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import typing
from . . generic . Rules import add_rule
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from . Regions import connect_regions , sm64courses
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def set_rules ( world , player , area_connections ) :
courseshuffle = list ( range ( len ( sm64courses ) ) )
if ( world . AreaRandomizer [ player ] . value ) :
world . random . shuffle ( courseshuffle )
area_connections . update ( { index : value for index , value in enumerate ( courseshuffle ) } )
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connect_regions ( world , player , " Menu " , sm64courses [ area_connections [ 0 ] ] , lambda state : True )
connect_regions ( world , player , " Menu " , sm64courses [ area_connections [ 1 ] ] , lambda state : state . has ( " Power Star " , player , 1 ) )
connect_regions ( world , player , " Menu " , sm64courses [ area_connections [ 2 ] ] , lambda state : state . has ( " Power Star " , player , 3 ) )
connect_regions ( world , player , " Menu " , sm64courses [ area_connections [ 3 ] ] , lambda state : state . has ( " Power Star " , player , 3 ) )
connect_regions ( world , player , " Menu " , " Bowser in the Dark World " , lambda state : state . has ( " Power Star " , player , 8 ) )
connect_regions ( world , player , " Menu " , sm64courses [ area_connections [ 4 ] ] , lambda state : state . has ( " Power Star " , player , 12 ) )
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connect_regions ( world , player , " Menu " , " Basement " , lambda state : state . has ( " Basement Key " , player ) or state . has ( " Progressive Key " , player , 1 ) )
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connect_regions ( world , player , " Basement " , sm64courses [ area_connections [ 5 ] ] , lambda state : True )
connect_regions ( world , player , " Basement " , sm64courses [ area_connections [ 6 ] ] , lambda state : True )
connect_regions ( world , player , " Basement " , sm64courses [ area_connections [ 7 ] ] , lambda state : True )
connect_regions ( world , player , " Basement " , sm64courses [ area_connections [ 8 ] ] , lambda state : state . has ( " Power Star " , player , 30 ) )
connect_regions ( world , player , " Basement " , " Bowser in the Fire Sea " , lambda state : state . has ( " Power Star " , player , 30 ) and
state . can_reach ( " Dire, Dire Docks " , ' Region ' , player ) )
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connect_regions ( world , player , " Menu " , " Second Floor " , lambda state : state . has ( " Second Floor Key " , player ) or state . has ( " Progressive Key " , player , 2 ) )
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connect_regions ( world , player , " Second Floor " , sm64courses [ area_connections [ 9 ] ] , lambda state : True )
connect_regions ( world , player , " Second Floor " , sm64courses [ area_connections [ 10 ] ] , lambda state : True )
connect_regions ( world , player , " Second Floor " , sm64courses [ area_connections [ 11 ] ] , lambda state : True )
connect_regions ( world , player , " Second Floor " , sm64courses [ area_connections [ 12 ] ] , lambda state : True )
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connect_regions ( world , player , " Second Floor " , " Third Floor " , lambda state : state . has ( " Power Star " , player , 50 ) )
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connect_regions ( world , player , " Third Floor " , sm64courses [ area_connections [ 13 ] ] , lambda state : True )
connect_regions ( world , player , " Third Floor " , sm64courses [ area_connections [ 14 ] ] , lambda state : True )
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#Special Rules for some Locations
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add_rule ( world . get_location ( " Tower of the Wing Cap Switch " , player ) , lambda state : state . has ( " Power Star " , player , 10 ) )
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add_rule ( world . get_location ( " Cavern of the Metal Cap Switch " , player ) , lambda state : state . can_reach ( " Hazy Maze Cave " , ' Region ' , player ) )
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add_rule ( world . get_location ( " Vanish Cap Under the Moat Switch " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) )
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add_rule ( world . get_location ( " BBH: Eye to Eye in the Secret Room " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
add_rule ( world . get_location ( " DDD: Collect the Caps... " , player ) , lambda state : state . has ( " Metal Cap " , player ) and
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state . has ( " Vanish Cap " , player ) )
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add_rule ( world . get_location ( " DDD: Pole-Jumping for Red Coins " , player ) , lambda state : state . can_reach ( " Bowser in the Fire Sea " , ' Region ' , player ) )
