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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Allow HK items in shops and allow settings local/non-local items for HK
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@@ -5,11 +5,11 @@ from BaseClasses import RegionType, MultiWorld, Entrance
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from worlds.alttp.Items import ItemFactory, progression_items, item_name_groups
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from worlds.alttp.OverworldGlitchRules import overworld_glitches_rules, no_logic_rules
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from worlds.alttp.Bosses import GanonDefeatRule
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from worlds.generic.Rules import set_rule, add_rule, forbid_item, add_item_rule, item_in_locations, \
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item_name
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def set_rules(world, player):
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if world.players > 1:
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locality_rules(world, player)
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if world.logic[player] == 'nologic':
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logging.info(
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'WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
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@@ -111,8 +111,6 @@ def mirrorless_path_to_castle_courtyard(world, player):
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raise Exception(f"Could not find mirrorless path to castle courtyard for Player {player} ({world.get_player_names(player)})")
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def set_rule(spot, rule):
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spot.access_rule = rule
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def set_defeat_dungeon_boss_rule(location):
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# Lambda required to defer evaluation of dungeon.boss since it will change later if boss shuffle is used
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@@ -121,13 +119,6 @@ def set_defeat_dungeon_boss_rule(location):
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def set_always_allow(spot, rule):
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spot.always_allow = rule
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def add_rule(spot, rule, combine='and'):
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old_rule = spot.access_rule
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if combine == 'or':
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spot.access_rule = lambda state: rule(state) or old_rule(state)
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else:
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spot.access_rule = lambda state: rule(state) and old_rule(state)
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def add_lamp_requirement(world: MultiWorld, spot, player: int, has_accessible_torch: bool = False):
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if world.dark_room_logic[player] == "lamp":
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@@ -143,51 +134,6 @@ def add_lamp_requirement(world: MultiWorld, spot, player: int, has_accessible_to
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raise ValueError(f"Unknown Dark Room Logic: {world.dark_room_logic[player]}")
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def forbid_item(location, item, player: int):
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old_rule = location.item_rule
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location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
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def forbid_items_for_player(location, items: set, player: int):
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old_rule = location.item_rule
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location.item_rule = lambda i: (i.player != player or i.name not in items) and old_rule(i)
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def forbid_items(location, items: set):
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"""unused, but kept as a debugging tool."""
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old_rule = location.item_rule
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location.item_rule = lambda i: i.name not in items and old_rule(i)
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def add_item_rule(location, rule):
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old_rule = location.item_rule
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location.item_rule = lambda item: rule(item) and old_rule(item)
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def item_in_locations(state, item, player, locations):
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for location in locations:
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if item_name(state, location[0], location[1]) == (item, player):
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return True
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return False
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def item_name(state, location, player):
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location = state.world.get_location(location, player)
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if location.item is None:
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return None
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return (location.item.name, location.item.player)
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def locality_rules(world, player):
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if world.local_items[player]:
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for location in world.get_locations():
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if location.player != player:
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forbid_items_for_player(location, world.local_items[player], player)
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if world.non_local_items[player]:
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for location in world.get_locations():
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if location.player == player:
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forbid_items_for_player(location, world.non_local_items[player], player)
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non_crossover_items = (item_name_groups["Small Keys"] | item_name_groups["Big Keys"] | progression_items) - {
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"Small Key (Universal)"}
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@@ -279,7 +225,7 @@ def global_rules(world, player):
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ep_prize.parent_region.dungeon.boss.can_defeat(state))
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if not world.enemy_shuffle[player]:
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add_rule(ep_boss, lambda state: state.can_shoot_arrows(player))
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add_rule(ep_prize,lambda state: state.can_shoot_arrows(player))
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add_rule(ep_prize, lambda state: state.can_shoot_arrows(player))
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set_rule(world.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
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set_rule(world.get_location('Desert Palace - Torch', player), lambda state: state.has_Boots(player))
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@@ -328,7 +274,8 @@ def global_rules(world, player):
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set_rule(world.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
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set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state.has_key('Small Key (Ice Palace)', player, 2) or (state.has('Cane of Somaria', player) and state.has_key('Small Key (Ice Palace)', player, 1))))
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# TODO: investigate change from VT. Changed to hookshot or 2 keys (no checking for big key in specific chests)
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set_rule(world.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or (item_in_locations(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player), ('Ice Palace - Big Key Chest', player), ('Ice Palace - Map Chest', player)]) and state.has_key('Small Key (Ice Palace)', player))) and (state.world.can_take_damage[player] or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
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set_rule(world.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or (
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item_in_locations(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player), ('Ice Palace - Big Key Chest', player), ('Ice Palace - Map Chest', player)]) and state.has_key('Small Key (Ice Palace)', player))) and (state.world.can_take_damage[player] or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
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set_rule(world.get_entrance('Ice Palace (East Top)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has_Boots(player) or state.has('Hookshot', player)) and (state.has_sword(player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Hammer', player) or state.has('Cane of Somaria', player) or state.can_shoot_arrows(player))) # need to defeat wizzrobes, bombs don't work ...
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@@ -340,8 +287,10 @@ def global_rules(world, player):
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set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has('Big Key (Misery Mire)', player))
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set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has_key('Big Key (Misery Mire)', player))
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# we can place a small key in the West wing iff it also contains/blocks the Big Key, as we cannot reach and softlock with the basement key door yet
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set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) if ((item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or
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(item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)])) else state.has_key('Small Key (Misery Mire)', player, 3))
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set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) if ((
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item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or
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(
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item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)])) else state.has_key('Small Key (Misery Mire)', player, 3))
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set_rule(world.get_location('Misery Mire - Compass Chest', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_location('Misery Mire - Big Key Chest', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player))
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@@ -370,11 +319,13 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Palace of Darkness (North)', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 4))
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set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: state.has('Big Key (Palace of Darkness)', player))
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set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 3)))
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set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (
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item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 3)))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 4)))
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set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (
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item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 4)))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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@@ -387,7 +338,8 @@ def global_rules(world, player):
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set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has_Boots(player)))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (
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item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3) and state.can_reach('Ganons Tower (Hookshot Room)', 'region', player))
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@@ -398,15 +350,18 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3))
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#The actual requirements for these rooms to avoid key-lock
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set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) or ((item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_in_locations(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state.has_key('Small Key (Ganons Tower)', player, 2)))
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set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) or ((
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item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_in_locations(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state.has_key('Small Key (Ganons Tower)', player, 2)))
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for location in randomizer_room_chests:
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set_rule(world.get_location(location, player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3)))
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set_rule(world.get_location(location, player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (
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item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3)))
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# Once again it is possible to need more than 3 keys...
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set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) and state.has('Fire Rod', player))
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# Actual requirements
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for location in compass_room_chests:
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set_rule(world.get_location(location, player), lambda state: state.has('Fire Rod', player) and (state.has_key('Small Key (Ganons Tower)', player, 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3))))
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set_rule(world.get_location(location, player), lambda state: state.has('Fire Rod', player) and (state.has_key('Small Key (Ganons Tower)', player, 4) or (
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item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3))))
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set_rule(world.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
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