TUNIC: Breakable Shuffle (#4489)

* Starting out

* Rules for breakable regions

* make the rest of it work, it's pr ready, boom

* Make it work in not pot shuffle

* Fix after merge

* Fix item id overlap

* Move breakable, grass, and local fill options in yaml

* Fix groups getting overwritten

* Rename, add new breakables

* Rename more stuff

* Time to rename them again

* Make it actually default for breakable shuffle

* Burn the signs down

* Fix west courtyard pot regions

* Fix fortress courtyard and beneath the fortress loc groups again

* More missing loc group conversions

* Replace instances of world.player with player, same for multiworld

* Update worlds/tunic/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Remove unused import
This commit is contained in:
Scipio Wright
2025-03-08 11:25:47 -05:00
committed by GitHub
parent ee9bcb84b7
commit 33a75fb2cb
8 changed files with 554 additions and 34 deletions

View File

@@ -13,10 +13,10 @@ from .er_data import portal_mapping, RegionInfo, tunic_er_regions
from .options import (TunicOptions, EntranceRando, tunic_option_groups, tunic_option_presets, TunicPlandoConnections,
LaurelsLocation, LogicRules, LaurelsZips, IceGrappling, LadderStorage, check_options,
get_hexagons_in_pool, HexagonQuestAbilityUnlockType)
from .breakables import breakable_location_name_to_id, breakable_location_groups, breakable_location_table
from .combat_logic import area_data, CombatState
from worlds.AutoWorld import WebWorld, World
from Options import PlandoConnection, OptionError
from decimal import Decimal, ROUND_HALF_UP
from settings import Group, Bool
@@ -81,10 +81,13 @@ class TunicWorld(World):
location_name_groups = location_name_groups
for group_name, members in grass_location_name_groups.items():
location_name_groups.setdefault(group_name, set()).update(members)
for group_name, members in breakable_location_groups.items():
location_name_groups.setdefault(group_name, set()).update(members)
item_name_to_id = item_name_to_id
location_name_to_id = standard_location_name_to_id.copy()
location_name_to_id.update(grass_location_name_to_id)
location_name_to_id.update(breakable_location_name_to_id)
player_location_table: Dict[str, int]
ability_unlocks: Dict[str, int]
@@ -158,6 +161,7 @@ class TunicWorld(World):
self.options.entrance_rando.value = self.passthrough["entrance_rando"]
self.options.shuffle_ladders.value = self.passthrough["shuffle_ladders"]
self.options.grass_randomizer.value = self.passthrough.get("grass_randomizer", 0)
self.options.breakable_shuffle.value = self.passthrough.get("breakable_shuffle", 0)
self.options.fixed_shop.value = self.options.fixed_shop.option_false
self.options.laurels_location.value = self.options.laurels_location.option_anywhere
self.options.combat_logic.value = self.passthrough["combat_logic"]
@@ -170,7 +174,12 @@ class TunicWorld(World):
if self.options.local_fill == -1:
if self.options.grass_randomizer:
if self.options.breakable_shuffle:
self.options.local_fill.value = 96
else:
self.options.local_fill.value = 95
elif self.options.breakable_shuffle:
self.options.local_fill.value = 40
else:
self.options.local_fill.value = 0
@@ -182,6 +191,13 @@ class TunicWorld(World):
self.player_location_table.update(grass_location_name_to_id)
if self.options.breakable_shuffle:
if self.options.entrance_rando:
self.player_location_table.update(breakable_location_name_to_id)
else:
self.player_location_table.update({name: num for name, num in breakable_location_name_to_id.items()
if not name.startswith("Purgatory")})
@classmethod
def stage_generate_early(cls, multiworld: MultiWorld) -> None:
tunic_worlds: Tuple[TunicWorld] = multiworld.get_game_worlds("TUNIC")
@@ -258,7 +274,8 @@ class TunicWorld(World):
itemclass: ItemClassification = (classification
or (item_data.combat_ic if self.options.combat_logic else None)
or (ItemClassification.progression | ItemClassification.useful
if name == "Glass Cannon" and self.options.grass_randomizer
if name == "Glass Cannon"
and (self.options.grass_randomizer or self.options.breakable_shuffle)
and not self.options.start_with_sword else None)
or (ItemClassification.progression | ItemClassification.useful
if name == "Shield" and self.options.ladder_storage
@@ -280,6 +297,13 @@ class TunicWorld(World):
items_to_create["Fool Trap"] += items_to_create[money_fool]
items_to_create[money_fool] = 0
# creating these after the fool traps are made mostly so we don't have to mess with it
if self.options.breakable_shuffle:
for loc_data in breakable_location_table.values():
if not self.options.entrance_rando and loc_data.er_region == "Purgatory":
continue
items_to_create[f"Money x{self.random.randint(1, 5)}"] += 1
if self.options.start_with_sword:
self.multiworld.push_precollected(self.create_item("Sword"))
@@ -472,9 +496,9 @@ class TunicWorld(World):
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = self.passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = self.passthrough["Hexagon Quest Icebolt"]
# Ladders and Combat Logic uses ER rules with vanilla connections for easier maintenance
# Most non-standard options use ER regions
if (self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic
or self.options.grass_randomizer):
or self.options.grass_randomizer or self.options.breakable_shuffle):
portal_pairs = create_er_regions(self)
if self.options.entrance_rando:
# these get interpreted by the game to tell it which entrances to connect
@@ -502,9 +526,9 @@ class TunicWorld(World):
victory_region.locations.append(victory_location)
def set_rules(self) -> None:
# same reason as in create_regions, could probably be put into create_regions
# same reason as in create_regions
if (self.options.entrance_rando or self.options.shuffle_ladders or self.options.combat_logic
or self.options.grass_randomizer):
or self.options.grass_randomizer or self.options.breakable_shuffle):
set_er_location_rules(self)
else:
set_region_rules(self)
@@ -609,6 +633,7 @@ class TunicWorld(World):
"Hexagon Quest Goal": self.options.hexagon_goal.value,
"Entrance Rando": self.tunic_portal_pairs,
"disable_local_spoiler": int(self.settings.disable_local_spoiler or self.multiworld.is_race),
"breakable_shuffle": self.options.breakable_shuffle.value,
}
# this would be in a stage if there was an appropriate stage for it

