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Inverted Mode (#5)
Merging in Cassidoxa's inverted mode. I've still not fully reviewed the logic used in this mode, so it should be considered experimental, pending an in depth review by either myself or AA.
This commit is contained in:

committed by
Kevin Cathcart

parent
6d5a0a004d
commit
18f1275050
680
Rules.py
680
Rules.py
@@ -6,13 +6,21 @@ def set_rules(world, player):
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if world.logic == 'nologic':
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logging.getLogger('').info('WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
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world.get_region('Links House', player).can_reach = lambda state: True
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world.get_region('Sanctuary', player).can_reach = lambda state: True
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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return
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global_rules(world, player)
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if world.mode != 'inverted':
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world.get_region('Links House', player).can_reach = lambda state: True
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world.get_region('Sanctuary', player).can_reach = lambda state: True
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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return
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else:
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world.get_region('Inverted Links House', player).can_reach = lambda state: True
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world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach = lambda state: True
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if world.shuffle != 'vanilla':
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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return
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if world.mode != 'inverted':
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global_rules(world, player)
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if world.mode == 'open':
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open_rules(world, player)
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@@ -20,6 +28,9 @@ def set_rules(world, player):
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standard_rules(world, player)
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elif world.mode == 'swordless':
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swordless_rules(world, player)
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elif world.mode == 'inverted':
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open_rules(world, player)
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inverted_rules(world, player)
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else:
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raise NotImplementedError('Not implemented yet')
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@@ -36,15 +47,20 @@ def set_rules(world, player):
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elif world.goal == 'ganon':
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# require aga2 to beat ganon
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add_rule(world.get_location('Ganon', player), lambda state: state.has('Beat Agahnim 2', player))
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set_big_bomb_rules(world, player)
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if world.mode != 'inverted':
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set_big_bomb_rules(world, player)
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else:
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set_inverted_big_bomb_rules(world, player)
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# if swamp and dam have not been moved we require mirror for swamp palace
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if not world.swamp_patch_required[player]:
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add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has_Mirror(player))
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set_bunny_rules(world, player)
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if world.mode != 'inverted':
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set_bunny_rules(world, player)
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else:
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set_inverted_bunny_rules(world, player)
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def set_rule(spot, rule):
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spot.access_rule = rule
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@@ -301,7 +317,7 @@ def global_rules(world, player):
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for location in ['Skull Woods - Boss']:
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forbid_item(world.get_location(location, player), 'Small Key (Skull Woods)', player)
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set_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.has('Fire Rod', player) or (state.has('Bombos', player) and state.has_sword(player)))
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set_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.can_melt_things(player))
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set_rule(world.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
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set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state.has_key('Small Key (Ice Palace)', player, 2) or (state.has('Cane of Somaria', player) and state.has_key('Small Key (Ice Palace)', player, 1))))
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# TODO: investigate change from VT. Changed to hookshot or 2 keys (no checking for big key in specific chests)
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@@ -422,14 +438,388 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Ganons Tower', player), lambda state: state.has('Crystal 1', player) and state.has('Crystal 2', player) and state.has('Crystal 3', player) and state.has('Crystal 4', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player) and state.has('Crystal 7', player))
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def inverted_rules(world, player):
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world.get_location('Ganon', player).item_rule = lambda item: item.name == 'Triforce' and item.player == player
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world.get_region('Inverted Links House', player).can_reach = lambda state: True
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world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach = lambda state: True
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# we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled!
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if world.shuffle != 'vanilla':
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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# overworld requirements
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set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Mini Moldorm Cave', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Light Hype Fairy', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Pier', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Light World Pier', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave', player), lambda state: state.has_Boots(player) and state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave Outer Rocks', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Kings Grave Inner Rocks', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Outer Rock', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Potion Shop Inner Rock', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Graveyard Cave Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Graveyard Cave Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Secret Passage Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Secret Passage Outer Bushes', player), lambda state: state.has_Pearl(player))
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# Caution: If king's grave is releaxed at all to account for reaching it via a two way cave's exit in insanity mode, then the bomb shop logic will need to be updated (that would involve create a small ledge-like Region for it)
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set_rule(world.get_entrance('Bonk Fairy (Light)', player), lambda state: state.has_Boots(player) and state.has_Pearl(player))
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add_rule(world.get_location('Sunken Treasure', player), lambda state: state.can_reach('Light World', 'Region', player) and state.has('Open Floodgate', player))
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set_rule(world.get_entrance('Bat Cave Drop Ledge', player), lambda state: state.has('Hammer', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Lumberjack Tree Tree', player), lambda state: state.has_Boots(player) and state.has_Pearl(player) and state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('Bonk Rock Cave', player), lambda state: state.has_Boots(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Desert Palace Stairs', player), lambda state: state.has('Book of Mudora', player)) # bunny can use book
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set_rule(world.get_entrance('Sanctuary Grave', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('20 Rupee Cave', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('50 Rupee Cave', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Death Mountain Entrance Rock', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Bumper Cave Entrance Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Dark Lake Hylia Central Island Teleporter', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('Dark Desert Teleporter', player), lambda state: state.can_flute(player) and state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('East Dark World Teleporter', player), lambda state: state.has('Hammer', player) and state.can_lift_rocks(player) and state.has_Pearl(player)) # bunny cannot use hammer
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set_rule(world.get_entrance('South Dark World Teleporter', player), lambda state: state.has('Hammer', player) and state.can_lift_rocks(player) and state.has_Pearl(player)) # bunny cannot use hammer
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set_rule(world.get_entrance('West Dark World Teleporter', player), lambda state: ((state.has('Hammer', player) and state.can_lift_rocks(player)) or state.can_lift_heavy_rocks(player)) and state.has_Pearl(player))
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set_rule(world.get_location('Flute Spot', player), lambda state: state.has('Shovel', player) and state.has_Pearl(player))
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set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
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set_rule(world.get_location('Purple Chest', player), lambda state: state.has('Pick Up Purple Chest', player)) # Can S&Q with chest
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set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player)) # can be fake flippered into, but is in weird state inside that might prevent you from doing things. Can be improved in future Todo
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player)))
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set_rule(world.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
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set_rule(world.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
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set_rule(world.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player) and state.has_Pearl(player))
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set_rule(world.get_location('Sick Kid', player), lambda state: state.has_bottle(player))
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set_rule(world.get_location('Mushroom', player), lambda state: state.has_Pearl(player)) # need pearl to pick up bushes
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set_rule(world.get_entrance('Bush Covered Lawn Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Bush Covered Lawn Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Bush Covered Lawn Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Bomb Hut Inner Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Bomb Hut Outer Bushes', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('North Fairy Cave Drop', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Lost Woods Hideout Drop', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_location('Library', player), lambda state: state.has_Boots(player))
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set_rule(world.get_location('Potion Shop', player), lambda state: state.has('Mushroom', player) and (state.can_reach('Potion Shop Area', 'Region', player))) # new inverted region, need pearl for bushes or access to potion shop door/waterfall fairy
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set_rule(world.get_entrance('Desert Palace Entrance (North) Rocks', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Desert Ledge Return Rocks', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player)) # should we decide to place something that is not a dungeon end up there at some point
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set_rule(world.get_entrance('Checkerboard Cave', player), lambda state: state.can_lift_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_location('Master Sword Pedestal', player), lambda state: state.has('Red Pendant', player) and state.has('Blue Pendant', player) and state.has('Green Pendant', player))
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set_rule(world.get_location('Sahasrahla', player), lambda state: state.has('Green Pendant', player))
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set_rule(world.get_entrance('Agahnim 1', player), lambda state: state.has_sword(player) and state.has_key('Small Key (Agahnims Tower)', player, 2))
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set_defeat_dungeon_boss_rule(world.get_location('Agahnim 1', player))
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set_rule(world.get_location('Castle Tower - Dark Maze', player), lambda state: state.has_key('Small Key (Agahnims Tower)', player))
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set_rule(world.get_entrance('LW Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('EDM Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('WDM Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('Hyrule Castle Secret Entrance Drop', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Old Man Cave Exit (West)', player), lambda state: False) # drop cannot be climbed up
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set_rule(world.get_entrance('Broken Bridge (West)', player), lambda state: state.has('Hookshot', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Broken Bridge (East)', player), lambda state: state.has('Hookshot', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Dark Death Mountain Teleporter (East Bottom)', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('Fairy Ascension Rocks', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: state.has('Mirror', player)) # can erase block
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set_rule(world.get_entrance('Death Mountain (Top)', player), lambda state: state.has('Hammer', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Dark Death Mountain Teleporter (East)', player), lambda state: state.can_lift_heavy_rocks(player) and state.has('Hammer', player) and state.has_Pearl(player)) # bunny cannot use hammer
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set_rule(world.get_location('Ether Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
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set_rule(world.get_entrance('East Death Mountain (Top)', player), lambda state: state.has('Hammer', player) and state.has_Pearl(player)) # bunny can not use hammer
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set_rule(world.get_location('Catfish', player), lambda state: state.can_lift_rocks(player) or (state.has('Flippers', player) and state.has_Mirror(player) and state.has_Pearl(player) and state.can_reach('Light World', 'Region', player)))
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set_rule(world.get_entrance('Northeast Dark World Broken Bridge Pass', player), lambda state: ((state.can_lift_rocks(player) or state.has('Hammer', player)) or state.has('Flippers', player)))
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set_rule(world.get_entrance('East Dark World Broken Bridge Pass', player), lambda state: (state.can_lift_rocks(player) or state.has('Hammer', player)))
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set_rule(world.get_entrance('South Dark World Bridge', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Bonk Fairy (Dark)', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('West Dark World Gap', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player))
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set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
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set_rule(world.get_entrance('Dark Lake Hylia Drop (South)', player), lambda state: state.has('Flippers', player)) # ToDo any fake flipper set up?
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Pier', player), lambda state: state.has('Flippers', player))
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Spike Cave', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player))) # Fake Flippers
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set_rule(world.get_entrance('Village of Outcasts Heavy Rock', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('East Dark World Bridge', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('East Dark World River Pier', player), lambda state: state.has('Flippers', player)) # ToDo any fake flipper set up? (Qirn Jump)
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set_rule(world.get_entrance('Bumper Cave Entrance Rock', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('Bumper Cave Ledge Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Hammer Peg Area Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Dark World Hammer Peg Cave', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Village of Outcasts Eastern Rocks', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('Peg Area Rocks', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('Village of Outcasts Pegs', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Grassy Lawn Pegs', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Bumper Cave Exit (Top)', player), lambda state: state.has('Cape', player))
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set_rule(world.get_entrance('Bumper Cave Exit (Bottom)', player), lambda state: state.has('Cape', player) or state.has('Hookshot', player))
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set_rule(world.get_entrance('Skull Woods Final Section', player), lambda state: state.has('Fire Rod', player))
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set_rule(world.get_entrance('Misery Mire', player), lambda state: state.has_sword(player) and state.has_misery_mire_medallion(player)) # sword required to cast magic (!)
