Modify TR key rules:

* Front to Middle requires 3 keys, or only 2 if the back is inaccessible
* Middle to Front requires 4 keys, or only 2 if the back is inaccessible and the TR Big Key is in the front
* Back to Middle requires 0 keys
* Middle to Back requires 3 keys
TR will violate 100% locations accessibility if it is only accessible via the middle section - this is required to have enough keys for the rest of the dungeon.
This commit is contained in:
compiling
2020-04-29 23:46:34 +10:00
parent 0924a2461a
commit 444dd5b46b
2 changed files with 84 additions and 96 deletions

104
Rules.py
View File

@@ -67,8 +67,10 @@ def set_rules(world, player):
if not world.swamp_patch_required[player]:
add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has_Mirror(player))
# GT Entrance may be required for Turtle Rock for OWG and < 7 required
ganons_tower = world.get_entrance('Inverted Ganons Tower' if world.mode[player] == 'inverted' else 'Ganons Tower', player)
set_rule(ganons_tower, lambda state: False) # This is a safety for the TR function below to not require GT entrance in its key logic.
if world.crystals_needed_for_gt[player] == 7 and not (world.logic[player] == 'owglitches' and world.mode[player] != 'inverted'):
set_rule(ganons_tower, lambda state: False)
set_trock_key_rules(world, player)
@@ -845,81 +847,67 @@ def set_trock_key_rules(world, player):
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player)) if world.can_access_trock_middle[player] is None else world.can_access_trock_middle[player]
world.can_access_trock_middle[player] = can_reach_middle
# For some entrance configurations, 100% locations is not achievable
tr_breaks_accessibility = False
# The following represent the common key rules.
# No matter what, the key requirement for going from the middle to the bottom should be three keys.
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 3))
# The following represent the most common and most restrictive key rules. These are overwritten later as needed.
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4))
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4))
# No matter what, the Big Key cannot be in the Big Chest or held by Trinexx.
non_big_key_locations = ['Turtle Rock - Big Chest', 'Turtle Rock - Boss']
def tr_big_key_chest_keys_needed(state):
# This function handles the key requirements for the TR Big Chest in the situations it having the Big Key should logically require 2 keys, small key
# should logically require no keys, and anything else should logically require 4 keys.
item = item_name(state, 'Turtle Rock - Big Key Chest', player)
if item in [('Small Key (Turtle Rock)', player)]:
return 0
if item in [('Big Key (Turtle Rock)', player)]:
return 2
return 4
# Now we need to set rules based on which entrances we have access to. The most important point is whether we have back access. If we have back access, we
# might open all the locked doors in any order so we need maximally restrictive rules.
if can_reach_back:
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player)))
else:
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
elif can_reach_front and can_reach_middle:
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(world.get_region('Turtle Rock (Entrance)', player)) and state.can_reach(world.get_region('Turtle Rock (Second Section)', player)))
else:
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
'Turtle Rock - Eye Bridge - Top Right']
elif can_reach_front:
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4))
# Only consider wasting the key on the Trinexx door for going from the front entrance to middle section. If other key doors are accessible, then these doors can be avoided
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 3))
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2))
else:
# Middle to front requires 2 keys if the back is locked, otherwise 4
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2)
if item_in_locations(state, 'Big Key (Turtle Rock)', player, [('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)])
else state.has_key('Small Key (Turtle Rock)', player, 4))
# Front to middle requires 2 keys (if the middle is accessible then these doors can be avoided, otherwise no keys can be wasted)
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2))
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 1))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player and state.has_key('Small Key (Turtle Rock)', player, 2)
and state.can_reach(world.get_region('Turtle Rock (Entrance)', player)))
else:
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
def tr_big_key_chest_keys_needed(state):
# This function handles the key requirements for the TR Big Chest in the situations it having the Big Key should logically require 2 keys, small key
# should logically require no keys, and anything else should logically require 4 keys.
item = item_name(state, 'Turtle Rock - Big Key Chest', player)
if item in [('Small Key (Turtle Rock)', player)]:
return 0
if item in [('Big Key (Turtle Rock)', player)]:
return 2
return 4
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
'Turtle Rock - Eye Bridge - Top Right']
elif can_reach_big_chest:
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2) if item_in_locations(state, 'Big Key (Turtle Rock)', player, [('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)]) else state.has_key('Small Key (Turtle Rock)', player, 4))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(world.get_region('Turtle Rock (Big Chest)', player)))
else:
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
'Turtle Rock - Eye Bridge - Top Right']
if not world.keyshuffle[player]:
# If TR is only accessible from the middle, the big key must be further restricted to prevent softlock potential
if not can_reach_front and not world.keyshuffle[player]:
# Must not go in the Big Key Chest - only 1 chest available and 2+ keys required for all other chests
non_big_key_locations += ['Turtle Rock - Big Key Chest']
if not can_reach_big_chest:
# Must not go in the Chain Chomps chest - only 2 chests available and 3+ keys required for all other chests
non_big_key_locations += ['Turtle Rock - Chain Chomps']
if world.accessibility[player] == 'locations':
# A small key must go in the Big Key Chest to avoid a potential softlock.
tr_breaks_accessibility = True
if world.accessibility[player] != 'locations' or tr_breaks_accessibility:
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(world.get_region('Turtle Rock (Second Section)', player)))
else:
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2) if item_in_locations(state, 'Big Key (Turtle Rock)', player, [('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)]) else state.has_key('Small Key (Turtle Rock)', player, 4))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
'Turtle Rock - Eye Bridge - Top Right']
if not world.keyshuffle[player]:
non_big_key_locations += ['Turtle Rock - Big Key Chest', 'Turtle Rock - Chain Chomps']
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
# set big key restrictions
for location in non_big_key_locations: