Merge remote-tracking branch 'remotes/origin/Dev-owg' into DoorDevUnstable
This commit is contained in:
290
Rules.py
290
Rules.py
@@ -1,14 +1,17 @@
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import logging
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from collections import deque
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import OverworldGlitchRules
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from BaseClasses import CollectionState, RegionType, DoorType, Entrance, CrystalBarrier
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from RoomData import DoorKind
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from OverworldGlitchRules import overworld_glitches_rules, no_logic_rules
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def set_rules(world, player):
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if world.logic[player] == 'nologic':
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logging.getLogger('').info('WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
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no_logic_rules(world, player)
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world.get_region('Menu', player).can_reach_private = lambda state: True
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for exit in world.get_region('Menu', player).exits:
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exit.hide_path = True
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@@ -32,6 +35,13 @@ def set_rules(world, player):
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no_glitches_rules(world, player)
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elif world.logic[player] == 'minorglitches':
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logging.getLogger('').info('Minor Glitches may be buggy still. No guarantee for proper logic checks.')
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elif world.logic == 'owglitches':
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logging.getLogger('').info('There is a chance OWG has bugged edge case rulesets, especially in inverted. Definitely file a report on GitHub if you see anything strange.')
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# Initially setting no_glitches_rules to set the baseline rules for some
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# entrances. The overworld_glitches_rules set is primarily additive.
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no_glitches_rules(world, player)
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fake_flipper_rules(world, player)
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overworld_glitches_rules(world, player)
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else:
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raise NotImplementedError('Not implemented yet')
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@@ -46,6 +56,9 @@ def set_rules(world, player):
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if world.mode[player] != 'inverted':
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set_big_bomb_rules(world, player)
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if world.logic == 'owglitches' and world.shuffle not in ('insanity', 'insanity_legacy'):
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path_to_courtyard = mirrorless_path_to_castle_courtyard(world, player)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.world.get_entrance('Dark Death Mountain Offset Mirror', player).can_reach(state) and all(rule(state) for rule in path_to_courtyard), 'or')
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else:
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set_inverted_big_bomb_rules(world, player)
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@@ -58,6 +71,32 @@ def set_rules(world, player):
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else:
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set_inverted_bunny_rules(world, player)
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set_trock_key_rules(world, player)
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set_rule(ganons_tower, lambda state: state.has_crystals(world.crystals_needed_for_gt, player))
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if world.mode != 'inverted' and world.logic == 'owglitches':
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add_rule(world.get_entrance('Ganons Tower', player), lambda state: state.world.get_entrance('Ganons Tower Ascent', player).can_reach(state), 'or')
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set_bunny_rules(world, player, world.mode == 'inverted')
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def mirrorless_path_to_castle_courtyard(world, player):
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# If Agahnim is defeated then the courtyard needs to be accessible without using the mirror for the mirror offset glitch.
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# Only considering the secret passage for now (in non-insanity shuffle). Basically, if it's Ganon you need the master sword.
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start = world.get_entrance('Hyrule Castle Secret Entrance Drop', player)
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target = world.get_region('Hyrule Castle Courtyard', player)
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seen = {start.parent_region, start.connected_region}
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queue = collections.deque([(start.connected_region, [])])
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while queue:
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(current, path) = queue.popleft()
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for entrance in current.exits:
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if entrance.connected_region not in seen:
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new_path = path + [entrance.access_rule]
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if entrance.connected_region == target:
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return new_path
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else:
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queue.append((entrance.connected_region, new_path))
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def set_rule(spot, rule):
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spot.access_rule = rule
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@@ -448,7 +487,8 @@ def default_rules(world, player):
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set_rule(world.get_entrance('Turtle Rock Teleporter', player), lambda state: state.can_lift_heavy_rocks(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('East Death Mountain (Top)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_location('Catfish', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('Catfish Exit Rock', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('Catfish Entrance Rock', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('Northeast Dark World Broken Bridge Pass', player), lambda state: state.has_Pearl(player) and (state.can_lift_rocks(player) or state.has('Hammer', player) or state.has('Flippers', player)))
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set_rule(world.get_entrance('East Dark World Broken Bridge Pass', player), lambda state: state.has_Pearl(player) and (state.can_lift_rocks(player) or state.has('Hammer', player)))
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set_rule(world.get_entrance('South Dark World Bridge', player), lambda state: state.has('Hammer', player) and state.has_Pearl(player))
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@@ -458,7 +498,7 @@ def default_rules(world, player):
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set_rule(world.get_entrance('Hyrule Castle Ledge Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Hyrule Castle Main Gate', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: (state.has_Pearl(player) and state.has('Flippers', player) or state.has_Mirror(player))) # Overworld Bunny Revival
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set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player) and state.has_Mirror(player))
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set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
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set_rule(world.get_entrance('Dark Lake Hylia Drop (South)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # ToDo any fake flipper set up?
