Files
Grinch-AP/worlds/ladx/LADXR/logic/dungeon8.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

114 lines
11 KiB
Python

from .requirements import *
from .location import Location
from ..locations.all import *
class Dungeon8:
def __init__(self, options, world_setup, r, *, back_entrance_heartpiece=True):
entrance = Location(dungeon=8)
entrance_up = Location(dungeon=8).connect(entrance, FEATHER)
entrance_left = Location(dungeon=8).connect(entrance, r.attack_hookshot_no_bomb) # past hinox
# left side
entrance_left.add(DungeonChest(0x24D)) # zamboni room chest
eye_magnet_chest = Location(dungeon=8).add(DungeonChest(0x25C)) # eye magnet chest bottom left below rolling bones
eye_magnet_chest.connect(entrance_left, OR(BOW, MAGIC_ROD, BOOMERANG, AND(FEATHER, r.attack_hookshot))) # damageless roller should be default
if options.hardmode != "ohko":
eye_magnet_chest.connect(entrance_left, r.attack_hookshot) # can take a hit
vire_drop_key = Location(dungeon=8).add(DroppedKey(0x24C)).connect(entrance_left, r.attack_hookshot_no_bomb) # vire drop key
sparks_chest = Location(dungeon=8).add(DungeonChest(0x255)).connect(entrance_left, OR(HOOKSHOT, FEATHER)) # chest before lvl1 miniboss
Location(dungeon=8).add(DungeonChest(0x246)).connect(entrance_left, MAGIC_ROD) # key chest that spawns after creating fire
# right side
if options.owlstatues == "both" or options.owlstatues == "dungeon":
bottomright_owl = Location(dungeon=8).add(OwlStatue(0x253)).connect(entrance, AND(STONE_BEAK8, FEATHER, POWER_BRACELET)) # Two ways to reach this owl statue, but both require the same (except that one route requires bombs as well)
else:
bottomright_owl = None
slime_chest = Location(dungeon=8).add(DungeonChest(0x259)).connect(entrance, OR(FEATHER, AND(r.attack_hookshot, POWER_BRACELET))) # chest with slime
bottom_right = Location(dungeon=8).add(DroppedKey(0x25A)).connect(entrance, AND(FEATHER, OR(BOMB, AND(r.attack_hookshot_powder, POWER_BRACELET)))) # zamboni key drop; bombs for entrance up through switch room, weapon + bracelet for NW zamboni staircase to bottom right past smasher
bottomright_pot_chest = Location(dungeon=8).add(DungeonChest(0x25F)).connect(bottom_right, POWER_BRACELET) # 4 ropes pot room chest
map_chest = Location(dungeon=8).add(DungeonChest(0x24F)).connect(entrance_up, None) # use the zamboni to get to the push blocks
lower_center = Location(dungeon=8).connect(entrance_up, KEY8)
upper_center = Location(dungeon=8).connect(lower_center, AND(KEY8, FOUND(KEY8, 2)))
if options.owlstatues == "both" or options.owlstatues == "dungeon":
Location(dungeon=8).add(OwlStatue(0x245)).connect(upper_center, STONE_BEAK8)
gibdos_drop_key = Location(dungeon=8).add(DroppedKey(0x23E)).connect(upper_center, r.attack_gibdos) # 2 gibdos cracked floor; technically possible to use pits to kill but dumb
medicine_chest = Location(dungeon=8).add(DungeonChest(0x235)).connect(upper_center, AND(FEATHER, HOOKSHOT)) # medicine chest
middle_center_1 = Location(dungeon=8).connect(upper_center, BOMB)
middle_center_2 = Location(dungeon=8).connect(middle_center_1, AND(KEY8, FOUND(KEY8, 4)))
middle_center_3 = Location(dungeon=8).connect(middle_center_2, KEY8)
miniboss_entrance = Location(dungeon=8).connect(middle_center_3, AND(HOOKSHOT, KEY8, FOUND(KEY8, 7))) # hookshot to get across to keyblock, 7 to fix keylock issues if keys are used on other keyblocks
miniboss = Location(dungeon=8).connect(miniboss_entrance, AND(FEATHER, r.miniboss_requirements[world_setup.miniboss_mapping[7]])) # feather for 2d section, sword to kill
miniboss.add(DungeonChest(0x237)) # fire rod chest
up_left = Location(dungeon=8).connect(upper_center, AND(r.attack_hookshot_powder, AND(KEY8, FOUND(KEY8, 4))))
entrance_up.connect(up_left, AND(FEATHER, MAGIC_ROD), one_way=True) # alternate path with fire rod through 2d section to nightmare key
up_left.add(DungeonChest(0x240)) # beamos blocked chest
up_left.connect(entrance_left, None, one_way=True) # path from up_left to entrance_left by dropping of the ledge in torch room
Location(dungeon=8).add(DungeonChest(0x23D)).connect(up_left, BOMB) # dodongo chest
up_left.connect(upper_center, None, one_way=True) # use the outside path of the dungeon to get to the right side
if back_entrance_heartpiece:
Location().add(HeartPiece(0x000)).connect(up_left, None) # Outside the dungeon on the platform
Location(dungeon=8).add(DroppedKey(0x241)).connect(up_left, BOW) # lava statue
if options.owlstatues == "both" or options.owlstatues == "dungeon":
Location(dungeon=8).add(OwlStatue(0x241)).connect(up_left, STONE_BEAK8)
Location(dungeon=8).add(DungeonChest(0x23A)).connect(up_left, HOOKSHOT) # ledge chest left of boss door
top_left_stairs = Location(dungeon=8).connect(entrance_up, AND(FEATHER, MAGIC_ROD))
top_left_stairs.connect(up_left, None, one_way=True) # jump down from the staircase to the right
nightmare_key = Location(dungeon=8).add(DungeonChest(0x232)).connect(top_left_stairs, AND(FEATHER, SWORD, KEY8, FOUND(KEY8, 7)))
