Merge remote-tracking branch 'upstream/DoorDevUnstable' into OverworldShuffle

This commit is contained in:
codemann8
2021-04-12 13:32:14 -05:00
62 changed files with 2829 additions and 380 deletions

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@@ -41,6 +41,8 @@ def set_rules(world, player):
elif world.goal[player] == 'ganon':
# require aga2 to beat ganon
add_rule(world.get_location('Ganon', player), lambda state: state.has('Beat Agahnim 2', player))
elif world.goal[player] == 'triforcehunt':
add_rule(world.get_location('Murahdahla', player), lambda state: state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) >= int(state.world.treasure_hunt_count[player]))
if world.mode[player] != 'inverted':
set_big_bomb_rules(world, player)
@@ -689,7 +691,9 @@ def inverted_rules(world, player):
set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player)) # can be fake flippered into, but is in weird state inside that might prevent you from doing things. Can be improved in future Todo
set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player)))
set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and
(state.has_Pearl(player) or state.has('Beat Agahnim 1', player)) or (state.can_reach('Light World', 'Region', player)
and state.has_Mirror(player))) # Need LW access using Mirror or Portal
set_rule(world.get_location('Mushroom', player), lambda state: state.has_Pearl(player)) # need pearl to pick up bushes
set_rule(world.get_entrance('Bush Covered Lawn Mirror Spot', player), lambda state: state.has_Mirror(player))
set_rule(world.get_entrance('Bush Covered Lawn Inner Bushes', player), lambda state: state.has_Pearl(player))
@@ -728,7 +732,6 @@ def inverted_rules(world, player):
set_rule(world.get_entrance('Village of Outcasts Heavy Rock', player), lambda state: state.can_lift_heavy_rocks(player))
set_rule(world.get_entrance('East Dark World Bridge', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot', player), lambda state: state.has_Mirror(player))
set_rule(world.get_entrance('East Dark World River Pier', player), lambda state: state.has('Flippers', player)) # ToDo any fake flipper set up? (Qirn Jump)
set_rule(world.get_entrance('Bumper Cave Entrance Rock', player), lambda state: state.can_lift_rocks(player))
set_rule(world.get_entrance('Bumper Cave Ledge Mirror Spot', player), lambda state: state.has_Mirror(player))
set_rule(world.get_entrance('Hammer Peg Area Mirror Spot', player), lambda state: state.has_Mirror(player))
@@ -807,7 +810,9 @@ def no_glitches_rules(world, player):
else:
add_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player) and (state.has('Flippers', player) or state.can_lift_rocks(player)))
add_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
add_rule(world.get_entrance('Lake Hylia Island', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
add_rule(world.get_entrance('Lake Hylia Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
set_rule(world.get_entrance('Lake Hylia Warp', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
set_rule(world.get_entrance('Northeast Light World Warp', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
add_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
add_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player))
add_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
@@ -1308,6 +1313,7 @@ def set_big_bomb_rules(world, player):
# means you need an escape route of either Flippers or Flute
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)) and (basic_routes(state) or state.has_Mirror(player)))
def set_inverted_big_bomb_rules(world, player):
bombshop_entrance = world.get_region('Inverted Big Bomb Shop', player).entrances[0]
Normal_LW_entrances = ['Blinds Hideout',
@@ -1358,33 +1364,35 @@ def set_inverted_big_bomb_rules(world, player):
'Cave 45',
'Checkerboard Cave',
'Inverted Big Bomb Shop']
LW_DM_entrances = ['Old Man Cave (East)',
'Old Man House (Bottom)',
'Old Man House (Top)',
'Death Mountain Return Cave (East)',
'Spectacle Rock Cave Peak',
'Tower of Hera',
'Death Mountain Return Cave (West)',
'Paradox Cave (Top)',
'Fairy Ascension Cave (Top)',
'Spiral Cave',
'Paradox Cave (Bottom)',
'Paradox Cave (Middle)',
'Hookshot Fairy',
'Spiral Cave (Bottom)',
'Mimic Cave',
'Fairy Ascension Cave (Bottom)',
'Desert Palace Entrance (West)',
'Desert Palace Entrance (North)',
'Desert Palace Entrance (South)']
Isolated_LW_entrances = ['Old Man Cave (East)',
'Old Man House (Bottom)',
'Old Man House (Top)',
'Death Mountain Return Cave (East)',
'Spectacle Rock Cave Peak',
'Tower of Hera',
'Death Mountain Return Cave (West)',
'Paradox Cave (Top)',
'Fairy Ascension Cave (Top)',
'Spiral Cave',
'Paradox Cave (Bottom)',
'Paradox Cave (Middle)',
'Hookshot Fairy',
'Spiral Cave (Bottom)',
