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* Fully updates requirements.py to live LADXR (#19) * Updates dungeon2.py to LADXR-Live (#20) No logic changes or bugfix are in this file. It is only code cleanup. * Update dungeon1.py (#21) - The Three of a Kind with Bomb is moved from Normal to Hard Logic The rest is code cleanup. lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference * Fully updates dungeon3.py to LADXR-live (#22) Logic Changes: - Hard mode now considers killing the enemies in the top room with pot Everything else is cleanup. * Fully update dungeon4.py to LADXR-live logic (#23) Logic Changes: - Hard Logic: Removes Feather requirement from grabbing the Pit Key - Hell logic: new hookshot clip (line 64) - Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69) - Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock. - Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam The rest is code cleanup * Updates dungeon5.py mostly to LADXR-Live Logic (#24) Logic Changes: - Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69) The rest is cleanup. The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR): 18 | 18-20; 55 | 58; 65 | 68-69 * Fully update dungeon6.py logic (#25) Logic Changes: - Hard logic: allow damage boosting past the mini thwomps - Glitched logic: bomb triggering elephants in two cases Everything else is cleanup * Fully update dungeon7.py to LADXR-live logic (#26) Logic Changes: - Hard logic: Three of a Kind is now possible with bombs only Everything else is code cleanup * Fully updates dungeon8.py to LADXR-live (#27) Logic change: - Hard logic: allows to drop the Gibdos into holes as a way to kill them - Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way The rest is code cleanup * Fully update dungeonColor.py to LADXR-live (#28) Logic changes: - Normal logic: Karakoros now need power bracelet to put them into their holes - Hard logic: Karakoros without power bracelet but with weapon - Hell logic: Karakoros with only bombs Everything else is code cleanup * Updating overworld.py (#29) * Updating overworld.py This tries to update all logic of the Overworld. Logic changes include: - Normal logic: requires hookshot or shield to traverse Armos Cave - Hard logic: Traverse Armos Cave with nothing (formerly normal logic) - Hard logic: get the animal village bomb cave check with jump and boomerang - Hard logic: use rooster to go to D7 - Lots of Jesus Rooster Jumps I stopped counting and need to go over this again. Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why. * remove featherless fisher under bridge from hard it was moved to hell upstream and its already present in our code --------- Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com> * fixes * add test messages * Adds Pegasus Boots to the test (#31) * Fix d6 boss_key logic (#30) * restore hardmode logic * higher logic fixes * add bush requirement to the raft in case the player needs to farm rupees to play again --------- Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
92 lines
8.5 KiB
Python
92 lines
8.5 KiB
Python
from .requirements import *
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from .location import Location
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from ..locations.all import *
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class Dungeon3:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=3)
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dungeon3_reverse_eye = Location(dungeon=3).add(DungeonChest(0x153)).connect(entrance, PEGASUS_BOOTS) # Right side reverse eye
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area2 = Location(dungeon=3).connect(entrance, POWER_BRACELET)
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Location(dungeon=3).add(DungeonChest(0x151)).connect(area2, r.attack_hookshot_powder) # First chest with key
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area2.add(DungeonChest(0x14F)) # Second chest with slime
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area3 = Location(dungeon=3).connect(area2, OR(r.attack_hookshot_powder, PEGASUS_BOOTS)) # need to kill slimes to continue or pass through left path
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dungeon3_zol_stalfos = Location(dungeon=3).add(DungeonChest(0x14E)).connect(area3, AND(PEGASUS_BOOTS, r.attack_skeleton)) # 3th chest requires killing the slime behind the crystal pillars
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# now we can go 4 directions,
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area_up = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
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dungeon3_north_key_drop = Location(dungeon=3).add(DroppedKey(0x154)).connect(area_up, r.attack_skeleton) # north key drop
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=3).add(OwlStatue(0x154)).connect(area_up, STONE_BEAK3)
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dungeon3_raised_blocks_north = Location(dungeon=3).add(DungeonChest(0x14C)) # chest locked behind raised blocks near staircase
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dungeon3_raised_blocks_east = Location(dungeon=3).add(DungeonChest(0x150)) # chest locked behind raised blocks next to slime chest
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area_up.connect(dungeon3_raised_blocks_north, r.hit_switch, one_way=True) # hit switch to reach north chest
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area_up.connect(dungeon3_raised_blocks_east, r.hit_switch, one_way=True) # hit switch to reach east chest
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area_left = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
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area_left_key_drop = Location(dungeon=3).add(DroppedKey(0x155)).connect(area_left, r.attack_hookshot) # west key drop (no longer requires feather to get across hole), can use boomerang to knock owls into pit
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area_down = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
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dungeon3_south_key_drop = Location(dungeon=3).add(DroppedKey(0x158)).connect(area_down, r.attack_hookshot) # south keydrop, can use boomerang to knock owls into pit
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area_right = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 4))) # We enter the top part of the map here.
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Location(dungeon=3).add(DroppedKey(0x14D)).connect(area_right, r.attack_hookshot_powder) # key after the stairs.