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set_rule(world.get_entrance('Hookshot Cave', player), lambda state: state.can_lift_rocks(player))
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set_rule(world.get_entrance('East Death Mountain Mirror Spot (Top)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Death Mountain (Top) Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('East Death Mountain Mirror Spot (Bottom)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Dark Death Mountain Ledge Mirror Spot (East)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Dark Death Mountain Ledge Mirror Spot (West)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Laser Bridge Mirror Spot', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Superbunny Cave Exit (Bottom)', player), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
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set_rule(world.get_location('Spike Cave', player), lambda state:
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state.has('Hammer', player) and state.can_lift_rocks(player) and
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((state.has('Cape', player) and state.can_extend_magic(player, 16, True)) or
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(state.has('Cane of Byrna', player) and
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(state.can_extend_magic(player, 12, True) or
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(state.world.can_take_damage and (state.has_Boots(player) or state.has_hearts(player, 4))))))
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)
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set_rule(world.get_location('Hookshot Cave - Top Right', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_location('Hookshot Cave - Top Left', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_location('Hookshot Cave - Bottom Right', player), lambda state: state.has('Hookshot', player) or state.has('Pegasus Boots', player))
|
||||
set_rule(world.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
|
||||
set_rule(world.get_entrance('Floating Island Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Turtle Rock', player), lambda state: state.has_sword(player) and state.has_turtle_rock_medallion(player) and state.can_reach('Turtle Rock (Top)', 'Region', player)) # sword required to cast magic (!)
|
||||
set_rule(world.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player))
|
||||
|
||||
# new inverted spots
|
||||
set_rule(world.get_entrance('Post Aga Teleporter', player), lambda state: state.has('Beat Agahnim 1', player))
|
||||
set_rule(world.get_entrance('Mire Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Desert Palace Stairs Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Death Mountain Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('East Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('West Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('South Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Northeast Dark World Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Potion Shop Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Shopping Mall Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Maze Race Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Desert Palace North Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Death Mountain (Top) Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Graveyard Cave Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Bomb Hut Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
set_rule(world.get_entrance('Skull Woods Mirror Spot', player), lambda state: state.has_Mirror(player))
|
||||
|
||||
# inverted flute spots
|
||||
|
||||
set_rule(world.get_entrance('DDM Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('NEDW Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('WDW Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('SDW Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('EDW Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('DLHL Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('DD Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('EDDM Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('Dark Grassy Lawn Flute', player), lambda state: state.can_flute(player))
|
||||
set_rule(world.get_entrance('Hammer Peg Area Flute', player), lambda state: state.can_flute(player))
|
||||
|
||||
set_rule(world.get_entrance('Sewers Door', player), lambda state: state.has_key('Small Key (Escape)', player))
|
||||
set_rule(world.get_entrance('Sewers Back Door', player), lambda state: state.has_key('Small Key (Escape)', player))
|
||||
|
||||
set_rule(world.get_location('Eastern Palace - Big Chest', player), lambda state: state.has('Big Key (Eastern Palace)', player))
|
||||
set_rule(world.get_location('Eastern Palace - Boss', player), lambda state: state.can_shoot_arrows(player) and state.has('Big Key (Eastern Palace)', player) and world.get_location('Eastern Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
|
||||
set_rule(world.get_location('Eastern Palace - Prize', player), lambda state: state.can_shoot_arrows(player) and state.has('Big Key (Eastern Palace)', player) and world.get_location('Eastern Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
|
||||
for location in ['Eastern Palace - Boss', 'Eastern Palace - Big Chest']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Eastern Palace)', player)
|
||||
|
||||
set_rule(world.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
|
||||
set_rule(world.get_location('Desert Palace - Torch', player), lambda state: state.has_Boots(player))
|
||||
set_rule(world.get_entrance('Desert Palace East Wing', player), lambda state: state.has_key('Small Key (Desert Palace)', player))
|
||||
set_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.has_key('Small Key (Desert Palace)', player) and state.has('Big Key (Desert Palace)', player) and state.has_fire_source(player) and world.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
|
||||
set_rule(world.get_location('Desert Palace - Boss', player), lambda state: state.has_key('Small Key (Desert Palace)', player) and state.has('Big Key (Desert Palace)', player) and state.has_fire_source(player) and world.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
|
||||
for location in ['Desert Palace - Boss', 'Desert Palace - Big Chest']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Desert Palace)', player)
|
||||
|
||||
for location in ['Desert Palace - Boss', 'Desert Palace - Big Key Chest', 'Desert Palace - Compass Chest']:
|
||||
forbid_item(world.get_location(location, player), 'Small Key (Desert Palace)', player)
|
||||
|
||||
set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state.has_key('Small Key (Tower of Hera)', player) or item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
|
||||
set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
|
||||
set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
|
||||
set_rule(world.get_location('Tower of Hera - Big Key Chest', player), lambda state: state.has_fire_source(player))
|
||||
set_always_allow(world.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Prize', player))
|
||||