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add_rule ( world . get_location ( " SL: Into the Igloo " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
add_rule ( world . get_location ( " WDW: Quick Race Through Downtown! " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
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if ( world . StrictCapRequirements [ player ] . value ) :
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add_rule ( world . get_location ( " BoB: Mario Wings to the Sky " , player ) , lambda state : state . has ( " Wing Cap " , player ) )
add_rule ( world . get_location ( " HMC: Metal-Head Mario Can Move! " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
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add_rule ( world . get_location ( " JRB: Through the Jet Stream " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
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add_rule ( world . get_location ( " SSL: Free Flying for 8 Red Coins " , player ) , lambda state : state . has ( " Wing Cap " , player ) )
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add_rule ( world . get_location ( " DDD: Through the Jet Stream " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
add_rule ( world . get_location ( " Vanish Cap Under the Moat Red Coins " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
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if ( world . StrictCannonRequirements [ player ] . value ) :
add_rule ( world . get_location ( " BoB: Mario Wings to the Sky " , player ) , lambda state : state . has ( " Cannon Unlock BoB " , player ) )
add_rule ( world . get_location ( " WF: Blast Away the Wall " , player ) , lambda state : state . has ( " Cannon Unlock WF " , player ) )
add_rule ( world . get_location ( " JRB: Blast to the Stone Pillar " , player ) , lambda state : state . has ( " Cannon Unlock JRB " , player ) )
add_rule ( world . get_location ( " RR: Somewhere Over the Rainbow " , player ) , lambda state : state . has ( " Cannon Unlock RR " , player ) )
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#Rules for Secret Stars
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add_rule ( world . get_location ( " Bowser in the Sky Red Coins " , player ) , lambda state : state . can_reach ( " Third Floor " , ' Region ' , player ) and state . has ( " Power Star " , player , world . StarsToFinish [ player ] . value ) )
add_rule ( world . get_location ( " The Princess ' s Secret Slide Block " , player ) , lambda state : state . has ( " Power Star " , player , 1 ) )
add_rule ( world . get_location ( " The Princess ' s Secret Slide Fast " , player ) , lambda state : state . has ( " Power Star " , player , 1 ) )
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add_rule ( world . get_location ( " Cavern of the Metal Cap Red Coins " , player ) , lambda state : state . can_reach ( " Cavern of the Metal Cap Switch " , ' Location ' , player ) and state . has ( " Metal Cap " , player ) )
add_rule ( world . get_location ( " Tower of the Wing Cap Red Coins " , player ) , lambda state : state . can_reach ( " Tower of the Wing Cap Switch " , ' Location ' , player ) )
add_rule ( world . get_location ( " Vanish Cap Under the Moat Red Coins " , player ) , lambda state : state . can_reach ( " Vanish Cap Under the Moat Switch " , ' Location ' , player ) )
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add_rule ( world . get_location ( " Wing Mario Over the Rainbow " , player ) , lambda state : state . can_reach ( " Third Floor " , ' Region ' , player ) and state . has ( " Wing Cap " , player ) )
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add_rule ( world . get_location ( " The Secret Aquarium " , player ) , lambda state : state . has ( " Power Star " , player , 3 ) )
add_rule ( world . get_location ( " Toad (Basement) " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) and state . has ( " Power Star " , player , 12 ) )
add_rule ( world . get_location ( " Toad (Second Floor) " , player ) , lambda state : state . can_reach ( " Second Floor " , ' Region ' , player ) and state . has ( " Power Star " , player , 25 ) )
add_rule ( world . get_location ( " Toad (Third Floor) " , player ) , lambda state : state . can_reach ( " Third Floor " , ' Region ' , player ) and state . has ( " Power Star " , player , 35 ) )
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add_rule ( world . get_location ( " MIPS 1 " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) and state . has ( " Power Star " , player , 15 ) )
add_rule ( world . get_location ( " MIPS 2 " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) and state . has ( " Power Star " , player , 50 ) )
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world . completion_condition [ player ] = lambda state : state . can_reach ( " Third Floor " , ' Region ' , player ) and state . has ( " Power Star " , player , world . StarsToFinish [ player ] . value )