Initial red bomb pathing
This commit is contained in:
@@ -1581,15 +1581,55 @@ class Entrance(object):
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self.player = player
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self.player = player
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self.door = None
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self.door = None
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self.hide_path = False
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self.hide_path = False
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self.temp_path = []
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def can_reach(self, state):
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def can_reach(self, state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
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if self.name == 'Pyramid Fairy':
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if not self.hide_path and not self in state.path:
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world = self.parent_region.world if self.parent_region else None
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state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
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big_bomb_location = world.get_location('Big Bomb', self.player)
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return True
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if big_bomb_location.can_reach(state) and self.can_reach_thru(state, big_bomb_location.parent_region, True, True) and self.access_rule(state):
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if not self in state.path:
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path = state.path.get(big_bomb_location.parent_region, (big_bomb_location.parent_region.name, None))
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path = ('Big Bomb Shop Exit', ('Pick Up Big Bomb', path))
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while len(self.temp_path):
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exit = self.temp_path.pop(0)
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path = (exit.name, (exit.parent_region.name, path))
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path = ('Detonate Big Bomb', (self.parent_region.name, path))
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state.path[self] = (self.name, path)
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return True
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else:
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if self.parent_region.can_reach(state) and self.access_rule(state):
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if not self.hide_path and not self in state.path:
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state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
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return True
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return False
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return False
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def can_reach_thru(self, state, start_region, ignore_underworld=False, ignore_ledges=False):
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def explore_region(region, path = []):
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nonlocal found
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if region not in explored_regions or len(explored_regions[region]) > len(path):
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explored_regions[region] = path
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for exit in region.exits:
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if exit.connected_region and (not ignore_ledges or exit.spot_type != 'Ledge') \
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and (not ignore_underworld or exit.connected_region.type not in [RegionType.Cave, RegionType.Dungeon]) \
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and exit.access_rule(state):
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if exit.connected_region == self.parent_region:
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found = True
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explored_regions[self.parent_region] = path + [exit]
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else:
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explore_region(exit.connected_region, path + [exit])
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found = False
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explored_regions = {}
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explore_region(start_region.entrances[0].parent_region)
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if found:
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self.temp_path = explored_regions[self.parent_region]
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#TODO: Implement residual mirror portal placing for the previous leg, to be used for the final destination
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return found
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def connect(self, region, addresses=None, target=None, vanilla=None):
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def connect(self, region, addresses=None, target=None, vanilla=None):
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self.connected_region = region
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self.connected_region = region
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self.target = target
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self.target = target
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2
Main.py
2
Main.py
@@ -567,7 +567,7 @@ def create_playthrough(world):
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# get locations containing progress items
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# get locations containing progress items
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prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
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prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
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optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop']
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optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Big Bomb', 'Pyramid Crack']
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state_cache = [None]
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state_cache = [None]
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collection_spheres = []
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collection_spheres = []
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state = CollectionState(world)
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state = CollectionState(world)
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437
Rules.py
437
Rules.py
@@ -58,7 +58,9 @@ def set_rules(world, player):
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elif world.goal[player] == 'triforcehunt':
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elif world.goal[player] == 'triforcehunt':
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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]))
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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]))
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set_big_bomb_rules(world, player)
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# big bomb rules
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if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
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set_rule(world.get_location('Pyramid Crack', player), lambda state: state.has('Pick Up Big Bomb', player))
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# if swamp and dam have not been moved we require mirror for swamp palace
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# if swamp and dam have not been moved we require mirror for swamp palace
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if not world.swamp_patch_required[player]:
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if not world.swamp_patch_required[player]:
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@@ -1639,441 +1641,8 @@ def find_rules_for_zelda_delivery(world, player):
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raise Exception('No path to Sanctuary found')
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raise Exception('No path to Sanctuary found')
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def set_big_bomb_rules(world, player):
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# this is a mess
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if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
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set_rule(world.get_location('Pyramid Crack', player), lambda state: state.has('Pick Up Big Bomb', player))
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bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
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Normal_LW_entrances = ['Blinds Hideout',
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'Bonk Fairy (Light)',
