Merge branch 'DoorDevUnstable' into DoorDevVolatile
# Conflicts: # Main.py # MultiClient.py # Rom.py # data/base2current.bps # resources/app/gui/lang/en.json # resources/app/gui/randomize/item/widgets.json # source/gui/bottom.py # source/gui/widgets.py
This commit is contained in:
47
Rules.py
47
Rules.py
@@ -209,7 +209,6 @@ def global_rules(world, player):
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set_rule(world.get_location('Purple Chest', player), lambda state: state.has('Pick Up Purple Chest', player)) # Can S&Q with chest
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# underworld rules
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set_rule(world.get_entrance('Old Man Cave Exit (West)', player), lambda state: False) # drop cannot be climbed up
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set_rule(world.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: state.has_Mirror(player)) # can erase block - overridden in noglitches
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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))
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@@ -479,8 +478,8 @@ def global_rules(world, player):
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set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('GT Hope Room EN', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('GT Conveyor Cross WN', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('GT Conveyor Cross EN', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('GT Conveyor Cross Hammer Path', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('GT Conveyor Cross Hookshot Path', player), lambda state: state.has('Hookshot', player))
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if not world.get_door('GT Speed Torch SE', player).entranceFlag:
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set_rule(world.get_entrance('GT Speed Torch SE', player), lambda state: state.has('Fire Rod', player))
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set_rule(world.get_entrance('GT Hookshot South-Mid Path', player), lambda state: state.has('Hookshot', player))
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@@ -887,7 +886,7 @@ def ow_inverted_rules(world, 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('Hyrule Castle Main Gate (North)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Pyramid Hole', player), lambda state: world.open_pyramid[player] or world.goal[player] == 'trinity' or state.has('Beat Agahnim 2', player))
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set_rule(world.get_entrance('Pyramid Hole', player), lambda state: world.is_pyramid_open(player) or state.has('Beat Agahnim 2', player))
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else:
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set_rule(world.get_entrance('East Dark Death Mountain Teleporter (Top)', 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 Dark Death Mountain Teleporter (Bottom)', player), lambda state: state.can_lift_heavy_rocks(player))
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@@ -965,6 +964,8 @@ def ow_bunny_rules(world, player):
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add_bunny_rule(world.get_entrance('East Dark Death Mountain Bushes', player), player)
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add_bunny_rule(world.get_entrance('Bumper Cave Entrance Rock', player), player)
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add_bunny_rule(world.get_entrance('Dark Graveyard Bush (South)', player), player)
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add_bunny_rule(world.get_entrance('Dark Graveyard Bush (North)', player), player)
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add_bunny_rule(world.get_entrance('Dark Witch Rock (North)', player), player)
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add_bunny_rule(world.get_entrance('Dark Witch Rock (South)', player), player)
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add_bunny_rule(world.get_entrance('Grassy Lawn Pegs (Bottom)', player), player)
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@@ -2056,7 +2057,9 @@ def add_key_logic_rules(world, player):
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key_logic = world.key_logic[player]
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eval_func = eval_small_key_door
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if world.key_logic_algorithm[player] == 'strict' and world.keyshuffle[player] == 'wild':
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eval_func = eval_small_key_door_strict
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eval_func = eval_small_key_door_strict
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elif world.key_logic_algorithm[player] != 'default':
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eval_func = eval_small_key_door_partial
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for d_name, d_logic in key_logic.items():
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for door_name, rule in d_logic.door_rules.items():
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door_entrance = world.get_entrance(door_name, player)
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@@ -2112,6 +2115,36 @@ def eval_small_key_door_main(state, door_name, dungeon, player):
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return door_openable
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def eval_small_key_door_partial_main(state, door_name, dungeon, player):
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if state.is_door_open(door_name, player):
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return True
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key_logic = state.world.key_logic[player][dungeon]
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if door_name not in key_logic.door_rules:
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return False
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door_rule = key_logic.door_rules[door_name]
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door_openable = False
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for ruleType, number in door_rule.new_rules.items():
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if door_openable:
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return True
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if ruleType == KeyRuleType.WorstCase:
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number = min(number, door_rule.small_key_num)
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door_openable |= state.has_sm_key(key_logic.small_key_name, player, number)
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elif ruleType == KeyRuleType.AllowSmall:
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small_loc_item = door_rule.small_location.item
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if small_loc_item and small_loc_item.name == key_logic.small_key_name and small_loc_item.player == player:
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door_openable |= state.has_sm_key(key_logic.small_key_name, player, number)
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elif isinstance(ruleType, tuple):
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lock, lock_item = ruleType
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# this doesn't track logical locks yet, i.e. hammer locks the item and hammer is there, but the item isn't
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for loc in door_rule.alternate_big_key_loc:
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spot = state.world.get_location(loc, player)
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if spot.item and spot.item.name == lock_item:
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number = min(number, door_rule.alternate_small_key)
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door_openable |= state.has_sm_key(key_logic.small_key_name, player, number)
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break
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return door_openable
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def eval_small_key_door_strict_main(state, door_name, dungeon, player):
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if state.is_door_open(door_name, player):
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return True
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@@ -2126,6 +2159,10 @@ def eval_small_key_door(door_name, dungeon, player):
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return lambda state: eval_small_key_door_main(state, door_name, dungeon, player)
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def eval_small_key_door_partial(door_name, dungeon, player):
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return lambda state: eval_small_key_door_partial_main(state, door_name, dungeon, player)
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def eval_small_key_door_strict(door_name, dungeon, player):
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return lambda state: eval_small_key_door_strict_main(state, door_name, dungeon, player)
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