Files
Grinch-AP/worlds/tloz/Rules.py
t3hf1gm3nt baf291d7a2 TLOZ: Assorted Logic Fixes (#4203)
* 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>
2024-11-18 02:19:26 +01:00

156 lines
7.9 KiB
Python

from typing import TYPE_CHECKING
from worlds.generic.Rules import add_rule
from .Locations import food_locations, shop_locations, gleeok_locations, gohma_locations
from .ItemPool import dangerous_weapon_locations
from .Options import StartingPosition
if TYPE_CHECKING:
from . import TLoZWorld
def set_rules(tloz_world: "TLoZWorld"):
player = tloz_world.player
options = tloz_world.options
# Boss events for a nicer spoiler log play through
for level in range(1, 9):
boss = tloz_world.get_location(f"Level {level} Boss")
boss_event = tloz_world.get_location(f"Level {level} Boss Status")
status = tloz_world.create_event(f"Boss {level} Defeated")
boss_event.place_locked_item(status)
add_rule(boss_event, lambda state, b=boss: state.can_reach(b, "Location", player))
# No dungeons without weapons except for the dangerous weapon locations if we're dangerous, no unsafe dungeons
for i, level in enumerate(tloz_world.levels[1:10]):
for location in level.locations:
if options.StartingPosition < StartingPosition.option_dangerous \
or location.name not in dangerous_weapon_locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has_group("weapons", player))
# This part of the loop sets up an expected amount of defense needed for each dungeon
if i > 0: # Don't need an extra heart for Level 1
add_rule(tloz_world.get_location(location.name),
lambda state, hearts=i: state.has("Heart Container", player, hearts) or
(state.has("Blue Ring", player) and
state.has("Heart Container", player, int(hearts / 2))) or
(state.has("Red Ring", player) and
state.has("Heart Container", player, int(hearts / 4))))
if "Pols Voice" in location.name: # This enemy needs specific weapons
add_rule(tloz_world.get_location(location.name),
lambda state: state.has_group("swords", player) or
(state.has("Bow", player) and state.has_group("arrows", player)))
# No requiring anything in a shop until we can farm for money
for location in shop_locations:
add_rule(tloz_world.get_location(location),
lambda state: state.has_group("weapons", player))
# Everything from 4 on up has dark rooms
for level in tloz_world.levels[4:]:
for location in level.locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has_group("candles", player)
or (state.has("Magical Rod", player) and state.has("Book of Magic", player)))
# Everything from 5 on up has gaps
for level in tloz_world.levels[5:]:
for location in level.locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has("Stepladder", player))
# Level 4 Access
for location in tloz_world.levels[4].locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has_any(("Raft", "Recorder"), player))
# Digdogger boss. Rework this once ER happens
add_rule(tloz_world.get_location("Level 5 Boss"),
lambda state: state.has("Recorder", player))
add_rule(tloz_world.get_location("Level 5 Triforce"),
lambda state: state.has("Recorder", player))
for location in gohma_locations:
if options.ExpandedPool or "Drop" not in location:
add_rule(tloz_world.get_location(location),
lambda state: state.has("Bow", player) and state.has_group("arrows", player))
# Recorder Access for Level 7
for location in tloz_world.levels[7].locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has("Recorder", player))
for location in food_locations:
if options.ExpandedPool or "Drop" not in location:
add_rule(tloz_world.get_location(location),
lambda state: state.has("Food", player))
for location in gleeok_locations:
add_rule(tloz_world.get_location(location),
lambda state: state.has_group("swords", player) or state.has("Magical Rod", player))
# Candle access for Level 8
for location in tloz_world.levels[8].locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has_group("candles", player))
add_rule(tloz_world.get_location("Level 8 Item (Magical Key)"),
lambda state: state.has("Bow", player) and state.has_group("arrows", player))
if options.ExpandedPool:
add_rule(tloz_world.get_location("Level 8 Bomb Drop (Darknuts North)"),
lambda state: state.has("Bow", player) and state.has_group("arrows", player))
for location in tloz_world.levels[9].locations:
add_rule(tloz_world.get_location(location.name),
lambda state: state.has("Triforce Fragment", player, 8) and
state.has_group("swords", player))
# Yes we are looping this range again for Triforce locations. No I can't add it to the boss event loop
for level in range(1, 9):
add_rule(tloz_world.get_location(f"Level {level} Triforce"),
lambda state, l=level: state.has(f"Boss {l} Defeated", player))
# Sword, raft, and ladder spots
add_rule(tloz_world.get_location("White Sword Pond"),
lambda state: state.has("Heart Container", player, 2))
add_rule(tloz_world.get_location("Magical Sword Grave"),
lambda state: state.has("Heart Container", player, 9))
stepladder_locations = ["Ocean Heart Container", "Level 4 Triforce", "Level 4 Boss", "Level 4 Map"]
stepladder_locations_expanded = ["Level 4 Key Drop (Keese North)"]
for location in stepladder_locations:
add_rule(tloz_world.get_location(location),
lambda state: state.has("Stepladder", player))
if options.ExpandedPool:
for location in stepladder_locations_expanded:
add_rule(tloz_world.get_location(location),
lambda state: state.has("Stepladder", player))
# Don't allow Take Any Items until we can actually get in one
if options.ExpandedPool:
add_rule(tloz_world.get_location("Take Any Item Left"),
lambda state: state.has_group("candles", player) or
state.has("Raft", player))
add_rule(tloz_world.get_location("Take Any Item Middle"),
lambda state: state.has_group("candles", player) or
state.has("Raft", player))
add_rule(tloz_world.get_location("Take Any Item Right"),
lambda state: state.has_group("candles", player) or
state.has("Raft", player))
add_rule(tloz_world.get_location("Potion Shop Item Left"),
lambda state: state.has("Letter", player))
add_rule(tloz_world.get_location("Potion Shop Item Middle"),
lambda state: state.has("Letter", player))
add_rule(tloz_world.get_location("Potion Shop Item Right"),
lambda state: state.has("Letter", player))
add_rule(tloz_world.get_location("Shield Shop Item Left"),
lambda state: state.has_group("candles", player) or
state.has("Bomb", player))
add_rule(tloz_world.get_location("Shield Shop Item Middle"),
lambda state: state.has_group("candles", player) or
state.has("Bomb", player))
add_rule(tloz_world.get_location("Shield Shop Item Right"),
lambda state: state.has_group("candles", player) or
state.has("Bomb", player))