 77b2ed54a6
			
		
	
	77b2ed54a6
	
	
	
		
			
			* fix keylogic for d6 * markup required keys for keylogic * add test * Update __init__.py
		
			
				
	
	
		
			66 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			5.3 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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| 
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| 
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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(BOMB, BOW, MAGIC_ROD, COUNT(POWER_BRACELET, 2))) # 50 rupees
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|         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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| 
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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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| 
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|         # left side
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|         Location(dungeon=6).add(DungeonChest(0x1C0)).connect(entrance, AND(POWER_BRACELET, OR(BOMB, BOW, MAGIC_ROD))) # 3 wizrobes raised blocks dont 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(BOMB, BOW, MAGIC_ROD)) # 2 wizrobe drop key
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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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| 
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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(OR(BOMB, BOW, MAGIC_ROD), 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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| 
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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(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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|         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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| 
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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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| 
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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), PEGASUS_BOOTS)) # use a boots dash to get over the platforms
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|             
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|         if options.logic == 'glitched' or options.logic == 'hell':
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|             entrance.connect(left_side, AND(POWER_BRACELET, 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, AND(FEATHER, OR(SWORD, BOW, MAGIC_ROD)), 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_2_and_upper_right_side.connect(center_1, AND(POWER_BRACELET, FEATHER), 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, FEATHER) # superjump from waterway to the left. POWER_BRACELET is implied from lower_right_side
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| 
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|         if options.logic == 'hell':
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|             entrance.connect(left_side, AND(POWER_BRACELET, PEGASUS_BOOTS, OR(BOW, MAGIC_ROD)), 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, AND(PEGASUS_BOOTS, OR(MAGIC_ROD, BOW))) # can boots superhop off the top wall with bow or magic rod
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|             center_1.connect(miniboss, AND(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, 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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|             
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|         self.entrance = entrance
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| 
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| 
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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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