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'Lake Hylia Fairy',
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'Light Hype Fairy',
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'Desert Fairy',
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'Chicken House',
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'Aginahs Cave',
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'Sahasrahlas Hut',
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'Cave Shop (Lake Hylia)',
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'Blacksmiths Hut',
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'Sick Kids House',
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'Lost Woods Gamble',
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'Fortune Teller (Light)',
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'Snitch Lady (East)',
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'Snitch Lady (West)',
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'Bush Covered House',
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'Tavern (Front)',
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'Light World Bomb Hut',
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'Kakariko Shop',
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'Mini Moldorm Cave',
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'Long Fairy Cave',
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'Good Bee Cave',
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'20 Rupee Cave',
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'50 Rupee Cave',
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'Ice Rod Cave',
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'Bonk Rock Cave',
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'Library',
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'Potion Shop',
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'Dam',
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'Lumberjack House',
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'Lake Hylia Fortune Teller',
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'Eastern Palace',
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'Kakariko Gamble Game',
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'Kakariko Well Cave',
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'Bat Cave Cave',
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'Elder House (East)',
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'Elder House (West)',
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'North Fairy Cave',
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'Lost Woods Hideout Stump',
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'Lumberjack Tree Cave',
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'Two Brothers House (East)',
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'Sanctuary',
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'Hyrule Castle Entrance (South)',
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'Hyrule Castle Secret Entrance Stairs']
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LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
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'Dark Lake Hylia Ledge Spike Cave',
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'Dark Lake Hylia Ledge Hint',
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'Mire Shed',
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'Dark Desert Hint',
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'Dark Desert Fairy',
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'Misery Mire']
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Northern_DW_entrances = ['Brewery',
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'C-Shaped House',
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'Chest Game',
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'Dark World Hammer Peg Cave',
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'Red Shield Shop',
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'Dark Sanctuary Hint',
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'Fortune Teller (Dark)',
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'Dark World Shop',
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'Dark World Lumberjack Shop',
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'Thieves Town',
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'Skull Woods First Section Door',
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'Skull Woods Second Section Door (East)']
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Southern_DW_entrances = ['Hype Cave',
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'Bonk Fairy (Dark)',
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'Archery Game',
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'Big Bomb Shop',
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'Dark Lake Hylia Shop',
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'Swamp Palace']
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Isolated_DW_entrances = ['Spike Cave',
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'Cave Shop (Dark Death Mountain)',
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'Dark Death Mountain Fairy',
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'Mimic Cave',
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'Skull Woods Second Section Door (West)',
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'Skull Woods Final Section',
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'Ice Palace',
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'Turtle Rock',
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'Dark Death Mountain Ledge (West)',
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'Dark Death Mountain Ledge (East)',
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'Bumper Cave (Top)',
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'Superbunny Cave (Top)',
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'Superbunny Cave (Bottom)',
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'Hookshot Cave',
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'Ganons Tower',
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'Turtle Rock Isolated Ledge Entrance',
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'Hookshot Cave Back Entrance']
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Isolated_LW_entrances = ['Capacity Upgrade',
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'Tower of Hera',
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'Death Mountain Return Cave (West)',
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'Paradox Cave (Top)',
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'Fairy Ascension Cave (Top)',
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'Spiral Cave',
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'Desert Palace Entrance (East)']
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West_LW_DM_entrances = ['Old Man Cave (East)',
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'Old Man House (Bottom)',
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'Old Man House (Top)',
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'Death Mountain Return Cave (East)',
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'Spectacle Rock Cave Peak',
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'Spectacle Rock Cave',
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'Spectacle Rock Cave (Bottom)']
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East_LW_DM_entrances = ['Paradox Cave (Bottom)',
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'Paradox Cave (Middle)',
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'Hookshot Fairy',
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'Spiral Cave (Bottom)']
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Mirror_from_SDW_entrances = ['Two Brothers House (West)',
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'Cave 45']
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Castle_ledge_entrances = ['Hyrule Castle Entrance (West)',
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'Hyrule Castle Entrance (East)',
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'Agahnims Tower']
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Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)',
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'Desert Palace Entrance (South)',
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'Checkerboard Cave']
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set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_reach('Pyramid Area', 'Region', player) or state.can_reach('East Dark World', 'Region', player)) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
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#crossing peg bridge starting from the southern dark world
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def cross_peg_bridge(state):
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return state.has('Hammer', player) and state.has_Pearl(player)
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# returning via the eastern and southern teleporters needs the same items, so we use the southern teleporter for out routing.
