from .locations import level_name_to_id def is_auto_scroll(state, player, level): level_id = level_name_to_id[level] if state.has_any(["Cancel Auto Scroll", f"Cancel Auto Scroll - {level}"], player): return False return state.multiworld.worlds[player].auto_scroll_levels[level_id] > 0 def has_pipe_right(state, player): return state.has_any(["Pipe Traversal - Right", "Pipe Traversal"], player) def has_pipe_left(state, player): return state.has_any(["Pipe Traversal - Left", "Pipe Traversal"], player) def has_pipe_down(state, player): return state.has_any(["Pipe Traversal - Down", "Pipe Traversal"], player) def has_pipe_up(state, player): return state.has_any(["Pipe Traversal - Up", "Pipe Traversal"], player) def has_level_progression(state, item, player, count=1): return state.count(item, player) + (state.count(item + " x2", player) * 2) >= count def mushroom_zone_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Mushroom Zone") reachable_coins = 38 if state.has_any(["Mushroom", "Fire Flower"], player) or not auto_scroll: # Was able to get all but 1, being lenient. reachable_coins += 2 if has_pipe_down(state, player): # There's 24 in each of the underground sections. # The first one requires missing some question mark blocks if auto scrolling (the last +4). # If you go in the second without pipe up, you can get everything except the last 5 plus the ones in the first # underground section. reachable_coins += 19 if has_pipe_up(state, player) or not auto_scroll: reachable_coins += 5 if has_pipe_up(state, player): reachable_coins += 20 if not auto_scroll: reachable_coins += 4 return coins <= reachable_coins def tree_zone_1_coins(state, player, coins): return coins <= 87 or not is_auto_scroll(state, player, "Tree Zone 1") def tree_zone_2_normal_exit(state, player): return has_pipe_right(state, player) or state.has("Tree Zone 2 Midway Bell", player) def tree_zone_2_secret_exit(state, player): return has_pipe_right(state, player) and state.has("Carrot", player) def tree_zone_2_midway_bell(state, player): return has_pipe_right(state, player) or state.has("Tree Zone 2 Midway Bell", player) def tree_zone_2_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Tree Zone 2") reachable_coins = 18 if has_pipe_right(state, player): reachable_coins += 38 if state.has("Carrot", player): reachable_coins += 12 if not auto_scroll: reachable_coins += 30 elif state.has("Tree Zone 2 Midway Bell", player): reachable_coins = 30 if not auto_scroll: reachable_coins += 8 return coins <= reachable_coins def tree_zone_3_normal_exit(state, player): return not is_auto_scroll(state, player, "Tree Zone 3") def tree_zone_3_coins(state, player, coins): if is_auto_scroll(state, player, "Tree Zone 3"): return coins <= 4 if coins <= 19: return True elif state.has_any(["Mushroom", "Fire Flower"], player) and coins <= 21: return True return state.has("Carrot", player) def tree_zone_4_normal_exit(state, player): return has_pipe_down(state, player) and tree_zone_4_midway_bell(state, player) def tree_zone_4_midway_bell(state, player): return ((has_pipe_right(state, player) and has_pipe_up(state, player)) or state.has("Tree Zone 4 Midway Bell", player)) def tree_zone_4_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Tree Zone 4") reachable_coins = 0 if has_pipe_up(state, player): reachable_coins += 14 if has_pipe_right(state, player): reachable_coins += 4 if has_pipe_down(state, player): reachable_coins += 10 if not auto_scroll: reachable_coins += 46 elif state.has("Tree Zone 4 Midway Bell", player): if not auto_scroll: if has_pipe_left(state, player): reachable_coins += 18 if has_pipe_down(state, player): reachable_coins += 10 if has_pipe_up(state, player): reachable_coins += 46 elif has_pipe_down(state, player): reachable_coins += 10 return coins <= reachable_coins def tree_zone_5_boss(state, player): return has_pipe_right(state, player) and (has_pipe_up(state, player) or state.has("Carrot", player)) def tree_zone_5_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Tree Zone 5") reachable_coins = 0 # Not actually sure if these platforms can be randomized / can make the coin blocks unreachable from below if ((not state.multiworld.worlds[player].options.randomize_platforms) or state.has_any(["Mushroom", "Fire Flower"], player)): reachable_coins += 2 if state.has_any(["Mushroom", "Fire Flower"], player): reachable_coins += 2 if state.has("Carrot", player): reachable_coins += 18 if has_pipe_up(state, player) and not auto_scroll: reachable_coins += 13 elif has_pipe_up(state, player): reachable_coins += 13 return coins <= reachable_coins def pumpkin_zone_1_normal_exit(state, player): return pumpkin_zone_1_midway_bell(state, player) def pumpkin_zone_1_midway_bell(state, player): return ((has_pipe_down(state, player) and not is_auto_scroll(state, player, "Pumpkin Zone 1")) or state.has("Pumpkin Zone 1 Midway Bell", player)) def pumpkin_zone_1_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 1") if auto_scroll: return coins <= 12 and state.has("Pumpkin Zone 1 Midway Bell", player) reachable_coins = 0 if state.has("Pumpkin Zone 1 Midway Bell", player) or has_pipe_down(state, player): reachable_coins += 38 if has_pipe_up(state, player): reachable_coins += 2 return coins <= reachable_coins def pumpkin_zone_2_normal_exit(state, player): return has_pipe_down(state, player) and has_pipe_up(state, player) and has_pipe_right(state, player) and state.has( "Water Physics", player) and not is_auto_scroll(state, player, "Pumpkin Zone 2") def pumpkin_zone_2_secret_exit(state, player): return pumpkin_zone_2_normal_exit(state, player) and state.has_any(["Mushroom", "Fire Flower"], player) def pumpkin_zone_2_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 2") reachable_coins = 17 if has_pipe_down(state, player): if not auto_scroll: reachable_coins += 7 if (has_pipe_up(state, player) or auto_scroll) and state.has("Water Physics", player): reachable_coins += 6 if has_pipe_right(state, player) and not auto_scroll: reachable_coins += 1 if state.has_any(["Mushroom", "Fire Flower"], player): reachable_coins += 5 return coins <= reachable_coins def pumpkin_zone_secret_course_1_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone Secret Course 1") # We'll be a bit forgiving. I was able to reach 43 while small. if coins <= 40: return True if state.has("Carrot", player): if auto_scroll: return coins <= 172 return True return False def pumpkin_zone_3_secret_exit(state, player): return state.has("Carrot", player) def pumpkin_zone_3_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 3") reachable_coins = 38 if has_pipe_up(state, player) and ((not auto_scroll) or has_pipe_down(state, player)): reachable_coins += 12 if has_pipe_down(state, player) and not auto_scroll: reachable_coins += 11 return coins <= reachable_coins def pumpkin_zone_4_boss(state, player): return has_pipe_right(state, player) def pumpkin_zone_4_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 4") reachable_coins = 29 if has_pipe_down(state, player): if auto_scroll: if has_pipe_up(state, player): reachable_coins += 16 else: reachable_coins += 4 else: reachable_coins += 28 # both sets of coins are down, but you need pipe up to return to go down to the next set in one playthrough if has_pipe_up(state, player): reachable_coins += 16 return coins <= reachable_coins def mario_zone_1_normal_exit(state, player): if has_pipe_right(state, player): if state.has_any(["Mushroom", "Fire Flower", "Carrot", "Mario Zone 1 Midway Bell"], player): return True if is_auto_scroll(state, player, "Mario Zone 1"): return True return False def mario_zone_1_midway_bell(state, player): # It is possible to get as small mario, but it is a very precise jump and you will die afterward. return ((state.has_any(["Mushroom", "Fire