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
This commit is contained in:
Scipio Wright
2024-09-08 08:42:59 -04:00
committed by GitHub
parent a652108472
commit dad228cd4a
12 changed files with 1042 additions and 698 deletions

View File

@@ -1,7 +1,7 @@
from typing import Dict, List, Set, TYPE_CHECKING
from typing import Dict, List, Set, Tuple, TYPE_CHECKING
from BaseClasses import Region, ItemClassification, Item, Location
from .locations import location_table
from .er_data import Portal, tunic_er_regions, portal_mapping, traversal_requirements, DeadEnd
from .er_data import Portal, portal_mapping, traversal_requirements, DeadEnd, RegionInfo
from .er_rules import set_er_region_rules
from Options import PlandoConnection
from .options import EntranceRando
@@ -22,17 +22,18 @@ class TunicERLocation(Location):
def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
regions: Dict[str, Region] = {}
for region_name, region_data in world.er_regions.items():
regions[region_name] = Region(region_name, world.player, world.multiworld)
if world.options.entrance_rando:
portal_pairs = pair_portals(world)
portal_pairs = pair_portals(world, regions)
# output the entrances to the spoiler log here for convenience
sorted_portal_pairs = sort_portals(portal_pairs)
for portal1, portal2 in sorted_portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1, portal2, "both", world.player)
else:
portal_pairs = vanilla_portals()
for region_name, region_data in tunic_er_regions.items():
regions[region_name] = Region(region_name, world.player, world.multiworld)
portal_pairs = vanilla_portals(world, regions)
set_er_region_rules(world, regions, portal_pairs)
@@ -93,7 +94,18 @@ def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
region.locations.append(location)
def vanilla_portals() -> Dict[Portal, Portal]:
# all shops are the same shop. however, you cannot get to all shops from the same shop entrance.
# so, we need a bunch of shop regions that connect to the actual shop, but the actual shop cannot connect back
def create_shop_region(world: "TunicWorld", regions: Dict[str, Region]) -> None:
new_shop_name = f"Shop {world.shop_num}"
world.er_regions[new_shop_name] = RegionInfo("Shop", dead_end=DeadEnd.all_cats)
new_shop_region = Region(new_shop_name, world.player, world.multiworld)
new_shop_region.connect(regions["Shop"])
regions[new_shop_name] = new_shop_region
world.shop_num += 1
def vanilla_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal, Portal]:
portal_pairs: Dict[Portal, Portal] = {}
# we don't want the zig skip exit for vanilla portals, since it shouldn't be considered for logic here
portal_map = [portal for portal in portal_mapping if portal.name != "Ziggurat Lower Falling Entrance"]
@@ -105,8 +117,9 @@ def vanilla_portals() -> Dict[Portal, Portal]:
portal2_sdt = portal1.destination_scene()
if portal2_sdt.startswith("Shop,"):
portal2 = Portal(name="Shop", region="Shop",
portal2 = Portal(name=f"Shop Portal {world.shop_num}", region=f"Shop {world.shop_num}",
destination="Previous Region", tag="_")
create_shop_region(world, regions)
elif portal2_sdt == "Purgatory, Purgatory_bottom":
portal2_sdt = "Purgatory, Purgatory_top"
@@ -125,14 +138,15 @@ def vanilla_portals() -> Dict[Portal, Portal]:
# pairing off portals, starting with dead ends
def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# separate the portals into dead ends and non-dead ends
def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal, Portal]:
portal_pairs: Dict[Portal, Portal] = {}
dead_ends: List[Portal] = []
two_plus: List[Portal] = []
player_name = world.player_name
portal_map = portal_mapping.copy()
logic_rules = world.options.logic_rules.value
laurels_zips = world.options.laurels_zips.value
ice_grappling = world.options.ice_grappling.value
ladder_storage = world.options.ladder_storage.value
fixed_shop = world.options.fixed_shop
laurels_location = world.options.laurels_location
traversal_reqs = deepcopy(traversal_requirements)
@@ -142,19 +156,21 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# if it's not one of the EntranceRando options, it's a custom seed
if world.options.entrance_rando.value not in EntranceRando.options.values():
seed_group = world.seed_groups[world.options.entrance_rando.value]
logic_rules = seed_group["logic_rules"]
laurels_zips = seed_group["laurels_zips"]
ice_grappling = seed_group["ice_grappling"]
ladder_storage = seed_group["ladder_storage"]
fixed_shop = seed_group["fixed_shop"]
laurels_location = "10_fairies" if seed_group["laurels_at_10_fairies"] is True else False
logic_tricks: Tuple[bool, int, int] = (laurels_zips, ice_grappling, ladder_storage)
# marking that you don't immediately have laurels
if laurels_location == "10_fairies" and not hasattr(world.multiworld, "re_gen_passthrough"):
has_laurels = False
shop_scenes: Set[str] = set()
shop_count = 6
if fixed_shop:
shop_count = 0
shop_scenes.add("Overworld Redux")
else:
# if fixed shop is off, remove this portal
for portal in portal_map:
@@ -169,13 +185,13 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# create separate lists for dead ends and non-dead ends
for portal in portal_map:
dead_end_status = tunic_er_regions[portal.region].dead_end
dead_end_status = world.er_regions[portal.region].dead_end
if dead_end_status == DeadEnd.free:
two_plus.append(portal)
elif dead_end_status == DeadEnd.all_cats:
dead_ends.append(portal)
elif dead_end_status == DeadEnd.restricted:
if logic_rules:
if ice_grappling:
two_plus.append(portal)
else:
dead_ends.append(portal)
@@ -196,7 +212,7 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# make better start region stuff when/if implementing random start
start_region = "Overworld"
connected_regions.add(start_region)
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
if world.options.entrance_rando.value in EntranceRando.options.values():
plando_connections = world.options.plando_connections.value
@@ -225,12 +241,14 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
non_dead_end_regions = set()
for region_name, region_info in tunic_er_regions.items():
for region_name, region_info in world.er_regions.items():
if not region_info.dead_end:
non_dead_end_regions.add(region_name)
elif region_info.dead_end == 2 and logic_rules:
# if ice grappling to places is in logic, both places stop being dead ends
elif region_info.dead_end == DeadEnd.restricted and ice_grappling:
non_dead_end_regions.add(region_name)
elif region_info.dead_end == 3:
# secret gathering place and zig skip get weird, special handling
elif region_info.dead_end == DeadEnd.special:
if (region_name == "Secret Gathering Place" and laurels_location == "10_fairies") \
or (region_name == "Zig Skip Exit" and fixed_shop):
non_dead_end_regions.add(region_name)
@@ -239,6 +257,9 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
for connection in plando_connections:
p_entrance = connection.entrance
p_exit = connection.exit
# if you plando secret gathering place, need to know that during portal pairing
if "Secret Gathering Place Exit" in [p_entrance, p_exit]:
waterfall_plando = True
portal1_dead_end = True
portal2_dead_end = True
@@ -285,16 +306,13 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
break
# if it's not a dead end, it might be a shop
if p_exit == "Shop Portal":
portal2 = Portal(name="Shop Portal", region="Shop",
portal2 = Portal(name=f"Shop Portal {world.shop_num}", region=f"Shop {world.shop_num}",
destination="Previous Region", tag="_")
create_shop_region(world, regions)
shop_count -= 1
# need to maintain an even number of portals total
if shop_count < 0:
shop_count += 2
for p in portal_mapping:
if p.name == p_entrance:
shop_scenes.add(p.scene())
break
# and if it's neither shop nor dead end, it just isn't correct
else:
if not portal2:
@@ -327,11 +345,10 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
else:
raise Exception(f"{player_name} paired a dead end to a dead end in their "
"plando connections.")
waterfall_plando = True
portal_pairs[portal1] = portal2
# if we have plando connections, our connected regions may change somewhat
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
if fixed_shop and not hasattr(world.multiworld, "re_gen_passthrough"):
portal1 = None
@@ -343,7 +360,9 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
raise Exception(f"Failed to do Fixed Shop option. "
f"Did {player_name} plando connection the Windmill Shop entrance?")
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
portal2 = Portal(name=f"Shop Portal {world.shop_num}", region=f"Shop {world.shop_num}",
destination="Previous Region", tag="_")
create_shop_region(world, regions)
portal_pairs[portal1] = portal2
two_plus.remove(portal1)
@@ -393,7 +412,7 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
if waterfall_plando:
cr = connected_regions.copy()
cr.add(portal.region)
if "Secret Gathering Place" not in update_reachable_regions(cr, traversal_reqs, has_laurels, logic_rules):
if "Secret Gathering Place" not in update_reachable_regions(cr, traversal_reqs, has_laurels, logic_tricks):
continue
elif portal.region != "Secret Gathering Place":
continue
@@ -405,9 +424,9 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# once we have both portals, connect them and add the new region(s) to connected_regions
if check_success == 2:
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_rules)
if "Secret Gathering Place" in connected_regions:
has_laurels = True
connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
portal_pairs[portal1] = portal2
check_success = 0
random_object.shuffle(two_plus)
@@ -418,16 +437,12 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
shop_count = 0
for i in range(shop_count):
portal1 = None
for portal in two_plus:
if portal.scene() not in shop_scenes:
shop_scenes.add(portal.scene())
portal1 = portal
two_plus.remove(portal)
break
portal1 = two_plus.pop()
if portal1 is None:
raise Exception("Too many shops in the pool, or something else went wrong.")
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
raise Exception("TUNIC: Too many shops in the pool, or something else went wrong.")
portal2 = Portal(name=f"Shop Portal {world.shop_num}", region=f"Shop {world.shop_num}",
destination="Previous Region", tag="_")
create_shop_region(world, regions)
portal_pairs[portal1] = portal2
@@ -460,13 +475,12 @@ def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dic
region1 = regions[portal1.region]
region2 = regions[portal2.region]
region1.connect(connecting_region=region2, name=portal1.name)
# prevent the logic from thinking you can get to any shop-connected region from the shop
if portal2.name not in {"Shop", "Shop Portal"}:
region2.connect(connecting_region=region1, name=portal2.name)
region2.connect(connecting_region=region1, name=portal2.name)
def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[str, Dict[str, List[List[str]]]],
has_laurels: bool, logic: int) -> Set[str]:
has_laurels: bool, logic: Tuple[bool, int, int]) -> Set[str]:
zips, ice_grapples, ls = logic
# starting count, so we can run it again if this changes
region_count = len(connected_regions)
for origin, destinations in traversal_reqs.items():
@@ -485,11 +499,15 @@ def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[s
if req == "Hyperdash":
if not has_laurels:
break
elif req == "NMG":
if not logic:
elif req == "Zip":
if not zips:
break
elif req == "UR":
if logic < 2:
# if req is higher than logic option, then it breaks since it's not a valid connection
elif req.startswith("IG"):
if int(req[-1]) > ice_grapples:
break
elif req.startswith("LS"):
if int(req[-1]) > ls:
break
elif req not in connected_regions:
break