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Adjustment to chaos weights. Add progression logic.
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committed by
Fabian Dill

parent
df0335f739
commit
c0b25e1f6e
@@ -7,27 +7,37 @@ class RiskOfRainLogic(LogicMixin):
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def _ror_has_items(self, player: int, amount: int) -> bool:
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count: int = self.item_count("Common Item", player) + self.item_count("Uncommon Item", player) + \
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self.item_count("Legendary Item", player) + self.item_count("Boss Item", player) + \
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self.item_count("Lunar Item", player) + self.item_count("Equipment", player)
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self.item_count("Lunar Item", player) + self.item_count("Equipment", player) + \
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self.item_count("Dio's Best Friend", player)
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return count >= amount
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def set_rules(world: MultiWorld, player: int):
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total_checks = world.total_locations[player]
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# divide by 5 since 5 levels (then commencement)
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items_per_level = total_checks / 5
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leftover = total_checks % 5
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items_per_level = max(int(world.total_locations[player] / 5 / (world.item_pickup_step[player]+1)), 1)
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set_rule(world.get_location("Level One", player),
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lambda state: state._ror_has_items(player, items_per_level + leftover))
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# lock item pickup access based on level completion
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for i in range(1, items_per_level):
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set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: True)
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for i in range(items_per_level, 2*items_per_level):
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set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level One", player))
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for i in range(2*items_per_level, 3*items_per_level):
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set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Two", player))
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for i in range(3*items_per_level, 4*items_per_level):
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set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Three", player))
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for i in range(4*items_per_level, world.total_locations[player]+1):
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set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Four", player))
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# require items to beat each stage
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set_rule(world.get_location("Level Two", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level One", player))
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lambda state: state.has("Beat Level One", player) and state._ror_has_items(player, items_per_level))
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set_rule(world.get_location("Level Three", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Two", player))
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lambda state: state._ror_has_items(player, 2 * items_per_level) and state.has("Beat Level Two", player))
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set_rule(world.get_location("Level Four", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Three", player))
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lambda state: state._ror_has_items(player, 3 * items_per_level) and state.has("Beat Level Three", player))
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set_rule(world.get_location("Level Five", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Four", player))
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lambda state: state._ror_has_items(player, 4 * items_per_level) and state.has("Beat Level Four", player))
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set_rule(world.get_location("Victory", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Five", player))
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lambda state: state._ror_has_items(player, 5 * items_per_level) and state.has("Beat Level Five", player))
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world.completion_condition[player] = lambda state: state.has("Victory", player)
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