HMG PoD Region fix + reformatting

* Create a region in HMG when PoD entrance isn't pre-opened that limits access to the overworld unless already available
* Change rule generations to loop
* Check for bomb and dash clips properly
This commit is contained in:
KrisDavie
2024-10-12 16:42:14 +02:00
parent b0ca154a92
commit dc21885e1b
3 changed files with 130 additions and 52 deletions

View File

@@ -15,6 +15,9 @@ def link_overworld(world, player):
for exitname, regionname in inverted_mandatory_connections: for exitname, regionname in inverted_mandatory_connections:
connect_simple(world, exitname, regionname, player) connect_simple(world, exitname, regionname, player)
if world.logic[player] in ['hybridglitches', 'nologic'] and not world.fix_palaceofdarkness_exit[player]:
connect_two_way(world, 'Palace of Darkness HMG Exit', 'Palace of Darkness HMG Entrance', player)
for forward_edge, back_edge in default_connections: for forward_edge, back_edge in default_connections:
connect_two_way(world, forward_edge, back_edge, player) connect_two_way(world, forward_edge, back_edge, player)

View File

@@ -191,8 +191,19 @@ def create_regions(world, player):
create_dw_region(player, 'Broken Bridge Area', None, ['Broken Bridge Hammer Rock (South)', 'Broken Bridge Water Drop', 'Broken Bridge SW']), create_dw_region(player, 'Broken Bridge Area', None, ['Broken Bridge Hammer Rock (South)', 'Broken Bridge Water Drop', 'Broken Bridge SW']),
create_dw_region(player, 'Broken Bridge Northeast', None, ['Broken Bridge Hammer Rock (North)', 'Broken Bridge Hookshot Gap', 'Broken Bridge Northeast Water Drop', 'Broken Bridge NE']), create_dw_region(player, 'Broken Bridge Northeast', None, ['Broken Bridge Hammer Rock (North)', 'Broken Bridge Hookshot Gap', 'Broken Bridge Northeast Water Drop', 'Broken Bridge NE']),
create_dw_region(player, 'Broken Bridge West', None, ['Broken Bridge West Water Drop', 'Broken Bridge NW']), create_dw_region(player, 'Broken Bridge West', None, ['Broken Bridge West Water Drop', 'Broken Bridge NW']),
create_dw_region(player, 'Broken Bridge Water', None, ['Broken Bridge NC'], 'Dark World', Terrain.Water), create_dw_region(player, 'Broken Bridge Water', None, ['Broken Bridge NC'], 'Dark World', Terrain.Water)
create_dw_region(player, 'Palace of Darkness Area', None, ['Palace of Darkness Hint', 'Palace of Darkness', 'Palace of Darkness SW', 'Palace of Darkness SE']), ]
if world.logic[player] in ['hybridglitches', 'nologic'] and not world.fix_palaceofdarkness_exit[player]:
world.regions += [
create_dw_region(player, 'Palace of Darkness HMG Area', None, ['Palace of Darkness', 'Palace of Darkness HMG Exit']),
create_dw_region(player, 'Palace of Darkness Area', None, ['Palace of Darkness Hint', 'Palace of Darkness SW', 'Palace of Darkness SE', 'Palace of Darkness HMG Entrance'])
]
else:
world.regions += [
create_dw_region(player, 'Palace of Darkness Area', None, ['Palace of Darkness Hint', 'Palace of Darkness', 'Palace of Darkness SW', 'Palace of Darkness SE'])
]
world.regions += [
create_dw_region(player, 'Hammer Pegs Area', ['Dark Blacksmith Ruins'], ['Hammer Peg Cave', 'Peg Area Rocks (East)']), create_dw_region(player, 'Hammer Pegs Area', ['Dark Blacksmith Ruins'], ['Hammer Peg Cave', 'Peg Area Rocks (East)']),
create_dw_region(player, 'Hammer Pegs Entry', None, ['Peg Area Rocks (West)', 'Hammer Pegs WS']), create_dw_region(player, 'Hammer Pegs Entry', None, ['Peg Area Rocks (West)', 'Hammer Pegs WS']),
create_dw_region(player, 'Dark Dunes Area', None, ['Dark Dunes NW', 'Dark Dunes WN', 'Dark Dunes SC']), create_dw_region(player, 'Dark Dunes Area', None, ['Dark Dunes NW', 'Dark Dunes WN', 'Dark Dunes SC']),

