348 lines
12 KiB
Python
348 lines
12 KiB
Python
from BaseClasses import Entrance
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import Rules
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from OverworldGlitchRules import create_no_logic_connections
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kikiskip_spots = [
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("Kiki Skip", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Portal")
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]
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mireheraswamp_spots = [
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("Mire to Hera Clip", "Mire Torches Top", "Hera Portal"),
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("Hera to Swamp Clip", "Mire Torches Top", "Swamp Portal"),
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]
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icepalace_spots = [("Ice Lobby Clip", "Ice Portal", "Ice Bomb Drop")]
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thievesdesert_spots = [
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("Thieves to Desert West Clip", "Thieves Attic", "Desert West Portal"),
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("Thieves to Desert South Clip", "Thieves Attic", "Desert South Portal"),
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("Thieves to Desert East Clip", "Thieves Attic", "Desert East Portal"),
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]
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specrock_spots = [
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("Spec Rock Clip", "Spectacle Rock Cave (Peak)", "Spectacle Rock Cave (Top)")
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]
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paradox_spots = [
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("Paradox Front Teleport", "Paradox Cave Front", "Paradox Cave Chest Area")
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]
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# We need to make connectors at a separate time from the connections, because of how dungeons are linked to regions
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kikiskip_connectors = [
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("Kiki Skip Connector", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Exit")
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]
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mireheraswamp_connectors = [
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("Mire to Hera Connector", "Mire Torches Top", "Tower of Hera Exit"),
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("Mire to Swamp Connector", "Mire Torches Top", "Swamp Palace Exit"),
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]
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thievesdesert_connectors = [
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("Thieves to Desert West Connector", "Thieves Attic", "Desert Palace Exit (West)"),
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(
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"Thieves to Desert South Connector",
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"Thieves Attic",
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"Desert Palace Exit (South)",
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),
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("Thieves to Desert East Connector", "Thieves Attic", "Desert Palace Exit (East)"),
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]
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specrock_connectors = [
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(
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"Spec Rock Top Connector",
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"Spectacle Rock Cave (Peak)",
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"Spectacle Rock Cave Exit (Top)",
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),
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(
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"Spec Rock Exit Connector",
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"Spectacle Rock Cave (Peak)",
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"Spectacle Rock Cave Exit",
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),
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]
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# Create connections between dungeons/locations
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def create_hybridmajor_connections(world, player):
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for spots in [
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kikiskip_spots,
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mireheraswamp_spots,
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icepalace_spots,
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thievesdesert_spots,
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specrock_spots,
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paradox_spots,
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]:
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create_no_logic_connections(player, world, spots)
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# Turn dungeons into connectors
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def create_hybridmajor_connectors(world, player):
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for connectors in [
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kikiskip_connectors,
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mireheraswamp_connectors,
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thievesdesert_connectors,
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specrock_connectors,
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]:
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new_connectors = [
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(
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connector[0],
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connector[1],
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world.get_entrance(connector[2], player).connected_region,
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)
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for connector in connectors
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]
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create_no_logic_connections(player, world, new_connectors)
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# For some entrances, we need to fake having pearl, because we're in fake DW/LW.
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# This creates a copy of the input state that has Moon Pearl.
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def fake_pearl_state(state, player):
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if state.has("Moon Pearl", player):
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return state
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fake_state = state.copy()
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fake_state.prog_items["Moon Pearl", player] += 1
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return fake_state
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# Sets the rules on where we can actually go using this clip.
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# Behavior differs based on what type of ER shuffle we're playing.
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def dungeon_reentry_rules(
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world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str
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):
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fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
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fix_fake_worlds = world.fix_fake_world[player]
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dungeon_entrance = [
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r
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for r in world.get_region(dungeon_region, player).entrances
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if r.name != clip.name
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][0]
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if (
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not fix_dungeon_exits
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): # vanilla, simple, restricted, dungeonssimple; should never have fake worlds fix
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# Dungeons are only shuffled among themselves. We need to check SW, MM, and AT because they can't be reentered trivially.
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# entrance doesn't exist until you fire rod it from the other side
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if dungeon_entrance.name == "Skull Woods Final Section":
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Rules.set_rule(clip, lambda state: False)
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elif dungeon_entrance.name == "Misery Mire":
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if world.swords[player] == "swordless":
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Rules.add_rule(
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clip, lambda state: state.has_misery_mire_medallion(player)
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)
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else:
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Rules.add_rule(
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clip,
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lambda state: state.has_sword(player)
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and state.has_misery_mire_medallion(player),
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)
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elif dungeon_entrance.name == "Agahnims Tower":
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Rules.add_rule(
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clip,
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lambda state: state.has("Cape", player)
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or state.has_beam_sword(player)
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or state.has("Beat Agahnim 1", player),
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)
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# Then we set a restriction on exiting the dungeon, so you can't leave unless you got in normally.
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Rules.add_rule(
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world.get_entrance(dungeon_exit, player),
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lambda state: dungeon_entrance.can_reach(state),
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)
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elif (
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not fix_fake_worlds
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): # full, dungeonsfull; fixed dungeon exits, but no fake worlds fix
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# Entry requires the entrance's requirements plus a fake pearl, but you don't gain logical access to the surrounding region.
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Rules.add_rule(
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clip,
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lambda state: dungeon_entrance.access_rule(fake_pearl_state(state, player)),
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)
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# exiting restriction
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Rules.add_rule(
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world.get_entrance(dungeon_exit, player),
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lambda state: dungeon_entrance.can_reach(state),
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)
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# Otherwise, the shuffle type is lean, lite, crossed, or insanity; all of these do not need additional rules on where we can go,
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# since the clip links directly to the exterior region.
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def underworld_glitches_rules(world, player):
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# Ice Palace Entrance Clip, needs bombs or cane of somaria to exit bomb drop room
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Rules.add_rule(
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world.get_entrance("Ice Bomb Drop SE", player),
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lambda state: state.can_dash_clip(world.get_region("Ice Lobby", player), player)
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and (state.can_use_bombs(player) or state.has("Cane of Somaria", player)),
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combine="or",
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)
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# Kiki Skip
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kks = world.get_entrance("Kiki Skip", player)
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Rules.set_rule(kks, lambda state: state.can_bomb_clip(kks.parent_region, player))
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dungeon_reentry_rules(
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world, player, kks, "Palace of Darkness Portal", "Palace of Darkness Exit"
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)
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# Mire -> Hera -> Swamp
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def mire_clip(state):
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return state.can_reach(
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"Mire Torches Top", "Region", player
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) and state.can_dash_clip(world.get_region("Mire Torches Top", player), player)
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def hera_clip(state):
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return state.can_reach("Hera 4F", "Region", player) and state.can_dash_clip(
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world.get_region("Hera 4F", player), player
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)
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Rules.add_rule(
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world.get_entrance("Hera Startile Corner NW", player),
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lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player),
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combine="or",
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)
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Rules.add_rule(
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world.get_location("Tower of Hera - Big Chest", player),
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lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player),
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combine="or",
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)
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mire_to_hera = world.get_entrance("Mire to Hera Clip", player)
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mire_to_swamp = world.get_entrance("Hera to Swamp Clip", player)
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Rules.set_rule(mire_to_hera, mire_clip)
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Rules.set_rule(
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mire_to_swamp, lambda state: mire_clip(state) and state.has("Flippers", player)
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)
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# Using the entrances for various ER types. Hera -> Swamp never matters because you can only logically traverse with the mire keys
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dungeon_reentry_rules(
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world, player, mire_to_hera, "Hera Lobby", "Tower of Hera Exit"
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)
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dungeon_reentry_rules(
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world, player, mire_to_swamp, "Swamp Lobby", "Swamp Palace Exit"
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)
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# 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
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# Flippers required for all of these doors to prevent locks when flooding
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for door in [
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"Swamp Trench 1 Approach ES",
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"Swamp Hammer Switch SW",
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"Swamp Entrance Down Stairs",
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"Swamp Pot Row WS",
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"Swamp Trench 1 Key Ledge NW",
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"Swamp Hub WN",
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"Swamp Hub North Ledge N",
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"Swamp Crystal Switch EN",
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"Swamp Push Statue S",
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"Swamp Waterway NW",
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"Swamp T SW",
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]:
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Rules.add_rule(
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world.get_entrance(door, player),
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lambda state: mire_clip(state)
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and state.has("Small Key (Misery Mire)", player, count=6)
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and state.has("Flippers", player),
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combine="or",
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)
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# Rules.add_rule(world.get_entrance(door, player), lambda state: mire_clip(state) and state.has('Flippers', player), combine="or")
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Rules.add_rule(
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world.get_location("Trench 1 Switch", player),
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lambda state: mire_clip(state) or hera_clip(state),
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combine="or",
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)
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# Build the rule for SP moat.