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Fairy', player), lambda state: state.has_Pearl(player)) # bomb required
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Spike Cave', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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@@ -471,6 +511,7 @@ def default_rules(world, player):
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set_rule(world.get_entrance('Skull Woods Second Section Hole', player), lambda state: state.has_Pearl(player)) # bunny cannot lift bush
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set_rule(world.get_entrance('Maze Race Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Cave 45 Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Bombos Tablet Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('East Dark World Bridge', player), lambda state: state.has_Pearl(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Lake Hylia Island Mirror Spot', player), lambda state: state.has_Pearl(player) and state.has_Mirror(player) and state.has('Flippers', player))
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set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot', player), lambda state: state.has_Mirror(player))
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@@ -502,13 +543,10 @@ def default_rules(world, player):
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set_rule(world.get_entrance('Spiral Cave Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Fairy Ascension Mirror Spot', player), lambda state: state.has_Mirror(player) and state.has_Pearl(player)) # need to lift flowers
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set_rule(world.get_entrance('Isolated Ledge Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Superbunny Cave Exit (Bottom)', player), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
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set_rule(world.get_entrance('Floating Island Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Turtle Rock', player), lambda state: state.has_Pearl(player) and state.has_sword(player) and state.has_turtle_rock_medallion(player) and state.can_reach('Turtle Rock (Top)', 'Region', player)) # sword required to cast magic (!)
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set_rule(world.get_entrance('Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player) or world.open_pyramid[player])
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set_rule(world.get_entrance('Ganons Tower', player), lambda state: False) # This is a safety for the TR function below to not require GT entrance in its key logic.
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if world.swords[player] == 'swordless':
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swordless_rules(world, player)
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@@ -523,10 +561,11 @@ def inverted_rules(world, player):
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set_rule(world.get_location('Ice Rod Cave', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Mini Moldorm Cave', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Ice Rod Cave', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Light Hype Fairy', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Pier', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Light World Pier', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave', player), lambda state: state.has_Boots(player) and state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave', player), lambda state: state.has_Boots(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave Outer Rocks', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave Inner Rocks', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Inner Bushes', player), lambda state: state.has_Pearl(player))
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@@ -537,7 +576,6 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Graveyard Cave Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Secret Passage Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Secret Passage Outer Bushes', player), lambda state: state.has_Pearl(player))
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# Caution: If king's grave is releaxed at all to account for reaching it via a two way cave's exit in insanity mode, then the bomb shop logic will need to be updated (that would involve create a small ledge-like Region for it)
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set_rule(world.get_entrance('Bonk Fairy (Light)', player), lambda state: state.has_Boots(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Bat Cave Drop Ledge', player), lambda state: state.has('Hammer', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Lumberjack Tree Tree', player), lambda state: state.has_Boots(player) and state.has_Pearl(player) and state.has('Beat Agahnim 1', player))
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@@ -557,7 +595,8 @@ def inverted_rules(world, player):
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set_rule(world.get_location('Flute Spot', player), lambda state: state.has('Shovel', player) and state.has_Pearl(player))
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set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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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
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set_rule(world.get_entrance('Waterfall of Wishing Cave', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Northeast Light World Return', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and
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(state.has_Pearl(player) or state.has('Beat Agahnim 1', player)) or (state.can_reach('Light World', 'Region', player)
