Refactor OWG rules to use lists rather than generators

This commit is contained in:
KrisDavie
2023-12-04 19:43:13 +01:00
parent 9870217698
commit e1f2369f13
2 changed files with 259 additions and 224 deletions

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@@ -4,261 +4,296 @@ Helper functions to deliver entrance/exit/region sets to OWG rules.
from BaseClasses import Entrance
# Cave regions that superbunny can get through - but only with a sword.
sword_required_superbunny_mirror_regions = ["Spiral Cave (Top)"]
def get_sword_required_superbunny_mirror_regions():
"""
Cave regions that superbunny can get through - but only with a sword.
"""
yield 'Spiral Cave (Top)'
# Cave regions that superbunny can get through - but only with boots.
boots_required_superbunny_mirror_regions = ["Two Brothers House"]
def get_boots_required_superbunny_mirror_regions():
"""
Cave regions that superbunny can get through - but only with boots.
"""
yield 'Two Brothers House'
# Cave locations that superbunny can access - but only with boots.
boots_required_superbunny_mirror_locations = [
"Sahasrahla's Hut - Left",
"Sahasrahla's Hut - Middle",
"Sahasrahla's Hut - Right",
]
def get_boots_required_superbunny_mirror_locations():
"""
Cave locations that superbunny can access - but only with boots.
"""
yield 'Sahasrahla\'s Hut - Left'
yield 'Sahasrahla\'s Hut - Middle'
yield 'Sahasrahla\'s Hut - Right'
# Entrances that can't be superbunny-mirrored into.
invalid_mirror_bunny_entrances = [
"Skull Woods Final Section",
"Hype Cave",
"Bonk Fairy (Dark)",
"Thieves Town",
"Hammer Peg Cave",
"Brewery",
"Hookshot Cave",
"Dark Lake Hylia Ledge Fairy",
"Dark Lake Hylia Ledge Spike Cave",
"Palace of Darkness",
"Misery Mire",
"Turtle Rock",
"Bonk Rock Cave",
"Bonk Fairy (Light)",
"50 Rupee Cave",
"20 Rupee Cave",
"Checkerboard Cave",
"Light Hype Fairy",
"Waterfall of Wishing",
"Light World Bomb Hut",
"Mini Moldorm Cave",
"Ice Rod Cave",
"Sanctuary Grave",
"Kings Grave",
"Sanctuary Grave",
"Hyrule Castle Secret Entrance Drop",
"Skull Woods Second Section Hole",
"Skull Woods First Section Hole (North)",
]
# Interior locations that can be accessed with superbunny state.
superbunny_accessible_locations = [
"Waterfall of Wishing - Left",
"Waterfall of Wishing - Right",
"King's Tomb",
"Floodgate",
"Floodgate Chest",
"Cave 45",
"Bonk Rock Cave",
"Brewery",
"C-Shaped House",
"Chest Game",
"Mire Shed - Left",
"Mire Shed - Right",
"Secret Passage",
"Ice Rod Cave",
"Pyramid Fairy - Left",
"Pyramid Fairy - Right",
"Superbunny Cave - Top",
"Superbunny Cave - Bottom",
"Blind's Hideout - Left",
"Blind's Hideout - Right",
"Blind's Hideout - Far Left",
"Blind's Hideout - Far Right",
"Kakariko Well - Left",
"Kakariko Well - Middle",
"Kakariko Well - Right",
"Kakariko Well - Bottom",
"Kakariko Tavern",
"Library",
"Spiral Cave",
] + boots_required_superbunny_mirror_locations
def get_invalid_mirror_bunny_entrances():
"""
Entrances that can't be superbunny-mirrored into.
