Bunch of logic fixes for various pots
Vanilla fill support for potsanity Fix for playthrough error
This commit is contained in:
36
Rules.py
36
Rules.py
@@ -182,6 +182,9 @@ def global_rules(world, player):
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set_rule(world.get_location('Hookshot Cave - Bottom Right', player), lambda state: state.has('Hookshot', player) or state.has('Pegasus Boots', player))
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set_rule(world.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Hookshot Cave Bonk Path', player), lambda state: state.has('Hookshot', player) or state.has('Pegasus Boots', player))
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set_rule(world.get_entrance('Hookshot Cave Hook Path', player), lambda state: state.has('Hookshot', player))
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# Start of door rando rules
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# TODO: Do these need to flag off when door rando is off? - some of them, yes
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@@ -246,6 +249,7 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Swamp Trench 1 Departure Key', player), lambda state: state.has('Flippers', player) and state.has('Trench 1 Filled', player))
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set_rule(world.get_location('Trench 1 Switch', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Swamp Hub Hook Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Swamp Hub Side Hook Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Swamp Trench 2 Pots Dry', player), lambda state: not state.has('Trench 2 Filled', player))
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set_rule(world.get_entrance('Swamp Trench 2 Pots Wet', player), lambda state: state.has('Flippers', player) and state.has('Trench 2 Filled', player))
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@@ -282,8 +286,8 @@ def global_rules(world, player):
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# for location in ['Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
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# forbid_item(world.get_location(location, player), 'Big Key (Thieves Town)', player)
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# forbid_item(world.get_location('Thieves\' Town - Blind\'s Cell', player), 'Big Key (Thieves Town)', player)
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for location in ['Suspicious Maiden', 'Thieves\' Town - Blind\'s Cell']:
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set_rule(world.get_location(location, player), lambda state: state.has('Big Key (Thieves Town)', player))
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# for location in ['Suspicious Maiden', 'Thieves\' Town - Blind\'s Cell']:
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# set_rule(world.get_location(location, player), lambda state: state.has('Big Key (Thieves Town)', player))
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set_rule(world.get_location('Revealing Light', player), lambda state: state.has('Shining Light', player) and state.has('Maiden Rescued', player))
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set_rule(world.get_location('Thieves\' Town - Boss', player), lambda state: state.has('Maiden Unmasked', player) and world.get_location('Thieves\' Town - Boss', player).parent_region.dungeon.boss.can_defeat(state))
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set_rule(world.get_location('Thieves\' Town - Prize', player), lambda state: state.has('Maiden Unmasked', player) and world.get_location('Thieves\' Town - Prize', player).parent_region.dungeon.boss.can_defeat(state))
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@@ -315,6 +319,9 @@ def global_rules(world, player):
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state.has('Hammer', player) or state.has('Cane of Somaria', player) or state.can_shoot_arrows(player)) # need to defeat wizzrobes, bombs don't work ...
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# byrna could work with sufficient magic
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set_rule(world.get_location('Misery Mire - Spike Chest', player), lambda state: (state.world.can_take_damage and state.has_hearts(player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
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loc = world.get_location('Misery Mire - Spikes Pot Key', player)
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if loc.pot.x == 48 and loc.pot.y == 28: # pot shuffled to spike area
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set_rule(loc, lambda state: (state.world.can_take_damage and state.has_hearts(player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
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set_rule(world.get_entrance('Mire Left Bridge Hook Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Mire Tile Room NW', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_entrance('Mire Attic Hint Hole', player), lambda state: state.has_fire_source(player))
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@@ -336,6 +343,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('TR Big Chest Gap', player), lambda state: state.has('Cane of Somaria', player) or state.has_Boots(player))
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set_rule(world.get_entrance('TR Dark Ride Up Stairs', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('TR Dark Ride SW', player), lambda state: state.has('Cane of Somaria', player))
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for location in world.get_region('TR Dark Ride', player).locations:
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set_rule(location, lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('TR Final Abyss Balcony Path', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('TR Final Abyss Ledge Path', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
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@@ -351,12 +360,12 @@ def global_rules(world, 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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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 East-North Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('GT Hookshot South-East Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('GT Hookshot South-North Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('GT Hookshot East-South Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
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set_rule(world.get_entrance('GT Hookshot North-East Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
