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Location.py
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Location.py
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from __future__ import annotations
import logging
from collections.abc import Callable, Iterable
from enum import Enum
from typing import TYPE_CHECKING, Optional, Any, overload
from HintList import misc_item_hint_table, misc_location_hint_table
from LocationList import location_table, location_is_viewable, LocationAddress, LocationDefault, LocationFilterTags
if TYPE_CHECKING:
from Dungeon import Dungeon
from Item import Item
from Region import Region
from RulesCommon import AccessRule
from State import State
from World import World
class DisableType(Enum):
ENABLED = 0
PENDING = 1
DISABLED = 2
class Location:
def __init__(self, name: str = '', address: LocationAddress = None, address2: LocationAddress = None, default: LocationDefault = None,
location_type: str = 'Chest', scene: Optional[int] = None, parent: Optional[Region] = None,
filter_tags: LocationFilterTags = None, internal: bool = False, vanilla_item: Optional[str] = None) -> None:
self.name: str = name
self.parent_region: Optional[Region] = parent
self.item: Optional[Item] = None
self.vanilla_item: Optional[str] = vanilla_item
self.address: LocationAddress = address
self.address2: LocationAddress = address2
self.default: LocationDefault = default
self.type: str = location_type
self.scene: Optional[int] = scene
self.internal: bool = internal
self.access_rule: AccessRule = lambda state, **kwargs: True
self.access_rules: list[AccessRule] = []
self.item_rule: Callable[[Location, Item], bool] = lambda location, item: True
self.locked: bool = False
self.price: Optional[int] = None
self.minor_only: bool = False
self.world: Optional[World] = None
self.disabled: DisableType = DisableType.ENABLED
self.always: bool = False
self.never: bool = False
self.filter_tags: Optional[tuple[str, ...]] = (filter_tags,) if isinstance(filter_tags, str) else filter_tags
self.rule_string: Optional[str] = None
def copy(self, *, copy_dict: Optional[dict[int, Any]] = None) -> Location:
copy_dict = {} if copy_dict is None else copy_dict
if (new_location := copy_dict.get(id(self), None)) and isinstance(new_location, Location):
return new_location
new_location = Location(name=self.name, address=self.address, address2=self.address2, default=self.default,
location_type=self.type, scene=self.scene, parent=self.parent_region.copy(copy_dict=copy_dict) if self.parent_region else None,
filter_tags=self.filter_tags, internal=self.internal, vanilla_item=self.vanilla_item)
copy_dict[id(self)] = new_location
new_location.world = self.world.copy(copy_dict=copy_dict)
if self.item:
new_location.item = self.item.copy(copy_dict=copy_dict)
new_location.item.location = new_location
new_location.access_rule = self.access_rule
new_location.access_rules = list(self.access_rules)
new_location.item_rule = self.item_rule
new_location.locked = self.locked
new_location.minor_only = self.minor_only
new_location.disabled = self.disabled
new_location.always = self.always
new_location.never = self.never
return new_location
@property
def dungeon(self) -> Optional[Dungeon]:
return self.parent_region.dungeon if self.parent_region is not None else None
def add_rule(self, lambda_rule: AccessRule) -> None:
if self.always:
self.set_rule(lambda_rule)
self.always = False
return
if self.never:
return
self.access_rules.append(lambda_rule)
self.access_rule = self._run_rules
def _run_rules(self, state, **kwargs):
for rule in self.access_rules:
if not rule(state, **kwargs):
return False
return True
def set_rule(self, lambda_rule: AccessRule) -> None:
self.access_rule = lambda_rule
self.access_rules = [lambda_rule]
def can_fill(self, state: State, item: Item, check_access: bool = True) -> bool:
if state.search is None:
return False
if self.minor_only and item.majoritem:
return False
return (
not self.is_disabled and
self.can_fill_fast(item) and
(not check_access or state.search.spot_access(self, 'either'))
)
def can_fill_fast(self, item: Item, manual: bool = False) -> bool:
if self.parent_region is None:
return False
return self.parent_region.can_fill(item, manual) and self.item_rule(self, item)
@property
def is_disabled(self) -> bool:
return ((self.disabled == DisableType.DISABLED) or
(self.disabled == DisableType.PENDING and self.locked))
# Can the player see what's placed at this location without collecting it?
# Used to reduce JSON spoiler noise
def has_preview(self) -> bool:
if self.world is None:
return False
return location_is_viewable(self.name, self.world.settings.correct_chest_appearances, self.world.settings.fast_chests)
def has_item(self) -> bool:
return self.item is not None
def has_no_item(self) -> bool:
return self.item is None
def has_progression_item(self) -> bool:
return self.item is not None and self.item.advancement
def maybe_set_misc_hints(self) -> None:
if self.item is None or self.item.world is None or self.world is None:
return
if self.item.world.dungeon_rewards_hinted and self.item.name in self.item.world.rewardlist:
if self.item.name not in self.item.world.hinted_dungeon_reward_locations:
self.item.world.hinted_dungeon_reward_locations[self.item.name] = self
logging.getLogger('').debug(f'{self.item.name} [{self.item.world.id}] set to [{self.name}]')
for hint_type in misc_item_hint_table:
item = self.item.world.misc_hint_items[hint_type]
if hint_type not in self.item.world.misc_hint_item_locations and self.item.name == item:
self.item.world.misc_hint_item_locations[hint_type] = self
logging.getLogger('').debug(f'{item} [{self.item.world.id}] set to [{self.name}]')
for hint_type in misc_location_hint_table:
the_location = self.world.misc_hint_locations[hint_type]
if hint_type not in self.world.misc_hint_location_items and self.name == the_location:
self.world.misc_hint_location_items[hint_type] = self.item
logging.getLogger('').debug(f'{the_location} [{self.world.id}] set to [{self.item.name}]')
def __str__(self) -> str:
return str(self.__unicode__())
def __unicode__(self) -> str:
return '%s' % self.name
@overload
def LocationFactory(locations: str) -> Location:
pass
@overload
def LocationFactory(locations: list[str]) -> list[Location]:
pass
def LocationFactory(locations: str | list[str]) -> Location | list[Location]:
ret = []
singleton = False
if isinstance(locations, str):
locations = [locations]
singleton = True
for location in locations:
if location in location_table:
match_location = location
else:
match_location = next(filter(lambda k: k.lower() == location.lower(), location_table), None)
if match_location:
type, scene, default, addresses, vanilla_item, filter_tags = location_table[match_location]
if addresses is None:
addresses = (None, None)
address, address2 = addresses
ret.append(Location(match_location, address, address2, default, type, scene, None, filter_tags, False, vanilla_item))
else:
raise KeyError('Unknown Location: %s', location)
if singleton:
return ret[0]
return ret
def LocationIterator(predicate: Callable[[Location], bool] = lambda loc: True) -> Iterable[Location]:
for location_name in location_table:
location = LocationFactory(location_name)
if predicate(location):
yield location
def is_location(name: str) -> bool:
return name in location_table