"""
yield 'Skull Woods Final Section'
yield 'Hype Cave'
yield 'Bonk Fairy (Dark)'
yield 'Thieves Town'
yield 'Hammer Peg Cave'
yield 'Brewery'
yield 'Hookshot Cave'
yield 'Dark Lake Hylia Ledge Fairy'
yield 'Dark Lake Hylia Ledge Spike Cave'
yield 'Palace of Darkness'
yield 'Misery Mire'
yield 'Turtle Rock'
yield 'Bonk Rock Cave'
yield 'Bonk Fairy (Light)'
yield '50 Rupee Cave'
yield '20 Rupee Cave'
yield 'Checkerboard Cave'
yield 'Light Hype Fairy'
yield 'Waterfall of Wishing'
yield 'Light World Bomb Hut'
yield 'Mini Moldorm Cave'
yield 'Ice Rod Cave'
yield 'Sanctuary Grave'
yield 'Kings Grave'
yield 'Sanctuary Grave'
yield 'Hyrule Castle Secret Entrance Drop'
yield 'Skull Woods Second Section Hole'
yield 'Skull Woods First Section Hole (North)'
# Entrances that can be reached with full equipment using overworld glitches and don't need to be an exit.
# The following are still be mandatory exits:
# Open:
# Turtle Rock Isolated Ledge Entrance
# Skull Woods Second Section Door (West) (or Skull Woods Final Section)
# Inverted:
# Two Brothers House (West)
# Desert Palace Entrance (East)
def get_superbunny_accessible_locations():
"""
Interior locations that can be accessed with superbunny state.
"""
non_mandatory_exits = [
"Bumper Cave (Top)",
"Death Mountain Return Cave (West)",
"Hookshot Cave Back Entrance",
]
yield 'Waterfall of Wishing - Left'
yield 'Waterfall of Wishing - Right'
yield 'King\'s Tomb'
yield 'Floodgate'
yield 'Floodgate Chest'
yield 'Cave 45'
yield 'Bonk Rock Cave'
yield 'Brewery'
yield 'C-Shaped House'
yield 'Chest Game'
yield 'Mire Shed - Left'
yield 'Mire Shed - Right'
yield 'Secret Passage'
yield 'Ice Rod Cave'
yield 'Pyramid Fairy - Left'
yield 'Pyramid Fairy - Right'
yield 'Superbunny Cave - Top'
yield 'Superbunny Cave - Bottom'
yield 'Blind\'s Hideout - Left'
yield 'Blind\'s Hideout - Right'
yield 'Blind\'s Hideout - Far Left'
yield 'Blind\'s Hideout - Far Right'
yield 'Kakariko Well - Left'
yield 'Kakariko Well - Middle'
yield 'Kakariko Well - Right'
yield 'Kakariko Well - Bottom'
yield 'Kakariko Tavern'
yield 'Library'
yield 'Spiral Cave'
for location in get_boots_required_superbunny_mirror_locations():
yield location
inverted_non_mandatory_exits = [
"Desert Palace Entrance (North)",
"Desert Palace Entrance (West)",
"Agahnims Tower",
"Hyrule Castle Entrance (West)",
"Hyrule Castle Entrance (East)",
] + non_mandatory_exits
open_non_mandatory_exits_ = [
"Dark Death Mountain Ledge (West)",
"Dark Death Mountain Ledge (East)",
"Mimic Cave",
"Desert Palace Entrance (East)",
] + non_mandatory_exits
def get_non_mandatory_exits(inverted):
"""
Entrances that can be reached with full equipment using overworld glitches and don't need to be an exit.
The following are still be mandatory exits:
# Special Light World region exits that require boots clips.
Open:
Turtle Rock Isolated Ledge Entrance
Skull Woods Second Section Door (West) (or Skull Woods Final Section)
inverted_boots_clip_exits_lw = [
("Light World DMA Clip Spot", "Light World", "West Death Mountain (Bottom)"),
("Hera Ascent", "West Death Mountain (Bottom)", "West Death Mountain (Top)"),
("Death Mountain Return Ledge Clip Spot", "Light World", "Death Mountain Return Ledge"),
("Death Mountain Entrance Clip Spot", "Light World", "Death Mountain Entrance"),
("Death Mountain Glitched Bridge", "West Death Mountain (Bottom)", "East Death Mountain (Top)"),
("Zora Descent Clip Spot", "East Death Mountain (Top)", "Zoras Domain"),
("Desert Northern Cliffs", "Light World", "Desert Northern Cliffs"),
("Desert Ledge Dropdown", "Desert Northern Cliffs", "Desert Ledge"),
("Desert Palace Entrance Dropdown", "Desert Northern Cliffs", "Desert Palace Entrance (North) Spot"),
("Lake Hylia Island Clip Spot", "Light World", "Lake Hylia Island"),
("Death Mountain Descent", "West Death Mountain (Bottom)", "Light World"),
("Kings Grave Clip Spot", "West Death Mountain (Bottom)", "Kings Grave Area"),
("Maze Race Clip Spot", "Light World", "Maze Race Ledge"),
]
Inverted:
Two Brothers House (West)
Desert Palace Entrance (East)
"""
open_boots_clip_exits_lw = [
("Graveyard Ledge Clip Spot", "West Death Mountain (Bottom)", "Graveyard Ledge"),
("Desert Ledge (Northeast) Dropdown", "Desert Northern Cliffs", "Desert Checkerboard Ledge"),
("Spectacle Rock Clip Spot", "West Death Mountain (Top)", "Spectacle Rock"),
("Bombos Tablet Clip Spot", "Light World", "Bombos Tablet Ledge"),
("Floating Island Clip Spot", "East Death Mountain (Top)", "Death Mountain Floating Island"),
("Cave 45 Clip Spot", "Light World", "Cave 45 Ledge"),
] + inverted_boots_clip_exits_lw
yield 'Bumper Cave (Top)'
yield 'Death Mountain Return Cave (West)'
yield 'Hookshot Cave Back Entrance'
# Special Dark World region exits that require boots clips.
boots_clip_exits_dw = [
("Dark World DMA Clip Spot", "West Dark World", "West Dark Death Mountain (Bottom)"),
("Bumper Cave Ledge Clip Spot", "West Dark World", "Bumper Cave Ledge"),
("Bumper Cave Entrance Clip Spot", "West Dark World", "Bumper Cave Entrance"),
("Catfish Descent", "Dark Death Mountain (Top)", "Catfish Area"),
("Hammer Pegs River Clip Spot", "East Dark World", "Hammer Peg Area"),
("Dark Lake Hylia Ledge Clip Spot", "East Dark World", "Southeast Dark World"),
("Dark Desert Cliffs Clip Spot", "South Dark World", "Dark Desert"),
("DW Floating Island Clip Spot", "East Dark Death Mountain (Bottom)", "Dark Death Mountain Floating Island"),
]
if inverted:
yield 'Desert Palace Entrance (North)'
yield 'Desert Palace Entrance (West)'
yield 'Agahnims Tower'
yield 'Hyrule Castle Entrance (West)'
yield 'Hyrule Castle Entrance (East)'
else:
yield 'Dark Death Mountain Ledge (West)'
yield 'Dark Death Mountain Ledge (East)'
yield 'Mimic Cave'
yield 'Desert Palace Entrance (East)'
open_boots_clip_exits_dw = [
("Dark Death Mountain Descent", "West Dark Death Mountain (Bottom)", "West Dark World"),
("Ganons Tower Ascent", "West Dark Death Mountain (Bottom)", "Dark Death Mountain (Top)"),
("Dark Death Mountain Glitched Bridge", "West Dark Death Mountain (Bottom)", "Dark Death Mountain (Top)"),
("Turtle Rock (Top) Clip Spot", "Dark Death Mountain (Top)", "Turtle Rock (Top)"),
] + boots_clip_exits_dw
inverted_boots_clip_exits_dw = [
("Dark Desert Teleporter Clip Spot", "Dark Desert", "Dark Desert Ledge")
] + boots_clip_exits_dw
def get_boots_clip_exits_lw(inverted = False):
"""
Special Light World region exits that require boots clips.