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dungeon3_nightmare_key_chest = Location(dungeon=3).add(DungeonChest(0x147)).connect(area_right, AND(BOMB, FEATHER, PEGASUS_BOOTS)) # nightmare key chest
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dungeon3_post_dodongo_chest = Location(dungeon=3).add(DungeonChest(0x146)).connect(area_right, AND(r.attack_hookshot_powder, r.miniboss_requirements[world_setup.miniboss_mapping[2]])) # boots after the miniboss
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compass_chest = Location(dungeon=3).add(DungeonChest(0x142)).connect(area_right, OR(SWORD, BOMB, AND(SHIELD, r.attack_hookshot_powder))) # bomb only activates with sword, bomb or shield
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dungeon3_3_bombite_room = Location(dungeon=3).add(DroppedKey(0x141)).connect(compass_chest, BOMB) # 3 bombite room
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Location(dungeon=3).add(DroppedKey(0x148)).connect(area_right, r.attack_no_boomerang) # 2 zol 2 owl drop key
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Location(dungeon=3).add(DungeonChest(0x144)).connect(area_right, r.attack_skeleton) # map chest
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=3).add(OwlStatue(0x140), OwlStatue(0x147)).connect(area_right, STONE_BEAK3)
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towards_boss1 = Location(dungeon=3).connect(area_right, AND(KEY3, FOUND(KEY3, 5)))
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towards_boss2 = Location(dungeon=3).connect(towards_boss1, AND(KEY3, FOUND(KEY3, 6)))
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towards_boss3 = Location(dungeon=3).connect(towards_boss2, AND(KEY3, FOUND(KEY3, 7)))
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towards_boss4 = Location(dungeon=3).connect(towards_boss3, AND(KEY3, FOUND(KEY3, 8)))
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# Just the whole area before the boss, requirements for the boss itself and the rooms before it are the same.
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pre_boss = Location(dungeon=3).connect(towards_boss4, AND(r.attack_no_boomerang, FEATHER, PEGASUS_BOOTS))
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pre_boss.add(DroppedKey(0x15B))
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boss = Location(dungeon=3).add(HeartContainer(0x15A), Instrument(0x159)).connect(pre_boss, AND(NIGHTMARE_KEY3, r.boss_requirements[world_setup.boss_mapping[2]]))
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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dungeon3_3_bombite_room.connect(area_right, BOOMERANG) # 3 bombite room from the left side, grab item with boomerang
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dungeon3_reverse_eye.connect(entrance, r.hookshot_over_pit) # hookshot the chest to get to the right side
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dungeon3_north_key_drop.connect(area_up, r.throw_pot) # use pots to kill the enemies
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dungeon3_south_key_drop.connect(area_down, r.throw_pot) # use pots to kill enemies
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area_up.connect(dungeon3_raised_blocks_north, r.throw_pot, one_way=True) # use pots to hit the switch
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area_up.connect(dungeon3_raised_blocks_east, AND(r.throw_pot, r.attack_hookshot_powder), one_way=True) # use pots to hit the switch
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if options.logic == 'glitched' or options.logic == 'hell':
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area2.connect(dungeon3_raised_blocks_east, AND(r.attack_hookshot_powder, r.super_jump_feather), one_way=True) # use superjump to get over the bottom left block
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area3.connect(dungeon3_raised_blocks_north, AND(OR(PEGASUS_BOOTS, r.hookshot_clip_block), r.shaq_jump), one_way=True) # use shagjump (unclipped superjump next to movable block) from north wall to get on the blocks. Instead of boots can also get to that area with a hookshot clip past the movable block
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area3.connect(dungeon3_zol_stalfos, r.hookshot_clip_block, one_way=True) # hookshot clip through the northern push block next to raised blocks chest to get to the zol
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dungeon3_nightmare_key_chest.connect(area_right, AND(r.super_jump_feather, BOMB)) # superjump to right side 3 gap via top wall and jump the 2 gap
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dungeon3_post_dodongo_chest.connect(area_right, AND(r.super_jump_feather, FOUND(KEY3, 6))) # superjump from keyblock path. use 2 keys to open enough blocks TODO: nag messages to skip a key
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if options.logic == 'hell':
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area2.connect(dungeon3_raised_blocks_east, r.boots_superhop, one_way=True) # use boots superhop to get over the bottom left block
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area3.connect(dungeon3_raised_blocks_north, r.boots_superhop, one_way=True) # use boots superhop off top wall or left wall to get on raised blocks
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area_up.connect(dungeon3_zol_stalfos, AND(r.super_jump_feather, r.attack_skeleton), one_way=True) # use superjump near top blocks chest to get to zol without boots, keep wall clip on right wall to get a clip on left wall or use obstacles
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area_left_key_drop.connect(area_left, r.shield_bump) # knock everything into the pit including the teleporting owls
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dungeon3_south_key_drop.connect(area_down, r.shield_bump) # knock everything into the pit including the teleporting owls
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dungeon3_nightmare_key_chest.connect(area_right, AND(r.super_jump_feather, r.shield_bump)) # superjump into jumping stalfos and shield bump to right ledge
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dungeon3_nightmare_key_chest.connect(area_right, AND(BOMB, r.pit_buffer_boots, HOOKSHOT)) # boots bonk across the pits with pit buffering and hookshot to the chest
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compass_chest.connect(dungeon3_3_bombite_room, OR(BOW, MAGIC_ROD, AND(OR(FEATHER, PEGASUS_BOOTS), OR(SWORD, MAGIC_POWDER))), one_way=True) # 3 bombite room from the left side, use a bombite to blow open the wall without bombs
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pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, FEATHER, POWER_BRACELET)) # use bracelet super bounce glitch to pass through first part underground section
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pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, r.boots_bonk_2d_spikepit)) # use medicine invulnerability to pass through the 2d section with a boots bonk to reach the staircase
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self.entrance = entrance
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class NoDungeon3:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=3)
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Location(dungeon=3).add(HeartContainer(0x15A), Instrument(0x159)).connect(entrance, AND(POWER_BRACELET, r.boss_requirements[
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world_setup.boss_mapping[2]]))
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self.entrance = entrance
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