From 9fb7cf9f719be31a7f3986652ce71a3480700bca Mon Sep 17 00:00:00 2001 From: KrisDavie Date: Sun, 17 Dec 2023 09:45:22 +0100 Subject: [PATCH] Refactor UW Glitches --- README.md | 33 ++++++ UnderworldGlitchRules.py | 231 +++++++++++++++++++++++---------------- 2 files changed, 171 insertions(+), 93 deletions(-) diff --git a/README.md b/README.md index 24e79807..dc1d3f25 100644 --- a/README.md +++ b/README.md @@ -37,6 +37,7 @@ See https://alttpr.com/ for more details on the normal randomizer. 7. [Standard Changes](#standard-changes) 8. [Game Options](#game-options) 9. [Generation Setup & Miscellaneous](#generation-setup--miscellaneous) + 10. [Glitched Logic](#glitched-logic) ## Setup and Installation @@ -597,4 +598,36 @@ Can be used to set a seed number to generate. Using the same seed with same sett Use to batch generate multiple seeds with same settings. If a seed number is provided, it will be used for the first seed, then used to derive the next seed (i.e. generating 10 seeds with the same seed number given will produce the same 10 (different) roms each time). +## Glitched Logic + +Overworld glitches, Hybrid Major Glitches (HMG) and No Logic are currently supported. + +### Overworld Glitches +_Support added by qadan and compiling_ + +Overworld Glitches logic includes (but is not limited to) the following: +* Overworld teleports and clips to reach various items/entrances +* Use of superbunny to obtain items and/or bonk open entrances +* Use of mirror to access Desert Palace East Entrance +* Use of bunny pocket to access the Back of Skull Woods and VOO Hammer house entrances + + +### Hybrid Major Glitches +_Support added by Muffins (ported from work by Espeon)_. + +**Not currently compatible with Door Shuffle** + +Hybrid Major Glitches logic includes the following: +* All Overworld Glitches logic +* Kikiskip to access PoD wihtout MP or DW access +* IP Lobby clip to skip fire requirement +* Traversal between Mire -> Hera -> Swamp +* Stealing SK from Mire to open SP +* Using the Mire big key to open Hera doors and big chest +* Traversal between TT -> Desert +* Traveral between Spec rock upper -> Spec rock mid +* Traveral between Paradox lower -> Paradox mid + upper + + + diff --git a/UnderworldGlitchRules.py b/UnderworldGlitchRules.py index 1b6b276b..7ddfa792 100644 --- a/UnderworldGlitchRules.py +++ b/UnderworldGlitchRules.py @@ -2,92 +2,71 @@ from BaseClasses import Entrance import Rules from OverworldGlitchRules import create_no_logic_connections +kikiskip_spots = [("Kiki Skip", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Portal")] -def get_kikiskip_spots(): - """ - Spectacle Rock Cave (Bottom) -> Palace of Darkness Exit, a.k.a. Kiki Skip - """ - yield ("Kiki Skip", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Portal") +mireheraswamp_spots = [ + ("Mire to Hera Clip", "Mire Torches Top", "Hera Portal"), + ("Hera to Swamp Clip", "Mire Torches Top", "Swamp Portal"), +] +icepalace_spots = [("Ice Lobby Clip", "Ice Portal", "Ice Bomb Drop")] -def get_mireheraswamp_spots(): - """ - "Mire Torches Top -> Tower of Hera Exit, a.k.a. Mire to Hera Clip - "Mire Torches Top -> Swamp Palace Exit, a.k.a. Hera to Swamp Clip - """ +thievesdesert_spots = [ + ("Thieves to Desert Clip", "Thieves Attic", "Desert West Portal"), + ("Thieves to Desert Clip", "Thieves Attic", "Desert South Portal"), + ("Thieves to Desert Clip", "Thieves Attic", "Desert East Portal"), +] - yield ("Mire to Hera Clip", "Mire Torches Top", "Hera Portal") - yield ("Hera to Swamp Clip", "Mire Torches Top", "Swamp Portal") +specrock_spots = [("Spec Rock Clip", "Spectacle Rock Cave (Peak)", "Spectacle Rock Cave (Top)")] - -def get_icepalace_spots(): - """ - "Ice Palace Exit -> Ice Palace Exit, a.k.a. Ice Palace Clip - """ - yield ("Ice Lobby Clip", "Ice Portal", "Ice Bomb Drop") - - -def get_thievesdesert_spots(): - """ - "Thieves' Town -> Desert Palace , a.k.a. Thieves to Desert Clip - Accessing any of the exits will be in logic because of the ability to dungeon bunny revive - """ - yield ("Thieves to Desert Clip", "Thieves Attic", "Desert West Portal") - yield ("Thieves to Desert Clip", "Thieves Attic", "Desert South Portal") - yield ("Thieves to Desert Clip", "Thieves Attic", "Desert East