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										 |  |  | from BaseClasses import MultiWorld, CollectionState | 
					
						
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										 |  |  | from worlds.generic.Rules import set_rule, add_rule | 
					
						
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										 |  |  | from .Locations import orderedstage_location | 
					
						
							|  |  |  | from .RoR2Environments import environment_vanilla_orderedstages_table, environment_sotv_orderedstages_table, \ | 
					
						
							|  |  |  |     environment_orderedstages_table | 
					
						
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										 |  |  | # Rule to see if it has access to the previous stage | 
					
						
							|  |  |  | def has_entrance_access_rule(multiworld: MultiWorld, stage: str, entrance: str, player: int): | 
					
						
							|  |  |  |     multiworld.get_entrance(entrance, player).access_rule = \ | 
					
						
							|  |  |  |         lambda state: state.has(entrance, player) and state.has(stage, player) | 
					
						
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							|  |  |  | # Checks to see if chest/shrine are accessible | 
					
						
							|  |  |  | def has_location_access_rule(multiworld: MultiWorld, environment: str, player: int, item_number: int, item_type: str): | 
					
						
							|  |  |  |     if item_number == 1: | 
					
						
							|  |  |  |         multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \ | 
					
						
							|  |  |  |             lambda state: state.has(environment, player) | 
					
						
							|  |  |  |         if item_type == "Scavenger": | 
					
						
							|  |  |  |             multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \ | 
					
						
							|  |  |  |                 lambda state: state.has(environment, player) and state.has("Stage_4", player) | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \ | 
					
						
							|  |  |  |             lambda state: check_location(state, environment, player, item_number, item_type) | 
					
						
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							|  |  |  | def check_location(state, environment: str, player: int, item_number: int, item_name: str): | 
					
						
							|  |  |  |     return state.can_reach(f"{environment}: {item_name} {item_number - 1}", "Location", player) | 
					
						
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							|  |  |  | # unlock event to next set of stages | 
					
						
							|  |  |  | def get_stage_event(multiworld: MultiWorld, player: int, stage_number: int): | 
					
						
							|  |  |  |     if not multiworld.dlc_sotv[player]: | 
					
						
							|  |  |  |         environment_name = multiworld.random.choices(list(environment_vanilla_orderedstages_table[stage_number].keys()), k=1) | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         environment_name = multiworld.random.choices(list(environment_orderedstages_table[stage_number].keys()), k=1) | 
					
						
							|  |  |  |     multiworld.get_location(f"Stage_{stage_number+1}", player).access_rule = \ | 
					
						
							|  |  |  |         lambda state: get_one_of_the_stages(state, environment_name[0], player) | 
					
						
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							|  |  |  | def get_one_of_the_stages(state: CollectionState, stage: str, player: int): | 
					
						
							|  |  |  |     return state.has(stage, player) | 
					
						
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							|  |  |  | def set_rules(multiworld: MultiWorld, player: int) -> None: | 
					
						
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							|  |  |  |     if multiworld.goal[player] == "classic": | 
					
						
							|  |  |  |         # classic mode | 
					
						
							|  |  |  |         total_locations = multiworld.total_locations[player].value  # total locations for current player | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         # explore mode | 
					
						
							|  |  |  |         total_locations = len( | 
					
						
							|  |  |  |             orderedstage_location.get_locations( | 
					
						
							|  |  |  |                 chests=multiworld.chests_per_stage[player].value, | 
					
						
							|  |  |  |                 shrines=multiworld.shrines_per_stage[player].value, | 
					
						
							|  |  |  |                 scavengers=multiworld.scavengers_per_stage[player].value, | 
					
						
							|  |  |  |                 scanners=multiworld.scanner_per_stage[player].value, | 
					
						
							|  |  |  |                 altars=multiworld.altars_per_stage[player].value, | 
					
						
							|  |  |  |                 dlc_sotv=multiworld.dlc_sotv[player].value | 
					
						
							|  |  |  |             ) | 
					
						
							|  |  |  |         ) | 
					
						
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										 |  |  |     event_location_step = 25  # set an event location at these locations for "spheres" | 
					
						
							|  |  |  |     divisions = total_locations // event_location_step | 
					
						
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										 |  |  |     total_revivals = multiworld.worlds[player].total_revivals  # pulling this info we calculated in generate_basic | 
					
						
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							|  |  |  |     if multiworld.goal[player] == "classic": | 
					
						
							|  |  |  |         # classic mode | 
					
						
							|  |  |  |         if divisions: | 
					
						
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										 |  |  |             for i in range(1, divisions + 1):  # since divisions is the floor of total_locations / 25 | 
					
						
							|  |  |  |                 if i * event_location_step != total_locations: | 
					
						
							|  |  |  |                     event_loc = multiworld.get_location(f"Pickup{i * event_location_step}", player) | 
					
						
							|  |  |  |                     set_rule(event_loc, | 
					
						
							|  |  |  |                             lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player)) | 
					
						
							|  |  |  |                 for n in range(i * event_location_step, (i + 1) * event_location_step + 1):  # we want to create a rule for each of the 25 locations per division | 
					
						
							|  |  |  |                     if n > total_locations: | 
					
						
							|  |  |  |                         break | 
					
						
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										 |  |  |                     if n == i * event_location_step: | 
					
						
							|  |  |  |                         set_rule(multiworld.get_location(f"ItemPickup{n}", player), | 
					
						
							|  |  |  |                                 lambda state, event_item=event_loc.item.name: state.has(event_item, player)) | 
					
						
							|  |  |  |                     else: | 
					
						
							|  |  |  |                         set_rule(multiworld.get_location(f"ItemPickup{n}", player), | 
					
						
							|  |  |  |                                 lambda state, n=n: state.can_reach(f"ItemPickup{n - 1}", "Location", player)) | 
					
						
							|  |  |  |         set_rule(multiworld.get_location("Victory", player), | 
					
						
							|  |  |  |                 lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player)) | 
					
						
							|  |  |  |         if total_revivals or multiworld.start_with_revive[player].value: | 
					
						
							|  |  |  |             add_rule(multiworld.get_location("Victory", player), | 
					
						
							|  |  |  |                     lambda state: state.has("Dio's Best Friend", player, | 
					
						
							|  |  |  |                                             total_revivals + multiworld.start_with_revive[player])) | 
					
						
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							|  |  |  |     elif multiworld.goal[player] == "explore": | 
					
						
							|  |  |  |         # When explore_mode is used, | 
					
						
							|  |  |  |         #   scavengers need to be locked till after a full loop since that is when they are capable of spawning. | 
					
						
							|  |  |  |         # (While technically the requirement is just beating 5 stages, this will ensure that the player will have | 
					
						
							|  |  |  |         #   a long enough run to have enough director credits for scavengers and | 
					
						
							|  |  |  |         #   help prevent being stuck in the same stages until that point.) | 
					
						
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							|  |  |  |         for location in multiworld.get_locations(): | 
					
						
							|  |  |  |             if location.player != player: continue # ignore all checks that don't belong to this player | 
					
						
							|  |  |  |             if "Scavenger" in location.name: | 
					
						
							|  |  |  |                 add_rule(location, lambda state: state.has("Stage_5", player)) | 
					
						
							|  |  |  |     # Regions | 
					
						
							|  |  |  |         chests = multiworld.chests_per_stage[player] | 
					
						
							|  |  |  |         shrines = multiworld.shrines_per_stage[player] | 
					
						
							|  |  |  |         newts = multiworld.altars_per_stage[player] | 
					
						
							|  |  |  |         scavengers = multiworld.scavengers_per_stage[player] | 
					
						
							|  |  |  |         scanners = multiworld.scanner_per_stage[player] | 
					
						
							|  |  |  |         for i in range(len(environment_vanilla_orderedstages_table)): | 
					
