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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>
86 lines
8.5 KiB
Python
86 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 Dungeon4:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=4)
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entrance.add(DungeonChest(0x179)) # stone slab chest
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entrance.add(DungeonChest(0x16A)) # map chest
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right_of_entrance = Location(dungeon=4).add(DungeonChest(0x178)).connect(entrance, AND(SHIELD, r.attack_hookshot_powder)) # 1 zol 2 spike beetles 1 spark chest
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Location(dungeon=4).add(DungeonChest(0x17B)).connect(right_of_entrance, AND(SHIELD, SWORD)) # room with key chest
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rightside_crossroads = Location(dungeon=4).connect(entrance, AND(FEATHER, PEGASUS_BOOTS)) # 2 key chests on the right.
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pushable_block_chest = Location(dungeon=4).add(DungeonChest(0x171)).connect(rightside_crossroads, BOMB) # lower chest
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puddle_crack_block_chest = Location(dungeon=4).add(DungeonChest(0x165)).connect(rightside_crossroads, OR(BOMB, FLIPPERS)) # top right chest
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double_locked_room = Location(dungeon=4).connect(right_of_entrance, AND(KEY4, FOUND(KEY4, 5)), one_way=True)
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right_of_entrance.connect(double_locked_room, KEY4, one_way=True)
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after_double_lock = Location(dungeon=4).connect(double_locked_room, AND(KEY4, FOUND(KEY4, 4), OR(FEATHER, FLIPPERS)), one_way=True)
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double_locked_room.connect(after_double_lock, AND(KEY4, FOUND(KEY4, 2), OR(FEATHER, FLIPPERS)), one_way=True)
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dungeon4_puddle_before_crossroads = Location(dungeon=4).add(DungeonChest(0x175)).connect(after_double_lock, FLIPPERS)
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north_crossroads = Location(dungeon=4).connect(after_double_lock, AND(FEATHER, PEGASUS_BOOTS))
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before_miniboss = Location(dungeon=4).connect(north_crossroads, AND(KEY4, FOUND(KEY4, 3)))
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=4).add(OwlStatue(0x16F)).connect(before_miniboss, STONE_BEAK4)
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sidescroller_key = Location(dungeon=4).add(DroppedKey(0x169)).connect(before_miniboss, AND(r.attack_hookshot_powder, FLIPPERS)) # key that drops in the hole and needs swim to get
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center_puddle_chest = Location(dungeon=4).add(DungeonChest(0x16E)).connect(before_miniboss, FLIPPERS) # chest with 50 rupees
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left_water_area = Location(dungeon=4).connect(before_miniboss, OR(FEATHER, FLIPPERS)) # area left with zol chest and 5 symbol puzzle (water area)
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left_water_area.add(DungeonChest(0x16D)) # gel chest
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left_water_area.add(DungeonChest(0x168)) # key chest near the puzzle
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miniboss = Location(dungeon=4).connect(before_miniboss, AND(KEY4, FOUND(KEY4, 5), r.miniboss_requirements[world_setup.miniboss_mapping[3]]))
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terrace_zols_chest = Location(dungeon=4).connect(before_miniboss, FLIPPERS) # flippers to move around miniboss through 5 tile room
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miniboss = Location(dungeon=4).connect(terrace_zols_chest, POWER_BRACELET, one_way=True) # reach flippers chest through the miniboss room
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terrace_zols_chest.add(DungeonChest(0x160)) # flippers chest
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terrace_zols_chest.connect(left_water_area, r.attack_hookshot_powder, one_way=True) # can move from flippers chest south to push the block to left area
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to_the_nightmare_key = Location(dungeon=4).connect(left_water_area, AND(FEATHER, OR(FLIPPERS, PEGASUS_BOOTS))) # 5 symbol puzzle (does not need flippers with boots + feather)
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to_the_nightmare_key.add(DungeonChest(0x176))
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before_boss = Location(dungeon=4).connect(before_miniboss, AND(r.attack_hookshot, FLIPPERS, KEY4, FOUND(KEY4, 5)))
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boss = Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(before_boss, AND(NIGHTMARE_KEY4, r.boss_requirements[world_setup.boss_mapping[3]]))
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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sidescroller_key.connect(before_miniboss, BOOMERANG) # fall off the bridge and boomerang downwards before hitting the water to grab the item
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sidescroller_key.connect(before_miniboss, AND(r.throw_pot, FLIPPERS)) # kill the zols with the pots in the room to spawn the key