Portal") - - -def get_specrock_spots(): - """ - "Spectacle Rock Cave (Peak) -> Spectacle Rock Cave (Top), a.k.a. Spectacle Rock Cave Clip - """ - yield ("Spec Rock Clip", "Spectacle Rock Cave (Peak)", "Spectacle Rock Cave (Top)") - - -def get_paradox_spots(): - """ - "Paradox Cave Front -> Paradox Cave Chest Area, a.k.a. Paradox Cave Teleport (dash citrus, 1f right, teleport up) - """ - yield ("Paradox Front Teleport", "Paradox Cave Front", "Paradox Cave Chest Area") +paradox_spots = [("Paradox Front Teleport", "Paradox Cave Front", "Paradox Cave Chest Area")] # We need to make connectors at a separate time from the connections, because of how dungeons are linked to regions -def get_kikiskip_connectors(world, player): - yield ("Kiki Skip", "Spectacle Rock Cave (Bottom)", world.get_entrance("Palace of Darkness Exit", player).connected_region) +kikiskip_connectors = [("Kiki Skip", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Exit")] -def get_mireheraswamp_connectors(world, player): - yield ("Mire to Hera Clip", "Mire Torches Top", world.get_entrance("Tower of Hera Exit", player).connected_region) - yield ("Mire to Hera Clip", "Mire Torches Top", world.get_entrance("Swamp Palace Exit", player).connected_region) +mireheraswamp_connectors = [ + ("Mire to Hera Clip", "Mire Torches Top", "Tower of Hera Exit"), + ("Mire to Hera Clip", "Mire Torches Top", "Swamp Palace Exit"), +] -def get_thievesdesert_connectors(world, player): - yield ("Thieves to Desert Clip", "Thieves Attic", world.get_entrance("Desert Palace Exit (West)", player).connected_region) - yield ("Thieves to Desert Clip", "Thieves Attic", world.get_entrance("Desert Palace Exit (South)", player).connected_region) - yield ("Thieves to Desert Clip", "Thieves Attic", world.get_entrance("Desert Palace Exit (East)", player).connected_region) - -def get_specrock_connectors(world, player): - yield ("Spec Rock Clip", "Spectacle Rock Cave (Peak)", world.get_entrance("Spectacle Rock Cave Exit (Top)", player).connected_region) - yield ("Spec Rock Clip", "Spectacle Rock Cave (Peak)", world.get_entrance("Spectacle Rock Cave Exit", player).connected_region) +thievesdesert_connectors = [ + ("Thieves to Desert Clip", "Thieves Attic", "Desert Palace Exit (West)"), + ("Thieves to Desert Clip", "Thieves Attic", "Desert Palace Exit (South)"), + ("Thieves to Desert Clip", "Thieves Attic", "Desert Palace Exit (East)"), +] +specrock_connectors = [ + ("Spec Rock Clip", "Spectacle Rock Cave (Peak)", "Spectacle Rock Cave Exit (Top)"), + ("Spec Rock Clip", "Spectacle Rock Cave (Peak)", "Spectacle Rock Cave Exit"), +] # Create connections between dungeons/locations def create_hybridmajor_connections(world, player): - create_no_logic_connections(player, world, get_kikiskip_spots()) - create_no_logic_connections(player, world, get_mireheraswamp_spots()) - create_no_logic_connections(player, world, get_icepalace_spots()) - create_no_logic_connections(player, world, get_thievesdesert_spots()) - create_no_logic_connections(player, world, get_specrock_spots()) - create_no_logic_connections(player, world, get_paradox_spots()) + for spots in [ + kikiskip_spots, + mireheraswamp_spots, + icepalace_spots, + thievesdesert_spots, + specrock_spots, + paradox_spots, + ]: + create_no_logic_connections(player, world, spots) # Turn dungeons into connectors def create_hybridmajor_connectors(world, player): - create_no_logic_connections(player, world, get_kikiskip_connectors(world, player)) - create_no_logic_connections(player, world, get_mireheraswamp_connectors(world, player)) - create_no_logic_connections(player, world, get_thievesdesert_connectors(world, player)) - create_no_logic_connections(player, world, get_specrock_connectors(world, player)) + for connectors in [ + kikiskip_connectors, + mireheraswamp_connectors, + thievesdesert_connectors, + specrock_connectors, + ]: + new_connectors = [(connector[0], connector[1], world.get_entrance(connector[2], player).connected_region) for connector in connectors] + create_no_logic_connections(player, world, new_connectors) # For some entrances, we need to fake having pearl, because we're in fake DW/LW. @@ -121,7 +100,12 @@ def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, du Rules.add_rule(clip, lambda