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TUNIC: Logic Rules Redux (#3544)
* Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
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@@ -7,8 +7,9 @@ from .rules import set_location_rules, set_region_rules, randomize_ability_unloc
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from .er_rules import set_er_location_rules
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from .regions import tunic_regions
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from .er_scripts import create_er_regions
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from .er_data import portal_mapping
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from .options import TunicOptions, EntranceRando, tunic_option_groups, tunic_option_presets, TunicPlandoConnections
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from .er_data import portal_mapping, RegionInfo, tunic_er_regions
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from .options import (TunicOptions, EntranceRando, tunic_option_groups, tunic_option_presets, TunicPlandoConnections,
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LaurelsLocation, LogicRules, LaurelsZips, IceGrappling, LadderStorage)
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from worlds.AutoWorld import WebWorld, World
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from Options import PlandoConnection
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from decimal import Decimal, ROUND_HALF_UP
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@@ -48,10 +49,12 @@ class TunicLocation(Location):
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class SeedGroup(TypedDict):
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logic_rules: int # logic rules value
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laurels_zips: bool # laurels_zips value
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ice_grappling: int # ice_grappling value
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ladder_storage: int # ls value
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laurels_at_10_fairies: bool # laurels location value
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fixed_shop: bool # fixed shop value
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plando: TunicPlandoConnections # consolidated of plando connections for the seed group
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plando: TunicPlandoConnections # consolidated plando connections for the seed group
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class TunicWorld(World):
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@@ -77,8 +80,17 @@ class TunicWorld(World):
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tunic_portal_pairs: Dict[str, str]
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er_portal_hints: Dict[int, str]
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seed_groups: Dict[str, SeedGroup] = {}
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shop_num: int = 1 # need to make it so that you can walk out of shops, but also that they aren't all connected
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er_regions: Dict[str, RegionInfo] # absolutely needed so outlet regions work
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def generate_early(self) -> None:
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if self.options.logic_rules >= LogicRules.option_no_major_glitches:
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self.options.laurels_zips.value = LaurelsZips.option_true
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self.options.ice_grappling.value = IceGrappling.option_medium
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if self.options.logic_rules.value == LogicRules.option_unrestricted:
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self.options.ladder_storage.value = LadderStorage.option_medium
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self.er_regions = tunic_er_regions.copy()
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if self.options.plando_connections:
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for index, cxn in enumerate(self.options.plando_connections):
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# making shops second to simplify other things later
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@@ -99,7 +111,10 @@ class TunicWorld(World):
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self.options.keys_behind_bosses.value = passthrough["keys_behind_bosses"]
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self.options.sword_progression.value = passthrough["sword_progression"]
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self.options.ability_shuffling.value = passthrough["ability_shuffling"]
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self.options.logic_rules.value = passthrough["logic_rules"]
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self.options.laurels_zips.value = passthrough["laurels_zips"]
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self.options.ice_grappling.value = passthrough["ice_grappling"]
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self.options.ladder_storage.value = passthrough["ladder_storage"]
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self.options.ladder_storage_without_items = passthrough["ladder_storage_without_items"]
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self.options.lanternless.value = passthrough["lanternless"]
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self.options.maskless.value = passthrough["maskless"]
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self.options.hexagon_quest.value = passthrough["hexagon_quest"]
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@@ -118,19 +133,28 @@ class TunicWorld(World):
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group = tunic.options.entrance_rando.value
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# if this is the first world in the group, set the rules equal to its rules
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if group not in cls.seed_groups:
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cls.seed_groups[group] = SeedGroup(logic_rules=tunic.options.logic_rules.value,
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laurels_at_10_fairies=tunic.options.laurels_location == 3,
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fixed_shop=bool(tunic.options.fixed_shop),
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plando=tunic.options.plando_connections)
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cls.seed_groups[group] = \
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SeedGroup(laurels_zips=bool(tunic.options.laurels_zips),
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ice_grappling=tunic.options.ice_grappling.value,
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ladder_storage=tunic.options.ladder_storage.value,
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laurels_at_10_fairies=tunic.options.laurels_location == LaurelsLocation.option_10_fairies,
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fixed_shop=bool(tunic.options.fixed_shop),
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plando=tunic.options.plando_connections)
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continue
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# off is more restrictive
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if not tunic.options.laurels_zips:
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cls.seed_groups[group]["laurels_zips"] = False
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# lower value is more restrictive
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if tunic.options.logic_rules.value < cls.seed_groups[group]["logic_rules"]:
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cls.seed_groups[group]["logic_rules"] = tunic.options.logic_rules.value
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if tunic.options.ice_grappling < cls.seed_groups[group]["ice_grappling"]:
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cls.seed_groups[group]["ice_grappling"] = tunic.options.ice_grappling.value
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# lower value is more restrictive
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if tunic.options.ladder_storage.value < cls.seed_groups[group]["ladder_storage"]:
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cls.seed_groups[group]["ladder_storage"] = tunic.options.ladder_storage.value
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# laurels at 10 fairies changes logic for secret gathering place placement
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if tunic.options.laurels_location == 3:
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cls.seed_groups[group]["laurels_at_10_fairies"] = True
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# fewer shops, one at windmill
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# more restrictive, overrides the option for others in the same group, which is better than failing imo
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if tunic.options.fixed_shop:
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cls.seed_groups[group]["fixed_shop"] = True
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@@ -366,7 +390,10 @@ class TunicWorld(World):
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"ability_shuffling": self.options.ability_shuffling.value,
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"hexagon_quest": self.options.hexagon_quest.value,
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"fool_traps": self.options.fool_traps.value,
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"logic_rules": self.options.logic_rules.value,
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"laurels_zips": self.options.laurels_zips.value,
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"ice_grappling": self.options.ice_grappling.value,
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"ladder_storage": self.options.ladder_storage.value,
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"ladder_storage_without_items": self.options.ladder_storage_without_items.value,
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"lanternless": self.options.lanternless.value,
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"maskless": self.options.maskless.value,
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"entrance_rando": int(bool(self.options.entrance_rando.value)),
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