						
							|  |  |  |             for environment_name, _ in environment_vanilla_orderedstages_table[i].items(): | 
					
						
							|  |  |  |                 # Make sure to go through each location | 
					
						
							|  |  |  |                 if scavengers == 1: | 
					
						
							|  |  |  |                     has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger") | 
					
						
							|  |  |  |                 if scanners == 1: | 
					
						
							|  |  |  |                     has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner") | 
					
						
							|  |  |  |                 for chest in range(1, chests + 1): | 
					
						
							|  |  |  |                     has_location_access_rule(multiworld, environment_name, player, chest, "Chest") | 
					
						
							|  |  |  |                 for shrine in range(1, shrines + 1): | 
					
						
							|  |  |  |                     has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine") | 
					
						
							|  |  |  |                 if newts > 0: | 
					
						
							|  |  |  |                     for newt in range(1, newts + 1): | 
					
						
							|  |  |  |                         has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar") | 
					
						
							|  |  |  |                 if i > 0: | 
					
						
							|  |  |  |                     has_entrance_access_rule(multiworld, f"Stage_{i}", environment_name, player) | 
					
						
							|  |  |  |             get_stage_event(multiworld, player, i) | 
					
						
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							|  |  |  |         if multiworld.dlc_sotv[player]: | 
					
						
							|  |  |  |             for i in range(len(environment_sotv_orderedstages_table)): | 
					
						
							|  |  |  |                 for environment_name, _ in environment_sotv_orderedstages_table[i].items(): | 
					
						
							|  |  |  |                     # Make sure to go through each location | 
					
						
							|  |  |  |                     if scavengers == 1: | 
					
						
							|  |  |  |                         has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger") | 
					
						
							|  |  |  |                     if scanners == 1: | 
					
						
							|  |  |  |                         has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner") | 
					
						
							|  |  |  |                     for chest in range(1, chests + 1): | 
					
						
							|  |  |  |                         has_location_access_rule(multiworld, environment_name, player, chest, "Chest") | 
					
						
							|  |  |  |                     for shrine in range(1, shrines + 1): | 
					
						
							|  |  |  |                         has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine") | 
					
						
							|  |  |  |                     if newts > 0: | 
					
						
							|  |  |  |                         for newt in range(1, newts + 1): | 
					
						
							|  |  |  |                             has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar") | 
					
						
							|  |  |  |                     if i > 0: | 
					
						
							|  |  |  |                         has_entrance_access_rule(multiworld, f"Stage_{i}", environment_name, player) | 
					
						
							|  |  |  |         has_entrance_access_rule(multiworld, f"Hidden Realm: A Moment, Fractured", "Hidden Realm: A Moment, Whole", player) | 
					
						
							|  |  |  |         has_entrance_access_rule(multiworld, f"Stage_1", "Hidden Realm: Bazaar Between Time", player) | 
					
						
							|  |  |  |         has_entrance_access_rule(multiworld, f"Hidden Realm: Bazaar Between Time", "Void Fields", player) | 
					
						
							|  |  |  |         has_entrance_access_rule(multiworld, f"Stage_5", "Commencement", player) | 
					
						
							|  |  |  |         has_entrance_access_rule(multiworld, f"Stage_5", "Hidden Realm: A Moment, Fractured", player) | 
					
						
							|  |  |  |         if multiworld.dlc_sotv[player]: | 
					
						
							|  |  |  |             has_entrance_access_rule(multiworld, f"Stage_5", "Void Locus", player) | 
					
						
							|  |  |  |             has_entrance_access_rule(multiworld, f"Void Locus", "The Planetarium", player) | 
					
						
							|  |  |  |     # Win Condition | 
					
						
							|  |  |  |     multiworld.completion_condition[player] = lambda state: state.has("Victory", player) |