Files
Archipelago/worlds/apquest/regions.py
NewSoupVi e0cbf77dae APQuest: Implement New Game (#5393)
* APQuest

* Add confetti cannon

* ID change on enemy drop

* nevermind

* Write the apworld

* Actually implement hard mode

* split everything into multiple files

* Push out webworld into a file

* Comment

* Enemy health graphics

* more ruff rules

* graphics :)

* heal player when receiving health upgrade

* the dumbest client of all time

* Fix typo

* You can kinda play it now! Now we just need to render the game... :)))

* fix kvui imports again

* It's playable. Kind of

* oops

* Sounds and stuff

* exceptions for audio

* player sprite stuff

* Not attack without sword

* Make sure it plays correctly

* Collect behavior

* ruff

* don't need to clear checked_locations, but do need to still clear finished_game

* Connect calls disconnect, so this is not necessary

* more seemless reconnection

* Ok now I think it's correct

* Bgm

* Bgm

* minor adjustment

* More refactoring of graphics and sound

* add graphics

* Item column

* Fix enemies not regaining their health

* oops

* oops

* oops

* 6 health final boss on hard mode

* boss_6.png

* Display APQuest items correctly

* auto switch tabs

* some mypy stuff

* Intro song

* Confetti Cannon

* a bit more confetti work

* launcher component

* Graphics change

* graphics and cleanup

* fix apworld

* comment out horse and cat for now

* add docs

* copypasta

* ruff made my comment look unhinged

* Move that comment

* Fix typing and don't import kvui in nogui

* lmao that already exists I don't need to do it myself

* Must've just copied this from somewhere

* order change

* Add unit tests

* Notes about the client

* oops

* another intro song case

* Write WebWorld and setup guides

* Yes description provided

* thing

* how to play

* Music and Volume

* Add cat and horse player sprites

* updates

* Add hammer and breakable wall

* TODO

* replace wav with ogg

* Codeowners and readme

* finish unit tests

* lint

* Todid

* Update worlds/apquest/client/ap_quest_client.py

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>

* Update worlds/apquest/client/custom_views.py

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>

* Filler pattern

* __future__ annotations

* twebhost

* Allow wasd and arrow keys

* correct wording

* oops

* just say the website

* append instead of +=

* qwint is onto my favoritism

* kitty alias

* Add a comment about preplaced items for assertAccessDependency

* Use classvar_matrix instead of MultiworldTestBase

* actually remove multiworld stuff from those tests

* missed one more

* Refactor a bit more

* Fix getting of the user path

* Actually explain components

* Meh

* Be a bit clearer about what's what

* oops

* More comments in the regions.py file

* Nevermind

* clarify regions further

* I use too many brackets

* Ok I'm done fr

* simplify wording

* missing .

* Add precollected example

* add note about precollected advancements

* missing s

* APQuest sound rework

* Volume slider

* I forgot I made this

* a

* fix volume of jingles

* Add math trap to game (only works in play_in_console mode so far)

* Math trap in apworld and client side

* Fix background during math trap

* fix leading 0

* Sound and further ui improvements for Math Trap

* fix music bug

* rename apquest subfolder to game

* Move comment to where it belongs

* Clear up language around components (hopefully)

* Clear up what CommonClient is

* Reword some more

* Mention Archipelago (the program) explicitly

* Update worlds/apquest/docs/en_APQuest.md

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

* Explain a bit more why you would use classvar matrix

* reword the assert raises stuff

* the volume slider thing is no longer true

* german game page

* Be more clear about why we're overriding Item and Location

* default item classification

* logically considered -> relevant to logic ()

* Update worlds/apquest/items.py

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

* a word on the ambiguity of the word 'filler'

* more rewording

* amount -> number

* stress the necessity of appending to the multiworld itempool

* Update worlds/apquest/locations.py

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

* get_location_names_with_ids

* slight rewording of the new helper method

* add some words about creating known location+item pairs

* Add some more words to worlds/apqeust/options.py

* more words in options.py

* 120 chars (thanks Ixrec >:((( LOL)

* Less confusing wording about rules, hopefully?

* victory -> completion

* remove the immediate creation of the hammer rule on the option region entrance

* access rule performance

* Make all imports module-level in world.py

* formatting

* get rid of noqa RUF012 (and also disable the rule in my local ruff.toml

* move comment for docstring closer to docstring in another place

* advancement????