466
worlds/tunic/breakables.py Normal file
View File

@@ -0,0 +1,466 @@
from typing import TYPE_CHECKING, NamedTuple
from enum import IntEnum
from BaseClasses import CollectionState, Region
from worlds.generic.Rules import set_rule
from .rules import has_sword, has_melee
from .er_rules import can_shop
if TYPE_CHECKING:
from . import TunicWorld
# just getting an id that is a decent chunk ahead of the grass ones
breakable_base_id = 509342400 + 8000
class BreakableType(IntEnum):
pot = 1
fire_pot = 2
explosive_pot = 3
sign = 4
barrel = 5
crate = 6
table = 7
glass = 8
leaves = 9
wall = 10
class TunicLocationData(NamedTuple):
er_region: str
breakable: BreakableType
breakable_location_table: dict[str, TunicLocationData] = {
"Overworld - [Northwest] Sign by Quarry Gate": TunicLocationData("Overworld", BreakableType.sign),
"Overworld - [Central] Sign South of Checkpoint": TunicLocationData("Overworld", BreakableType.sign),
"Overworld - [Central] Sign by Ruined Passage": TunicLocationData("Overworld", BreakableType.sign),
"Overworld - [East] Pot near Slimes 1": TunicLocationData("East Overworld", BreakableType.pot),
"Overworld - [East] Pot near Slimes 2": TunicLocationData("East Overworld", BreakableType.pot),
"Overworld - [East] Pot near Slimes 3": TunicLocationData("East Overworld", BreakableType.pot),
"Overworld - [East] Pot near Slimes 4": TunicLocationData("East Overworld", BreakableType.pot),
"Overworld - [East] Pot near Slimes 5": TunicLocationData("East Overworld", BreakableType.pot),
"Overworld - [East] Forest Sign": TunicLocationData("East Overworld", BreakableType.sign),
"Overworld - [East] Fortress Sign": TunicLocationData("East Overworld", BreakableType.sign),
"Overworld - [North] Pot 1": TunicLocationData("Upper Overworld", BreakableType.pot),
"Overworld - [North] Pot 2": TunicLocationData("Upper Overworld", BreakableType.pot),
"Overworld - [North] Pot 3": TunicLocationData("Upper Overworld", BreakableType.pot),
"Overworld - [North] Pot 4": TunicLocationData("Upper Overworld", BreakableType.pot),
"Overworld - [West] Sign Near West Garden Entrance": TunicLocationData("Overworld to West Garden from Furnace", BreakableType.sign),
"Stick House - Pot 1": TunicLocationData("Stick House", BreakableType.pot),
"Stick House - Pot 2": TunicLocationData("Stick House", BreakableType.pot),
"Stick House - Pot 3": TunicLocationData("Stick House", BreakableType.pot),
"Stick House - Pot 4": TunicLocationData("Stick House", BreakableType.pot),
"Stick House - Pot 5": TunicLocationData("Stick House", BreakableType.pot),
"Stick House - Pot 6": TunicLocationData("Stick House", BreakableType.pot),
"Stick House - Pot 7": TunicLocationData("Stick House", BreakableType.pot),
"Ruined Shop - Pot 1": TunicLocationData("Ruined Shop", BreakableType.pot),
"Ruined Shop - Pot 2": TunicLocationData("Ruined Shop", BreakableType.pot),
"Ruined Shop - Pot 3": TunicLocationData("Ruined Shop", BreakableType.pot),
"Ruined Shop - Pot 4": TunicLocationData("Ruined Shop", BreakableType.pot),
"Ruined Shop - Pot 5": TunicLocationData("Ruined Shop", BreakableType.pot),
"Hourglass Cave - Sign": TunicLocationData("Hourglass Cave", BreakableType.sign),
"Forest Belltower - Pot by Slimes 1": TunicLocationData("Forest Belltower Main", BreakableType.pot),
"Forest Belltower - Pot by Slimes 2": TunicLocationData("Forest Belltower Main", BreakableType.pot),
"Forest Belltower - Pot by Slimes 3": TunicLocationData("Forest Belltower Main", BreakableType.pot),
"Forest Belltower - Pot by Slimes 4": TunicLocationData("Forest Belltower Main", BreakableType.pot),
"Forest Belltower - Pot by Slimes 5": TunicLocationData("Forest Belltower Main", BreakableType.pot),
"Forest Belltower - Pot by Slimes 6": TunicLocationData("Forest Belltower Main", BreakableType.pot),
"Forest Belltower - [Upper] Barrel 1": TunicLocationData("Forest Belltower Upper", BreakableType.barrel),
"Forest Belltower - [Upper] Barrel 2": TunicLocationData("Forest Belltower Upper", BreakableType.barrel),
"Forest Belltower - [Upper] Barrel 3": TunicLocationData("Forest Belltower Upper", BreakableType.barrel),
"Forest Belltower - Pot after Guard Captain 1": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 2": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 3": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 4": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 5": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 6": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 7": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 8": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Forest Belltower - Pot after Guard Captain 9": TunicLocationData("Forest Belltower Upper", BreakableType.pot),
"Guardhouse 1 - Pot 1": TunicLocationData("Guard House 1 East", BreakableType.pot),
"Guardhouse 1 - Pot 2": TunicLocationData("Guard House 1 East", BreakableType.pot),
"Guardhouse 1 - Pot 3": TunicLocationData("Guard House 1 East", BreakableType.pot),
"Guardhouse 1 - Pot 4": TunicLocationData("Guard House 1 East", BreakableType.pot),
"Guardhouse 1 - Pot 5": TunicLocationData("Guard House 1 East", BreakableType.pot),
"East Forest - Sign by Grave Path": TunicLocationData("East Forest", BreakableType.sign),
"East Forest - Sign by Guardhouse 1": TunicLocationData("East Forest", BreakableType.sign),
"East Forest - Pot by Grave Path 1": TunicLocationData("East Forest", BreakableType.pot),
"East Forest - Pot by Grave Path 2": TunicLocationData("East Forest", BreakableType.pot),
"East Forest - Pot by Grave Path 3": TunicLocationData("East Forest", BreakableType.pot),
"East Forest - Pot by Envoy 1": TunicLocationData("East Forest", BreakableType.pot),
"East Forest - Pot by Envoy 2": TunicLocationData("East Forest", BreakableType.pot),
"East Forest - Pot by Envoy 3": TunicLocationData("East Forest", BreakableType.pot),
"Guardhouse 2 - Bottom Floor Pot 1": TunicLocationData("Guard House 2 Lower", BreakableType.pot),
"Guardhouse 2 - Bottom Floor Pot 2": TunicLocationData("Guard House 2 Lower", BreakableType.pot),
"Guardhouse 2 - Bottom Floor Pot 3": TunicLocationData("Guard House 2 Lower", BreakableType.pot),
"Guardhouse 2 - Bottom Floor Pot 4": TunicLocationData("Guard House 2 Lower", BreakableType.pot),
"Guardhouse 2 - Bottom Floor Pot 5": TunicLocationData("Guard House 2 Lower", BreakableType.pot),