for location in ['Tower of Hera - Boss', 'Tower of Hera - Big Chest', 'Tower of Hera - Compass Chest']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Tower of Hera)', player)
|
||||
# for location in ['Tower of Hera - Big Key Chest']:
|
||||
# forbid_item(world.get_location(location, player), 'Small Key (Tower of Hera)', player)
|
||||
|
||||
set_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
|
||||
add_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
|
||||
|
||||
set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state.has_key('Small Key (Swamp Palace)', player))
|
||||
set_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player) or item_name(state, 'Swamp Palace - Big Chest', player) == ('Big Key (Swamp Palace)', player))
|
||||
set_always_allow(world.get_location('Swamp Palace - Big Chest', player), lambda state, item: item.name == 'Big Key (Swamp Palace)' and item.player == player)
|
||||
set_rule(world.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Prize', player))
|
||||
for location in ['Swamp Palace - Entrance']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Swamp Palace)', player)
|
||||
|
||||
set_rule(world.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
|
||||
set_rule(world.get_entrance('Blind Fight', player), lambda state: state.has_key('Small Key (Thieves Town)', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Prize', player))
|
||||
set_rule(world.get_location('Thieves\' Town - Big Chest', player), lambda state: (state.has_key('Small Key (Thieves Town)', player) or item_name(state, 'Thieves\' Town - Big Chest', player) == ('Small Key (Thieves Town)', player)) and state.has('Hammer', player))
|
||||
set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player and state.has('Hammer', player))
|
||||
set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state.has_key('Small Key (Thieves Town)', player))
|
||||
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Thieves Town)', player)
|
||||
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Small Key (Thieves Town)', player)
|
||||
|
||||
set_rule(world.get_entrance('Skull Woods First Section South Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player))
|
||||
set_rule(world.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player))
|
||||
set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2)) # ideally would only be one key, but we may have spent thst key already on escaping the right section
|
||||
set_rule(world.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2))
|
||||
set_rule(world.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) or item_name(state, 'Skull Woods - Big Chest', player) == ('Big Key (Skull Woods)', player))
|
||||
set_always_allow(world.get_location('Skull Woods - Big Chest', player), lambda state, item: item.name == 'Big Key (Skull Woods)' and item.player == player)
|
||||
set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player) and state.has_sword(player)) # sword required for curtain
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Prize', player))
|
||||
for location in ['Skull Woods - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Small Key (Skull Woods)', player)
|
||||
|
||||
set_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.can_melt_things(player))
|
||||
set_rule(world.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
|
||||
set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state.has_key('Small Key (Ice Palace)', player, 2) or (state.has('Cane of Somaria', player) and state.has_key('Small Key (Ice Palace)', player, 1))))
|
||||
# TODO: investigate change from VT. Changed to hookshot or 2 keys (no checking for big key in specific chests)
|
||||
set_rule(world.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or (item_in_locations(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player), ('Ice Palace - Big Key Chest', player), ('Ice Palace - Map Chest', player)]) and state.has_key('Small Key (Ice Palace)', player))) and (state.world.can_take_damage or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
|
||||
set_rule(world.get_entrance('Ice Palace (East Top)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Ice Palace - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Ice Palace - Prize', player))
|
||||
for location in ['Ice Palace - Big Chest', 'Ice Palace - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Ice Palace)', player)
|
||||
|
||||
set_rule(world.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has_Boots(player) or state.has('Hookshot', player)) and (state.has_sword(player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Hammer', player) or state.has('Cane of Somaria', player) or state.can_shoot_arrows(player))) # need to defeat wizzrobes, bombs don't work ...
|
||||
set_rule(world.get_location('Misery Mire - Big Chest', player), lambda state: state.has('Big Key (Misery Mire)', player))
|
||||
set_rule(world.get_location('Misery Mire - Spike Chest', player), lambda state: (state.world.can_take_damage and state.has_hearts(player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
|
||||
set_rule(world.get_entrance('Misery Mire Big Key Door', player), lambda state: state.has('Big Key (Misery Mire)', player))
|
||||
# you can squander the free small key from the pot by opening the south door to the north west switch room, locking you out of accessing a color switch ...
|
||||
# big key gives backdoor access to that from the teleporter in the north west
|
||||
set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has('Big Key (Misery Mire)', player))
|
||||
# in addition, you can open the door to the map room before getting access to a color switch, so this is locked behing 2 small keys or the big key...
|
||||
set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) or state.has_key('Big Key (Misery Mire)', player))
|
||||
# we can place a small key in the West wing iff it also contains/blocks the Big Key, as we cannot reach and softlock with the basement key door yet
|
||||
set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) if ((item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or
|
||||
(item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)])) else state.has_key('Small Key (Misery Mire)', player, 3))
|
||||
set_rule(world.get_location('Misery Mire - Compass Chest', player), lambda state: state.has_fire_source(player))
|
||||
set_rule(world.get_location('Misery Mire - Big Key Chest', player), lambda state: state.has_fire_source(player))
|
||||
set_rule(world.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Misery Mire - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Misery Mire - Prize', player))
|
||||
for location in ['Misery Mire - Big Chest', 'Misery Mire - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Misery Mire)', player)
|
||||
|
||||
set_rule(world.get_entrance('Turtle Rock Entrance Gap', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_entrance('Turtle Rock Entrance Gap Reverse', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_location('Turtle Rock - Compass Chest', player), lambda state: state.has('Cane of Somaria', player)) # We could get here from the middle section without Cane as we don't cross the entrance gap!
