Files
Grinch-AP/worlds/ladx/LADXR/logic/dungeon3.py
threeandthreee 203d89d1d3 LADX: upstream logic updates (#3963)
* 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>
2024-12-05 16:32:45 +01:00

92 lines
8.5 KiB
Python

from .requirements import *
from .location import Location
from ..locations.all import *
class Dungeon3:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=3)
dungeon3_reverse_eye = Location(dungeon=3).add(DungeonChest(0x153)).connect(entrance, PEGASUS_BOOTS) # Right side reverse eye
area2 = Location(dungeon=3).connect(entrance, POWER_BRACELET)
Location(dungeon=3).add(DungeonChest(0x151)).connect(area2, r.attack_hookshot_powder) # First chest with key
area2.add(DungeonChest(0x14F)) # Second chest with slime
area3 = Location(dungeon=3).connect(area2, OR(r.attack_hookshot_powder, PEGASUS_BOOTS)) # need to kill slimes to continue or pass through left path
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
# now we can go 4 directions,
area_up = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
dungeon3_north_key_drop = Location(dungeon=3).add(DroppedKey(0x154)).connect(area_up, r.attack_skeleton) # north key drop
if options.owlstatues == "both" or options.owlstatues == "dungeon":
Location(dungeon=3).add(OwlStatue(0x154)).connect(area_up, STONE_BEAK3)
dungeon3_raised_blocks_north = Location(dungeon=3).add(DungeonChest(0x14C)) # chest locked behind raised blocks near staircase
dungeon3_raised_blocks_east = Location(dungeon=3).add(DungeonChest(0x150)) # chest locked behind raised blocks next to slime chest
area_up.connect(dungeon3_raised_blocks_north, r.hit_switch, one_way=True) # hit switch to reach north chest
area_up.connect(dungeon3_raised_blocks_east, r.hit_switch, one_way=True) # hit switch to reach east chest
area_left = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
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
area_down = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
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
area_right = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 4))) # We enter the top part of the map here.
Location(dungeon=3).add(DroppedKey(0x14D)).connect(area_right, r.attack_hookshot_powder) # key after the stairs.
dungeon3_nightmare_key_chest = Location(dungeon=3).add(DungeonChest(0x147)).connect(area_right, AND(BOMB, FEATHER, PEGASUS_BOOTS)) # nightmare key chest
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
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
dungeon3_3_bombite_room = Location(dungeon=3).add(DroppedKey(0x141)).connect(compass_chest, BOMB) # 3 bombite room
Location(dungeon=3).add(DroppedKey(0x148)).connect(area_right, r.attack_no_boomerang) # 2 zol 2 owl drop key
Location(dungeon=3).add(DungeonChest(0x144)).connect(area_right, r.attack_skeleton) # map chest
if options.owlstatues == "both" or options.owlstatues == "dungeon":
Location(dungeon=3).add(OwlStatue(0x140), OwlStatue(0x147)).connect(area_right, STONE_BEAK3)
towards_boss1 = Location(dungeon=3).connect(area_right, AND(KEY3, FOUND(KEY3, 5)))
towards_boss2 = Location(dungeon=3).connect(towards_boss1, AND(KEY3, FOUND(KEY3, 6)))
towards_boss3 = Location(dungeon=3).connect(towards_boss2, AND(KEY3, FOUND(KEY3, 7)))
towards_boss4 = Location(dungeon=3).connect(towards_boss3, AND(KEY3, FOUND(KEY3, 8)))
# Just the whole area before the boss, requirements for the boss itself and the rooms before it are the same.
pre_boss = Location(dungeon=3).connect(towards_boss4, AND(r.attack_no_boomerang, FEATHER, PEGASUS_BOOTS))
pre_boss.add(DroppedKey(0x15B))
boss = Location(dungeon=3).add(HeartContainer(0x15A), Instrument(0x159)).connect(pre_boss, AND(NIGHTMARE_KEY3, r.boss_requirements[world_setup.boss_mapping[2]]))
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
dungeon3_3_bombite_room.connect(area_right, BOOMERANG) # 3 bombite room from the left side, grab item with boomerang
dungeon3_reverse_eye.connect(entrance, r.hookshot_over_pit) # hookshot the chest to get to the right side
dungeon3_north_key_drop.connect(area_up, r.throw_pot) # use pots to kill the enemies
dungeon3_south_key_drop.connect(area_down, r.throw_pot) # use pots to kill enemies
area_up.connect(dungeon3_raised_blocks_north, r.throw_pot, one_way=True) # use pots to hit the switch
area_up.connect(dungeon3_raised_blocks_east, AND(r.throw_pot, r.attack_hookshot_powder), one_way=True) # use pots to hit the switch
if options.logic == 'glitched' or options.logic == 'hell':
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
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
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
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
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
if options.logic == 'hell':
area2.connect(dungeon3_raised_blocks_east, r.boots_superhop, one_way=True) # use boots superhop to get over the bottom left block
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
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
area_left_key_drop.connect(area_left, r.shield_bump) # knock everything into the pit including the teleporting owls
dungeon3_south_key_drop.connect(area_down, r.shield_bump) # knock everything into the pit including the teleporting owls
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
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
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
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
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
self.entrance = entrance
class NoDungeon3:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=3)
Location(dungeon=3).add(HeartContainer(0x15A), Instrument(0x159)).connect(entrance, AND(POWER_BRACELET, r.boss_requirements[
world_setup.boss_mapping[2]]))
self.entrance = entrance