'Mimic Cave',
'Fairy Ascension Cave (Bottom)',
'Desert Palace Entrance (West)',
'Desert Palace Entrance (North)',
'Desert Palace Entrance (South)']
Eastern_DW_entrances = ['Palace of Darkness',
'Palace of Darkness Hint',
'Dark Lake Hylia Fairy',
'East Dark World Hint']
Northern_DW_entrances = ['Brewery',
'C-Shaped House',
'Chest Game',
'Dark World Hammer Peg Cave',
'Red Shield Shop',
'Inverted Dark Sanctuary',
'Fortune Teller (Dark)',
'Dark World Shop',
'Dark World Lumberjack Shop',
'Thieves Town',
'Skull Woods First Section Door',
@@ -1409,19 +1417,26 @@ def set_inverted_big_bomb_rules(world, player):
'Hookshot Cave',
'Turtle Rock Isolated Ledge Entrance',
'Hookshot Cave Back Entrance',
'Inverted Agahnims Tower',
'Dark Lake Hylia Ledge Fairy',
'Inverted Agahnims Tower',]
LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint',
'Mire Shed',
'Dark Desert Hint',
'Dark Desert Fairy',
'Misery Mire']
'Misery Mire',
'Red Shield Shop']
LW_bush_entrances = ['Bush Covered House',
'Light World Bomb Hut',
'Graveyard Cave']
LW_inaccessible_entrances = ['Desert Palace Entrance (East)',
'Spectacle Rock Cave',
'Spectacle Rock Cave (Bottom)']
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Inverted Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
set_rule(world.get_entrance('Pyramid Fairy', player),
lambda state: state.can_reach('East Dark World', 'Region', player)
and state.can_reach('Inverted Big Bomb Shop', 'Region', player)
and state.has('Crystal 5', player) and state.has('Crystal 6', player))
# crossing peg bridge starting from the southern dark world
def cross_peg_bridge(state):
@@ -1433,25 +1448,38 @@ def set_inverted_big_bomb_rules(world, player):
# H = hammer
# M = Mirror
# G = Glove
if bombshop_entrance.name in Normal_LW_entrances:
if bombshop_entrance.name in Eastern_DW_entrances:
# Just walk to the pyramid
pass
elif bombshop_entrance.name in Normal_LW_entrances:
# Just walk to the castle and mirror.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
elif bombshop_entrance.name in LW_DM_entrances:
elif bombshop_entrance.name in Isolated_LW_entrances:
# For these entrances, you cannot walk to the castle/pyramid and thus must use Mirror and then Flute.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
elif bombshop_entrance.name in Northern_DW_entrances:
# You can just fly with the Flute, you can take a long walk with Mitts and Hammer,
# or you can leave a Mirror portal nearby and then walk to the castle to Mirror again.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or
(state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or
(state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
elif bombshop_entrance.name in Southern_DW_entrances:
# This is the same as north DW without the Mitts rock present.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
elif bombshop_entrance.name in Isolated_DW_entrances:
# There's just no way to escape these places with the bomb and no Flute.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
elif bombshop_entrance.name in LW_walkable_entrances:
# You can fly with the flute, or leave a mirror portal and walk through the light world
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or
(state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
elif bombshop_entrance.name in LW_bush_entrances:
# These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state))))
#todo: I stopped here -
elif bombshop_entrance.name == 'Dark World Shop':
# This is mostly the same as NDW but the Mirror path requires the Pearl, or using the Hammer
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player) and (state.has_Pearl(player) or state.has('Hammer', player))))
elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
# This is mostly the same as NDW but the Mirror path requires being able to lift a rock.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Light World', 'Region', player)))
@@ -1476,6 +1504,14 @@ def set_inverted_big_bomb_rules(world, player):
elif bombshop_entrance.name == 'Capacity Upgrade':
# You must Mirror but then can use either Ice Palace return path.
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)) and state.has_Mirror(player))
elif bombshop_entrance.name in LW_inaccessible_entrances:
# You can't get to the pyramid from these entrances without bomb duping.
raise Exception('No valid path to open Pyramid Fairy. (Could not route from %s)' % bombshop_entrance.name)
elif bombshop_entrance.name == 'Pyramid Fairy':
# Self locking. The shuffles don't put the bomb shop here, but doesn't lock anything important.
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False)
else:
raise Exception('No logic found for routing from %s to the pyramid.' % bombshop_entrance.name)
def set_bunny_rules(world, player):