|
||||
set_rule(world.get_location('Turtle Rock - Roller Room - Left', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
|
||||
set_rule(world.get_location('Turtle Rock - Roller Room - Right', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
|
||||
set_rule(world.get_location('Turtle Rock - Big Chest', player), lambda state: state.has('Big Key (Turtle Rock)', player) and (state.has('Cane of Somaria', player) or state.has('Hookshot', player)))
|
||||
set_rule(world.get_entrance('Turtle Rock (Big Chest) (North)', player), lambda state: state.has('Cane of Somaria', player) or state.has('Hookshot', player))
|
||||
set_rule(world.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player))
|
||||
set_rule(world.get_entrance('Turtle Rock (Dark Room) (North)', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_entrance('Turtle Rock (Dark Room) (South)', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
|
||||
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
|
||||
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
|
||||
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
|
||||
set_rule(world.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Turtle Rock - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Turtle Rock - Prize', player))
|
||||
|
||||
set_rule(world.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: state.can_shoot_arrows(player))
|
||||
set_rule(world.get_entrance('Palace of Darkness Hammer Peg Drop', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('Palace of Darkness Bridge Room', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 1)) # If we can reach any other small key door, we already have back door access to this area
|
||||
set_rule(world.get_entrance('Palace of Darkness Big Key Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) and state.has('Big Key (Palace of Darkness)', player) and state.can_shoot_arrows(player) and state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('Palace of Darkness (North)', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 4))
|
||||
set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: state.has('Big Key (Palace of Darkness)', player))
|
||||
|
||||
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 3)))
|
||||
set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
|
||||
|
||||
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 4)))
|
||||
set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
|
||||
set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize', player))
|
||||
|
||||
# these key rules are conservative, you might be able to get away with more lenient rules
|
||||
randomizer_room_chests = ['Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right']
|
||||
compass_room_chests = ['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right']
|
||||
|
||||
set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has_Boots(player))
|
||||
set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player))
|
||||
|
||||
set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
|
||||
set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
|
||||
# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere. We reflect this in the chest requirements.
|
||||
# However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos.
|
||||
set_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 2))
|
||||
# It is possible to need more than 3 keys ....
|
||||
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
|
||||
#The actual requirements for these rooms to avoid key-lock
|
||||
set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 2)))
|
||||
for location in randomizer_room_chests:
|
||||
set_rule(world.get_location(location, player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3)))
|
||||
|
||||
# Once again it is possible to need more than 3 keys...
|
||||
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) and state.has('Fire Rod', player))
|
||||
# Actual requirements
|
||||
for location in compass_room_chests:
|
||||
set_rule(world.get_location(location, player), lambda state: state.has('Fire Rod', player) and (state.has_key('Small Key (Ganons Tower)', player, 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3))))
|
||||
|
||||
set_rule(world.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
|
||||
|
||||
set_rule(world.get_location('Ganons Tower - Big Key Room - Left', player), lambda state: world.get_location('Ganons Tower - Big Key Room - Left', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
|
||||
set_rule(world.get_location('Ganons Tower - Big Key Chest', player), lambda state: world.get_location('Ganons Tower - Big Key Chest', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
|
||||
set_rule(world.get_location('Ganons Tower - Big Key Room - Right', player), lambda state: world.get_location('Ganons Tower - Big Key Room - Right', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
|
||||
|
||||
set_rule(world.get_entrance('Ganons Tower Big Key Door', player), lambda state: state.has('Big Key (Ganons Tower)', player) and state.can_shoot_arrows(player))
|
||||
set_rule(world.get_entrance('Ganons Tower Torch Rooms', player), lambda state: state.has_fire_source(player) and world.get_entrance('Ganons Tower Torch Rooms', player).parent_region.dungeon.bosses['middle'].can_defeat(state))
|
||||
set_rule(world.get_location('Ganons Tower - Pre-Moldorm Chest', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
set_rule(world.get_entrance('Ganons Tower Moldorm Door', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4))
|
||||
set_rule(world.get_entrance('Ganons Tower Moldorm Gap', player), lambda state: state.has('Hookshot', player) and world.get_entrance('Ganons Tower Moldorm Gap', player).parent_region.dungeon.bosses['top'].can_defeat(state))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2', player))
|
||||
set_rule(world.get_entrance('Inverted Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player))
|
||||
for location in ['Ganons Tower - Big Chest', 'Ganons Tower - Mini Helmasaur Room - Left', 'Ganons Tower - Mini Helmasaur Room - Right',
|
||||
'Ganons Tower - Pre-Moldorm Chest', 'Ganons Tower - Validation Chest']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Ganons Tower)', player)
|
||||
|
||||
set_rule(world.get_location('Ganon', player), lambda state: state.has_beam_sword(player) and state.has_fire_source(player) and state.has('Crystal 1', player) and state.has('Crystal 2', player)
|
||||
and state.has('Crystal 3', player) and state.has('Crystal 4', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player) and state.has('Crystal 7', player)
|
||||
and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (state.has('Silver Arrows', player) and state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12))) # need to light torch a sufficient amount of times
|
||||
set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has_beam_sword(player)) # need to damage ganon to get tiles to drop
|
||||
|
||||
set_rule(world.get_entrance('Inverted Ganons Tower', player), lambda state: False) # This is a safety for the TR function below to not require GT entrance in its key logic.
