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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)
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.spot_type = 'Region'
self.recursion_count = { 'child': 0, 'adult': 0 }
self.price = None
self.world = None
self.addresses = None
self.time_passes = False
def copy(self, new_world):
new_region = Region(self.name, self.type)
new_region.world = new_world
new_region.spot_type = self.spot_type
new_region.price = self.price
new_region.can_reach = self.can_reach
new_region.addresses = self.addresses
new_region.hint = self.hint
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_reach(self, state):
for entrance in self.entrances:
if entrance.can_reach(state):
return True
return False
def can_fill(self, item, manual=False):
is_dungeon_restricted = False
if item.map or item.compass:
is_dungeon_restricted = self.world.shuffle_mapcompass == 'dungeon'
elif item.smallkey and item.type != 'FortressSmallKey':
is_dungeon_restricted = self.world.shuffle_smallkeys == 'dungeon'
elif item.bosskey:
is_dungeon_restricted = self.world.shuffle_bosskeys == 'dungeon'
if is_dungeon_restricted and not manual:
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.world.id == self.world.id
return True
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name