"Beneath the Well - [Side Room] Pot by Chest 1": TunicLocationData("Beneath the Well Back", BreakableType.pot),
"Beneath the Well - [Side Room] Pot by Chest 2": TunicLocationData("Beneath the Well Back", BreakableType.pot),
"Beneath the Well - [Side Room] Pot by Chest 3": TunicLocationData("Beneath the Well Back", BreakableType.pot),
"Beneath the Well - [Third Room] Barrel by Bridge 1": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel by Bridge 2": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel by Bridge 3": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel after Back Corridor 1": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel after Back Corridor 2": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel after Back Corridor 3": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel after Back Corridor 4": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel after Back Corridor 5": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel by West Turret 1": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel by West Turret 2": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Barrel by West Turret 3": TunicLocationData("Beneath the Well Main", BreakableType.barrel),
"Beneath the Well - [Third Room] Pot by East Turret 1": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Beneath the Well - [Third Room] Pot by East Turret 2": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Beneath the Well - [Third Room] Pot by East Turret 3": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Beneath the Well - [Third Room] Pot by East Turret 4": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Beneath the Well - [Third Room] Pot by East Turret 5": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Beneath the Well - [Third Room] Pot by East Turret 6": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Beneath the Well - [Third Room] Pot by East Turret 7": TunicLocationData("Beneath the Well Main", BreakableType.pot),
"Well Boss - Barrel 1": TunicLocationData("Well Boss", BreakableType.barrel),
"Well Boss - Barrel 2": TunicLocationData("Well Boss", BreakableType.barrel),
"Dark Tomb - Pot Hallway Pot 1": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 2": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 3": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 4": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 5": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 6": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 7": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 8": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 9": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 10": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 11": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 12": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 13": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - Pot Hallway Pot 14": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - 2nd Laser Room Pot 1": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - 2nd Laser Room Pot 2": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - 2nd Laser Room Pot 3": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - 2nd Laser Room Pot 4": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"Dark Tomb - 2nd Laser Room Pot 5": TunicLocationData("Dark Tomb Main", BreakableType.pot),
"West Garden House - Pot 1": TunicLocationData("Magic Dagger House", BreakableType.pot),
"West Garden House - Pot 2": TunicLocationData("Magic Dagger House", BreakableType.pot),
"West Garden House - Pot 3": TunicLocationData("Magic Dagger House", BreakableType.pot),
"Fortress Courtyard - Fire Pot 1": TunicLocationData("Fortress Courtyard westmost pots", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 2": TunicLocationData("Fortress Courtyard westmost pots", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 3": TunicLocationData("Fortress Courtyard west pots", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 4": TunicLocationData("Fortress Courtyard west pots", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 5": TunicLocationData("Fortress Courtyard", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 6": TunicLocationData("Fortress Courtyard", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 7": TunicLocationData("Fortress Courtyard", BreakableType.fire_pot),
"Fortress Courtyard - Fire Pot 8": TunicLocationData("Fortress Courtyard", BreakableType.fire_pot),
"Fortress Courtyard - Upper Fire Pot": TunicLocationData("Fortress Courtyard Upper pot", BreakableType.fire_pot),
"Fortress Grave Path - [Entry] Pot 1": TunicLocationData("Fortress Grave Path Entry", BreakableType.pot),
"Fortress Grave Path - [Entry] Pot 2": TunicLocationData("Fortress Grave Path Entry", BreakableType.pot),
"Fortress Grave Path - [By Grave] Pot 1": TunicLocationData("Fortress Grave Path pots", BreakableType.pot),
"Fortress Grave Path - [By Grave] Pot 2": TunicLocationData("Fortress Grave Path pots", BreakableType.pot),
"Fortress Grave Path - [By Grave] Pot 3": TunicLocationData("Fortress Grave Path pots", BreakableType.pot),
"Fortress Grave Path - [By Grave] Pot 4": TunicLocationData("Fortress Grave Path pots", BreakableType.pot),
"Fortress Grave Path - [By Grave] Pot 5": TunicLocationData("Fortress Grave Path pots", BreakableType.pot),
"Fortress Grave Path - [By Grave] Pot 6": TunicLocationData("Fortress Grave Path pots", BreakableType.pot),
"Fortress Grave Path - [Central] Fire Pot 1": TunicLocationData("Fortress Grave Path westmost pot", BreakableType.fire_pot),
"Fortress Grave Path - [Central] Fire Pot 2": TunicLocationData("Fortress Grave Path Combat", BreakableType.fire_pot),