|
||||
|
||||
set_trock_key_rules(world, player)
|
||||
|
||||
set_rule(world.get_entrance('Inverted Ganons Tower', player), lambda state: state.has('Crystal 1', player) and state.has('Crystal 2', player) and state.has('Crystal 3', player) and state.has('Crystal 4', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player) and state.has('Crystal 7', player))
|
||||
|
||||
def no_glitches_rules(world, player):
|
||||
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Flippers', player) or state.can_lift_rocks(player))
|
||||
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Flippers', player)) # can be fake flippered to
|
||||
set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has('Flippers', player))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
|
||||
if world.mode != 'inverted':
|
||||
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Flippers', player) or state.can_lift_rocks(player))
|
||||
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Flippers', player)) # can be fake flippered to
|
||||
set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has('Flippers', player))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
|
||||
else:
|
||||
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player) and (state.has('Flippers', player) or state.can_lift_rocks(player)))
|
||||
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
|
||||
set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
|
||||
set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has('Flippers', player))
|
||||
|
||||
add_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
|
||||
add_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state.has('Hookshot', player))
|
||||
DMs_room_chests = ['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right', 'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right']
|
||||
@@ -465,8 +855,12 @@ def no_glitches_rules(world, player):
|
||||
add_conditional_lamp('Palace of Darkness Maze Door', 'Palace of Darkness (Entrance)', 'Entrance')
|
||||
add_conditional_lamp('Palace of Darkness - Dark Basement - Left', 'Palace of Darkness (Entrance)', 'Location')
|
||||
add_conditional_lamp('Palace of Darkness - Dark Basement - Right', 'Palace of Darkness (Entrance)', 'Location')
|
||||
add_conditional_lamp('Agahnim 1', 'Agahnims Tower', 'Entrance')
|
||||
add_conditional_lamp('Castle Tower - Dark Maze', 'Agahnims Tower', 'Location')
|
||||
if world.mode != 'inverted':
|
||||
add_conditional_lamp('Agahnim 1', 'Agahnims Tower', 'Entrance')
|
||||
add_conditional_lamp('Castle Tower - Dark Maze', 'Agahnims Tower', 'Location')
|
||||
else:
|
||||
add_conditional_lamp('Agahnim 1', 'Inverted Agahnims Tower', 'Entrance')
|
||||
add_conditional_lamp('Castle Tower - Dark Maze', 'Inverted Agahnims Tower', 'Location')
|
||||
add_conditional_lamp('Old Man', 'Old Man Cave', 'Location')
|
||||
add_conditional_lamp('Old Man Cave Exit (East)', 'Old Man Cave', 'Entrance')
|
||||
add_conditional_lamp('Death Mountain Return Cave Exit (East)', 'Death Mountain Return Cave', 'Entrance')
|
||||
@@ -528,12 +922,13 @@ def standard_rules(world, player):
|
||||
|
||||
def set_trock_key_rules(world, player):
|
||||
|
||||
all_state = world.get_all_state(True)
|
||||
|
||||
# First set all relevant locked doors to impassible.
|
||||
for entrance in ['Turtle Rock Dark Room Staircase', 'Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock Pokey Room']:
|
||||
set_rule(world.get_entrance(entrance, player), lambda state: False)
|
||||
|
||||
all_state = world.get_all_state(True)
|
||||
|
||||
# Check if each of the four main regions of the dungoen can be reached. The previous code section prevents key-costing moves within the dungeon.
