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* TLOZ: Assorded Logic Fixes - Add needing arrows for Pols Voice rule. Not super necessary at the moment since wooden arrows are always accessible in one of the opening shops, but future proofing for future plans - Create Gohma Locations and make sure all Gohma blocked locations have the required rule (was missing at least one location before) - Remove the rule requiring Bow for all locations of level 8 (not sure why that was there, it's theoretically redundant now that Gohma and Pols Voice are properly marked) - Make sure Digdogger locations properly require Recorder, and clean up redundant Level 7 rules as level 7 currently requires Recorder to access the entrance * Update worlds/tloz/Rules.py forgor that has_any exists Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Remove world = multiworld --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
156 lines
7.9 KiB
Python
156 lines
7.9 KiB
Python
from typing import TYPE_CHECKING
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from worlds.generic.Rules import add_rule
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from .Locations import food_locations, shop_locations, gleeok_locations, gohma_locations
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from .ItemPool import dangerous_weapon_locations
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from .Options import StartingPosition
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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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options = tloz_world.options
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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 = tloz_world.get_location(f"Level {level} Boss")
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boss_event = tloz_world.get_location(f"Level {level} Boss Status")
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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 options.StartingPosition < StartingPosition.option_dangerous \
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or location.name not in dangerous_weapon_locations:
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add_rule(tloz_world.get_location(location.name),
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lambda state: state.has_group("weapons", player))
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# This part of the loop sets up an expected amount of defense needed for each dungeon
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if i > 0: # Don't need an extra heart for Level 1
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add_rule(tloz_world.get_location(location.name),
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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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if "Pols Voice" in location.name: # This enemy needs specific weapons
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add_rule(tloz_world.get_location(location.name),
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lambda state: state.has_group("swords", player) or
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(state.has("Bow", player) and state.has_group("arrows", player)))
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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(tloz_world.get_location(location),
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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(tloz_world.get_location(location.name),
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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 of Magic", 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(tloz_world.get_location(location.name),
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lambda state: state.has("Stepladder", player))
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# Level 4 Access
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for location in tloz_world.levels[4].locations:
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add_rule(tloz_world.get_location(location.name),
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lambda state: state.has_any(("Raft", "Recorder"), player))
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# Digdogger boss. Rework this once ER happens
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add_rule(tloz_world.get_location("Level 5 Boss"),
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lambda state: state.has("Recorder", player))
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add_rule(tloz_world.get_location("Level 5 Triforce"),
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lambda state: state.has("Recorder", player))
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for location in gohma_locations:
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if options.ExpandedPool or "Drop" not in location:
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add_rule(tloz_world.get_location(location),
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lambda state: state.has("Bow", player) and state.has_group("arrows", player))
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# Recorder Access for Level 7
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for location in tloz_world.levels[7].locations:
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add_rule(tloz_world.get_location(location.name),
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lambda state: state.has("Recorder", player))
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for location in food_locations:
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if options.ExpandedPool or "Drop" not in location:
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add_rule(tloz_world.get_location(location),
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lambda state: state.has("Food", player))
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for location in gleeok_locations:
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add_rule(tloz_world.get_location(location),
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lambda state: state.has_group("swords", player) or state.has("Magical Rod", player))
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# Candle access for Level 8
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for location in tloz_world.levels[8].locations:
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add_rule(tloz_world.get_location(location.name),
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lambda state: state.has_group("candles", player))
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add_rule(tloz_world.get_location("Level 8 Item (Magical Key)"),
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lambda state: state.has("Bow", player) and state.has_group("arrows", player))
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if options.ExpandedPool:
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add_rule(tloz_world.get_location("Level 8 Bomb Drop (Darknuts North)"),
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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(tloz_world.get_location(location.name),
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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(tloz_world.get_location(f"Level {level} Triforce"),
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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(tloz_world.get_location("White Sword Pond"),
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lambda state: state.has("Heart Container", player, 2))
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add_rule(tloz_world.get_location("Magical Sword Grave"),
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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(tloz_world.get_location(location),
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lambda state: state.has("Stepladder", player))
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if options.ExpandedPool:
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for location in stepladder_locations_expanded:
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add_rule(tloz_world.get_location(location),
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lambda state: state.has("Stepladder", player))
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# Don't allow Take Any Items until we can actually get in one
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if options.ExpandedPool:
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add_rule(tloz_world.get_location("Take Any Item Left"),
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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(tloz_world.get_location("Take Any Item Middle"),
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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(tloz_world.get_location("Take Any Item Right"),
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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(tloz_world.get_location("Potion Shop Item Left"),
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lambda state: state.has("Letter", player))
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add_rule(tloz_world.get_location("Potion Shop Item Middle"),
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lambda state: state.has("Letter", player))
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add_rule(tloz_world.get_location("Potion Shop Item Right"),
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lambda state: state.has("Letter", player))
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add_rule(tloz_world.get_location("Shield Shop Item Left"),
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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(tloz_world.get_location("Shield Shop Item Middle"),
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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(tloz_world.get_location("Shield Shop Item Right"),
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lambda state: state.has_group("candles", player) or
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state.has("Bomb", player))
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