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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>
70 lines
6.0 KiB
Python
70 lines
6.0 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 Dungeon6:
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def __init__(self, options, world_setup, r, *, raft_game_chest=True):
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entrance = Location(dungeon=6)
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Location(dungeon=6).add(DungeonChest(0x1CF)).connect(entrance, OR(r.attack_wizrobe, COUNT(POWER_BRACELET, 2))) # 50 rupees
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elephants_heart_chest = Location(dungeon=6).add(DungeonChest(0x1C9)).connect(entrance, COUNT(POWER_BRACELET, 2)) # 100 rupees start
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=6).add(OwlStatue(0x1BB)).connect(entrance, STONE_BEAK6)
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# Power bracelet chest
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bracelet_chest = Location(dungeon=6).add(DungeonChest(0x1CE)).connect(entrance, AND(BOMB, FEATHER))
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# left side
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Location(dungeon=6).add(DungeonChest(0x1C0)).connect(entrance, AND(POWER_BRACELET, r.attack_wizrobe)) # 3 wizrobes raised blocks don't need to hit the switch
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left_side = Location(dungeon=6).add(DungeonChest(0x1B9)).add(DungeonChest(0x1B3)).connect(entrance, AND(POWER_BRACELET, OR(BOMB, BOOMERANG)))
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Location(dungeon=6).add(DroppedKey(0x1B4)).connect(left_side, OR(r.attack_wizrobe, BOW)) # 2 wizrobe drop key, allow bow as only 2
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top_left = Location(dungeon=6).add(DungeonChest(0x1B0)).connect(left_side, COUNT(POWER_BRACELET, 2)) # top left chest horseheads
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if raft_game_chest:
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Location().add(Chest(0x06C)).connect(top_left, POWER_BRACELET) # seashell chest in raft game
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# right side
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to_miniboss = Location(dungeon=6).connect(entrance, KEY6)
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miniboss = Location(dungeon=6).connect(to_miniboss, AND(BOMB, r.miniboss_requirements[world_setup.miniboss_mapping[5]]))
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lower_right_side = Location(dungeon=6).add(DungeonChest(0x1BE)).connect(entrance, AND(r.attack_wizrobe, COUNT(POWER_BRACELET, 2))) # waterway key
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medicine_chest = Location(dungeon=6).add(DungeonChest(0x1D1)).connect(lower_right_side, FEATHER) # ledge chest medicine
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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lower_right_owl = Location(dungeon=6).add(OwlStatue(0x1D7)).connect(lower_right_side, AND(POWER_BRACELET, STONE_BEAK6))
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center_1 = Location(dungeon=6).add(DroppedKey(0x1C3)).connect(miniboss, AND(COUNT(POWER_BRACELET, 2), FEATHER)) # tile room key drop
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center_2_and_upper_right_side = Location(dungeon=6).add(DungeonChest(0x1B1)).connect(center_1, AND(COUNT(POWER_BRACELET, 2), PEGASUS_BOOTS, r.attack_pols_voice, KEY6, FOUND(KEY6, 2))) # top right chest horseheads
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boss_key = Location(dungeon=6).add(DungeonChest(0x1B6)).connect(center_2_and_upper_right_side, AND(AND(KEY6, FOUND(KEY6, 3), HOOKSHOT)))
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center_2_and_upper_right_side.connect(boss_key, AND(HOOKSHOT, POWER_BRACELET, KEY6, FOUND(KEY6, 3)), one_way=True)
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=6).add(OwlStatue(0x1B6)).connect(boss_key, STONE_BEAK6)
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boss = Location(dungeon=6).add(HeartContainer(0x1BC), Instrument(0x1b5)).connect(center_1, AND(NIGHTMARE_KEY6, r.boss_requirements[world_setup.boss_mapping[5]]))
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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bracelet_chest.connect(entrance, BOMB) # get through 2d section by "fake" jumping to the ladders
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center_1.connect(miniboss, AND(COUNT(POWER_BRACELET, 2), r.boots_dash_2d)) # use a boots dash to get over the platforms
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center_2_and_upper_right_side.connect(center_1, AND(COUNT(POWER_BRACELET, 2), r.damage_boost, r.attack_pols_voice, FOUND(KEY6, 2))) # damage_boost past the mini_thwomps
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if options.logic == 'glitched' or options.logic == 'hell':
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elephants_heart_chest.connect(entrance, BOMB) # kill moldorm on screen above wizrobes, then bomb trigger on the right side to break elephant statue to get to the second chest
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entrance.connect(left_side, AND(POWER_BRACELET, r.super_jump_feather), one_way=True) # path from entrance to left_side: use superjumps to pass raised blocks
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lower_right_side.connect(center_2_and_upper_right_side, r.super_jump, one_way=True) # path from lower_right_side to center_2: superjump from waterway towards dodongos. superjump next to corner block, so weapons added
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center_1.connect(miniboss, AND(r.bomb_trigger, OR(r.boots_dash_2d, FEATHER))) # bomb trigger the elephant statue after the miniboss
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center_2_and_upper_right_side.connect(center_1, AND(POWER_BRACELET, r.shaq_jump), one_way=True) # going backwards from dodongos, use a shaq jump to pass by keyblock at tile room
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boss_key.connect(lower_right_side, AND(POWER_BRACELET, r.super_jump_feather)) # superjump from waterway to the left.
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if options.logic == 'hell':
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entrance.connect(left_side, AND(POWER_BRACELET, r.boots_superhop), one_way=True) # can boots superhop off the top right corner in 3 wizrobe raised blocks room
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medicine_chest.connect(lower_right_side, r.boots_superhop) # can boots superhop off the top wall with bow or magic rod
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center_1.connect(miniboss, AND(r.damage_boost_special, OR(r.bomb_trigger, COUNT(POWER_BRACELET, 2)))) # use a double damage boost from the sparks to get across (first one is free, second one needs to buffer while in midair for spark to get close enough)
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lower_right_side.connect(center_2_and_upper_right_side, r.super_jump_feather, one_way=True) # path from lower_right_side to center_2: superjump from waterway towards dodongos. superjump next to corner block is super tight to get enough horizontal distance
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self.entrance = entrance
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class NoDungeon6:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=6)
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Location(dungeon=6).add(HeartContainer(0x1BC), Instrument(0x1b5)).connect(entrance, r.boss_requirements[
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world_setup.boss_mapping[5]])
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self.entrance = entrance
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