211 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			211 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from .SubClasses import LTTPRegion
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from BaseClasses import CollectionState
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def is_not_bunny(state: CollectionState, region: LTTPRegion, player: int) -> bool:
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    if state.has('Moon Pearl', player):
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        return True
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    return region.is_light_world if state.multiworld.mode[player] != 'inverted' else region.is_dark_world
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def can_bomb_clip(state: CollectionState, region: LTTPRegion, player: int) -> bool:
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    return can_use_bombs(state, player) and is_not_bunny(state, region, player) and state.has('Pegasus Boots', player)
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def can_buy_unlimited(state: CollectionState, item: str, player: int) -> bool:
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    return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(state) for
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               shop in state.multiworld.shops)
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def can_buy(state: CollectionState, item: str, player: int) -> bool:
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    return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(state) for
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               shop in state.multiworld.shops)
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def can_shoot_arrows(state: CollectionState, player: int, count: int = 0) -> bool:
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    if state.multiworld.retro_bow[player]:
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        return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_buy(state, 'Single Arrow', player)
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    return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_hold_arrows(state, player, count)
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def has_triforce_pieces(state: CollectionState, player: int) -> bool:
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    count = state.multiworld.worlds[player].treasure_hunt_required
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    return state.count('Triforce Piece', player) + state.count('Power Star', player) >= count
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def has_crystals(state: CollectionState, count: int, player: int) -> bool:
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    found = state.count_group("Crystals", player)
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    return found >= count
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def can_lift_rocks(state: CollectionState, player: int):
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    return state.has('Power Glove', player) or state.has('Titans Mitts', player)
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def can_lift_heavy_rocks(state: CollectionState, player: int) -> bool:
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    return state.has('Titans Mitts', player)
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def bottle_count(state: CollectionState, player: int) -> int:
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    return min(state.multiworld.worlds[player].difficulty_requirements.progressive_bottle_limit,
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               state.count_group("Bottles", player))
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def has_hearts(state: CollectionState, player: int, count: int) -> int:
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    # Warning: This only considers items that are marked as advancement items
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    return heart_count(state, player) >= count
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def heart_count(state: CollectionState, player: int) -> int:
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    # Warning: This only considers items that are marked as advancement items
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    diff = state.multiworld.worlds[player].difficulty_requirements
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    return min(state.count('Boss Heart Container', player), diff.boss_heart_container_limit) \
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        + state.count('Sanctuary Heart Container', player) \
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        + min(state.count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
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        + 3  # starting hearts
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def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
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                     fullrefill: bool = False):  # This reflects the total magic Link has, not the total extra he has.
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    basemagic = 8
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    if state.has('Magic Upgrade (1/4)', player):
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        basemagic = 32
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    elif state.has('Magic Upgrade (1/2)', player):
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        basemagic = 16
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    if can_buy_unlimited(state, 'Green Potion', player) or can_buy_unlimited(state, 'Blue Potion', player):
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        if state.multiworld.item_functionality[player] == 'hard' and not fullrefill:
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            basemagic = basemagic + int(basemagic * 0.5 * bottle_count(state, player))
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        elif state.multiworld.item_functionality[player] == 'expert' and not fullrefill:
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            basemagic = basemagic + int(basemagic * 0.25 * bottle_count(state, player))
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        else:
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            basemagic = basemagic + basemagic * bottle_count(state, player)
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    return basemagic >= smallmagic
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def can_hold_arrows(state: CollectionState, player: int, quantity: int):
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    if state.multiworld.worlds[player].options.shuffle_capacity_upgrades:
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        if quantity == 0:
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            return True
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        if state.has("Arrow Upgrade (70)", player):
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            arrows = 70
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        else:
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            arrows = (30 + (state.count("Arrow Upgrade (+5)", player) * 5)
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                      + (state.count("Arrow Upgrade (+10)", player) * 10))
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            # Arrow Upgrade (+5) beyond the 6th gives +10
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            arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10))
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        return min(70, arrows) >= quantity
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    return quantity <= 30 or state.has("Capacity Upgrade Shop", player)
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def can_use_bombs(state: CollectionState, player: int, quantity: int = 1) -> bool:
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    bombs = 0 if state.multiworld.bombless_start[player] else 10
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    bombs += ((state.count("Bomb Upgrade (+5)", player) * 5) + (state.count("Bomb Upgrade (+10)", player) * 10)
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              + (state.count("Bomb Upgrade (50)", player) * 50))
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    # Bomb Upgrade (+5) beyond the 6th gives +10
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    bombs += max(0, ((state.count("Bomb Upgrade (+5)", player) - 6) * 10))
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    if (not state.multiworld.shuffle_capacity_upgrades[player]) and state.has("Capacity Upgrade Shop", player):
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        bombs += 40
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    return bombs >= min(quantity, 50)
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def can_bomb_or_bonk(state: CollectionState, player: int) -> bool:
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    return state.has("Pegasus Boots", player) or can_use_bombs(state, player)
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def can_activate_crystal_switch(state: CollectionState, player: int) -> bool:
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    return (has_melee_weapon(state, player) or can_use_bombs(state, player) or can_shoot_arrows(state, player)
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            or state.has_any(["Hookshot", "Cane of Somaria", "Cane of Byrna", "Fire Rod", "Ice Rod", "Blue Boomerang",
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                              "Red Boomerang"], player))
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def can_kill_most_things(state: CollectionState, player: int, enemies: int = 5) -> bool:
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    if state.multiworld.enemy_shuffle[player]:
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        # I don't fully understand Enemizer's logic for placing enemies in spots where they need to be killable, if any.
