Standing Items initial commit

This commit is contained in:
aerinon
2021-12-16 16:02:11 -07:00
parent c651d1d584
commit b2f2565271
26 changed files with 618 additions and 469 deletions

View File

@@ -3,7 +3,8 @@ import logging
from collections import deque
import OverworldGlitchRules
from BaseClasses import CollectionState, RegionType, DoorType, Entrance, CrystalBarrier, KeyRuleType
from BaseClasses import CollectionState, RegionType, DoorType, Entrance, CrystalBarrier, KeyRuleType, LocationType
from BaseClasses import PotFlags
from Dungeons import dungeon_table
from RoomData import DoorKind
from OverworldGlitchRules import overworld_glitches_rules
@@ -33,6 +34,7 @@ def set_rules(world, player):
raise NotImplementedError('Not implemented yet')
bomb_rules(world, player)
pot_rules(world, player)
if world.logic[player] == 'noglitches':
no_glitches_rules(world, player)
@@ -584,18 +586,19 @@ def global_rules(world, player):
def bomb_rules(world, player):
# todo: kak well, pod hint (bonkable pots), hookshot pot, spike cave pots
bonkable_doors = ['Two Brothers House Exit (West)', 'Two Brothers House Exit (East)'] # Technically this is incorrectly defined, but functionally the same as what is intended.
bombable_doors = ['Ice Rod Cave', 'Light World Bomb Hut', 'Light World Death Mountain Shop', 'Mini Moldorm Cave',
'Hookshot Cave Back to Middle', 'Hookshot Cave Front to Middle', 'Hookshot Cave Middle to Front','Hookshot Cave Middle to Back',
'Dark Lake Hylia Ledge Fairy', 'Hype Cave', 'Brewery']
'Hookshot Cave Back to Middle', 'Hookshot Cave Front to Middle', 'Hookshot Cave Middle to Front',
'Hookshot Cave Middle to Back', 'Dark Lake Hylia Ledge Fairy', 'Hype Cave', 'Brewery',
'Paradox Cave Chest Area NE', 'Blinds Hideout N', 'Kakariko Well (top to back)']
for entrance in bonkable_doors:
add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player) or state.has_Boots(player))
for entrance in bombable_doors:
add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player))
bonkable_items = ['Sahasrahla\'s Hut - Left', 'Sahasrahla\'s Hut - Middle', 'Sahasrahla\'s Hut - Right']
bombable_items = ['Blind\'s Hideout - Top', 'Kakariko Well - Top', 'Chicken House', 'Aginah\'s Cave', 'Graveyard Cave',
'Paradox Cave Upper - Left', 'Paradox Cave Upper - Right',
bombable_items = ['Chicken House', 'Aginah\'s Cave', 'Graveyard Cave',
'Hype Cave - Top', 'Hype Cave - Middle Right', 'Hype Cave - Middle Left', 'Hype Cave - Bottom']
for location in bonkable_items:
add_rule(world.get_location(location, player), lambda state: state.can_use_bombs(player) or state.has_Boots(player))
@@ -694,6 +697,35 @@ def bomb_rules(world, player):
elif door.kind(world) in [DoorKind.Bombable]:
add_rule(door.entrance, lambda state: state.can_use_bombs(player))
def pot_rules(world, player):
if world.keydropshuffle[player] == 'potsanity':
blocks = [l for l in world.get_locations() if l.type == LocationType.Pot and l.pot.flags & PotFlags.Block]
for block_pot in blocks:
add_rule(block_pot, lambda state: state.can_lift_rocks(player))
# todo : hera 5f - crystal config
for l in world.get_region('Hookshot Fairy', player).locations:
if l.type == LocationType.Pot:
add_rule(l, lambda state: state.has('Hookshot', player))
for l in world.get_region('Spike Cave', player).locations:
if l.type == LocationType.Pot:
add_rule(l, lambda state: state.has('Hammer', player) and state.can_lift_rocks(player) and
((state.has('Cape', player) and state.can_extend_magic(player, 16, True)) or
(state.has('Cane of Byrna', player) and
(state.can_extend_magic(player, 12, True) or
(state.world.can_take_damage and (state.has_Boots(player) or state.has_hearts(player, 4)))))))
for l in world.get_region('Dark Desert Hint', player).locations:
if l.type == LocationType.Pot:
add_rule(l, lambda state: state.can_use_bombs(player))
for l in world.get_region('Palace of Darkness Hint', player).locations:
if l.type == LocationType.Pot:
add_rule(l, lambda state: state.can_use_bombs(player) or state.has_Boots(player))
for l in world.get_region('Dark Lake Hylia Ledge Spike Cave', player).locations:
if l.type == LocationType.Pot:
add_rule(l, lambda state: state.world.can_take_damage or state.has('Hookshot', player))
def default_rules(world, player):
# overworld requirements
set_rule(world.get_entrance('Kings Grave', player), lambda state: state.has_Boots(player))
@@ -1070,6 +1102,10 @@ def add_conditional_lamps(world, player):
'Sewers Rope Room': {'sewer': True, 'entrances': ['Sewers Rope Room Up Stairs', 'Sewers Rope Room North Stairs'], 'locations': []},
'Sewers Water': {'sewer': True, 'entrances': ['Sewers Water S', 'Sewers Water W'], 'locations': []},
'Sewers Key Rat': {'sewer': True, 'entrances': ['Sewers Key Rat E', 'Sewers Key Rat Key Door N'], 'locations': ['Hyrule Castle - Key Rat Key Drop']},
'Old Man Cave': {'sewer': False, 'entrances': ['Old Man Cave Exit (East)']},
'Old Man House Back': {'sewer': False, 'entrances': ['Old Man House Back to Front', 'Old Man House Exit (Top)']},
'Death Mountain Return Cave (left)': {'sewer': False, 'entrances': ['Death Mountain Return Cave E', 'Death Mountain Return Cave Exit (West)']},
'Death Mountain Return Cave (right)': {'sewer': False, 'entrances': ['Death Mountain Return Cave Exit (East)', 'Death Mountain Return Cave W']},
}
dark_debug_set = set()
@@ -1086,17 +1122,12 @@ def add_conditional_lamps(world, player):
dark_debug_set.add(region)
for ent in info['entrances']:
add_conditional_lamp(ent, region, 'Entrance')
for loc in info['locations']:
r = world.get_region(region, player)
for loc in r.locations:
add_conditional_lamp(loc, region, 'Location')
logging.getLogger('').debug('Non Dark Regions: ' + ', '.join(set(dark_rooms.keys()).difference(dark_debug_set)))
add_conditional_lamp('Old Man', 'Old Man Cave', 'Location')
add_conditional_lamp('Old Man Cave Exit (East)', 'Old Man Cave', 'Entrance')
add_conditional_lamp('Death Mountain Return Cave Exit (East)', 'Death Mountain Return Cave', 'Entrance')
add_conditional_lamp('Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave', 'Entrance')
add_conditional_lamp('Old Man House Front to Back', 'Old Man House', 'Entrance')
add_conditional_lamp('Old Man House Back to Front', 'Old Man House', 'Entrance')
def open_rules(world, player):
# softlock protection as you can reach the sewers small key door with a guard drop key