Flower", "Carrot"], player) and has_pipe_right(state, player)) or state.has("Mario Zone 1 Midway Bell", player)) def mario_zone_1_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Mario Zone 1") reachable_coins = 0 if has_pipe_right(state, player) or (has_pipe_left(state, player) and state.has("Mario Zone 1 Midway Bell", player) and not auto_scroll): reachable_coins += 32 if has_pipe_right(state, player) and (state.has_any(["Mushroom", "Fire Flower", "Carrot"], player) or not auto_scroll): reachable_coins += 8 # coins from end section. I was able to get 13 as small mario, giving some leniency if state.has("Carrot", player): reachable_coins += 28 else: reachable_coins += 12 if state.has("Fire Flower", player) and not auto_scroll: reachable_coins += 46 return coins <= reachable_coins def mario_zone_3_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Mario Zone 3") reachable_coins = 10 if state.has("Carrot", player): reachable_spike_coins = 15 else: sprites = state.multiworld.worlds[player].sprite_data["Mario Zone 3"] reachable_spike_coins = min(3, len({sprites[i]["sprite"] == "Claw Grabber" for i in (17, 18, 25)}) + state.has("Mushroom", player) + state.has("Fire Flower", player)) * 5 reachable_coins += reachable_spike_coins if not auto_scroll: reachable_coins += 10 if state.has("Fire Flower", player): reachable_coins += 22 if auto_scroll: reachable_coins -= 3 + reachable_spike_coins return coins <= reachable_coins def mario_zone_4_boss(state, player): return has_pipe_right(state, player) def mario_zone_4_coins(state, player, coins): return coins <= 60 or not is_auto_scroll(state, player, "Mario Zone 4") def not_blocked_by_sharks(state, player): sharks = [state.multiworld.worlds[player].sprite_data["Turtle Zone 1"][i]["sprite"] for i in (27, 28)].count("Shark") if state.has("Carrot", player) or not sharks: return True if sharks == 2: return state.has_all(["Mushroom", "Fire Flower"], player) if sharks == 1: return state.has_any(["Mushroom", "Fire Flower"], player) return False def turtle_zone_1_normal_exit(state, player): return not_blocked_by_sharks(state, player) def turtle_zone_1_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Turtle Zone 1") reachable_coins = 30 if not_blocked_by_sharks(state, player): reachable_coins += 13 if auto_scroll: reachable_coins -= 1 if state.has("Water Physics", player) or state.has("Carrot", player): reachable_coins += 10 if state.has("Carrot", player): reachable_coins += 24 if auto_scroll: reachable_coins -= 10 return coins <= reachable_coins def turtle_zone_2_normal_exit(state, player): return (has_pipe_up(state, player) and has_pipe_down(state, player) and has_pipe_right(state, player) and has_pipe_left(state, player) and state.has("Water Physics", player) and not is_auto_scroll(state, player, "Turtle Zone 2")) def turtle_zone_2_secret_exit(state, player): return (has_pipe_up(state, player) and state.has("Water Physics", player) and not is_auto_scroll(state, player, "Turtle Zone 2")) def turtle_zone_2_midway_bell(state, player): return ((state.has("Water Physics", player) and not is_auto_scroll(state, player, "Turtle Zone 2")) or state.has("Turtle Zone 2 Midway Bell", player)) def turtle_zone_2_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Turtle Zone 2") reachable_coins = 2 if auto_scroll: if state.has("Water Physics", player): reachable_coins += 6 else: reachable_coins += 2 if state.has("Water Physics", player): reachable_coins += 20 elif state.has("Turtle Zone 2 Midway Bell", player): reachable_coins += 4 if (has_pipe_right(state, player) and has_pipe_down(state, player) and state.has_any(["Water Physics", "Turtle Zone 2 Midway Bell"], player)): reachable_coins += 1 if has_pipe_left(state, player) and has_pipe_up(state, player): reachable_coins += 1 if state.has("Water Physics", player): reachable_coins += 1 return coins <= reachable_coins