"Eastern Vault Fortress - [Central] Pot by Door 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 3": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 4": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 5": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 6": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 7": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 8": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 9": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 10": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [Central] Pot by Door 11": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [East Wing] Pot by Broken Checkpoint 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [East Wing] Pot by Broken Checkpoint 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [East Wing] Pot by Broken Checkpoint 3": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Checkpoint 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Checkpoint 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Checkpoint 3": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Overlook 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Overlook 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Slorm Room Pot 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Slorm Room Pot 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Slorm Room Pot 3": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Chest Room Pot 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Chest Room Pot 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Stairs to Basement 1": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Stairs to Basement 2": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Eastern Vault Fortress - [West Wing] Pot by Stairs to Basement 3": TunicLocationData("Eastern Vault Fortress", BreakableType.pot),
"Beneath the Fortress - Entry Spot Pot 1": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.pot),
"Beneath the Fortress - Entry Spot Pot 2": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.pot),
"Beneath the Fortress - Entry Spot Crate 1": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Entry Spot Crate 2": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Entry Spot Crate 3": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Entry Spot Crate 4": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Entry Spot Crate 5": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Entry Spot Crate 6": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Entry Spot Crate 7": TunicLocationData("Beneath the Vault Entry Spot", BreakableType.crate),
"Beneath the Fortress - Slorm Room Crate 1": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Slorm Room Crate 2": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Crate under Rope 1": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Crate under Rope 2": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Crate under Rope 3": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Crate under Rope 4": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Crate under Rope 5": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Crate under Rope 6": TunicLocationData("Beneath the Vault Main", BreakableType.crate),
"Beneath the Fortress - Fuse Room Fire Pot 1": TunicLocationData("Beneath the Vault Back", BreakableType.fire_pot),
"Beneath the Fortress - Fuse Room Fire Pot 2": TunicLocationData("Beneath the Vault Back", BreakableType.fire_pot),
"Beneath the Fortress - Fuse Room Fire Pot 3": TunicLocationData("Beneath the Vault Back", BreakableType.fire_pot),
"Beneath the Fortress - Barrel by Back Room 1": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Barrel by Back Room 2": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Barrel by Back Room 3": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Barrel by Back Room 4": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Barrel by Back Room 5": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Barrel by Back Room 6": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 1": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 2": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 3": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 4": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 5": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 6": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Beneath the Fortress - Back Room Barrel 7": TunicLocationData("Beneath the Vault Back", BreakableType.barrel),
"Fortress Leaf Piles - Leaf Pile 1": TunicLocationData("Fortress Leaf Piles", BreakableType.leaves),
"Fortress Leaf Piles - Leaf Pile 2": TunicLocationData("Fortress Leaf Piles", BreakableType.leaves),
"Fortress Leaf Piles - Leaf Pile 3": TunicLocationData("Fortress Leaf Piles", BreakableType.leaves),
"Fortress Leaf Piles - Leaf Pile 4": TunicLocationData("Fortress Leaf Piles", BreakableType.leaves),
"Fortress Arena - Pot 1": TunicLocationData("Fortress Arena", BreakableType.pot),
"Fortress Arena - Pot 2": TunicLocationData("Fortress Arena", BreakableType.pot),
"Ruined Atoll - [West] Pot in Broken House 1": TunicLocationData("Ruined Atoll", BreakableType.pot),
"Ruined Atoll - [West] Pot in Broken House 2": TunicLocationData("Ruined Atoll", BreakableType.pot),
"Ruined Atoll - [West] Table in Broken House": TunicLocationData("Ruined Atoll", BreakableType.table),
"Ruined Atoll - [South] Explosive Pot near Birds": TunicLocationData("Ruined Atoll", BreakableType.explosive_pot),
"Frog Stairs - [Upper] Pot 1": TunicLocationData("Frog Stairs Upper", BreakableType.pot),
"Frog Stairs - [Upper] Pot 2": TunicLocationData("Frog Stairs Upper", BreakableType.pot),
"Frog Stairs - [Upper] Pot 3": TunicLocationData("Frog Stairs Upper", BreakableType.pot),
"Frog Stairs - [Upper] Pot 4": TunicLocationData("Frog Stairs Upper", BreakableType.pot),
"Frog Stairs - [Upper] Pot 5": TunicLocationData("Frog Stairs Upper", BreakableType.pot),
"Frog Stairs - [Upper] Pot 6": TunicLocationData("Frog Stairs Upper", BreakableType.pot),
"Frog's Domain - Pot above Orb Altar 1": TunicLocationData("Frog's Domain Front", BreakableType.pot),
"Frog's Domain - Pot above Orb Altar 2": TunicLocationData("Frog's Domain Front", BreakableType.pot),
"Frog's Domain - Side Room Pot 1": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Side Room Pot 2": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Side Room Pot 3": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Main Room Pot 1": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Main Room Pot 2": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Side Room Pot 4": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Pot after Gate 1": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Pot after Gate 2": TunicLocationData("Frog's Domain Main", BreakableType.pot),