"""
yield ('Bat Cave River Clip Spot', 'Light World', 'Bat Cave Ledge')
yield ('Light World DMA Clip Spot', 'Light World', 'West Death Mountain (Bottom)')
yield ('Hera Ascent', 'West Death Mountain (Bottom)', 'West Death Mountain (Top)')
yield ('Death Mountain Return Ledge Clip Spot', 'Light World', 'Death Mountain Return Ledge')
yield ('Death Mountain Entrance Clip Spot', 'Light World', 'Death Mountain Entrance')
yield ('Death Mountain Glitched Bridge', 'West Death Mountain (Bottom)', 'East Death Mountain (Top)')
yield ('Zora Descent Clip Spot', 'East Death Mountain (Top)', 'Zoras Domain')
yield ('Desert Northern Cliffs', 'Light World', 'Desert Northern Cliffs')
yield ('Desert Ledge Dropdown', 'Desert Northern Cliffs', 'Desert Ledge')
yield ('Desert Palace Entrance Dropdown', 'Desert Northern Cliffs', 'Desert Palace Entrance (North) Spot')
yield ('Lake Hylia Island Clip Spot', 'Light World', 'Lake Hylia Island')
yield ('Death Mountain Descent', 'West Death Mountain (Bottom)', 'Light World')
yield ('Kings Grave Clip Spot', 'West Death Mountain (Bottom)', 'Kings Grave Area')
if not inverted:
yield ('Graveyard Ledge Clip Spot', 'West Death Mountain (Bottom)', 'Graveyard Ledge')
yield ('Desert Ledge (Northeast) Dropdown', 'Desert Northern Cliffs', 'Desert Checkerboard Ledge')
yield ('Spectacle Rock Clip Spot', 'West Death Mountain (Top)', 'Spectacle Rock')
yield ('Bombos Tablet Clip Spot', 'Light World', 'Bombos Tablet Ledge')
yield ('Floating Island Clip Spot', 'East Death Mountain (Top)', 'Death Mountain Floating Island')
yield ('Cave 45 Clip Spot', 'Light World', 'Cave 45 Ledge')
# Dark World drop-down ledges that require glitched speed.
glitched_speed_drops_dw = [
("Dark Death Mountain Ledge Clip Spot", "Dark Death Mountain (Top)", "Dark Death Mountain Ledge")
]
def get_boots_clip_exits_dw(inverted):
"""
Special Dark World region exits that require boots clips.
"""
# Out of bounds transitions using the mirror
mirror_clip_spots_dw = [
("Dark Death Mountain Bunny Descent Mirror Spot", "West Dark Death Mountain (Bottom)", "West Dark World"),
(
"Dark Death Mountain Bunny Mirror To East Jump",
"West Dark Death Mountain (Bottom)",
"East Dark Death Mountain (Bottom)",
),
("Desert East Mirror Clip", "Dark Desert", "Desert Palace Mouth"),
]
yield ('Dark World DMA Clip Spot', 'West Dark World', 'West Dark Death Mountain (Bottom)')
yield ('Bumper Cave Ledge Clip Spot', 'West Dark World', 'Bumper Cave Ledge')
yield ('Bumper Cave Entrance Clip Spot', 'West Dark World', 'Bumper Cave Entrance')
yield ('Catfish Descent', 'Dark Death Mountain (Top)', 'Catfish Area')
yield ('Hammer Pegs River Clip Spot', 'East Dark World', 'Hammer Peg Area')
yield ('Dark Lake Hylia Ledge Clip Spot', 'East Dark World', 'Southeast Dark World')
yield ('Dark Desert Cliffs Clip Spot', 'South Dark World', 'Dark Desert')
yield ('DW Floating Island Clip Spot', 'East Dark Death Mountain (Bottom)', 'Dark Death Mountain Floating Island')
# Mirror shenanigans placing a mirror portal with a broken camera
mirror_offset_spots_dw = [("Dark Death Mountain Offset Mirror", "West Dark Death Mountain (Bottom)", "East Dark World")]
if not inverted:
yield ('Dark Death Mountain Descent', 'West Dark Death Mountain (Bottom)', 'West Dark World')
yield ('Ganons Tower Ascent', 'West Dark Death Mountain (Bottom)', 'Dark Death Mountain (Top)') # This only gets you to the GT entrance
yield ('Dark Death Mountain Glitched Bridge', 'West Dark Death Mountain (Bottom)', 'Dark Death Mountain (Top)')
yield ('Turtle Rock (Top) Clip Spot', 'Dark Death Mountain (Top)', 'Turtle Rock (Top)')
else:
yield ('Dark Desert Teleporter Clip Spot', 'Dark Desert', 'Dark Desert Ledge')
# Mirror shenanigans placing a mirror portal with a broken camera
def get_glitched_speed_drops_dw(inverted = False):
"""
Dark World drop-down ledges that require glitched speed.