|
||||
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player)) if world.can_access_trock_eyebridge is None else world.can_access_trock_eyebridge
|
||||
world.can_access_trock_eyebridge = can_reach_back
|
||||
@@ -840,6 +1235,176 @@ def set_big_bomb_rules(world, player):
|
||||
# -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR)
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has_Mirror(player)) or ((state.can_lift_heavy_rocks(player) or state.has('Ocarina', player) or (state.can_reach('West Dark World', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state)))
|
||||
|
||||
def set_inverted_big_bomb_rules(world, player):
|
||||
bombshop_entrance = world.get_region('Inverted Big Bomb Shop', player).entrances[0]
|
||||
Normal_LW_entrances = ['Blinds Hideout',
|
||||
'Bonk Fairy (Light)',
|
||||
'Lake Hylia Fairy',
|
||||
'Light Hype Fairy',
|
||||
'Desert Fairy',
|
||||
'Chicken House',
|
||||
'Aginahs Cave',
|
||||
'Sahasrahlas Hut',
|
||||
'Cave Shop (Lake Hylia)',
|
||||
'Blacksmiths Hut',
|
||||
'Sick Kids House',
|
||||
'Lost Woods Gamble',
|
||||
'Fortune Teller (Light)',
|
||||
'Snitch Lady (East)',
|
||||
'Snitch Lady (West)',
|
||||
'Bush Covered House',
|
||||
'Tavern (Front)',
|
||||
'Light World Bomb Hut',
|
||||
'Kakariko Shop',
|
||||
'Mini Moldorm Cave',
|
||||
'Long Fairy Cave',
|
||||
'Good Bee Cave',
|
||||
'20 Rupee Cave',
|
||||
'50 Rupee Cave',
|
||||
'Ice Rod Cave',
|
||||
'Bonk Rock Cave',
|
||||
'Library',
|
||||
'Potion Shop',
|
||||
'Waterfall of Wishing',
|
||||
'Dam',
|
||||
'Lumberjack House',
|
||||
'Lake Hylia Fortune Teller',
|
||||
'Eastern Palace',
|
||||
'Kakariko Gamble Game',
|
||||
'Kakariko Well Cave',
|
||||
'Bat Cave Cave',
|
||||
'Elder House (East)',
|
||||
'Elder House (West)',
|
||||
'North Fairy Cave',
|
||||
'Lost Woods Hideout Stump',
|
||||
'Lumberjack Tree Cave',
|
||||
'Two Brothers House (East)',
|
||||
'Sanctuary',
|
||||
'Hyrule Castle Entrance (South)',
|
||||
'Hyrule Castle Secret Entrance Stairs']
|
||||
LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
|
||||
'Dark Lake Hylia Ledge Spike Cave',
|
||||
'Dark Lake Hylia Ledge Hint',
|
||||
'Mire Shed',
|
||||
'Dark Desert Hint',
|
||||
'Dark Desert Fairy',
|
||||
'Misery Mire']
|
||||
Northern_DW_entrances = ['Brewery',
|
||||
'C-Shaped House',
|
||||
'Chest Game',
|
||||
'Dark World Hammer Peg Cave',
|
||||
'Red Shield Shop',
|
||||
'Dark Sanctuary Hint',
|
||||
'Fortune Teller (Dark)',
|
||||
'Dark World Shop',
|
||||
'Dark World Lumberjack Shop',
|
||||
'Thieves Town',
|
||||
'Skull Woods First Section Door',
|
||||
'Skull Woods Second Section Door (East)']
|
||||
Southern_DW_entrances = ['Hype Cave',
|
||||
'Bonk Fairy (Dark)',
|
||||
'Archery Game',
|
||||
'Inverted Big Bomb Shop',
|
||||
'Dark Lake Hylia Shop',
|
||||
'Swamp Palace']
|
||||
Isolated_DW_entrances = ['Spike Cave',
|
||||
'Cave Shop (Dark Death Mountain)',
|
||||
'Dark Death Mountain Fairy',
|
||||
'Mimic Cave',
|
||||
'Skull Woods Second Section Door (West)',
|
||||
'Skull Woods Final Section',
|
||||
'Ice Palace',
|
||||
'Turtle Rock',
|
||||
'Dark Death Mountain Ledge (West)',
|
||||
'Dark Death Mountain Ledge (East)',
|
||||
'Bumper Cave (Top)',
|
||||
'Superbunny Cave (Top)',
|
||||
'Superbunny Cave (Bottom)',
|
||||
'Hookshot Cave',
|
||||
'Turtle Rock Isolated Ledge Entrance',
|
||||
'Hookshot Cave Back Entrance',
|
||||
'Inverted Ganons Tower']
|
||||
Isolated_LW_entrances = ['Capacity Upgrade',
|
||||
'Tower of Hera',
|
||||
'Death Mountain Return Cave (West)',
|
||||
'Paradox Cave (Top)',
|
||||
'Fairy Ascension Cave (Top)',
|
||||
'Spiral Cave',
|
||||
'Desert Palace Entrance (East)']
|
||||
West_LW_DM_entrances = ['Old Man Cave (East)',
|
||||
'Old Man House (Bottom)',
|
||||
'Old Man House (Top)',
|
||||
'Death Mountain Return Cave (East)',
|
||||
'Spectacle Rock Cave Peak',
|
||||
'Spectacle Rock Cave',
|
||||
'Spectacle Rock Cave (Bottom)']
|
||||
East_LW_DM_entrances = ['Paradox Cave (Bottom)',
|
||||
'Paradox Cave (Middle)',
|
||||
'Hookshot Fairy',
|
||||
'Spiral Cave (Bottom)']
|
||||
Mirror_from_SDW_entrances = ['Two Brothers House (West)',
|
||||
'Cave 45']
|
||||
Castle_ledge_entrances = ['Hyrule Castle Entrance (West)',
|
||||
'Hyrule Castle Entrance (East)',
|
||||
'Inverted Ganons Tower']
|
||||
Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)',
|
||||
'Desert Palace Entrance (North)',
|
||||
'Desert Palace Entrance (South)',
|
||||
'Checkerboard Cave',]
|
||||
Desert_ledge_entrances = ['Desert Palace Entrance (West)',
|
||||
'Desert Palace Entrance (North)',
|
||||
'Desert Palace Entrance (South)']
|
||||
|
||||
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Inverted Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
|
||||
|
||||
#crossing peg bridge starting from the southern dark world
|
||||
def cross_peg_bridge(state):
|
||||
return state.has('Hammer', player)
|
||||
|
||||
# Key for below abbreviations:
|
||||
# P = pearl
|
||||
# A = Aga1
|
||||
# H = hammer
|
||||
# M = Mirror
|
||||
# G = Glove
|
||||
if bombshop_entrance.name in Normal_LW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in LW_walkable_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
|
||||
elif bombshop_entrance.name in Northern_DW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and (cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))))
|
||||
elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and (cross_peg_bridge(state) or state.has_Mirror(player) and state.has('Beat Agahnim 1', player))))
|
||||
elif bombshop_entrance.name in Southern_DW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or state.can_flute(player) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
|
||||
elif bombshop_entrance.name in Isolated_DW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
|
||||
elif bombshop_entrance.name in Isolated_LW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in West_LW_DM_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in East_LW_DM_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Castle_ledge_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Desert_ledge_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player))
|
||||
elif bombshop_entrance.name == 'Checkerboard Cave':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Old Man Cave (West)':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_rocks(player) and cross_peg_bridge(state)) or state.can_flute(player)))
|
||||
elif bombshop_entrance.name == 'Graveyard Cave':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Mirror_from_SDW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or cross_peg_bridge(state)))
|
||||
elif bombshop_entrance.name == 'Dark World Potion Shop':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player))
|
||||
elif bombshop_entrance.name == 'Kings Grave':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Mirror(player))
|
||||
|
||||
|
||||
def set_bunny_rules(world, player):
|
||||
|
||||
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
|
||||
@@ -910,3 +1475,76 @@ def set_bunny_rules(world, player):
|
||||
continue
|
||||
|
||||
add_rule(location, get_rule_to_add(location.parent_region))
|
||||
|
||||
def set_inverted_bunny_rules(world, player):
|
||||
|
||||
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
|
||||
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
|
||||
bunny_impassable_caves = ['Bumper Cave', 'Two Brothers House', 'Hookshot Cave', 'Skull Woods First Section (Right)', 'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)', 'Turtle Rock (Entrance)', 'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Skull Woods Second Section (Drop)',
|
||||
'Turtle Rock (Eye Bridge)', 'Sewers', 'Pyramid', 'Spiral Cave (Top)', 'Desert Palace Main (Inner)', 'Fairy Ascension Cave (Drop)', 'The Sky']
|
||||
|
||||
bunny_accessible_locations = ['Link\'s Uncle', 'Sahasrahla', 'Sick Kid', 'Lost Woods Hideout', 'Lumberjack Tree', 'Checkerboard Cave', 'Potion Shop', 'Spectacle Rock Cave', 'Pyramid', 'Hype Cave - Generous Guy', 'Peg Cave', 'Bumper Cave Ledge', 'Dark Blacksmith Ruins', 'Bombos Tablet', 'Ether Tablet', 'Purple Chest']
|
||||
|
||||
|
||||
def path_to_access_rule(path, entrance):
|
||||
return lambda state: state.can_reach(entrance) and all(rule(state) for rule in path)
|
||||
|
||||
def options_to_access_rule(options):
|
||||
return lambda state: any(rule(state) for rule in options)
|
||||
|
||||
def get_rule_to_add(region):
|
||||
if not region.is_dark_world:
|
||||
return lambda state: state.has_Pearl(player)
|
||||
# in this case we are mixed region.
|
||||
# we collect possible options.
|
||||
|
||||
# The base option is having the moon pearl
|
||||
possible_options = [lambda state: state.has_Pearl(player)]
|
||||
|
||||
# We will search entrances recursively until we find
|
||||
# one that leads to an exclusively dark world region
|
||||
# for each such entrance a new option is added that consist of:
|
||||
# a) being able to reach it, and
|
||||
# b) being able to access all entrances from there to `region`
|
||||
seen = set([region])
|
||||
queue = collections.deque([(region, [])])
|
||||
while queue:
|
||||
(current, path) = queue.popleft()
|
||||
for entrance in current.entrances:
|
||||
new_region = entrance.parent_region
|
||||
if new_region in seen:
|
||||
continue
|
||||
new_path = path + [entrance.access_rule]
|
||||
seen.add(new_region)
|
||||
if not new_region.is_dark_world:
|
||||
continue # we don't care about pure light world entrances
|
||||
if new_region.is_light_world:
|
||||
queue.append((new_region, new_path))
|
||||
else:
|
||||
# we have reached pure dark world, so we have a new possible option
|
||||
possible_options.append(path_to_access_rule(new_path, entrance))
|
||||
return options_to_access_rule(possible_options)
|
||||
|
||||
# Add requirements for bunny-impassible caves if they occur in the light world
|
||||
for region in [world.get_region(name, player) for name in bunny_impassable_caves]:
|
||||
|
||||
if not region.is_light_world:
|
||||
continue
|
||||
rule = get_rule_to_add(region)
|
||||
for exit in region.exits:
|
||||
add_rule(exit, rule)
|
||||
|
||||
paradox_shop = world.get_region('Light World Death Mountain Shop', player)
|
||||
if paradox_shop.is_light_world:
|
||||
add_rule(paradox_shop.entrances[0], get_rule_to_add(paradox_shop))
|
||||
|
||||
# Add requirements for all locations that are actually in the light world, except those available to the bunny
|
||||
for location in world.get_locations():
|
||||
if location.player == player and location.parent_region.is_light_world:
|
||||
|
||||
if location.name in bunny_accessible_locations:
|
||||
continue
|
||||
|
||||
add_rule(location, get_rule_to_add(location.parent_region))
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user