sm64ex: Adapt area_connections slotdata Format (#767)

This commit is contained in:
Yussur Mustafa Oraji
2022-07-15 20:04:26 +02:00
committed by GitHub
parent ce789d1e3e
commit 86112351a6
3 changed files with 39 additions and 27 deletions

View File

@@ -1,40 +1,50 @@
from ..generic.Rules import add_rule
from .Regions import connect_regions, sm64courses
from .Regions import connect_regions, sm64courses, sm64paintings
def set_rules(world, player: int, area_connections):
courseshuffle = list(range(len(sm64courses)))
entrance_ids = list(range(len(sm64paintings)))
destination_courses = list(range(13)) + [12,13,14] # Two instances of Destination Course THI
if world.AreaRandomizer[player]:
world.random.shuffle(courseshuffle)
area_connections.update({index: value for index, value in enumerate(courseshuffle)})
world.random.shuffle(entrance_ids)
temp_assign = dict(zip(entrance_ids,destination_courses)) # Used for Rules only
connect_regions(world, player, "Menu", sm64courses[area_connections[0]])
connect_regions(world, player, "Menu", sm64courses[area_connections[1]], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", sm64courses[area_connections[2]], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", sm64courses[area_connections[3]], lambda state: state.has("Power Star", player, 3))
# Destination Format: LVL | AREA with LVL = Course ID, 0-indexed, AREA = Area as used in sm64 code
area_connections.update({entrance: (destination_course*10 + 1) for entrance, destination_course in temp_assign.items()})
for i in range(len(area_connections)):
if (int(area_connections[i]/10) == 12):
# Change first occurence of course 12 (THI) to Area 2 (THI Tiny)
area_connections[i] = 12*10 + 2
break
connect_regions(world, player, "Menu", sm64courses[temp_assign[0]])
connect_regions(world, player, "Menu", sm64courses[temp_assign[1]], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", sm64courses[temp_assign[2]], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", sm64courses[temp_assign[3]], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", "Bowser in the Dark World", lambda state: state.has("Power Star", player, world.FirstBowserStarDoorCost[player].value))
connect_regions(world, player, "Menu", sm64courses[area_connections[4]], lambda state: state.has("Power Star", player, 12))
connect_regions(world, player, "Menu", sm64courses[temp_assign[4]], lambda state: state.has("Power Star", player, 12))
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
connect_regions(world, player, "Basement", sm64courses[area_connections[5]])
connect_regions(world, player, "Basement", sm64courses[area_connections[6]])
connect_regions(world, player, "Basement", sm64courses[area_connections[7]])
connect_regions(world, player, "Basement", sm64courses[area_connections[8]], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value))
connect_regions(world, player, "Basement", sm64courses[temp_assign[5]])
connect_regions(world, player, "Basement", sm64courses[temp_assign[6]])
connect_regions(world, player, "Basement", sm64courses[temp_assign[7]])
connect_regions(world, player, "Basement", sm64courses[temp_assign[8]], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value))
connect_regions(world, player, "Basement", "Bowser in the Fire Sea", lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value) and
state.can_reach("DDD: Board Bowser's Sub", 'Location', player))
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
connect_regions(world, player, "Second Floor", sm64courses[area_connections[9]])
connect_regions(world, player, "Second Floor", sm64courses[area_connections[10]])
connect_regions(world, player, "Second Floor", sm64courses[area_connections[11]])
connect_regions(world, player, "Second Floor", sm64courses[area_connections[12]])
connect_regions(world, player, "Second Floor", sm64courses[temp_assign[9]])
connect_regions(world, player, "Second Floor", sm64courses[temp_assign[10]])
connect_regions(world, player, "Second Floor", sm64courses[temp_assign[11]])
connect_regions(world, player, "Second Floor", sm64courses[temp_assign[12]]) # THI Tiny
connect_regions(world, player, "Second Floor", sm64courses[temp_assign[13]]) # THI Huge
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, world.SecondFloorStarDoorCost[player].value))
connect_regions(world, player, "Third Floor", sm64courses[area_connections[13]])
connect_regions(world, player, "Third Floor", sm64courses[area_connections[14]])
connect_regions(world, player, "Third Floor", sm64courses[temp_assign[14]])
connect_regions(world, player, "Third Floor", sm64courses[temp_assign[15]])
#Special Rules for some Locations
add_rule(world.get_location("Tower of the Wing Cap Switch", player), lambda state: state.has("Power Star", player, 10))