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# We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT.
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# First we require a certain type of entrance shuffle, then build the rule from its pieces.
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if not world.swamp_patch_required[player] and world.shuffle[player] in [
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"vanilla",
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"dungeonssimple",
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"dungeonsfull",
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]:
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rule_map = {
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"Mire Portal": (
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lambda state: state.can_reach("Mire Torches Top", "Entrance", player)
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),
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"Hera Portal": (
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lambda state: state.can_reach(
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"Hera Startile Corner NW", "Entrance", player
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)
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),
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}
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inverted = world.mode[player] == "inverted"
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def hera_rule(state):
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return (state.has("Moon Pearl", player) or not inverted) and rule_map.get(
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world.get_entrance("Tower of Hera", player).connected_region.name,
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lambda state: False,
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)(state)
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def gt_rule(state):
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return (state.has("Moon Pearl", player) or inverted) and rule_map.get(
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world.get_entrance(("Ganons Tower"), player).connected_region.name,
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lambda state: False,
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)(state)
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def mirrorless_moat_rule(state):
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return (
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state.can_reach("Old Man S&Q", "Entrance", player)
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and state.has("Flippers", player)
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and mire_clip(state)
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and (hera_rule(state) or gt_rule(state))
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)
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Rules.add_rule(
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world.get_entrance("Swamp Lobby Moat", player),
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lambda state: mirrorless_moat_rule(state),
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combine="or",
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)
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for desert_exit in ["East", "South", "West"]:
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Rules.add_rule(
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world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player),
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lambda state: state.can_dash_clip(
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world.get_region("Thieves Attic", player), player
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),
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)
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dungeon_reentry_rules(
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world,
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player,
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world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player),
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f"Desert {desert_exit} Portal",
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f"Desert Palace Exit ({desert_exit})",
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)
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# Collecting left chests in Paradox Cave using a dash clip -> dash citrus, 1f right, teleport up
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paradox_left_chests = [
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"Paradox Cave Lower - Far Left",
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"Paradox Cave Lower - Left",
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"Paradox Cave Lower - Middle",
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]
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for location in paradox_left_chests:
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Rules.add_rule(
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world.get_location(location, player),
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lambda state: state.can_dash_clip(
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world.get_location(location, player).parent_region, player
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),
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"or",
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)
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# Collecting right chests in Paradox Cave using a dash clip on left side -> dash citrus, 1f right, teleport up, then hitting the switch
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paradox_right_chests = [
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"Paradox Cave Lower - Right",
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"Paradox Cave Lower - Far Right",
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]
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for location in paradox_right_chests:
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Rules.add_rule(
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world.get_location(location, player),
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lambda state: (
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state.can_dash_clip(
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world.get_location(location, player).parent_region, player
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)
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and state.can_hit_crystal(player)
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),
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"or",
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)
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