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and state.has_Mirror(player))) # Need LW access using Mirror or Portal
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@@ -567,6 +606,7 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Bush Covered Lawn Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Bomb Hut Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Bomb Hut Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Light World Bomb Hut', player), lambda state: state.has_Pearl(player)) # need bomb
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set_rule(world.get_entrance('North Fairy Cave Drop', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Lost Woods Hideout Drop', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_location('Potion Shop', player), lambda state: state.has('Mushroom', player) and (state.can_reach('Potion Shop Area', 'Region', player))) # new inverted region, need pearl for bushes or access to potion shop door/waterfall fairy
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@@ -584,7 +624,7 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Dark Death Mountain Teleporter (East)', player), lambda state: state.can_lift_heavy_rocks(player) and state.has('Hammer', player) and state.has_Pearl(player)) # bunny cannot use hammer
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set_rule(world.get_entrance('East Death Mountain (Top)', player), lambda state: state.has('Hammer', player) and state.has_Pearl(player)) # bunny can not use hammer
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set_rule(world.get_location('Catfish', player), lambda state: state.can_lift_rocks(player) or (state.has('Flippers', player) and state.has_Mirror(player) and state.has_Pearl(player) and state.can_reach('Light World', 'Region', player)))
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set_rule(world.get_entrance('Catfish Entrance Rock', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('Northeast Dark World Broken Bridge Pass', player), lambda state: ((state.can_lift_rocks(player) or state.has('Hammer', player)) or state.has('Flippers', player)))
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set_rule(world.get_entrance('East Dark World Broken Bridge Pass', player), lambda state: (state.can_lift_rocks(player) or state.has('Hammer', player)))
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set_rule(world.get_entrance('South Dark World Bridge', player), lambda state: state.has('Hammer', player))
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@@ -595,7 +635,8 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Dark Lake Hylia Drop (South)', player), lambda state: state.has('Flippers', player)) # ToDo any fake flipper set up?
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Pier', player), lambda state: state.has('Flippers', player))
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Spike Cave', player), lambda state: state.can_lift_rocks(player))
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set_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))) # Fake Flippers
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set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player)) # Fake Flippers
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set_rule(world.get_entrance('Dark Lake Hylia Shallows', player), lambda state: state.has('Flippers', player))
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set_rule(world.get_entrance('Village of Outcasts Heavy Rock', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('East Dark World Bridge', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot', player), lambda state: state.has_Mirror(player))
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@@ -622,7 +663,6 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Dark Death Mountain Ledge Mirror Spot (East)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Dark Death Mountain Ledge Mirror Spot (West)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Laser Bridge Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Superbunny Cave Exit (Bottom)', player), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
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set_rule(world.get_entrance('Floating Island Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Turtle Rock', player), lambda state: state.has_sword(player) and state.has_turtle_rock_medallion(player) and state.can_reach('Turtle Rock (Top)', 'Region', player)) # sword required to cast magic (!)
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@@ -634,7 +674,7 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('East Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('West Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('South Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Northeast Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Catfish Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Potion Shop Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Shopping Mall Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Maze Race Mirror Spot', player), lambda state: state.has_Mirror(player))
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@@ -658,8 +698,6 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Hammer Peg Area Flute', player), lambda state: state.can_flute(player))
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set_rule(world.get_entrance('Inverted Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player) or world.open_pyramid[player])
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set_rule(world.get_entrance('Inverted Ganons Tower', player), lambda state: False) # This is a safety for the TR function below to not require GT entrance in its key logic.