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# crossing preg bridge already requires hammer so we just add the gloves to the requirement
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def southern_teleporter(state):
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return state.can_lift_rocks(player) and cross_peg_bridge(state)
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# the basic routes assume you can reach eastern light world with the bomb.
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# you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp
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def basic_routes(state):
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return southern_teleporter(state) or state.has('Beat Agahnim 1', player)
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# Key for below abbreviations:
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# P = pearl
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# A = Aga1
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# H = hammer
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# M = Mirror
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# G = Glove
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if bombshop_entrance.name in Normal_LW_entrances:
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#1. basic routes
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#2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
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# -> M or BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player))
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elif bombshop_entrance.name in LW_walkable_entrances:
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#1. Mirror then basic routes
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# -> M and BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state))
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elif bombshop_entrance.name in Northern_DW_entrances:
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#1. Mirror and basic routes
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#2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
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# -> (Mitts and CPB) or (M and BR)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state)))
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elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
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#1. Mirror and Lift rock and basic_routes
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#2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case)
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#3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
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# -> (Mitts and CPB) or (((G or Flute) and M) and BR))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state)))
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elif bombshop_entrance.name in Southern_DW_entrances:
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#1. Mirror and enter via gate: Need mirror and Aga1
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#2. cross peg bridge: Need hammer and moon pearl
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# -> CPB or (M and A)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
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elif bombshop_entrance.name in Isolated_DW_entrances:
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# 1. mirror then flute then basic routes
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# -> M and Flute and BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player) and basic_routes(state))
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elif bombshop_entrance.name in Isolated_LW_entrances:
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# 1. flute then basic routes
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# Prexisting mirror spot is not permitted, because mirror might have been needed to reach these isolated locations.
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# -> Flute and BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and basic_routes(state))
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elif bombshop_entrance.name in West_LW_DM_entrances:
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# 1. flute then basic routes or mirror
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# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly.
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# -> Flute and (M or BR)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('West Death Mountain (Bottom)', 'Region', player))
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elif bombshop_entrance.name in East_LW_DM_entrances:
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# 1. flute then basic routes or mirror and hookshot
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# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly and then east DM via Hookshot
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# -> Flute and ((M and Hookshot) or BR)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player))
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elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)':
