* Timespinner: Add Torch Flags * Add comment of all torch locations * Add gyre and dark forest lanterns * Add Ancient Pyramid * Don't make cube default progression * Add Emperors Tower * Add lake desolation, forest * Add lab * Add library, varndagroth * Add hangar * Add ramparts * Add Xarion * Add castle keep * Add royal towers * Add lake serene * Add remaining checks * Add missing region * Fix region names * Fix location id * Add traps to settings * Add restriction to elevator keycard torch * Set new traps to have quantity 0 by default * Scythe is now useful due to torch shredding * Add additional lantern * Un-disable missing lantern * Include location ids in tracker * Remove additional space * Fix paren * Add missing lantern * Remove tablet requirement for torches * Update filler V card * Fix brackets * Address feedback
123 lines
5.5 KiB
Python
123 lines
5.5 KiB
Python
from typing import Union, Optional
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from BaseClasses import CollectionState
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from .Options import TimespinnerOptions
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from .PreCalculatedWeights import PreCalculatedWeights
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class TimespinnerLogic:
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player: int
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flag_unchained_keys: bool
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flag_eye_spy: bool
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flag_specific_keycards: bool
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flag_prism_break: bool
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pyramid_keys_unlock: Optional[str]
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present_keys_unlock: Optional[str]
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past_keys_unlock: Optional[str]
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time_keys_unlock: Optional[str]
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def __init__(self, player: int, options: Optional[TimespinnerOptions],
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precalculated_weights: Optional[PreCalculatedWeights]):
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self.player = player
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self.flag_specific_keycards = bool(options and options.specific_keycards)
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self.flag_eye_spy = bool(options and options.eye_spy)
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self.flag_unchained_keys = bool(options and options.unchained_keys)
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self.flag_prism_break = bool(options and options.prism_break)
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self.flag_find_the_flame = bool(options and options.find_the_flame)
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if precalculated_weights:
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if self.flag_unchained_keys:
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self.pyramid_keys_unlock = None
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self.present_keys_unlock = precalculated_weights.present_key_unlock
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self.past_keys_unlock = precalculated_weights.past_key_unlock
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self.time_keys_unlock = precalculated_weights.time_key_unlock
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else:
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self.pyramid_keys_unlock = precalculated_weights.pyramid_keys_unlock
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self.present_keys_unlock = None
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self.past_keys_unlock = None
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self.time_keys_unlock = None
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def has_timestop(self, state: CollectionState) -> bool:
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return state.has_any({'Timespinner Wheel', 'Succubus Hairpin', 'Lightwall', 'Celestial Sash'}, self.player)
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def has_doublejump(self, state: CollectionState) -> bool:
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return state.has_any({'Succubus Hairpin', 'Lightwall', 'Celestial Sash'}, self.player)
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def has_forwarddash_doublejump(self, state: CollectionState) -> bool:
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return self.has_upwarddash(state) \
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or (state.has('Talaria Attachment', self.player) and self.has_doublejump(state))
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def has_doublejump_of_npc(self, state: CollectionState) -> bool:
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return self.has_upwarddash(state) \
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or (state.has('Timespinner Wheel', self.player) and self.has_doublejump(state))
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def has_fastjump_on_npc(self, state: CollectionState) -> bool:
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return state.has_all({'Timespinner Wheel', 'Talaria Attachment'}, self.player)
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def has_multiple_small_jumps_of_npc(self, state: CollectionState) -> bool:
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return state.has('Timespinner Wheel', self.player) or self.has_upwarddash(state)
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def has_upwarddash(self, state: CollectionState) -> bool:
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return state.has_any({'Lightwall', 'Celestial Sash'}, self.player)
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def has_fire(self, state: CollectionState) -> bool:
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return state.has_any({'Fire Orb', 'Infernal Flames', 'Pyro Ring', 'Djinn Inferno'}, self.player)
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def has_pink(self, state: CollectionState) -> bool:
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return state.has_any({'Plasma Orb', 'Plasma Geyser', 'Royal Ring'}, self.player)
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def has_keycard_A(self, state: CollectionState) -> bool:
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return state.has('Security Keycard A', self.player)
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def has_keycard_B(self, state: CollectionState) -> bool:
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if self.flag_specific_keycards:
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return state.has('Security Keycard B', self.player)
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else:
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return state.has_any({'Security Keycard A', 'Security Keycard B'}, self.player)
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def has_keycard_C(self, state: CollectionState) -> bool:
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if self.flag_specific_keycards:
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return state.has('Security Keycard C', self.player)
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else:
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return state.has_any({'Security Keycard A', 'Security Keycard B', 'Security Keycard C'}, self.player)
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def has_keycard_D(self, state: CollectionState) -> bool:
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if self.flag_specific_keycards:
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return state.has('Security Keycard D', self.player)
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else:
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return state.has_any({'Security Keycard A', 'Security Keycard B', 'Security Keycard C', 'Security Keycard D'}, self.player)
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def can_break_walls(self, state: CollectionState) -> bool:
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if self.flag_eye_spy:
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return state.has('Oculus Ring', self.player)
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else:
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return True
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def can_break_lanterns(self, state: CollectionState) -> bool:
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if self.flag_find_the_flame:
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return state.has('Cube of Bodie', self.player)
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else:
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return True
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def can_kill_all_3_bosses(self, state: CollectionState) -> bool:
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if self.flag_prism_break:
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return state.has_all({'Laser Access M', 'Laser Access I', 'Laser Access A'}, self.player)
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return state.has_all({'Killed Maw', 'Killed Twins', 'Killed Aelana'}, self.player)
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def has_teleport(self, state: CollectionState) -> bool:
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return self.flag_unchained_keys or state.has('Twin Pyramid Key', self.player)
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def can_teleport_to(self, state: CollectionState, era: str, gate: str) -> bool:
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if not self.flag_unchained_keys:
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return self.pyramid_keys_unlock == gate
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if era == "Present":
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return self.present_keys_unlock == gate and state.has("Modern Warp Beacon", self.player)
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elif era == "Past":
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return self.past_keys_unlock == gate and state.has("Timeworn Warp Beacon", self.player)
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elif era == "Time":
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return self.time_keys_unlock == gate and state.has("Mysterious Warp Beacon", self.player)
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else:
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raise Exception("Invallid Era: {}".format(era))
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