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if world.swords[player] == 'swordless':
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swordless_rules(world, player)
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@@ -694,19 +732,49 @@ def no_glitches_rules(world, player):
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# for location in DMs_room_chests:
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# add_rule(world.get_location(location, player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: False) # no glitches does not require block override
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forbid_bomb_jump_requirements(world, player)
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add_conditional_lamps(world, player)
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|
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|
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def fake_flipper_rules(world, player):
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if world.mode != 'inverted':
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set_rule(world.get_entrance('Zoras River', player), lambda state: True)
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set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: True)
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set_rule(world.get_entrance('Hobo Bridge', player), lambda state: True)
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set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
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set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has_Pearl(player))
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else:
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set_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player))
|
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set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Lake Hylia Island Pier', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Lake Hylia Warp', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Northeast Light World Warp', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has_Pearl(player))
|
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set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player))
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set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: True)
|
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: True)
|
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set_rule(world.get_entrance('East Dark World Pier', player), lambda state: True)
|
||||
|
||||
|
||||
def forbid_bomb_jump_requirements(world, player):
|
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DMs_room_chests = ['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right', 'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right']
|
||||
for location in DMs_room_chests:
|
||||
add_rule(world.get_location(location, player), lambda state: state.has('Hookshot', player))
|
||||
set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
|
||||
|
||||
# Light cones in standard depend on which world we actually are in, not which one the location would normally be
|
||||
# We add Lamp requirements only to those locations which lie in the dark world (or everything if open
|
||||
DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)',
|
||||
'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)']
|
||||
# Light cones in standard depend on which world we actually are in, not which one the location would normally be
|
||||
# We add Lamp requirements only to those locations which lie in the dark world (or everything if open
|
||||
DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)',
|
||||
'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)']
|
||||
|
||||
def check_is_dark_world(region):
|
||||
for entrance in region.entrances:
|
||||
if entrance.name in DW_Entrances:
|
||||
return True
|
||||
return False
|
||||
def check_is_dark_world(region):
|
||||
for entrance in region.entrances:
|
||||
if entrance.name in DW_Entrances:
|
||||
return True
|
||||
return False
|
||||
|
||||
def add_conditional_lamps(world, player):
|
||||
def add_conditional_lamp(spot, region, spottype='Location'):
|
||||
if spottype == 'Location':
|
||||
spot = world.get_location(spot, player)
|
||||
@@ -1361,6 +1429,9 @@ 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 == 'Two Brothers House (West)':
|
||||
# First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', 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)
|
||||
@@ -1371,7 +1442,7 @@ def set_inverted_big_bomb_rules(world, player):
|
||||
raise Exception('No logic found for routing from %s to the pyramid.' % bombshop_entrance.name)
|
||||
|
||||
|
||||
def set_bunny_rules(world, player):
|
||||
def set_bunny_rules(world, player, inverted):
|
||||
|
||||
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
|
||||
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
|
||||
@@ -1381,90 +1452,7 @@ def set_bunny_rules(world, player):
|
||||
'Checkerboard Cave', 'Potion Shop', 'Spectacle Rock Cave', 'Pyramid',
|
||||
'Hype Cave - Generous Guy', 'Peg Cave', 'Bumper Cave Ledge', 'Dark Blacksmith Ruins']
|
||||
|
||||
def path_to_access_rule(path, entrance):
|
||||
return lambda state: state.can_reach(entrance) and all(rule_func(state) for rule_func in path)
|
||||
|
||||
def options_to_access_rule(options):
|
||||
return lambda state: any(rule_func(state) for rule_func in options)
|
||||
|
||||
def get_rule_to_add(start_region):
|
||||
if not start_region.is_light_world:
|
||||
return lambda state: state.has_Pearl(player)
