66 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			66 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from .requirements import * | ||
|  | from .location import Location | ||
|  | from ..locations.all import * | ||
|  | 
 | ||
|  | 
 | ||
|  | class Dungeon7: | ||
|  |     def __init__(self, options, world_setup, r): | ||
|  |         entrance = Location(dungeon=7) | ||
|  |         first_key = Location(dungeon=7).add(DroppedKey(0x210)).connect(entrance, r.attack_hookshot_powder) | ||
|  |         topright_pillar_area = Location(dungeon=7).connect(entrance, KEY7) | ||
|  |         if options.owlstatues == "both" or options.owlstatues == "dungeon": | ||
|  |             Location(dungeon=7).add(OwlStatue(0x216)).connect(topright_pillar_area, STONE_BEAK7) | ||
|  |         topright_pillar = Location(dungeon=7).add(DungeonChest(0x212)).connect(topright_pillar_area, POWER_BRACELET)  # map chest | ||
|  |         if options.owlstatues == "both" or options.owlstatues == "dungeon": | ||
|  |             Location(dungeon=7).add(OwlStatue(0x204)).connect(topright_pillar_area, STONE_BEAK7) | ||
|  |         topright_pillar_area.add(DungeonChest(0x209))  # stone slab chest can be reached by dropping down a hole | ||
|  |         three_of_a_kind_north = Location(dungeon=7).add(DungeonChest(0x211)).connect(topright_pillar_area, OR(r.attack_hookshot, AND(FEATHER, SHIELD)))  # compass chest; path without feather with hitting switch by falling on the raised blocks. No bracelet because ball does not reset | ||
|  |         bottomleftF2_area = Location(dungeon=7).connect(topright_pillar_area, r.attack_hookshot)  # area with hinox, be able to hit a switch to reach that area | ||
|  |         topleftF1_chest = Location(dungeon=7).add(DungeonChest(0x201)) # top left chest on F1 | ||
|  |         bottomleftF2_area.connect(topleftF1_chest, None, one_way = True)  # drop down in left most holes of hinox room or tile room | ||
|  |         Location(dungeon=7).add(DroppedKey(0x21B)).connect(bottomleftF2_area, r.attack_hookshot) # hinox drop key | ||
|  |         # Most of the dungeon can be accessed at this point. | ||
|  |         if options.owlstatues == "both" or options.owlstatues == "dungeon": | ||
|  |             bottomleft_owl = Location(dungeon=7).add(OwlStatue(0x21C)).connect(bottomleftF2_area, AND(BOMB, STONE_BEAK7)) | ||
|  |         nightmare_key = Location(dungeon=7).add(DungeonChest(0x224)).connect(bottomleftF2_area, r.miniboss_requirements[world_setup.miniboss_mapping[6]]) # nightmare key after the miniboss | ||
|  |         mirror_shield_chest = Location(dungeon=7).add(DungeonChest(0x21A)).connect(bottomleftF2_area, r.attack_hookshot)  # mirror shield chest, need to be able to hit a switch to reach or | ||
|  |         bottomleftF2_area.connect(mirror_shield_chest, AND(KEY7, FOUND(KEY7, 3)), one_way = True) # reach mirror shield chest from hinox area by opening keyblock | ||
|  |         toprightF1_chest = Location(dungeon=7).add(DungeonChest(0x204)).connect(bottomleftF2_area, r.attack_hookshot)  # chest on the F1 right ledge. Added attack_hookshot since switch needs to be hit to get back up | ||
|  |         final_pillar_area = Location(dungeon=7).add(DungeonChest(0x21C)).connect(bottomleftF2_area, AND(BOMB, HOOKSHOT))  # chest that needs to spawn to get to the last pillar | ||
|  |         final_pillar = Location(dungeon=7).connect(final_pillar_area, POWER_BRACELET) # decouple chest from pillar | ||
|  | 
 | ||
|  |         beamos_horseheads_area = Location(dungeon=7).connect(final_pillar, NIGHTMARE_KEY7) # area behind boss door | ||
|  |         beamos_horseheads = Location(dungeon=7).add(DungeonChest(0x220)).connect(beamos_horseheads_area, POWER_BRACELET) # 100 rupee chest / medicine chest (DX) behind boss door | ||
|  |         pre_boss = Location(dungeon=7).connect(beamos_horseheads_area, HOOKSHOT) # raised plateau before boss staircase | ||
|  |         boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(pre_boss, r.boss_requirements[world_setup.boss_mapping[6]]) | ||
|  |                  | ||
|  |         if options.logic == 'glitched' or options.logic == 'hell': | ||
|  |             topright_pillar_area.connect(entrance, AND(FEATHER, SWORD)) # superjump in the center to get on raised blocks, superjump in switch room to right side to walk down. center superjump has to be low so sword added | ||
|  |             toprightF1_chest.connect(topright_pillar_area, FEATHER) # superjump from F1 switch room | ||
|  |             topleftF2_area = Location(dungeon=7).connect(topright_pillar_area, FEATHER) # superjump in top left pillar room over the blocks from right to left, to reach tile room | ||
|  |             topleftF2_area.connect(topleftF1_chest, None, one_way = True) # fall down tile room holes on left side to reach top left chest on ground floor | ||
|  |             topleftF1_chest.connect(bottomleftF2_area, AND(PEGASUS_BOOTS, FEATHER), one_way = True) # without hitting the switch, jump on raised blocks at f1 pegs chest (0x209), and boots jump to stairs to reach hinox area | ||
|  |             final_pillar_area.connect(bottomleftF2_area, OR(r.attack_hookshot, POWER_BRACELET, AND(FEATHER, SHIELD))) # sideways block push to get to the chest and pillar, kill requirement for 3 of a kind enemies to access chest. Assumes you do not get ball stuck on raised pegs for bracelet path | ||
|  |             if options.owlstatues == "both" or options.owlstatues == "dungeon": | ||
|  |                 bottomleft_owl.connect(bottomleftF2_area, STONE_BEAK7) # sideways block push to get to the owl statue | ||
|  |             final_pillar.connect(bottomleftF2_area, BOMB) # bomb trigger pillar | ||
|  |             pre_boss.connect(final_pillar, FEATHER) # superjump on top of goomba to extend superjump to boss door plateau | ||
|  |             pre_boss.connect(beamos_horseheads_area, None, one_way=True) # can drop down from raised plateau to beamos horseheads area | ||
|  |              | ||
|  |         if options.logic == 'hell': | ||
|  |             topright_pillar_area.connect(entrance, FEATHER) # superjump in the center to get on raised blocks, has to be low | ||
|  |             topright_pillar_area.connect(entrance, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop in the center to get on raised blocks | ||
|  |             toprightF1_chest.connect(topright_pillar_area, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop from F1 switch room | ||
|  |             pre_boss.connect(final_pillar, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop on top of goomba to extend superhop to boss door plateau | ||
|  |          | ||
|  |         self.entrance = entrance | ||
|  | 
 | ||
|  | 
 | ||
|  | class NoDungeon7: | ||
|  |     def __init__(self, options, world_setup, r): | ||
|  |         entrance = Location(dungeon=7) | ||
|  |         boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(entrance, r.boss_requirements[ | ||
|  |             world_setup.boss_mapping[6]]) | ||
|  | 
 | ||
|  |         self.entrance = entrance |