"""
yield ('Dark Death Mountain Ledge Clip Spot', 'Dark Death Mountain (Top)', 'Dark Death Mountain Ledge')
def get_mirror_clip_spots_dw():
"""
Out of bounds transitions using the mirror
"""
yield ('Dark Death Mountain Bunny Descent Mirror Spot', 'West Dark Death Mountain (Bottom)', 'West Dark World')
yield ('Dark Death Mountain Bunny Mirror To East Jump', 'West Dark Death Mountain (Bottom)', 'East Dark Death Mountain (Bottom)')
yield ('Desert East Mirror Clip', 'Dark Desert', 'Desert Palace Mouth')
def get_mirror_offset_spots_dw():
"""
Mirror shenanigans placing a mirror portal with a broken camera
"""
yield ('Dark Death Mountain Offset Mirror', 'West Dark Death Mountain (Bottom)', 'East Dark World')
def get_mirror_offset_spots_lw(player):
"""
Mirror shenanigans placing a mirror portal with a broken camera
"""
yield ('Death Mountain Offset Mirror', 'West Death Mountain (Bottom)', 'Light World')
yield ('Death Mountain Uncle Offset Mirror', 'West Death Mountain (Bottom)', 'Hyrule Castle Secret Entrance Area')
yield ('Death Mountain Castle Ledge Offset Mirror', 'West Death Mountain (Bottom)', 'Hyrule Castle Ledge')
mirror_offset_spots_lw = [
("Death Mountain Offset Mirror", "West Death Mountain (Bottom)", "Light World"),
("Death Mountain Uncle Offset Mirror", "West Death Mountain (Bottom)", "Hyrule Castle Secret Entrance Area"),
("Death Mountain Castle Ledge Offset Mirror", "West Death Mountain (Bottom)", "Hyrule Castle Ledge"),
]
def create_owg_connections(world, player):
"""
Add OWG transitions to player's world without logic
"""
create_no_logic_connections(player, world, get_boots_clip_exits_lw(world.mode[player] == 'inverted'))
create_no_logic_connections(player, world, get_boots_clip_exits_dw(world.mode[player] == 'inverted'))
# Glitched speed drops.
create_no_logic_connections(player, world, get_glitched_speed_drops_dw(world.mode[player] == 'inverted'))
# Mirror clip spots.
if world.mode[player] != 'inverted':
create_no_logic_connections(player, world, get_mirror_clip_spots_dw())
create_no_logic_connections(player, world, get_mirror_offset_spots_dw())
if world.mode[player] == "inverted":
connections = (
inverted_boots_clip_exits_dw
+ inverted_boots_clip_exits_lw
+ glitched_speed_drops_dw
+ mirror_offset_spots_lw
)
else:
create_no_logic_connections(player, world, get_mirror_offset_spots_lw(player))
connections = (
open_boots_clip_exits_dw
+ open_boots_clip_exits_lw
+ glitched_speed_drops_dw
+ mirror_clip_spots_dw
+ mirror_offset_spots_dw
)
create_no_logic_connections(player, world, connections)
def overworld_glitches_rules(world, player):
# Boots-accessible locations.
set_owg_rules(player, world, get_boots_clip_exits_lw(world.mode[player] == 'inverted'), lambda state: state.can_boots_clip_lw(player))
set_owg_rules(player, world, get_boots_clip_exits_dw(world.mode[player] == 'inverted'), lambda state: state.can_boots_clip_dw(player))
inverted = world.mode[player] == "inverted"
# Boots-accessible locations.
set_owg_rules(
player,
world,
inverted_boots_clip_exits_lw if inverted else open_boots_clip_exits_lw,
lambda state: state.can_boots_clip_lw(player),
)
set_owg_rules(
player,
world,
inverted_boots_clip_exits_dw if inverted else open_boots_clip_exits_dw,
lambda state: state.can_boots_clip_dw(player),
)