View File

@@ -1,3 +1,4 @@
import functools
from BaseClasses import Entrance, DoorType from BaseClasses import Entrance, DoorType
from DoorShuffle import connect_simple_door from DoorShuffle import connect_simple_door
import Rules import Rules
@@ -133,19 +134,45 @@ def fake_pearl_state(state, player):
# Sets the rules on where we can actually go using this clip. # Sets the rules on where we can actually go using this clip.
# Behavior differs based on what type of ER shuffle we're playing. # Behavior differs based on what type of ER shuffle we're playing.
def dungeon_reentry_rules( def dungeon_reentry_rules(
world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str world,
player,
clip: Entrance,
dungeon_region: str,
): ):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player] fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player] fix_fake_worlds = world.fix_fake_world[player]
all_clips = [
x[0]
for x in kikiskip_spots
+ mirehera_spots
+ heraswamp_spots
+ icepalace_spots
+ thievesdesert_spots
+ specrock_spots
+ paradox_spots
+ kikiskip_connectors
+ mirehera_connectors
+ heraswamp_connectors
+ thievesdesert_connectors
+ specrock_connectors
]
dungeon_entrance = [ dungeon_entrance = [
r r
for r in world.get_region(dungeon_region, player).entrances for r in world.get_region(dungeon_region, player).entrances
if r.name != clip.name if r.name not in all_clips
][0] ][0]
if (
not fix_dungeon_exits dungeon_exit = [
): # vanilla, simple, restricted, dungeonssimple; should never have fake worlds fix r
for r in world.get_region(dungeon_region, player).exits
if r.name not in all_clips
][0]
if not fix_dungeon_exits:
# vanilla, simple, restricted, dungeonssimple; should never have fake worlds fix
# Dungeons are only shuffled among themselves. We need to check SW, MM, and AT because they can't be reentered trivially. # Dungeons are only shuffled among themselves. We need to check SW, MM, and AT because they can't be reentered trivially.
# entrance doesn't exist until you fire rod it from the other side # entrance doesn't exist until you fire rod it from the other side
@@ -196,32 +223,85 @@ def dungeon_reentry_rules(
def underworld_glitches_rules(world, player): def underworld_glitches_rules(world, player):
# Ice Palace Entrance Clip, needs bombs or cane of somaria to exit bomb drop room def mire_clip(state):
torches = world.get_region("Mire Torches Top", player)
return state.can_dash_clip(torches, player) or (
state.can_bomb_clip(torches, player) and state.has_fire_source(player)
)
def hera_clip(state):
hera = world.get_region("Hera 4F", player)
return state.can_bomb_clip(hera, player) or state.can_dash_clip(hera, player)
# We use these plus functool.partial because lambdas don't work in loops properly.
def bomb_clip(state, region, player):
return state.can_bomb_clip(region, player)
def dash_clip(state, region, player):
return state.can_dash_clip(region, player)
if not world.fix_palaceofdarkness_exit[player]:
Rules.set_rule(
world.get_entrance("Palace of Darkness HMG Exit", player),
lambda state: state.can_reach(world.get_entrance("Palace of Darkness", player), player),
)
# Bomb clips
for clip in (
kikiskip_spots
+ icepalace_spots
+ thievesdesert_spots
+ specrock_spots
+ kikiskip_connectors
+ thievesdesert_connectors
+ specrock_connectors
):
region = world.get_region(clip[1], player)
Rules.set_rule(
world.get_entrance(clip[0], player),
functools.partial(bomb_clip, region=region, player=player),
)
# Dash clips
for clip in icepalace_spots:
region = world.get_region(clip[1], player)
Rules.add_rule( Rules.add_rule(
world.get_entrance("Ice Bomb Drop SE", player), world.get_entrance(clip[0], player),
lambda state: state.can_dash_clip(world.get_region("Ice Lobby", player), player) functools.partial(dash_clip, region=region, player=player),
and (state.can_use_bombs(player) or state.has("Cane of Somaria", player)),