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set_rule(world.get_entrance('GT Hookshot North-South Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(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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set_rule(world.get_entrance('GT Hookshot Mid-North Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('GT Hookshot East-Mid Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
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set_rule(world.get_entrance('GT Hookshot North-Mid Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
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set_rule(world.get_entrance('GT Hookshot Mid-South Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
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set_rule(world.get_entrance('GT Hookshot Mid-East Path', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
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set_rule(world.get_entrance('GT Firesnake Room Hook Path', player), lambda state: state.has('Hookshot', player))
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# I am tempted to stick an invincibility rule for getting across falling bridge
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@@ -393,6 +402,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Thieves Attic ES', player), lambda state: state.can_reach_blue(world.get_region('Thieves Attic', player), player))
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else:
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set_rule(world.get_entrance('Thieves Attic ES', player), lambda state: state.can_reach_orange(world.get_region('Thieves Attic', player), player))
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set_rule(world.get_entrance('Thieves Attic Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Thieves Attic', player), player))
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set_rule(world.get_entrance('Thieves Attic Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Thieves Attic', player), player))
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set_rule(world.get_entrance('Hera Lobby to Front Barrier - Blue', player), lambda state: state.can_reach_blue(world.get_region('Hera Lobby', player), player))
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set_rule(world.get_entrance('Hera Front to Lobby Barrier - Blue', player), lambda state: state.can_reach_blue(world.get_region('Hera Front', player), player))
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@@ -416,6 +427,7 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Hera Basement Cage to Crystal', player), lambda state: state.can_hit_crystal(player))
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set_rule(world.get_entrance('Hera Tridorm to Crystal', player), lambda state: state.can_hit_crystal(player))
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set_rule(world.get_entrance('Hera Startile Wide to Crystal', player), lambda state: state.can_hit_crystal(player))
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set_rule(world.get_entrance('Hera 5F Orange Path', player), lambda state: state.can_reach_orange(world.get_region('Hera 5F', player), player))
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set_rule(world.get_entrance('PoD Arena North to Landing Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('PoD Arena North', player), player))
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set_rule(world.get_entrance('PoD Arena Landing to North Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('PoD Arena Landing', player), player))
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@@ -703,7 +715,6 @@ def pot_rules(world, player):
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blocks = [l for l in world.get_locations() if l.type == LocationType.Pot and l.pot.flags & PotFlags.Block]
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for block_pot in blocks:
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add_rule(block_pot, lambda state: state.can_lift_rocks(player))
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# todo : hera 5f - crystal config
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for l in world.get_region('Hookshot Fairy', player).locations:
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if l.type == LocationType.Pot:
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add_rule(l, lambda state: state.has('Hookshot', player))
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@@ -723,6 +734,9 @@ def pot_rules(world, player):
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for l in world.get_region('Dark Lake Hylia Ledge Spike Cave', player).locations:
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if l.type == LocationType.Pot:
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add_rule(l, lambda state: state.world.can_take_damage or state.has('Hookshot', player))
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loc = world.get_location_unsafe('Mire Spikes Pot #3', player)
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if loc:
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set_rule(loc, lambda state: (state.world.can_take_damage and state.has_hearts(player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
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@@ -1983,8 +1997,8 @@ bunny_impassible_doors = {
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'TR Final Abyss Balcony Path', 'TR Final Abyss Ledge Path', 'GT Hope Room EN', 'GT Blocked Stairs Block Path',
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'GT Bob\'s Room Hole', 'GT Speed Torch SE', 'GT Speed Torch South Path', 'GT Speed Torch North Path',
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'GT Crystal Conveyor NE', 'GT Crystal Conveyor WN', 'GT Conveyor Cross EN', 'GT Conveyor Cross WN',
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'GT Hookshot East-North Path', 'GT Hookshot East-South Path', 'GT Hookshot North-East Path',
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'GT Hookshot North-South Path', 'GT Hookshot South-East Path', 'GT Hookshot South-North Path',
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'GT Hookshot East-Mid Path', 'GT Hookshot South-Mid Path', 'GT Hookshot North-Mid Path',
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'GT Hookshot Mid-South Path', 'GT Hookshot Mid-East Path', 'GT Hookshot Mid-North Path',
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'GT Hookshot Platform Blue Barrier', 'GT Hookshot Entry Blue Barrier', 'GT Double Switch Pot Corners to Exit Barrier - Blue',
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'GT Double Switch Exit to Blue Barrier', 'GT Firesnake Room Hook Path', 'GT Falling Bridge WN', 'GT Falling Bridge WS',
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'GT Ice Armos NE', 'GT Ice Armos WS', 'GT Crystal Paths SW', 'GT Mimics 1 NW', 'GT Mimics 1 ES', 'GT Mimics 2 WS',
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