# Bombing from the center dark rooms to the left so you can access more keys.
# The south walls of center dark room can be bombed from lower_center too with bomb and feather for center dark room access from the south, allowing even more access. Not sure if this should be logic since "obscure"
middle_center_2.connect(up_left, AND(BOMB, FEATHER), one_way=True) # does this even skip a key? both middle_center_2 and up_left come from upper_center with 1 extra key
bossdoor = Location(dungeon=8).connect(entrance_up, AND(FEATHER, MAGIC_ROD))
boss = Location(dungeon=8).add(HeartContainer(0x234), Instrument(0x230)).connect(bossdoor, AND(NIGHTMARE_KEY8, r.boss_requirements[world_setup.boss_mapping[7]]))
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
entrance_left.connect(entrance, BOMB) # use bombs to kill vire and hinox
up_left.connect(vire_drop_key, BOMB, one_way=True) # use bombs to kill rolling bones and vire, do not allow pathway through hinox with just bombs, as not enough bombs are available
bottom_right.connect(slime_chest, r.tight_jump) # diagonal jump over the pits to reach rolling rock / zamboni
gibdos_drop_key.connect(upper_center, OR(HOOKSHOT, MAGIC_ROD)) # crack one of the floor tiles and hookshot the gibdos in, or burn the gibdos and make them jump into pit
up_left.connect(lower_center, AND(BOMB, FEATHER)) # blow up hidden walls from peahat room -> dark room -> eye statue room
slime_chest.connect(entrance, AND(r.attack_hookshot_powder, POWER_BRACELET)) # kill vire with powder or bombs
if options.logic == 'glitched' or options.logic == 'hell':
sparks_chest.connect(entrance_left, r.pit_buffer_itemless) # 1 pit buffer across the pit.
entrance_up.connect(bottomright_pot_chest, r.super_jump_boots, one_way = True) # underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way
lower_center.connect(entrance_up, r.sideways_block_push) # sideways block push in peahat room to get past keyblock
miniboss_entrance.connect(lower_center, AND(BOMB, r.bookshot)) # blow up hidden wall for darkroom, use feather + hookshot to clip past keyblock in front of stairs
miniboss_entrance.connect(lower_center, AND(BOMB, r.super_jump_feather, FOUND(KEY8, 7))) # same as above, but without clipping past the keyblock
up_left.connect(lower_center, r.jesus_jump) # use jesus jump in refill room left of peahats to clip bottom wall and push bottom block left, to get a place to super jump
up_left.connect(upper_center, r.jesus_jump) # from up left you can jesus jump / lava swim around the key door next to the boss.
top_left_stairs.connect(up_left, r.super_jump_feather) # superjump
medicine_chest.connect(upper_center, AND(r.super_jump_feather, r.jesus_jump)) # jesus super jump
up_left.connect(bossdoor, r.super_jump_feather, one_way=True) # superjump off the bottom or right wall to jump over to the boss door
if options.logic == 'hell':
if bottomright_owl:
bottomright_owl.connect(entrance, AND(SWORD, POWER_BRACELET, r.boots_bonk_2d_hell, STONE_BEAK8)) # underground section past mimics, boots bonking across the gap to the ladder
bottomright_pot_chest.connect(entrance, AND(SWORD, POWER_BRACELET, r.boots_bonk_2d_hell)) # underground section past mimics, boots bonking across the gap to the ladder
entrance.connect(bottomright_pot_chest, r.shaq_jump, one_way=True) # use NW zamboni staircase backwards, and get a naked shaq jump off the bottom wall in the bottom right corner to pass by the pot
gibdos_drop_key.connect(upper_center, AND(FEATHER, SHIELD)) # lock gibdos into pits and crack the tile they stand on, then use shield to bump them into the pit
medicine_chest.connect(upper_center, AND(r.pit_buffer_boots, HOOKSHOT)) # boots bonk + lava buffer to the bottom wall, then bonk onto the middle section
miniboss.connect(miniboss_entrance, AND(r.boots_bonk_2d_hell, r.miniboss_requirements[world_setup.miniboss_mapping[7]])) # get through 2d section with boots bonks
top_left_stairs.connect(map_chest, AND(r.jesus_buffer, r.boots_bonk_2d_hell, MAGIC_ROD)) # boots bonk + lava buffer from map chest to entrance_up, then boots bonk through 2d section
nightmare_key.connect(top_left_stairs, AND(r.boots_bonk_pit, SWORD, FOUND(KEY8, 7))) # use a boots bonk to cross the 2d section + the lava in cueball room
bottom_right.connect(entrance_up, AND(POWER_BRACELET, r.jesus_buffer), one_way=True) # take staircase to NW zamboni room, boots bonk onto the lava and water buffer all the way down to push the zamboni
bossdoor.connect(entrance_up, AND(r.boots_bonk_2d_hell, MAGIC_ROD)) # boots bonk through 2d section
self.entrance = entrance
class NoDungeon8:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=8)
boss = Location(dungeon=8).add(HeartContainer(0x234)).connect(entrance, r.boss_requirements[
world_setup.boss_mapping[7]])
instrument = Location(dungeon=8).add(Instrument(0x230)).connect(boss, FEATHER) # jump over the lava to get to the instrument
self.entrance = entrance