|
||||
# in this case we are mixed region.
|
||||
# we collect possible options.
|
||||
|
||||
# The base option is having the moon pearl
|
||||
possible_options = [lambda state: state.has_Pearl(player)]
|
||||
|
||||
# We will search entrances recursively until we find
|
||||
# one that leads to an exclusively light world region
|
||||
# for each such entrance a new option is added that consist of:
|
||||
# a) being able to reach it, and
|
||||
# b) being able to access all entrances from there to `region`
|
||||
seen = {start_region}
|
||||
queue = deque([(start_region, [])])
|
||||
while queue:
|
||||
(current, path) = queue.popleft()
|
||||
for entrance in current.entrances:
|
||||
new_region = entrance.parent_region
|
||||
if new_region in seen:
|
||||
continue
|
||||
new_path = path + [entrance.access_rule]
|
||||
seen.add(new_region)
|
||||
if not new_region.is_light_world:
|
||||
continue # we don't care about pure dark world entrances
|
||||
if new_region.is_dark_world:
|
||||
queue.append((new_region, new_path))
|
||||
else:
|
||||
# we have reached pure light world, so we have a new possible option
|
||||
possible_options.append(path_to_access_rule(new_path, entrance))
|
||||
return options_to_access_rule(possible_options)
|
||||
|
||||
# Add requirements for bunny-impassible caves if they occur in the dark world
|
||||
for region in [world.get_region(name, player) for name in bunny_impassable_caves]:
|
||||
|
||||
if not region.is_dark_world:
|
||||
continue
|
||||
rule = get_rule_to_add(region)
|
||||
for ext in region.exits:
|
||||
add_rule(ext, rule)
|
||||
|
||||
paradox_shop = world.get_region('Light World Death Mountain Shop', player)
|
||||
if paradox_shop.is_dark_world:
|
||||
add_rule(paradox_shop.entrances[0], get_rule_to_add(paradox_shop))
|
||||
|
||||
for ent_name in bunny_impassible_doors:
|
||||
bunny_exit = world.get_entrance(ent_name, player)
|
||||
if bunny_exit.parent_region.is_dark_world:
|
||||
add_rule(bunny_exit, get_rule_to_add(bunny_exit.parent_region))
|
||||
|
||||
doors_to_check = [x for x in world.doors if x.player == player and x not in bunny_impassible_doors]
|
||||
doors_to_check = [x for x in doors_to_check if x.type in [DoorType.Normal, DoorType.Interior] and not x.blocked]
|
||||
for door in doors_to_check:
|
||||
room = world.get_room(door.roomIndex, player)
|
||||
if door.entrance.parent_region.is_dark_world and room.kind(door) in [DoorKind.Dashable, DoorKind.Bombable, DoorKind.Hidden]:
|
||||
add_rule(door.entrance, get_rule_to_add(door.entrance.parent_region))
|
||||
|
||||
# Add requirements for all locations that are actually in the dark world, except those available to the bunny
|
||||
for location in world.get_locations():
|
||||
if location.player == player and location.parent_region.is_dark_world:
|
||||
|
||||
if location.name in bunny_accessible_locations:
|
||||
continue
|
||||
|
||||
add_rule(location, get_rule_to_add(location.parent_region))
|
||||
|
||||
|
||||
def set_inverted_bunny_rules(world, player):
|
||||
|
||||
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
|
||||
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
|
||||
bunny_impassable_caves = ['Bumper Cave', 'Two Brothers House', 'Hookshot Cave',
|
||||
'Pyramid', 'Spiral Cave (Top)', 'Fairy Ascension Cave (Drop)', 'The Sky']
|
||||