"Frog's Domain - Orb Room Explosive Pot 1": TunicLocationData("Frog's Domain Main", BreakableType.explosive_pot),
"Frog's Domain - Orb Room Explosive Pot 2": TunicLocationData("Frog's Domain Main", BreakableType.explosive_pot),
"Library Lab - Display Case 1": TunicLocationData("Library Lab", BreakableType.glass),
"Library Lab - Display Case 2": TunicLocationData("Library Lab", BreakableType.glass),
"Library Lab - Display Case 3": TunicLocationData("Library Lab", BreakableType.glass),
"Quarry - [East] Explosive Pot 1": TunicLocationData("Quarry", BreakableType.explosive_pot),
"Quarry - [East] Explosive Pot 2": TunicLocationData("Quarry", BreakableType.explosive_pot),
"Quarry - [East] Explosive Pot 3": TunicLocationData("Quarry", BreakableType.explosive_pot),
"Quarry - [East] Explosive Pot beneath Scaffolding": TunicLocationData("Quarry", BreakableType.explosive_pot),
"Quarry - [Central] Explosive Pot near Monastery 1": TunicLocationData("Quarry Monastery Entry", BreakableType.explosive_pot),
"Quarry - [Central] Explosive Pot near Monastery 2": TunicLocationData("Quarry Monastery Entry", BreakableType.explosive_pot),
"Quarry - [Back Entrance] Pot 1": TunicLocationData("Quarry Back", BreakableType.pot),
"Quarry - [Back Entrance] Pot 2": TunicLocationData("Quarry Back", BreakableType.pot),
"Quarry - [Back Entrance] Pot 3": TunicLocationData("Quarry Back", BreakableType.pot),
"Quarry - [Back Entrance] Pot 4": TunicLocationData("Quarry Back", BreakableType.pot),
"Quarry - [Back Entrance] Pot 5": TunicLocationData("Quarry Back", BreakableType.pot),
"Quarry - [Central] Explosive Pot near Shortcut Ladder 1": TunicLocationData("Quarry Back", BreakableType.explosive_pot),
"Quarry - [Central] Explosive Pot near Shortcut Ladder 2": TunicLocationData("Quarry Back", BreakableType.explosive_pot),
"Quarry - [Central] Crate near Shortcut Ladder 1": TunicLocationData("Quarry Back", BreakableType.crate),
"Quarry - [Central] Crate near Shortcut Ladder 2": TunicLocationData("Quarry Back", BreakableType.crate),
"Quarry - [Central] Crate near Shortcut Ladder 3": TunicLocationData("Quarry Back", BreakableType.crate),
"Quarry - [Central] Crate near Shortcut Ladder 4": TunicLocationData("Quarry Back", BreakableType.crate),
"Quarry - [Central] Crate near Shortcut Ladder 5": TunicLocationData("Quarry Back", BreakableType.crate),
"Quarry - [West] Explosive Pot near Bombable Wall 1": TunicLocationData("Lower Quarry upper pots", BreakableType.explosive_pot),
"Quarry - [West] Explosive Pot near Bombable Wall 2": TunicLocationData("Lower Quarry upper pots", BreakableType.explosive_pot),
"Quarry - [West] Explosive Pot above Shooting Range": TunicLocationData("Lower Quarry", BreakableType.explosive_pot),
"Quarry - [West] Explosive Pot near Isolated Chest 1": TunicLocationData("Lower Quarry", BreakableType.explosive_pot),
"Quarry - [West] Explosive Pot near Isolated Chest 2": TunicLocationData("Lower Quarry", BreakableType.explosive_pot),
"Quarry - [West] Crate by Shooting Range 1": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate by Shooting Range 2": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate by Shooting Range 3": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate by Shooting Range 4": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate by Shooting Range 5": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate near Isolated Chest 1": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate near Isolated Chest 2": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate near Isolated Chest 3": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate near Isolated Chest 4": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [West] Crate near Isolated Chest 5": TunicLocationData("Lower Quarry", BreakableType.crate),
"Quarry - [Lowlands] Crate 1": TunicLocationData("Even Lower Quarry", BreakableType.crate),
"Quarry - [Lowlands] Crate 2": TunicLocationData("Even Lower Quarry", BreakableType.crate),
"Monastery - Crate 1": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 2": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 3": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 4": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 5": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 6": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 7": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 8": TunicLocationData("Monastery Back", BreakableType.crate),
"Monastery - Crate 9": TunicLocationData("Monastery Back", BreakableType.crate),
"Cathedral - [1F] Pot by Stairs 1": TunicLocationData("Cathedral Main", BreakableType.pot),
"Cathedral - [1F] Pot by Stairs 2": TunicLocationData("Cathedral Main", BreakableType.pot),
"Purgatory - Pot 1": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 2": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 3": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 4": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 5": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 6": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 7": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 8": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 9": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 10": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 11": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 12": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 13": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 14": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 15": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 16": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 17": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 18": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 19": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 20": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 21": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 22": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 23": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 24": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 25": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 26": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 27": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 28": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 29": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 30": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 31": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 32": TunicLocationData("Purgatory", BreakableType.pot),