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# Same as East_LW_DM_entrances except navigation without BR requires Mitts
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# -> Flute and ((M and Hookshot and Mitts) or BR)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player) and state.can_lift_heavy_rocks(player))
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elif bombshop_entrance.name in Castle_ledge_entrances:
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# 1. mirror on pyramid to castle ledge, grab bomb, return through mirror spot: Needs mirror
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# 2. flute then basic routes
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# -> M or (Flute and BR)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Hyrule Castle Ledge', 'Region', player))
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elif bombshop_entrance.name in Desert_mirrorable_ledge_entrances:
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# Cases when you have mire access: Mirror to reach locations, return via mirror spot, move to center of desert, mirror anagin and:
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# 1. Have mire access, Mirror to reach locations, return via mirror spot, move to center of desert, mirror again and then basic routes
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# 2. flute then basic routes
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# -> (Mire access and M) or Flute) and BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Desert Ledge', 'Region', player))
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elif bombshop_entrance.name == 'Old Man Cave (West)':
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# 1. Lift rock then basic_routes
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# 2. flute then basic_routes
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# -> (Flute or G) and BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Death Mountain Entrance', 'Region', player))
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elif bombshop_entrance.name == 'Graveyard Cave':
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# 1. flute then basic routes
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# 2. (has west dark world access) use existing mirror spot (required Pearl), mirror again off ledge
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# -> (Flute or (M and P and West Dark World access) and BR
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state))
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elif bombshop_entrance.name in Mirror_from_SDW_entrances:
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# 1. flute then basic routes
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# 2. (has South dark world access) use existing mirror spot, mirror again off ledge
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# -> (Flute or (M and South Dark World access) and BR
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|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Pyramid Area', 'Region', player) and state.has_Mirror(player))) and basic_routes(state))
|
|
||||||
elif bombshop_entrance.name == 'Dark World Potion Shop':
|
|
||||||
# 1. walk down by lifting rock: needs gloves and pearl`
|
|
||||||
# 2. walk down by hammering peg: needs hammer and pearl
|
|
||||||
# 3. mirror and basic routes
|
|
||||||
# -> (P and (H or Gloves)) or (M and BR)
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Dark Witch Area', 'Region', player))
|
|
||||||
elif bombshop_entrance.name == 'Kings Grave':
|
|
||||||
# same as the Normal_LW_entrances case except that the pre-existing mirror is only possible if you have mitts
|
|
||||||
# (because otherwise mirror was used to reach the grave, so would cancel a pre-existing mirror spot)
|
|
||||||
# to account for insanity, must consider a way to escape without a cave for basic_routes
|
|
||||||
# -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR)
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) or state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))))
|
|
||||||
elif bombshop_entrance.name == 'Waterfall of Wishing':
|
|
||||||
# same as the Normal_LW_entrances case except in insanity it's possible you could be here without Flippers which
|
|
||||||
# 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)))
|
|
||||||
|
|
||||||
#TODO: Fix red bomb rules, artifically adding a bunch of rules to help reduce unbeatable seeds in OW shuffle
|
|
||||||
set_rule(world.get_location('Pyramid Crack', player), lambda state: state.has('Pick Up Big Bomb', player))
|
|
||||||
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False)
|
|
||||||
#add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Pyramid Area', 'Region', player))
|
|
||||||
#add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has('Flippers', player) and state.can_flute(player) and state.has('Hammer', player) and state.has('Hookshot', player) and state.has_Pearl(player) and state.has_Mirror(player)))
|
|
||||||
|
|
||||||
def set_inverted_big_bomb_rules(world, player):
|
|
||||||
if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
|
|
||||||
bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
|
|
||||||
Normal_LW_entrances = ['Blinds Hideout',