* Missing function type annotations

* pass mypy again (I don't love this one but all the alternatives are equally bad)

* subclass instead of override

* I forgor to remove these

* Get rid of classvar_matrix and instead talk about some other stuff

* protect people a bit from the assertAccessDependency nonsense

* reword a bit more

* word

* More accessdependency text

* More accessdependency text

* More accessdependency text

* More accessdependency text

* oops

* this is supposed to be absolute

* Add some links to docs

* that's called game now

* Add an archipelago.json and explain what it means

* new line who dis

* reorganize a bit

* ignore instead of skip

* Update archipelago.json

* She new on my line till I

* Update archipelago.json

* add controls tab

* new ruff rule? idk

* WHOOPS

* Pack graphics into fewer files

* annoying ruff format thing

* Cleanup + mypy

* relative import

* Update worlds/apquest/client/custom_views.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

* Update generate_math_problem.py

* Update worlds/apquest/game/player.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

---------

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2025-11-25 00:38:06 +01:00

80 lines
4.1 KiB
Python

from __future__ import annotations
from typing import TYPE_CHECKING
from BaseClasses import Entrance, Region
if TYPE_CHECKING:
from .world import APQuestWorld
# A region is a container for locations ("checks"), which connects to other regions via "Entrance" objects.
# Many games will model their Regions after physical in-game places, but you can also have more abstract regions.
# For a location to be in logic, its containing region must be reachable.
# The Entrances connecting regions can have rules - more on that in rules.py.
# This makes regions especially useful for traversal logic ("Can the player reach this part of the map?")
# Every location must be inside a region, and you must have at least one region.
# This is why we create regions first, and then later we create the locations (in locations.py).
def create_and_connect_regions(world: APQuestWorld) -> None:
create_all_regions(world)
connect_regions(world)
def create_all_regions(world: APQuestWorld) -> None:
# Creating a region is as simple as calling the constructor of the Region class.
overworld = Region("Overworld", world.player, world.multiworld)
top_left_room = Region("Top Left Room", world.player, world.multiworld)
bottom_right_room = Region("Bottom Right Room", world.player, world.multiworld)
right_room = Region("Right Room", world.player, world.multiworld)
final_boss_room = Region("Final Boss Room", world.player, world.multiworld)
# Let's put all these regions in a list.
regions = [overworld, top_left_room, bottom_right_room, right_room, final_boss_room]
# Some regions may only exist if the player enables certain options.
# In our case, the Hammer locks the top middle chest in its own room if the hammer option is enabled.
if world.options.hammer:
top_middle_room = Region("Top Middle Room", world.player, world.multiworld)
regions.append(top_middle_room)
# We now need to add these regions to multiworld.regions so that AP knows about their existence.
world.multiworld.regions += regions
def connect_regions(world: APQuestWorld) -> None:
# We have regions now, but still need to connect them to each other.
# But wait, we no longer have access to the region variables we created in create_all_regions()!
# Luckily, once you've submitted your regions to multiworld.regions,
# you can get them at any time using world.get_region(...).
overworld = world.get_region("Overworld")
top_left_room = world.get_region("Top Left Room")
bottom_right_room = world.get_region("Bottom Right Room")
right_room = world.get_region("Right Room")
final_boss_room = world.get_region("Final Boss Room")
# Okay, now we can get connecting. For this, we need to create Entrances.
# Entrances are inherently one-way, but crucially, AP assumes you can always return to the origin region.
# One way to create an Entrance is by calling the Entrance constructor.
overworld_to_bottom_right_room = Entrance(world.player, "Overworld to Bottom Right Room", parent=overworld)
overworld.exits.append(overworld_to_bottom_right_room)
# You can then connect the Entrance to the target region.
overworld_to_bottom_right_room.connect(bottom_right_room)
# An even easier way is to use the region.connect helper.
overworld.connect(right_room, "Overworld to Right Room")
right_room.connect(final_boss_room, "Right Room to Final Boss Room")
# The region.connect helper even allows adding a rule immediately.
# We'll talk more about rule creation in the set_all_rules() function in rules.py.
overworld.connect(top_left_room, "Overworld to Top Left Room", lambda state: state.has("Key", world.player))
# Some Entrances may only exist if the player enables certain options.
# In our case, the Hammer locks the top middle chest in its own room if the hammer option is enabled.
# In this case, we previously created an extra "Top Middle Room" region that we now need to connect to Overworld.
if world.options.hammer:
top_middle_room = world.get_region("Top Middle Room")
overworld.connect(top_middle_room, "Overworld to Top Middle Room")