bunny_accessible_locations = ['Link\'s House', 'Link\'s Uncle', 'Sahasrahla', 'Sick Kid', 'Lost Woods Hideout', 'Lumberjack Tree',
|
||||
'Checkerboard Cave', 'Potion Shop', 'Spectacle Rock Cave', 'Pyramid',
|
||||
'Hype Cave - Generous Guy', 'Peg Cave', 'Bumper Cave Ledge', 'Dark Blacksmith Ruins',
|
||||
'Bombos Tablet', 'Ether Tablet', 'Purple Chest']
|
||||
bunny_accessible_locations = ['Link\'s Uncle', 'Sahasrahla', 'Sick Kid', 'Lost Woods Hideout', 'Lumberjack Tree', 'Checkerboard Cave', 'Potion Shop', 'Spectacle Rock Cave', 'Pyramid', 'Hype Cave - Generous Guy', 'Peg Cave', 'Bumper Cave Ledge', 'Dark Blacksmith Ruins', 'Spectacle Rock', 'Bombos Tablet', 'Ether Tablet', 'Purple Chest', 'Blacksmith', 'Missing Smith', 'Master Sword Pedestal', 'Bottle Merchant', 'Sunken Treasure', 'Desert Ledge']
|
||||
|
||||
def path_to_access_rule(path, entrance):
|
||||
return lambda state: state.can_reach(entrance) and all(rule_func(state) for rule_func in path)
|
||||
@@ -1472,9 +1460,39 @@ def set_inverted_bunny_rules(world, player):
|
||||
def options_to_access_rule(options):
|
||||
return lambda state: any(rule_func(state) for rule_func in options)
|
||||
|
||||
def get_rule_to_add(start_region):
|
||||
if not start_region.is_dark_world:
|
||||
return lambda state: state.has_Pearl(player)
|
||||
# Helper functions to determine if the moon pearl is required
|
||||
def is_bunny(region):
|
||||
if inverted:
|
||||
return region.is_light_world
|
||||
else:
|
||||
return region.is_dark_world
|
||||
def is_link(region):
|
||||
if inverted:
|
||||
return region.is_dark_world
|
||||
else:
|
||||
return region.is_light_world
|
||||
|
||||
def get_rule_to_add(region, location = None, connecting_entrance = None):
|
||||
# In OWG, a location can potentially be superbunny-mirror accessible or
|
||||
# bunny revival accessible.
|
||||
if world.logic == 'owglitches':
|
||||
# TODO: Fix dungeon revive logic for door rando
|
||||
if region.name == 'Swamp Palace (Entrance)':
|
||||
return lambda state: state.has_Pearl(player)
|
||||
if region.name == 'Tower of Hera (Bottom)': # Need to hit the crystal switch
|
||||
return lambda state: state.has_Mirror(player) and state.has_sword(player) or state.has_Pearl(player)
|
||||
if region.name in OverworldGlitchRules.get_invalid_bunny_revival_dungeons():
|
||||
return lambda state: state.has_Mirror(player) or state.has_Pearl(player)
|
||||
if region.type == RegionType.Dungeon:
|
||||
return lambda state: True
|
||||
if (((location is None or location.name not in OverworldGlitchRules.get_superbunny_accessible_locations())
|
||||
or (connecting_entrance is not None and connecting_entrance.name in OverworldGlitchRules.get_invalid_bunny_revival_dungeons()))
|
||||
and not is_link(region)):
|
||||
return lambda state: state.has_Pearl(player)
|
||||
else:
|
||||
if not is_link(region):
|
||||
return lambda state: state.has_Pearl(player)
|
||||
|
||||
# in this case we are mixed region.
|
||||
# we collect possible options.
|
||||
|
||||
@@ -1496,9 +1514,24 @@ def set_inverted_bunny_rules(world, player):
|
||||
continue
|
||||
new_path = path + [entrance.access_rule]
|
||||
seen.add(new_region)
|
||||
if not new_region.is_dark_world:
|
||||
continue # we don't care about pure light world entrances
|
||||
if new_region.is_light_world:
|
||||
if not is_link(new_region):
