TLoZ: Implementing The Legend of Zelda (#1354)
Co-authored-by: t3hf1gm3nt <59876300+t3hf1gm3nt@users.noreply.github.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
This commit is contained in:
147
worlds/tloz/Rules.py
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147
worlds/tloz/Rules.py
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from typing import TYPE_CHECKING
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from ..generic.Rules import add_rule
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from .Locations import food_locations, shop_locations
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from .ItemPool import dangerous_weapon_locations
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if TYPE_CHECKING:
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from . import TLoZWorld
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def set_rules(tloz_world: "TLoZWorld"):
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player = tloz_world.player
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world = tloz_world.multiworld
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# Boss events for a nicer spoiler log play through
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for level in range(1, 9):
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boss = world.get_location(f"Level {level} Boss", player)
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boss_event = world.get_location(f"Level {level} Boss Status", player)
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status = tloz_world.create_event(f"Boss {level} Defeated")
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boss_event.place_locked_item(status)
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add_rule(boss_event, lambda state, b=boss: state.can_reach(b, "Location", player))
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# No dungeons without weapons except for the dangerous weapon locations if we're dangerous, no unsafe dungeons
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for i, level in enumerate(tloz_world.levels[1:10]):
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for location in level.locations:
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if world.StartingPosition[player] < 1 or location.name not in dangerous_weapon_locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has_group("weapons", player))
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if i > 0: # Don't need an extra heart for Level 1
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add_rule(world.get_location(location.name, player),
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lambda state, hearts=i: state.has("Heart Container", player, hearts) or
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(state.has("Blue Ring", player) and
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state.has("Heart Container", player, int(hearts / 2))) or
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(state.has("Red Ring", player) and
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state.has("Heart Container", player, int(hearts / 4)))
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)
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# No requiring anything in a shop until we can farm for money
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for location in shop_locations:
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add_rule(world.get_location(location, player),
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lambda state: state.has_group("weapons", player))
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# Everything from 4 on up has dark rooms
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for level in tloz_world.levels[4:]:
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for location in level.locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has_group("candles", player)
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or (state.has("Magical Rod", player) and state.has("Book", player)))
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# Everything from 5 on up has gaps
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for level in tloz_world.levels[5:]:
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for location in level.locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has("Stepladder", player))
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add_rule(world.get_location("Level 5 Boss", player),
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lambda state: state.has("Recorder", player))
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add_rule(world.get_location("Level 6 Boss", player),
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lambda state: state.has("Bow", player) and state.has_group("arrows", player))
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add_rule(world.get_location("Level 7 Item (Red Candle)", player),
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lambda state: state.has("Recorder", player))
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add_rule(world.get_location("Level 7 Boss", player),
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lambda state: state.has("Recorder", player))
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if world.ExpandedPool[player]:
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add_rule(world.get_location("Level 7 Key Drop (Stalfos)", player),
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lambda state: state.has("Recorder", player))
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add_rule(world.get_location("Level 7 Bomb Drop (Digdogger)", player),
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lambda state: state.has("Recorder", player))
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add_rule(world.get_location("Level 7 Rupee Drop (Dodongos)", player),
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lambda state: state.has("Recorder", player))
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for location in food_locations:
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if world.ExpandedPool[player] or "Drop" not in location:
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add_rule(world.get_location(location, player),
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lambda state: state.has("Food", player))
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add_rule(world.get_location("Level 8 Item (Magical Key)", player),
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lambda state: state.has("Bow", player) and state.has_group("arrows", player))
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if world.ExpandedPool[player]:
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add_rule(world.get_location("Level 8 Bomb Drop (Darknuts North)", player),
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lambda state: state.has("Bow", player) and state.has_group("arrows", player))
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for location in tloz_world.levels[9].locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has("Triforce Fragment", player, 8) and
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state.has_group("swords", player))
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# Yes we are looping this range again for Triforce locations. No I can't add it to the boss event loop
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for level in range(1, 9):
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add_rule(world.get_location(f"Level {level} Triforce", player),
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lambda state, l=level: state.has(f"Boss {l} Defeated", player))
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# Sword, raft, and ladder spots
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add_rule(world.get_location("White Sword Pond", player),
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lambda state: state.has("Heart Container", player, 2))
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add_rule(world.get_location("Magical Sword Grave", player),
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lambda state: state.has("Heart Container", player, 9))
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stepladder_locations = ["Ocean Heart Container", "Level 4 Triforce", "Level 4 Boss", "Level 4 Map"]
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stepladder_locations_expanded = ["Level 4 Key Drop (Keese North)"]
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for location in stepladder_locations:
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add_rule(world.get_location(location, player),
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lambda state: state.has("Stepladder", player))
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if world.ExpandedPool[player]:
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for location in stepladder_locations_expanded:
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add_rule(world.get_location(location, player),
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lambda state: state.has("Stepladder", player))
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if world.StartingPosition[player] != 2:
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# Don't allow Take Any Items until we can actually get in one
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if world.ExpandedPool[player]:
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add_rule(world.get_location("Take Any Item Left", player),
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lambda state: state.has_group("candles", player) or
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state.has("Raft", player))
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add_rule(world.get_location("Take Any Item Middle", player),
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lambda state: state.has_group("candles", player) or
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state.has("Raft", player))
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add_rule(world.get_location("Take Any Item Right", player),
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lambda state: state.has_group("candles", player) or
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state.has("Raft", player))
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for location in tloz_world.levels[4].locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has("Raft", player) or state.has("Recorder", player))
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for location in tloz_world.levels[7].locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has("Recorder", player))
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for location in tloz_world.levels[8].locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has("Bow", player))
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add_rule(world.get_location("Potion Shop Item Left", player),
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lambda state: state.has("Letter", player))
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add_rule(world.get_location("Potion Shop Item Middle", player),
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lambda state: state.has("Letter", player))
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add_rule(world.get_location("Potion Shop Item Right", player),
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lambda state: state.has("Letter", player))
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add_rule(world.get_location("Shield Shop Item Left", player),
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lambda state: state.has_group("candles", player) or
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state.has("Bomb", player))
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add_rule(world.get_location("Shield Shop Item Middle", player),
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lambda state: state.has_group("candles", player) or
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state.has("Bomb", player))
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add_rule(world.get_location("Shield Shop Item Right", player),
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lambda state: state.has_group("candles", player) or
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state.has("Bomb", player))
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