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rightside_crossroads.connect(entrance, r.tight_jump) # jump across the corners
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puddle_crack_block_chest.connect(rightside_crossroads, r.tight_jump) # jump around the bombable block
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north_crossroads.connect(entrance, r.tight_jump) # jump across the corners
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after_double_lock.connect(entrance, r.tight_jump) # jump across the corners
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dungeon4_puddle_before_crossroads.connect(after_double_lock, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers
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center_puddle_chest.connect(before_miniboss, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers
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miniboss = Location(dungeon=4).connect(terrace_zols_chest, None, one_way=True) # reach flippers chest through the miniboss room without pulling the lever
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to_the_nightmare_key.connect(left_water_area, r.tight_jump) # With a tight jump feather is enough to reach the top left switch without flippers, or use flippers for puzzle and boots to get through 2d section
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before_boss.connect(left_water_area, r.tight_jump) # jump to the bottom right corner of boss door room
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if options.logic == 'glitched' or options.logic == 'hell':
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pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, FLIPPERS)) # sideways block push to skip bombs
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sidescroller_key.connect(before_miniboss, AND(r.super_jump_feather, OR(r.attack_hookshot_powder, r.throw_pot))) # superjump into the hole to grab the key while falling into the water
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miniboss.connect(before_miniboss, r.jesus_jump) # use jesus jump to transition over the water left of miniboss
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if options.logic == 'hell':
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rightside_crossroads.connect(entrance, AND(r.pit_buffer_boots, r.hookshot_spam_pit)) # pit buffer into the wall of the first pit, then boots bonk across the center, hookshot to get to the rightmost pit to a second villa buffer on the rightmost pit
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rightside_crossroads.connect(after_double_lock, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zols for more entities, and clip through the block against the right wall
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pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, OR(r.jesus_buffer, r.jesus_jump))) # use feather to water clip into the top right corner of the bombable block, and sideways block push to gain access. Can boots bonk of top right wall, then water buffer to top of chest and boots bonk to water buffer next to chest
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after_double_lock.connect(double_locked_room, AND(FOUND(KEY4, 4), r.pit_buffer_boots), one_way=True) # use boots bonks to cross the water gaps
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after_double_lock.connect(entrance, r.pit_buffer_boots) # boots bonk + pit buffer to the bottom
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after_double_lock.connect(entrance, AND(r.pit_buffer, r.hookshot_spam_pit)) # hookshot spam over the first pit of crossroads, then buffer down
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dungeon4_puddle_before_crossroads.connect(after_double_lock, AND(r.pit_buffer_boots, HOOKSHOT)) # boots bonk across the water bottom wall to the bottom left corner, then hookshot up
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north_crossroads.connect(entrance, AND(PEGASUS_BOOTS, HOOKSHOT)) # pit buffer into wall of the first pit, then boots bonk towards the top and hookshot spam to get across (easier with Piece of Power)
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before_miniboss.connect(north_crossroads, AND(r.shaq_jump, r.hookshot_clip_block)) # push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
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before_miniboss.connect(north_crossroads, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zol for more entities, and clip through the block left of keyblock by hookshot spam
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to_the_nightmare_key.connect(left_water_area, AND(FLIPPERS, r.boots_bonk)) # use flippers for puzzle and boots bonk to get through 2d section
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before_boss.connect(left_water_area, r.pit_buffer_boots) # boots bonk across bottom wall then boots bonk to the platform before boss door
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self.entrance = entrance
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class NoDungeon4:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=4)
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Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(entrance, r.boss_requirements[
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world_setup.boss_mapping[3]])
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self.entrance = entrance
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