def turtle_zone_secret_course_normal_exit(state, player): return state.has_any(["Fire Flower", "Carrot"], player) def turtle_zone_secret_course_coins(state, player, coins): reachable_coins = 53 if state.has("Carrot", player): reachable_coins += 44 elif state.has("Fire Flower", player): reachable_coins += 36 # was able to get 38, some leniency return coins <= reachable_coins def turtle_zone_3_boss(state, player): return has_pipe_right(state, player) def turtle_zone_3_coins(state, player, coins): return state.has_any(["Water Physics", "Mushroom", "Fire Flower", "Carrot"], player) or coins <= 51 def hippo_zone_normal_or_secret_exit(state, player): return (state.has_any(["Hippo Bubble", "Water Physics"], player) or (state.has("Carrot", player) and not is_auto_scroll(state, player, "Hippo Zone"))) def hippo_zone_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Hippo Zone") # This is all somewhat forgiving. reachable_coins = 4 if auto_scroll: if state.has("Hippo Bubble", player): reachable_coins = 160 elif state.has("Carrot", player): reachable_coins = 90 elif state.has("Water Physics", player): reachable_coins = 28 else: if state.has_any(["Water Physics", "Hippo Bubble", "Carrot"], player): reachable_coins += 108 if state.has_any(["Mushroom", "Fire Flower", "Hippo Bubble"], player): reachable_coins += 6 if state.has_all(["Fire Flower", "Water Physics"], player): reachable_coins += 1 if state.has("Hippo Bubble", player): reachable_coins += 52 return coins <= reachable_coins def space_zone_1_normal_exit(state, player): # It is possible, however tricky, to beat the Moon Stage without Carrot or Space Physics. # However, it requires somewhat precisely jumping off enemies. Enemy shuffle may make this impossible. # Instead, I will just always make one or the other required, since it is difficult without them anyway. return state.has_any(["Space Physics", "Carrot"], player) def space_zone_1_secret_exit(state, player): # One or the other is actually necessary for the secret exit. return state.has_any(["Space Physics", "Carrot"], player) and not is_auto_scroll(state, player, "Space Zone 1") def space_zone_1_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Space Zone 1") if auto_scroll: reachable_coins = 12 if state.has_any(["Carrot", "Space Physics"], player): reachable_coins += 20 # If you have Space Physics, you can't make it up to the upper section. We have to assume you might have it, # so the coins up there must be out of logic if there is auto scrolling. if state.has("Space Physics", player): reachable_coins += 40 return coins <= reachable_coins return (coins <= 21 or (coins <= 50 and state.has_any(["Mushroom", "Fire Flower"], player)) or state.has_any(["Carrot", "Space Physics"], player)) def space_zone_2_midway_bell(state, player): return state.has_any(["Space Physics", "Space Zone 2 Midway Bell", "Mushroom", "Fire Flower", "Carrot"], player) def space_zone_2_boss(state, player): if has_pipe_right(state, player): if state.has("Space Physics", player): return True if (state.has("Space Zone 2 Midway Bell", player) or not state.multiworld.worlds[player].options.shuffle_midway_bells): # Reaching the midway bell without space physics requires taking damage once. Reaching the end pipe from the # midway bell also requires taking damage once. if state.has_any(["Mushroom", "Fire Flower", "Carrot"], player): return True else: # With no midway bell, you'll have to be able to take damage twice. if state.has("Mushroom", player) and state.has_any(["Fire Flower", "Carrot"], player): return True return False def space_zone_2_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Space Zone 2") reachable_coins = 12 if state.has_any(["Mushroom", "Fire Flower", "Carrot", "Space Physics"], player): reachable_coins += 15 if state.has("Space Physics", player) or not auto_scroll: reachable_coins += 4 # last few bottom