"Purgatory - Pot 33": TunicLocationData("Purgatory", BreakableType.pot),
"Overworld - [Central] Break Bombable Wall": TunicLocationData("Overworld", BreakableType.wall),
"Overworld - [Southwest] Break Cube Cave Bombable Wall": TunicLocationData("Overworld", BreakableType.wall),
"Overworld - [Southwest] Break Bombable Wall near Fountain": TunicLocationData("Overworld", BreakableType.wall),
"Ruined Atoll - [Northwest] Break Bombable Wall": TunicLocationData("Ruined Atoll", BreakableType.wall),
"East Forest - Break Bombable Wall": TunicLocationData("East Forest", BreakableType.wall),
"Eastern Vault Fortress - [East Wing] Break Bombable Wall": TunicLocationData("Eastern Vault Fortress", BreakableType.wall),
"Quarry - [West] Break Upper Area Bombable Wall": TunicLocationData("Quarry Back", BreakableType.wall),
"Quarry - [East] Break Bombable Wall": TunicLocationData("Quarry", BreakableType.wall),
}
breakable_location_name_to_id: dict[str, int] = {name: breakable_base_id + index
for index, name in enumerate(breakable_location_table)}
# key is the name in the table above, value is the loc group name for the area
loc_group_convert: dict[str, str] = {
"East Overworld": "Overworld",
"Upper Overworld": "Overworld",
"Overworld to West Garden from Furnace": "Overworld",
"Forest Belltower Upper": "Forest Belltower",
"Forest Belltower Main": "Forest Belltower",
"Guard House 1 East": "Guardhouse 1",
"Guard House 2 Lower": "Guardhouse 2",
"Beneath the Well Back": "Beneath the Well",
"Beneath the Well Main": "Beneath the Well",
"Well Boss": "Dark Tomb Checkpoint",
"Dark Tomb Main": "Dark Tomb",
"Fortress Courtyard Upper": "Fortress Courtyard",
"Fortress Courtyard Upper pot": "Fortress Courtyard",
"Fortress Courtyard west pots": "Fortress Courtyard",
"Fortress Courtyard westmost pots": "Fortress Courtyard",
"Beneath the Vault Entry Spot": "Beneath the Fortress",
"Beneath the Vault Main": "Beneath the Fortress",
"Beneath the Vault Back": "Beneath the Fortress",
"Fortress Grave Path Entry": "Fortress Grave Path",
"Fortress Grave Path Combat": "Fortress Grave Path",
"Fortress Grave Path westmost pot": "Fortress Grave Path",
"Fortress Grave Path pots": "Fortress Grave Path",
"Dusty": "Fortress Leaf Piles",
"Frog Stairs Upper": "Frog Stairs",
"Quarry Monastery Entry": "Quarry",
"Quarry Back": "Quarry",
"Lower Quarry": "Quarry",
"Lower Quarry upper pots": "Quarry",
"Even Lower Quarry": "Quarry",
"Monastery Back": "Monastery",
}
breakable_location_groups: dict[str, set[str]] = {}
for location_name, location_data in breakable_location_table.items():
group_name = loc_group_convert.get(location_data.er_region, location_data.er_region)
breakable_location_groups.setdefault(group_name, set()).add(location_name)
def can_break_breakables(state: CollectionState, world: "TunicWorld") -> bool:
return has_melee(state, world.player) or state.has_any(("Magic Wand", "Gun"), world.player)
# and also the table
def can_break_signs(state: CollectionState, world: "TunicWorld") -> bool:
return (has_sword(state, world.player) or state.has_any(("Magic Wand", "Gun"), world.player)
or (has_melee(state, world.player) and state.has("Glass Cannon", world.player)))
def can_break_leaf_piles(state: CollectionState, world: "TunicWorld") -> bool:
return has_melee(state, world.player) or state.has_any(("Magic Dagger", "Gun"), world.player)
def can_break_bomb_walls(state: CollectionState, world: "TunicWorld") -> bool:
return state.has("Gun", world.player) or can_shop(state, world)
def create_breakable_exclusive_regions(world: "TunicWorld") -> list[Region]:
player = world.player
multiworld = world.multiworld
new_regions: list[Region] = []
region = Region("Fortress Courtyard westmost pots", player, multiworld)
new_regions.append(region)
world.get_region("Fortress Courtyard").connect(region)
world.get_region("Fortress Exterior near cave").connect(
region, rule=lambda state: state.has_any(("Magic Wand", "Gun"), player))
region = Region("Fortress Courtyard west pots", player, multiworld)
new_regions.append(region)
world.get_region("Fortress Courtyard").connect(region)
world.get_region("Fortress Exterior near cave").connect(
region, rule=lambda state: state.has("Magic Wand", player))
region = Region("Fortress Courtyard Upper pot", player, multiworld)
new_regions.append(region)
world.get_region("Fortress Courtyard Upper").connect(region)
world.get_region("Fortress Courtyard").connect(
region, rule=lambda state: state.has("Magic Wand", player))
region = Region("Fortress Grave Path westmost pot", player, multiworld)
new_regions.append(region)
world.get_region("Fortress Grave Path Entry").connect(region)
world.get_region("Fortress Grave Path Upper").connect(
region, rule=lambda state: state.has_any(("Magic Wand", "Gun"), player))
region = Region("Fortress Grave Path pots", player, multiworld)
new_regions.append(region)
world.get_region("Fortress Grave Path by Grave").connect(region)
world.get_region("Fortress Grave Path Dusty Entrance Region").connect(
region, rule=lambda state: state.has("Magic Wand", player))
region = Region("Lower Quarry upper pots", player, multiworld)
new_regions.append(region)
world.get_region("Lower Quarry").connect(region)
world.get_region("Quarry Back").connect(
region, rule=lambda state: state.has_any(("Magic Wand", "Gun"), player))
for region in new_regions:
multiworld.regions.append(region)
return new_regions
def set_breakable_location_rules(world: "TunicWorld") -> None:
for loc_name, loc_data in breakable_location_table.items():
if not world.options.entrance_rando and loc_data.er_region == "Purgatory":
continue
location = world.get_location(loc_name)
if loc_data.breakable == BreakableType.leaves:
set_rule(location, lambda state: can_break_leaf_piles(state, world))
elif loc_data.breakable in (BreakableType.sign, BreakableType.table):
set_rule(location, lambda state: can_break_signs(state, world))
elif loc_data.breakable == BreakableType.wall:
set_rule(location, lambda state: can_break_bomb_walls(state, world))
else:
set_rule(location, lambda state: can_break_breakables(state, world))

