import functools from BaseClasses import Entrance, DoorType from DoorShuffle import connect_simple_door import Rules from OverworldGlitchRules import create_no_logic_connections from Doors import create_door kikiskip_spots = [ ("Kiki Skip", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Portal") ] mirehera_spots = [("Mire to Hera Clip", "Mire Torches Top", "Hera Portal")] heraswamp_spots = [("Hera to Swamp Clip", "Mire Torches Top", "Swamp Portal")] icepalace_spots = [("Ice Lobby Clip", "Ice Portal", "Ice Bomb Drop - Top")] thievesdesert_spots = [ ("Thieves to Desert West Clip", "Thieves Attic", "Desert West Portal"), ("Thieves to Desert South Clip", "Thieves Attic", "Desert South Portal"), ("Thieves to Desert East Clip", "Thieves Attic", "Desert East Portal"), ] specrock_spots = [ ("Spec Rock Clip", "Spectacle Rock Cave (Peak)", "Spectacle Rock Cave (Top)") ] paradox_spots = [ ("Paradox Front Teleport", "Paradox Cave Front", "Paradox Cave Chest Area") ] # Create connections between dungeons/locations def create_hybridmajor_connections(world, player): fix_fake_worlds = world.fix_fake_world[player] for spots in [ kikiskip_spots, mirehera_spots, heraswamp_spots, icepalace_spots, thievesdesert_spots, specrock_spots, paradox_spots, ]: create_no_logic_connections(player, world, spots, connect_external=fix_fake_worlds) # Add the new Ice path (back of bomb drop to front) to the world and model it properly clip_door = create_door(player, "Ice Bomb Drop Clip", DoorType.Logical) world.doors += [clip_door] world.initialize_doors([clip_door]) ice_bomb_top_reg = world.get_region("Ice Bomb Drop - Top", player) ice_bomb_top_reg.exits.append( Entrance(player, "Ice Bomb Drop Clip", ice_bomb_top_reg) ) connect_simple_door(world, "Ice Bomb Drop Clip", "Ice Bomb Drop", player) def get_hybridmajor_connection_entrances(): connections = [] for connector in ( kikiskip_spots + mirehera_spots + heraswamp_spots + icepalace_spots + thievesdesert_spots + specrock_spots + paradox_spots ): connections.append(connector[0]) connections.append('Ice Bomb Drop Clip') return set(connections) # For some entrances, we need to fake having pearl, because we're in fake DW/LW. # This creates a copy of the input state that has Moon Pearl. def fake_pearl_state(state, player): if state.has("Moon Pearl", player): return state fake_state = state.copy() fake_state.prog_items["Moon Pearl", player] += 1 return fake_state # Sets the rules on where we can actually go using this clip. # Behavior differs based on what type of ER shuffle we're playing. def dungeon_reentry_rules( world, player, clip: Entrance, dungeon_region: str, ): fix_dungeon_exits = world.fix_palaceofdarkness_exit[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 ] dungeon_entrance = [ r for r in world.get_region(dungeon_region, player).entrances if r.name not in all_clips ][0] dungeon_exit = [ 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. # entrance doesn't exist until you fire rod it from the other side if dungeon_entrance.name == "Skull Woods Final Section": Rules.set_rule(clip, lambda state: False) elif dungeon_entrance.name == "Misery Mire": if world.swords[player] == "swordless": Rules.add_rule( clip, lambda state: state.has_misery_mire_medallion(player) ) else: 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), ) # 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), ) elif ( not fix_fake_worlds ): # full, dungeonsfull; fixed dungeon exits, but no fake worlds fix # Entry requires the entrance's requirements plus a fake pearl, but you don't gain logical access to the surrounding region. Rules.add_rule( clip, lambda state: dungeon_entrance.access_rule(fake_pearl_state(state, player)), ) # exiting restriction Rules.add_rule( world.get_entrance(dungeon_exit, player), lambda state: dungeon_entrance.can_reach(state), ) # Otherwise, the shuffle type is lean, lite, crossed, or insanity; all of these do not need additional rules on where we can go, # since the clip links directly to the exterior region. def underworld_glitches_rules(world, player): 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) # Bomb clips for clip in ( kikiskip_spots + icepalace_spots + thievesdesert_spots + specrock_spots ): 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( world.get_entrance(clip[0], player), functools.partial(dash_clip, region=region, player=player), combine="or", ) for spot in kikiskip_spots + thievesdesert_spots: dungeon_reentry_rules( world, player, world.get_entrance(spot[0], player), spot[2], ) for clip in mirehera_spots: 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( 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", ) # This uses the mire clip because it's always expected to come from mire Rules.set_rule( world.get_entrance("Hera to Swamp Clip", player), lambda state: mire_clip(state) and state.has("Flippers", player), ) # 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 [ "Swamp Trench 1 Approach ES", "Swamp Hammer Switch SW", "Swamp Entrance Down Stairs", "Swamp Pot Row WS", "Swamp Trench 1 Key Ledge NW", "Swamp Hub WN", "Swamp Hub North Ledge N", "Swamp Crystal Switch EN", "Swamp Push Statue S", "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_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. # First we require a certain type of entrance shuffle, then build the rule from its pieces. if not world.swamp_patch_required[player] and world.shuffle[player] in [ "vanilla", "dungeonssimple", "dungeonsfull", ]: rule_map = { "Mire Portal": ( lambda state: state.can_reach("Mire Torches Top", "Entrance", player) ), "Hera Portal": ( lambda state: state.can_reach( "Hera Startile Corner NW", "Entrance", player ) ), } inverted_dm = (world.mode[player] == "inverted") != world.is_tile_swapped(0x03, player) def hera_rule(state): return (state.has("Moon Pearl", player) or not inverted_dm) 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_dm) and rule_map.get( 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 state.has("Flippers", 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", ) desert_exits = ["West", "South", "East"] for desert_exit in desert_exits: Rules.add_rule( world.get_entrance(f"Thieves to Desert {desert_exit} Clip", player), lambda state: state.can_dash_clip( world.get_region("Thieves Attic", player), player ), ) # 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", ] 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", ) # 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", ] 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", )