_restricted = self.world.shuffle_fortresskeys == 'overworld'
elif item.type == 'BossKey':
is_self_dungeon_restricted = self.world.shuffle_bosskeys in ['dungeon', 'vanilla']
is_dungeon_restricted = self.world.shuffle_bosskeys == 'any_dungeon'
is_overworld_restricted = self.world.shuffle_bosskeys == 'overworld'
elif item.type == 'GanonBossKey':
is_self_dungeon_restricted = self.world.shuffle_ganon_bosskey in ['dungeon', 'vanilla']
is_dungeon_restricted = self.world.shuffle_ganon_bosskey == 'any_dungeon'
is_overworld_restricted = self.world.shuffle_ganon_bosskey == 'overworld'
if is_self_dungeon_restricted and not manual:
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.world.id == self.world.id
if is_dungeon_restricted and not manual:
return self.dungeon
if is_overworld_restricted and not manual:
return not self.dungeon
if item.name == 'Triforce Piece':
return item.world.id == self.world.id
return True
def get_scene(self):
if self.scene:
return self.scene
elif self.dungeon:
return self.dungeon.name
else:
return None
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name