combine="or", combine="or",
) )
# Kiki Skip for spot in kikiskip_spots + thievesdesert_spots:
kks = world.get_entrance("Kiki Skip", player)
Rules.set_rule(kks, lambda state: state.can_bomb_clip(kks.parent_region, player))
dungeon_reentry_rules( dungeon_reentry_rules(
world, player, kks, "Palace of Darkness Portal", "Palace of Darkness Exit" world,
player,
world.get_entrance(spot[0], player),
spot[2],
) )
# Mire -> Hera -> Swamp for connector in kikiskip_connectors + thievesdesert_connectors:
def mire_clip(state): dungeon_reentry_rules(
return state.can_reach( world,
"Mire Torches Top", "Region", player player,
) and state.can_dash_clip(world.get_region("Mire Torches Top", player), player) world.get_entrance(connector[0], player),
world.get_entrance(connector[2], player).parent_region.name,
def hera_clip(state):
return state.can_reach("Hera 4F", "Region", player) and state.can_dash_clip(
world.get_region("Hera 4F", player), player
) )
for clip in mirehera_spots + mirehera_connectors:
Rules.set_rule(
world.get_entrance(clip[0], player),
lambda state: mire_clip(state),
)
# Need to be able to escape by hitting the switch from the back
Rules.set_rule(
world.get_entrance("Ice Bomb Drop Clip", player),
lambda state: (
state.can_use_bombs(player) or state.has("Cane of Somaria", player)
),
)
# Allow mire big key to be used in Hera
Rules.add_rule( Rules.add_rule(
world.get_entrance("Hera Startile Corner NW", player), world.get_entrance("Hera Startile Corner NW", player),
lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player), lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player),
@@ -232,20 +312,10 @@ def underworld_glitches_rules(world, player):
lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player), lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player),
combine="or", combine="or",
) )
# This uses the mire clip because it's always expected to come from mire
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)
Rules.set_rule( Rules.set_rule(
mire_to_swamp, lambda state: mire_clip(state) and state.has("Flippers", player) world.get_entrance("Hera to Swamp Clip", player),
) lambda state: mire_clip(state) and state.has("Flippers", 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"
) )
# 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 # 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 # Flippers required for all of these doors to prevent locks when flooding
@@ -269,7 +339,6 @@ def underworld_glitches_rules(world, player):
and state.has("Flippers", player), and state.has("Flippers", player),
combine="or", 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( Rules.add_rule(
world.get_location("Trench 1 Switch", player), world.get_location("Trench 1 Switch", player),
@@ -322,21 +391,16 @@ def underworld_glitches_rules(world, player):
lambda state: mirrorless_moat_rule(state), lambda state: mirrorless_moat_rule(state),
combine="or", combine="or",
) )
desert_exits = ["West", "South", "East"]
for desert_exit in ["East", "South", "West"]: for desert_exit in desert_exits:
Rules.add_rule( Rules.add_rule(
world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player), world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player),
lambda state: state.can_dash_clip( lambda state: state.can_dash_clip(
world.get_region("Thieves Attic", player), player world.get_region("Thieves Attic", player), player
), ),
) )
dungeon_reentry_rules(
world,
player,
world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player),
f"Desert {desert_exit} Portal",
f"Desert Palace Exit ({desert_exit})",
)
# Collecting left chests in Paradox Cave using a dash clip -> dash citrus, 1f right, teleport up # Collecting left chests in Paradox Cave using a dash clip -> dash citrus, 1f right, teleport up
paradox_left_chests = [ paradox_left_chests = [