Added my game made specifically for AP, ChecksFinder (Minesweeper) (#302)
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47
worlds/checksfinder/Rules.py
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47
worlds/checksfinder/Rules.py
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from ..generic.Rules import set_rule, add_rule
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from BaseClasses import MultiWorld
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from ..AutoWorld import LogicMixin
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class ChecksFinderLogic(LogicMixin):
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def _has_total(self, player: int, total: int):
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return (self.item_count('Map Width', player)+self.item_count('Map Height', player)+
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self.item_count('Map Bombs', player)) >= total
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# Sets rules on entrances and advancements that are always applied
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def set_rules(world: MultiWorld, player: int):
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set_rule(world.get_location(("Tile 6"), player), lambda state: state._has_total(player, 1))
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set_rule(world.get_location(("Tile 7"), player), lambda state: state._has_total(player, 2))
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set_rule(world.get_location(("Tile 8"), player), lambda state: state._has_total(player, 3))
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set_rule(world.get_location(("Tile 9"), player), lambda state: state._has_total(player, 4))
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set_rule(world.get_location(("Tile 10"), player), lambda state: state._has_total(player, 5))
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set_rule(world.get_location(("Tile 11"), player), lambda state: state._has_total(player, 6))
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set_rule(world.get_location(("Tile 12"), player), lambda state: state._has_total(player, 7))
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set_rule(world.get_location(("Tile 13"), player), lambda state: state._has_total(player, 8))
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set_rule(world.get_location(("Tile 14"), player), lambda state: state._has_total(player, 9))
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set_rule(world.get_location(("Tile 15"), player), lambda state: state._has_total(player, 10))
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set_rule(world.get_location(("Tile 16"), player), lambda state: state._has_total(player, 11))
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set_rule(world.get_location(("Tile 17"), player), lambda state: state._has_total(player, 12))
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set_rule(world.get_location(("Tile 18"), player), lambda state: state._has_total(player, 13))
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set_rule(world.get_location(("Tile 19"), player), lambda state: state._has_total(player, 14))
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set_rule(world.get_location(("Tile 20"), player), lambda state: state._has_total(player, 15))
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set_rule(world.get_location(("Tile 21"), player), lambda state: state._has_total(player, 16))
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set_rule(world.get_location(("Tile 22"), player), lambda state: state._has_total(player, 17))
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set_rule(world.get_location(("Tile 23"), player), lambda state: state._has_total(player, 18))
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set_rule(world.get_location(("Tile 24"), player), lambda state: state._has_total(player, 19))
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set_rule(world.get_location(("Tile 25"), player), lambda state: state._has_total(player, 20))
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# Sets rules on completion condition
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def set_completion_rules(world: MultiWorld, player: int):
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width_req = 10-5
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height_req = 10-5
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bomb_req = 20-5
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completion_requirements = lambda state: \
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state.has("Map Width", player, width_req) and \
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state.has("Map Height", player, height_req) and \
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state.has("Map Bombs", player, bomb_req)
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world.completion_condition[player] = lambda state: completion_requirements(state)
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