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HK: Options API updates, et al. (#3428)
* updates HK to consistently use world.random, use world.options, don't use world = self.multiworld, and remove some things from the logicMixin * Update HK to new options dataclass * Move completion condition helpers to Rules.py * updates from review
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@@ -49,3 +49,42 @@ def set_rules(hk_world: World):
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if term == "GEO": # No geo logic!
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continue
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add_rule(location, lambda state, term=term, amount=amount: state.count(term, player) >= amount)
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def _hk_nail_combat(state, player) -> bool:
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return state.has_any({'LEFTSLASH', 'RIGHTSLASH', 'UPSLASH'}, player)
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def _hk_can_beat_thk(state, player) -> bool:
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return (
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state.has('Opened_Black_Egg_Temple', player)
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and (state.count('FIREBALL', player) + state.count('SCREAM', player) + state.count('QUAKE', player)) > 1
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and _hk_nail_combat(state, player)
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and (
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state.has_any({'LEFTDASH', 'RIGHTDASH'}, player)
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or state._hk_option(player, 'ProficientCombat')
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)
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and state.has('FOCUS', player)
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)
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def _hk_siblings_ending(state, player) -> bool:
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return _hk_can_beat_thk(state, player) and state.has('WHITEFRAGMENT', player, 3)
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def _hk_can_beat_radiance(state, player) -> bool:
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return (
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state.has('Opened_Black_Egg_Temple', player)
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and _hk_nail_combat(state, player)
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and state.has('WHITEFRAGMENT', player, 3)
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and state.has('DREAMNAIL', player)
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and (
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(state.has('LEFTCLAW', player) and state.has('RIGHTCLAW', player))
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or state.has('WINGS', player)
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)
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and (state.count('FIREBALL', player) + state.count('SCREAM', player) + state.count('QUAKE', player)) > 1
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and (
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(state.has('LEFTDASH', player, 2) and state.has('RIGHTDASH', player, 2)) # Both Shade Cloaks
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or (state._hk_option(player, 'ProficientCombat') and state.has('QUAKE', player)) # or Dive
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)
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)
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