row question mark blocks that are hard to get when auto scrolling. if (state.has("Space Physics", player) or ( state.has("Mushroom", player) and state.has_any(["Fire Flower", "Carrot"], player))): reachable_coins += 3 if state.has("Space Physics", player): reachable_coins += 79 if not auto_scroll: reachable_coins += 21 return coins <= reachable_coins def space_zone_secret_course_coins(state, player, coins): return coins <= 96 or not is_auto_scroll(state, player, "Space Zone Secret Course") def macro_zone_1_normal_exit(state, player): return has_pipe_down(state, player) or state.has("Macro Zone 1 Midway Bell", player) def macro_zone_1_secret_exit(state, player): return state.has("Fire Flower", player) and has_pipe_up(state, player) and macro_zone_1_midway_bell(state, player) def macro_zone_1_midway_bell(state, player): return has_pipe_down(state, player) or state.has("Macro Zone 1 Midway Bell", player) def macro_zone_1_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Macro Zone 1") reachable_coins = 0 if has_pipe_down(state, player): reachable_coins += 69 if auto_scroll: if state.has_any(["Mushroom", "Fire Flower"], player): reachable_coins += 5 else: reachable_coins += 9 if state.has("Fire Flower", player): reachable_coins += 19 elif state.has("Macro Zone 1 Midway Bell", player): if auto_scroll: reachable_coins += 16 if state.has_any(["Mushroom", "Fire Flower"], player): reachable_coins += 5 else: reachable_coins += 67 return coins <= reachable_coins def macro_zone_secret_course_coins(state, player, coins): return state.has_any(["Mushroom", "Fire Flower"], player) def macro_zone_2_normal_exit(state, player): return (has_pipe_down(state, player) or state.has("Macro Zone 2 Midway Bell", player)) and state.has( "Water Physics", player) and has_pipe_up(state, player) and not is_auto_scroll(state, player, "Macro Zone 2") def macro_zone_2_midway_bell(state, player): return ((has_pipe_down(state, player) and state.has("Water Physics", player)) or state.has("Macro Zone 2 Midway Bell", player)) def macro_zone_2_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Macro Zone 2") if coins <= 27: return True if has_pipe_up(state, player) and state.has("Water Physics", player) and not auto_scroll: if has_pipe_down(state, player): return True if state.has("Macro Zone 2 Midway Bell", player): # Cannot return to the first section from the bell return coins <= 42 return False def macro_zone_3_normal_exit(state, player): return ((has_pipe_down(state, player) and has_pipe_up(state, player)) or state.has("Macro Zone 3 Midway Bell", player)) def macro_zone_3_midway_bell(state, player): return macro_zone_3_normal_exit(state, player) def macro_zone_3_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Macro Zone 3") reachable_coins = 7 if not auto_scroll: reachable_coins += 17 if has_pipe_up(state, player) and has_pipe_down(state, player): if auto_scroll: reachable_coins += 56 else: return True elif has_pipe_up(state, player): if auto_scroll: reachable_coins += 12 else: reachable_coins += 36 elif has_pipe_down(state, player): reachable_coins += 18 if state.has("Macro Zone 3 - Midway Bell", player): reachable_coins = max(reachable_coins, 30) return coins <= reachable_coins def macro_zone_4_boss(state, player): return has_pipe_right(state, player) def macro_zone_4_coins(state, player, coins): auto_scroll = is_auto_scroll(state, player, "Macro Zone 4") reachable_coins = 61 if auto_scroll: reachable_coins -= 8 if state.has("Carrot", player): reachable_coins += 6 return coins <= reachable_coins def marios_castle_wario(state, player): return ((has_pipe_right(state, player) and has_pipe_left(state, player)) or state.has("Mario's Castle Midway Bell", player)) def marios_castle_midway_bell(state, player): return ((has_pipe_right(state, player) and has_pipe_left(state, player)) or state.has("Mario's Castle Midway Bell", player))