# Glitched speed drops.
set_owg_rules(player, world, get_glitched_speed_drops_dw(world.mode[player] == 'inverted'), lambda state: state.can_get_glitched_speed_dw(player))
set_owg_rules(
player,
world,
glitched_speed_drops_dw,
lambda state: state.can_get_glitched_speed_dw(player),
)
# Dark Death Mountain Ledge Clip Spot also accessible with mirror.
if world.mode[player] != 'inverted':
add_alternate_rule(world.get_entrance('Dark Death Mountain Ledge Clip Spot', player), lambda state: state.has_Mirror(player))
if not inverted:
add_alternate_rule(
world.get_entrance("Dark Death Mountain Ledge Clip Spot", player), lambda state: state.has_Mirror(player)
)
# Mirror clip spots.
if world.mode[player] != 'inverted':
set_owg_rules(player, world, get_mirror_clip_spots_dw(), lambda state: state.has_Mirror(player))
set_owg_rules(player, world, get_mirror_offset_spots_dw(), lambda state: state.has_Mirror(player) and state.can_boots_clip_lw(player))
if inverted:
set_owg_rules(
player,
world,
mirror_offset_spots_lw,
lambda state: state.has_Mirror(player) and state.can_boots_clip_dw(player),
)
else:
set_owg_rules(player, world, get_mirror_offset_spots_lw(player), lambda state: state.has_Mirror(player) and state.can_boots_clip_dw(player))
set_owg_rules(player, world, mirror_clip_spots_dw, lambda state: state.has_Mirror(player))
set_owg_rules(
player,
world,
mirror_offset_spots_dw,
lambda state: state.has_Mirror(player) and state.can_boots_clip_lw(player),
)
# Regions that require the boots and some other stuff.
if world.mode[player] != 'inverted':
world.get_entrance('Turtle Rock Teleporter', player).access_rule = lambda state: (state.can_boots_clip_lw(player) or state.can_lift_heavy_rocks(player)) and state.has('Hammer', player)
add_alternate_rule(world.get_entrance('Waterfall Fairy Access', player), lambda state: state.has_Pearl(player) or state.has_Boots(player)) # assumes access to Waterwalk ability (boots case)
else:
add_alternate_rule(world.get_entrance('Waterfall Fairy Access', player), lambda state: state.has_Pearl(player))
if not inverted:
world.get_entrance("Turtle Rock Teleporter", player).access_rule = lambda state: (
state.can_boots_clip_lw(player) or state.can_lift_heavy_rocks(player)
) and state.has("Hammer", player)
world.get_entrance('Dark Desert Teleporter', player).access_rule = lambda state: (state.can_flute(player) or state.can_boots_clip_dw(player)) and state.can_lift_heavy_rocks(player)
add_alternate_rule(world.get_entrance('Dark Witch Rock (North)', player), lambda state: state.can_boots_clip_dw(player))
add_alternate_rule(world.get_entrance('Broken Bridge Pass (Top)', player), lambda state: state.can_boots_clip_dw(player))
add_alternate_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.can_boots_clip_lw(player)) # assumes access to Waterwalk ability
add_alternate_rule(
world.get_entrance("Waterfall Fairy Access", player),
lambda state: state.has_Pearl(player) or state.has_Boots(player),
) # assumes access to Waterwalk ability (boots case)
else:
add_alternate_rule(world.get_entrance("Waterfall Fairy Access", player), lambda state: state.has_Pearl(player))
world.get_entrance("Dark Desert Teleporter", player).access_rule = lambda state: (
state.can_flute(player) or state.can_boots_clip_dw(player)
) and state.can_lift_heavy_rocks(player)
add_alternate_rule(
world.get_entrance("Dark Witch Rock (North)", player), lambda state: state.can_boots_clip_dw(player)
)
add_alternate_rule(
world.get_entrance("Broken Bridge Pass (Top)", player), lambda state: state.can_boots_clip_dw(player)
)
add_alternate_rule(
world.get_location("Zora's Ledge", player), lambda state: state.can_boots_clip_lw(player)
) # assumes access to Waterwalk ability
# This is doable even with bad enemies
add_alternate_rule(world.get_location("Hobo", player), lambda state: state.can_boots_clip_lw(player))
def add_alternate_rule(entrance, rule):