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        # Just go with maximal requirements for now.
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        return (has_melee_weapon(state, player)
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                and state.has('Cane of Somaria', player)
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                and state.has('Cane of Byrna', player) and can_extend_magic(state, player)
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                and can_shoot_arrows(state, player)
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                and state.has('Fire Rod', player)
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                and can_use_bombs(state, player, enemies * 4))
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    else:
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        return (has_melee_weapon(state, player)
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                or state.has('Cane of Somaria', player)
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                or (state.has('Cane of Byrna', player) and (enemies < 6 or can_extend_magic(state, player)))
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                or can_shoot_arrows(state, player)
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                or state.has('Fire Rod', player)
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                or (state.multiworld.enemy_health[player] in ("easy", "default")
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                    and can_use_bombs(state, player, enemies * 4)))
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def can_get_good_bee(state: CollectionState, player: int) -> bool:
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    cave = state.multiworld.get_region('Good Bee Cave', player)
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    return (
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            state.has_group("Bottles", player) and
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            state.has('Bug Catching Net', player) and
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            (state.has('Pegasus Boots', player) or (has_sword(state, player) and state.has('Quake', player))) and
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            cave.can_reach(state) and
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            is_not_bunny(state, cave, player)
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    )
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def can_retrieve_tablet(state: CollectionState, player: int) -> bool:
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    return state.has('Book of Mudora', player) and (has_beam_sword(state, player) or
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                                                    (state.multiworld.swordless[player] and
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                                                     state.has("Hammer", player)))
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def has_sword(state: CollectionState, player: int) -> bool:
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    return state.has('Fighter Sword', player) \
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        or state.has('Master Sword', player) \
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        or state.has('Tempered Sword', player) \
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        or state.has('Golden Sword', player)
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def has_beam_sword(state: CollectionState, player: int) -> bool:
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    return state.has('Master Sword', player) or state.has('Tempered Sword', player) or state.has('Golden Sword',
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                                                                                                 player)
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def has_melee_weapon(state: CollectionState, player: int) -> bool:
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    return has_sword(state, player) or state.has('Hammer', player)
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def has_fire_source(state: CollectionState, player: int) -> bool:
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    return state.has('Fire Rod', player) or state.has('Lamp', player)
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def can_melt_things(state: CollectionState, player: int) -> bool:
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    return state.has('Fire Rod', player) or \
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        (state.has('Bombos', player) and
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         (state.multiworld.swordless[player] or
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          has_sword(state, player)))
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def has_misery_mire_medallion(state: CollectionState, player: int) -> bool:
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    return state.has(state.multiworld.worlds[player].required_medallions[0], player)
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def has_turtle_rock_medallion(state: CollectionState, player: int) -> bool:
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    return state.has(state.multiworld.worlds[player].required_medallions[1], player)
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def can_boots_clip_lw(state: CollectionState, player: int) -> bool:
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    if state.multiworld.mode[player] == 'inverted':
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        return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player)
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    return state.has('Pegasus Boots', player)
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def can_boots_clip_dw(state: CollectionState, player: int) -> bool:
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    if state.multiworld.mode[player] != 'inverted':
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        return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player)
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    return state.has('Pegasus Boots', player)
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def can_get_glitched_speed_dw(state: CollectionState, player: int) -> bool:
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    rules = [state.has('Pegasus Boots', player), any([state.has('Hookshot', player), has_sword(state, player)])]
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    if state.multiworld.mode[player] != 'inverted':
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        rules.append(state.has('Moon Pearl', player))
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    return all(rules)
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