state: state.has_sword(player) and state.has_misery_mire_medallion(player)) elif dungeon_entrance.name == "Agahnims Tower": - Rules.add_rule(clip, lambda state: state.has("Cape", player) or state.has_beam_sword(player) or state.has("Beat Agahnim 1", player)) + Rules.add_rule( + clip, + lambda state: state.has("Cape", player) + or state.has_beam_sword(player) + or state.has("Beat Agahnim 1", player), + ) # Then we set a restriction on exiting the dungeon, so you can't leave unless you got in normally. Rules.add_rule(world.get_entrance(dungeon_exit, player), lambda state: dungeon_entrance.can_reach(state)) @@ -137,10 +121,12 @@ def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, du def underworld_glitches_rules(world, player): # Ice Palace Entrance Clip, needs bombs or cane of somaria to exit bomb drop room - Rules.add_rule(world.get_entrance("Ice Bomb Drop SE", player), - lambda state: state.can_dash_clip(world.get_region("Ice Lobby", player), player) and - (state.can_use_bombs(player) or state.has('Cane of Somaria', player)), - combine="or") + Rules.add_rule( + world.get_entrance("Ice Bomb Drop SE", player), + lambda state: state.can_dash_clip(world.get_region("Ice Lobby", player), player) + and (state.can_use_bombs(player) or state.has("Cane of Somaria", player)), + combine="or", + ) # Kiki Skip kks = world.get_entrance("Kiki Skip", player) @@ -149,15 +135,26 @@ def underworld_glitches_rules(world, player): # Mire -> Hera -> Swamp def mire_clip(state): - return state.can_reach("Mire Torches Top", "Region", player) and state.can_dash_clip(world.get_region("Mire Torches Top", player), player) + return state.can_reach("Mire Torches Top", "Region", player) and state.can_dash_clip( + world.get_region("Mire Torches Top", player), player + ) def hera_clip(state): - return state.can_reach("Hera 4F", "Region", player) and state.can_dash_clip(world.get_region("Hera 4F", player), player) - + return state.can_reach("Hera 4F", "Region", player) and state.can_dash_clip( + world.get_region("Hera 4F", player), player + ) + + Rules.add_rule( + world.get_entrance("Hera Startile Corner NW", player), + lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player), + combine="or", + ) + Rules.add_rule( + world.get_location("Tower of Hera - Big Chest", player), + lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player), + combine="or", + ) - Rules.add_rule(world.get_entrance("Hera Startile Corner NW", player), lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player), combine="or") - Rules.add_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player), combine="or") - mire_to_hera = world.get_entrance("Mire to Hera Clip", player) mire_to_swamp = world.get_entrance("Hera to Swamp Clip", player) Rules.set_rule(mire_to_hera, mire_clip) @@ -165,7 +162,7 @@ def underworld_glitches_rules(world, player): # Using the entrances for various ER types. Hera -> Swamp never matters because you can only logically traverse with the mire keys dungeon_reentry_rules(world, player, mire_to_hera, "Hera Lobby", "Tower of Hera Exit") - dungeon_reentry_rules(world, player, mire_to_swamp, "Swamp Lobby", "Swamp Palace Exit") + dungeon_reentry_rules(world, player, mire_to_swamp, "Swamp Lobby", "Swamp Palace Exit") # We need to set _all_ swamp doors to be openable with mire keys, otherwise the small key can't be behind them - 6 keys because of Pots # Flippers required for all of these doors to prevent locks when flooding for door in [ @@ -181,10 +178,18 @@ def underworld_glitches_rules(world, player): "Swamp Waterway NW", "Swamp T SW", ]: - Rules.add_rule(world.get_entrance(door, player), lambda state: mire_clip(state) and state.has("Small Key (Misery Mire)", player, count=6) and state.has('Flippers', player), combine="or") + Rules.add_rule( + world.get_entrance(door, player), + lambda state: mire_clip(state) + and state.has("Small Key (Misery Mire)", player, count=6) + and state.has("Flippers", player), + combine="or", + ) # Rules.add_rule(world.get_entrance(door, player), lambda state: mire_clip(state) and state.has('Flippers', player), combine="or") - Rules.add_rule(world.get_location("Trench 1 Switch", player), lambda state: mire_clip(state) or