|
|
||||||
'Bonk Fairy (Light)',
|
|
||||||
'Lake Hylia Fairy',
|
|
||||||
'Light Hype Fairy',
|
|
||||||
'Desert Fairy',
|
|
||||||
'Chicken House',
|
|
||||||
'Aginahs Cave',
|
|
||||||
'Sahasrahlas Hut',
|
|
||||||
'Cave Shop (Lake Hylia)',
|
|
||||||
'Blacksmiths Hut',
|
|
||||||
'Sick Kids House',
|
|
||||||
'Lost Woods Gamble',
|
|
||||||
'Fortune Teller (Light)',
|
|
||||||
'Snitch Lady (East)',
|
|
||||||
'Snitch Lady (West)',
|
|
||||||
'Tavern (Front)',
|
|
||||||
'Kakariko Shop',
|
|
||||||
'Mini Moldorm Cave',
|
|
||||||
'Long Fairy Cave',
|
|
||||||
'Good Bee Cave',
|
|
||||||
'20 Rupee Cave',
|
|
||||||
'50 Rupee Cave',
|
|
||||||
'Ice Rod Cave',
|
|
||||||
'Bonk Rock Cave',
|
|
||||||
'Library',
|
|
||||||
'Potion Shop',
|
|
||||||
'Dam',
|
|
||||||
'Lumberjack House',
|
|
||||||
'Lake Hylia Fortune Teller',
|
|
||||||
'Eastern Palace',
|
|
||||||
'Kakariko Gamble Game',
|
|
||||||
'Kakariko Well Cave',
|
|
||||||
'Bat Cave Cave',
|
|
||||||
'Elder House (East)',
|
|
||||||
'Elder House (West)',
|
|
||||||
'North Fairy Cave',
|
|
||||||
'Lost Woods Hideout Stump',
|
|
||||||
'Lumberjack Tree Cave',
|
|
||||||
'Two Brothers House (East)',
|
|
||||||
'Sanctuary',
|
|
||||||
'Hyrule Castle Entrance (South)',
|
|
||||||
'Hyrule Castle Secret Entrance Stairs',
|
|
||||||
'Hyrule Castle Entrance (West)',
|
|
||||||
'Hyrule Castle Entrance (East)',
|
|
||||||
'Ganons Tower',
|
|
||||||
'Cave 45',
|
|
||||||
'Checkerboard Cave',
|
|
||||||
'Links House']
|
|
||||||
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',
|
|
||||||
'Dark Sanctuary Hint',
|
|
||||||
'Fortune Teller (Dark)',
|
|
||||||
'Dark World Lumberjack Shop',
|
|
||||||
'Thieves Town',
|
|
||||||
'Skull Woods First Section Door',
|
|
||||||
'Skull Woods Second Section Door (East)']
|
|
||||||
Southern_DW_entrances = ['Hype Cave',
|
|
||||||
'Bonk Fairy (Dark)',
|
|
||||||
'Archery Game',
|
|
||||||
'Big Bomb Shop',
|
|
||||||
'Dark Lake Hylia Shop',
|
|
||||||
'Swamp Palace']
|
|
||||||
Isolated_DW_entrances = ['Spike Cave',
|
|
||||||
'Cave Shop (Dark Death Mountain)',
|
|
||||||
'Dark Death Mountain Fairy',
|
|
||||||
'Skull Woods Second Section Door (West)',
|
|
||||||
'Skull Woods Final Section',
|
|
||||||
'Turtle Rock',
|
|
||||||
'Dark Death Mountain Ledge (West)',
|
|
||||||
'Dark Death Mountain Ledge (East)',
|
|
||||||
'Bumper Cave (Top)',
|
|
||||||
'Superbunny Cave (Top)',
|
|
||||||
'Superbunny Cave (Bottom)',
|
|
||||||
'Hookshot Cave',
|
|
||||||
'Turtle Rock Isolated Ledge Entrance',
|
|
||||||
'Hookshot Cave Back Entrance',
|
|
||||||
'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',
|
|
||||||
'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('Pyramid Area', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
|
|
||||||
|
|
||||||
# Key for below abbreviations:
|
|
||||||
# P = pearl
|
|
||||||
# A = Aga1
|
|
||||||
# H = hammer
|
|
||||||
# M = Mirror
|
|
||||||
# G = Glove
|
|
||||||
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 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 state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', '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: state.has('Hammer', player) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', '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('Hyrule Castle Area', '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 state.has('Hammer', player))))
|
|
||||||
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('Hyrule Castle Area', '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 state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
|
|
||||||
elif bombshop_entrance.name == 'Old Man Cave (West)':
|
|
||||||
# The three paths back are Mirror and DW walk, Mirror and Flute, or LW walk and then Mirror.
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player)))
|
|
||||||
elif bombshop_entrance.name == 'Dark World Potion Shop':
|
|
||||||
# You either need to Flute to 5 or cross the rock/hammer choice pass to the south.
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player))
|
|
||||||
elif bombshop_entrance.name == 'Kings Grave':
|
|
||||||
# Either lift the rock and walk to the castle to Mirror or Mirror immediately and Flute.
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.has_Pearl(player) and state.can_lift_heavy_rocks(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 == 'Waterfall of Wishing':
|
|
||||||
# You absolutely must be able to swim to return it from here.
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player) and state.has_Mirror(player))
|
|
||||||
elif bombshop_entrance.name == 'Ice Palace':
|
|
||||||
# You can swim to the dock or use the Flute to get off the island.
|
|
||||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) or state.can_flute(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)
|
|
||||||
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)
|
|
||||||
|
|
||||||
if world.owShuffle[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] not in ['none', 'polar']:
|
|
||||||
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) #temp disable progression until routing to Pyramid get be guaranteed
|
|
||||||
|
|
||||||
|
|
||||||
def set_bunny_rules(world, player, inverted):
|
def set_bunny_rules(world, player, inverted):
|
||||||
|
|||||||
Reference in New Issue
Block a user