View File

@@ -679,8 +679,9 @@ tunic_er_regions: Dict[str, RegionInfo] = {
"Fortress Courtyard": RegionInfo("Fortress Courtyard"),
"Fortress Courtyard Upper": RegionInfo("Fortress Courtyard"),
"Beneath the Vault Ladder Exit": RegionInfo("Fortress Basement"),
"Beneath the Vault Main": RegionInfo("Fortress Basement"), # the vanilla entry point
"Beneath the Vault Back": RegionInfo("Fortress Basement"), # the vanilla exit point
"Beneath the Vault Entry Spot": RegionInfo("Fortress Basement"), # where the boxes are
"Beneath the Vault Main": RegionInfo("Fortress Basement"),
"Beneath the Vault Back": RegionInfo("Fortress Basement"),
"Eastern Vault Fortress": RegionInfo("Fortress Main"),
"Eastern Vault Fortress Gold Door": RegionInfo("Fortress Main"),
"Fortress East Shortcut Upper": RegionInfo("Fortress East"),
@@ -1421,11 +1422,17 @@ traversal_requirements: Dict[str, Dict[str, List[List[str]]]] = {
},
"Beneath the Vault Ladder Exit": {
"Beneath the Vault Entry Spot":
[],
},
"Beneath the Vault Entry Spot": {
"Beneath the Vault Main":
[],
"Beneath the Vault Ladder Exit":
[],
},
"Beneath the Vault Main": {
"Beneath the Vault Ladder Exit":
"Beneath the Vault Entry Spot":
[],
"Beneath the Vault Back":
[],