hera_clip(state), combine="or") + Rules.add_rule( + world.get_location("Trench 1 Switch", player), lambda state: mire_clip(state) or hera_clip(state), combine="or" + ) # Build the rule for SP moat. # We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT. @@ -203,30 +208,70 @@ def underworld_glitches_rules(world, player): inverted = world.mode[player] == "inverted" def hera_rule(state): - return (state.has("Moon Pearl", player) or not inverted) and rule_map.get(world.get_entrance("Tower of Hera", player).connected_region.name, lambda state: False)(state) + return (state.has("Moon Pearl", player) or not inverted) and rule_map.get( + world.get_entrance("Tower of Hera", player).connected_region.name, lambda state: False + )(state) def gt_rule(state): return (state.has("Moon Pearl", player) or inverted) and rule_map.get( - world.get_entrance(("Ganons Tower"), player).connected_region.name, lambda state: False)(state) + world.get_entrance(("Ganons Tower"), player).connected_region.name, lambda state: False + )(state) def mirrorless_moat_rule(state): - return state.can_reach("Old Man S&Q", "Entrance", player) and mire_clip(state) and (hera_rule(state) or gt_rule(state)) + return ( + state.can_reach("Old Man S&Q", "Entrance", player) + and mire_clip(state) + and (hera_rule(state) or gt_rule(state)) + ) - Rules.add_rule(world.get_entrance("Swamp Lobby Moat", player), lambda state: mirrorless_moat_rule(state), combine="or") + Rules.add_rule( + world.get_entrance("Swamp Lobby Moat", player), lambda state: mirrorless_moat_rule(state), combine="or" + ) # Thieves -> Desert - Rules.add_rule(world.get_entrance("Thieves to Desert Clip", player), lambda state: state.can_dash_clip(world.get_region("Thieves Attic", player), player)) - dungeon_reentry_rules(world, player, world.get_entrance("Thieves to Desert Clip", player), "Desert West Portal", "Desert Palace Exit (West)") - dungeon_reentry_rules(world, player, world.get_entrance("Thieves to Desert Clip", player), "Desert South Portal", "Desert Palace Exit (South)") - dungeon_reentry_rules(world, player, world.get_entrance("Thieves to Desert Clip", player), "Desert East Portal", "Desert Palace Exit (East)") + Rules.add_rule( + world.get_entrance("Thieves to Desert Clip", player), + lambda state: state.can_dash_clip(world.get_region("Thieves Attic", player), player), + ) + dungeon_reentry_rules( + world, + player, + world.get_entrance("Thieves to Desert Clip", player), + "Desert West Portal", + "Desert Palace Exit (West)", + ) + dungeon_reentry_rules( + world, + player, + world.get_entrance("Thieves to Desert Clip", player), + "Desert South Portal", + "Desert Palace Exit (South)", + ) + dungeon_reentry_rules( + world, + player, + world.get_entrance("Thieves to Desert Clip", player), + "Desert East Portal", + "Desert Palace Exit (East)", + ) # Collecting left chests in Paradox Cave using a dash clip -> dash citrus, 1f right, teleport up - paradox_left_chests = ['Paradox Cave Lower - Far Left', 'Paradox Cave Lower - Left', 'Paradox Cave Lower - Middle'] + paradox_left_chests = ["Paradox Cave Lower - Far Left", "Paradox Cave Lower - Left", "Paradox Cave Lower - Middle"] for location in paradox_left_chests: - Rules.add_rule(world.get_location(location, player), lambda state: state.can_dash_clip(world.get_location(location, player).parent_region, player), 'or') - + Rules.add_rule( + world.get_location(location, player), + lambda state: state.can_dash_clip(world.get_location(location, player).parent_region, player), + "or", + ) + # Collecting right chests in Paradox Cave using a dash clip on left side -> dash citrus, 1f right, teleport up, then hitting the switch - paradox_right_chests = ['Paradox Cave Lower - Right', 'Paradox Cave Lower - Far Right'] + paradox_right_chests = ["Paradox Cave Lower - Right", "Paradox Cave Lower - Far Right"] for location in paradox_right_chests: - Rules.add_rule(world.get_location(location, player), lambda state: (state.can_dash_clip(world.get_location(location, player).parent_region, player) and state.can_hit_crystal(player)), 'or') - + Rules.add_rule( + world.get_location(location, player), + lambda state: ( + state.can_dash_clip(world.get_location(location, player).parent_region, player) + and state.can_hit_crystal(player) + ), + "or", + )