|
||||
# For OWG, establish superbunny and revival rules.
|
||||
if world.logic == 'owglitches' and entrance.name not in OverworldGlitchRules.get_invalid_bunny_revival_dungeons():
|
||||
if region.name in OverworldGlitchRules.get_sword_required_superbunny_mirror_regions():
|
||||
possible_options.append(lambda state: path_to_access_rule(new_path, entrance) and state.has_Mirror(player) and state.has_sword(player))
|
||||
elif (region.name in OverworldGlitchRules.get_boots_required_superbunny_mirror_regions()
|
||||
or location is not None and location.name in OverworldGlitchRules.get_boots_required_superbunny_mirror_locations()):
|
||||
possible_options.append(lambda state: path_to_access_rule(new_path, entrance) and state.has_Mirror(player) and state.has_Boots(player))
|
||||
elif location is not None and location.name in OverworldGlitchRules.get_superbunny_accessible_locations():
|
||||
if new_region.name == 'Superbunny Cave (Bottom)' or region.name == 'Kakariko Well (top)':
|
||||
possible_options.append(lambda state: path_to_access_rule(new_path, entrance))
|
||||
else:
|
||||
possible_options.append(lambda state: path_to_access_rule(new_path, entrance) and state.has_Mirror(player))
|
||||
if new_region.type != RegionType.Cave:
|
||||
continue
|
||||
else:
|
||||
continue
|
||||
if is_bunny(new_region):
|
||||
queue.append((new_region, new_path))
|
||||
else:
|
||||
# we have reached pure dark world, so we have a new possible option
|
||||
@@ -1508,14 +1541,14 @@ def set_inverted_bunny_rules(world, player):
|
||||
# Add requirements for bunny-impassible caves if they occur in the light world
|
||||
for region in [world.get_region(name, player) for name in bunny_impassable_caves]:
|
||||
|
||||
if not region.is_light_world:
|
||||
if not is_bunny(region):
|
||||
continue
|
||||
rule = get_rule_to_add(region)
|
||||
for ext in region.exits:
|
||||
add_rule(ext, rule)
|
||||
|
||||
paradox_shop = world.get_region('Light World Death Mountain Shop', player)
|
||||
if paradox_shop.is_light_world:
|
||||
if is_bunny(paradox_shop):
|
||||
add_rule(paradox_shop.entrances[0], get_rule_to_add(paradox_shop))
|
||||
|
||||
for ent_name in bunny_impassible_doors:
|
||||
@@ -1530,15 +1563,22 @@ def set_inverted_bunny_rules(world, player):
|
||||
if door.entrance.parent_region.is_light_world and room.kind(door) in [DoorKind.Dashable, DoorKind.Bombable, DoorKind.Hidden]:
|
||||
add_rule(door.entrance, get_rule_to_add(door.entrance.parent_region))
|
||||
|
||||
# Add requirements for all locations that are actually in the light world, except those available to the bunny
|
||||
for location in world.get_locations():
|
||||
if location.player == player and location.parent_region.is_light_world:
|
||||
|
||||
if location.name in bunny_accessible_locations:
|
||||
continue
|
||||
|
||||
add_rule(location, get_rule_to_add(location.parent_region))
|
||||
|
||||
# Add requirements for all locations that are actually in the dark world, except those available to the bunny, including dungeon revival
|
||||
for entrance in world.get_entrances():
|
||||
if entrance.player == player and is_bunny(entrance.connected_region):
|
||||
if world.logic == 'owglitches':
|
||||
if entrance.connected_region.type == RegionType.Dungeon:
|
||||
if entrance.parent_region.type != RegionType.Dungeon and entrance.connected_region.name in OverworldGlitchRules.get_invalid_bunny_revival_dungeons():
|
||||
add_rule(entrance, get_rule_to_add(entrance.connected_region, None, entrance))
|
||||
continue
|
||||
if entrance.connected_region.name == 'Turtle Rock (Entrance)':
|
||||
add_rule(world.get_entrance('Turtle Rock Entrance Gap', player), get_rule_to_add(entrance.connected_region, None, entrance))
|
||||
for location in entrance.connected_region.locations:
|
||||
if world.logic == 'owglitches' and entrance.name in OverworldGlitchRules.get_invalid_mirror_bunny_entrances():
|
||||
continue
|
||||
if location.name in bunny_accessible_locations:
|
||||
continue
|
||||
add_rule(location, get_rule_to_add(entrance.connected_region, location))
|
||||
|
||||
bunny_impassible_doors = {
|
||||
'Hyrule Dungeon Armory S', 'Hyrule Dungeon Armory ES', 'Sewers Secret Room Push Block', 'Sewers Pull Switch S',
|
||||
|
||||
Reference in New Issue
Block a user