View File

@@ -855,16 +855,21 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
regions["Fortress Courtyard Upper"].connect(
connecting_region=regions["Fortress Exterior from Overworld"])
btv_front_to_main = regions["Beneath the Vault Ladder Exit"].connect(
regions["Beneath the Vault Ladder Exit"].connect(
connecting_region=regions["Beneath the Vault Entry Spot"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
regions["Beneath the Vault Entry Spot"].connect(
connecting_region=regions["Beneath the Vault Ladder Exit"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
btv_front_to_main = regions["Beneath the Vault Entry Spot"].connect(
connecting_region=regions["Beneath the Vault Main"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world)
and has_lantern(state, world)
rule=lambda state: has_lantern(state, world)
# there's some boxes in the way
and (has_melee(state, player) or state.has_any((gun, grapple, fire_wand, laurels), player)))
# on the reverse trip, you can lure an enemy over to break the boxes if needed
regions["Beneath the Vault Main"].connect(
connecting_region=regions["Beneath the Vault Ladder Exit"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
connecting_region=regions["Beneath the Vault Entry Spot"])
regions["Beneath the Vault Main"].connect(
connecting_region=regions["Beneath the Vault Back"])

View File

@@ -3,6 +3,7 @@ from BaseClasses import Region, ItemClassification, Item, Location
from .locations import all_locations
from .er_data import Portal, portal_mapping, traversal_requirements, DeadEnd, RegionInfo
from .er_rules import set_er_region_rules
from .breakables import create_breakable_exclusive_regions, set_breakable_location_rules
from Options import PlandoConnection
from .options import EntranceRando
from random import Random
@@ -22,19 +23,26 @@ class TunicERLocation(Location):
def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
regions: Dict[str, Region] = {}
if world.options.entrance_rando:
for region_name, region_data in world.er_regions.items():
# if fewer shops is off, zig skip is not made
if region_name == "Zig Skip Exit":
if world.options.entrance_rando and region_name == "Zig Skip Exit":
# need to check if there's a seed group for this first
if world.options.entrance_rando.value not in EntranceRando.options.values():
if not world.seed_groups[world.options.entrance_rando.value]["fixed_shop"]:
continue
elif not world.options.fixed_shop:
continue
regions[region_name] = Region(region_name, world.player, world.multiworld)
if not world.options.entrance_rando and region_name in ("Zig Skip Exit", "Purgatory"):
continue
region = Region(region_name, world.player, world.multiworld)
regions[region_name] = region
world.multiworld.regions.append(region)
if world.options.breakable_shuffle:
breakable_regions = create_breakable_exclusive_regions(world)
regions.update({region.name: region for region in breakable_regions})
if world.options.entrance_rando:
portal_pairs = pair_portals(world, regions)
# output the entrances to the spoiler log here for convenience
@@ -42,11 +50,6 @@ def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
for portal1, portal2 in sorted_portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1, portal2, "both", world.player)
else:
for region_name, region_data in world.er_regions.items():
# filter out regions that are inaccessible in non-er
if region_name not in ["Zig Skip Exit", "Purgatory"]:
regions[region_name] = Region(region_name, world.player, world.multiworld)
portal_pairs = vanilla_portals(world, regions)
create_randomized_entrances(portal_pairs, regions)
@@ -58,8 +61,8 @@ def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
location = TunicERLocation(world.player, location_name, location_id, region)
region.locations.append(location)
for region in regions.values():
world.multiworld.regions.append(region)
if world.options.breakable_shuffle:
set_breakable_location_rules(world)
place_event_items(world, regions)
@@ -557,4 +560,3 @@ def sort_portals(portal_pairs: Dict[Portal, Portal]) -> Dict[str, str]:
sorted_pairs[portal1.name] = portal2.name
break
return sorted_pairs

View File

@@ -103,6 +103,10 @@ item_table: Dict[str, TunicItemData] = {
"Forever Friend": TunicItemData(IC.useful, 1, 84, "Golden Treasures", combat_ic=IC.progression),
"Fool Trap": TunicItemData(IC.trap, 0, 85),
"Money x1": TunicItemData(IC.filler, 3, 86, "Money"),
"Money x2": TunicItemData(IC.filler, 0, 152, "Money"),
"Money x3": TunicItemData(IC.filler, 0, 153, "Money"),
"Money x4": TunicItemData(IC.filler, 0, 154, "Money"),
"Money x5": TunicItemData(IC.filler, 0, 155, "Money"),
"Money x10": TunicItemData(IC.filler, 1, 87, "Money"),
"Money x15": TunicItemData(IC.filler, 10, 88, "Money"),
"Money x16": TunicItemData(IC.filler, 1, 89, "Money"),

View File

@@ -1,5 +1,6 @@
from typing import Dict, NamedTuple, Set, Optional, List
from .grass import grass_location_table
from .breakables import breakable_location_table
class TunicLocationData(NamedTuple):
@@ -342,6 +343,7 @@ standard_location_name_to_id: Dict[str, int] = {name: location_base_id + index f
all_locations = location_table.copy()
all_locations.update(grass_location_table)
all_locations.update(breakable_location_table)
location_name_groups: Dict[str, Set[str]] = {}
for loc_name, loc_data in location_table.items():

View File

@@ -313,6 +313,14 @@ class LogicRules(Choice):
default = 0
class BreakableShuffle(Toggle):
"""
Turns approximately 250 breakable objects in the game into checks.
"""
internal_name = "breakable_shuffle"
display_name = "Breakable Shuffle"
@dataclass
class TunicOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
@@ -331,6 +339,7 @@ class TunicOptions(PerGameCommonOptions):
shuffle_ladders: ShuffleLadders
grass_randomizer: GrassRandomizer
breakable_shuffle: BreakableShuffle
local_fill: LocalFill
entrance_rando: EntranceRando