Files
Grinch-AP/worlds/alttp/UnderworldGlitchRules.py
Alchav 7a86285807 LttP: Bombless Start and Options/Shops overhaul (#2357)
## What is this fixing or adding?
Adds Bombless Start option, along with proper bomb logic. This involves updating `can_kill_most_things` to include checking how many bombs can be held. Many places where the ability to kill enemies was assumed, now have logic. This fixes some possible existing logic issues, for example: Mini Moldorm cave checks currently are always in logic despite the fact that on expert enemy health it would require 12 bombs to kill each mini moldorm.

Overhauls options, pulling them out of core and in particular making large changes to how the shop options work.


Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Bondo <38083232+BadmoonzZ@users.noreply.github.com>
Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-02-20 01:07:49 +01:00

118 lines
8.1 KiB
Python

from BaseClasses import Entrance
from worlds.generic.Rules import set_rule, add_rule
from .StateHelpers import can_bomb_clip, has_sword, has_beam_sword, has_fire_source, can_melt_things, has_misery_mire_medallion
# We actually need the logic to properly "mark" these regions as Light or Dark world.
# Therefore we need to make these connections during the normal link_entrances stage, rather than during set_rules.
def underworld_glitch_connections(world, player):
specrock = world.get_region('Spectacle Rock Cave (Bottom)', player)
mire = world.get_region('Misery Mire (West)', player)
kikiskip = Entrance(player, 'Kiki Skip', specrock)
mire_to_hera = Entrance(player, 'Mire to Hera Clip', mire)
mire_to_swamp = Entrance(player, 'Hera to Swamp Clip', mire)
specrock.exits.append(kikiskip)
mire.exits.extend([mire_to_hera, mire_to_swamp])
if world.fix_fake_world[player]:
kikiskip.connect(world.get_entrance('Palace of Darkness Exit', player).connected_region)
mire_to_hera.connect(world.get_entrance('Tower of Hera Exit', player).connected_region)
mire_to_swamp.connect(world.get_entrance('Swamp Palace Exit', player).connected_region)
else:
kikiskip.connect(world.get_region('Palace of Darkness (Entrance)', player))
mire_to_hera.connect(world.get_region('Tower of Hera (Bottom)', player))
mire_to_swamp.connect(world.get_region('Swamp Palace (Entrance)', player))
# For some entrances, we need to fake having pearl, because we're in fake DW/LW.
# This creates a copy of the input state that has Moon Pearl.
def fake_pearl_state(state, player):
if state.has('Moon Pearl', player):
return state
fake_state = state.copy()
fake_state.prog_items[player]['Moon Pearl'] += 1
return fake_state
# Sets the rules on where we can actually go using this clip.
# Behavior differs based on what type of ER shuffle we're playing.
def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
dungeon_entrance = [r for r in world.get_region(dungeon_region, player).entrances if r.name != clip.name][0]
if not fix_dungeon_exits: # vanilla, simple, restricted, dungeons_simple; should never have fake worlds fix
# Dungeons are only shuffled among themselves. We need to check SW, MM, and AT because they can't be reentered trivially.
if dungeon_entrance.name == 'Skull Woods Final Section':
set_rule(clip, lambda state: False) # entrance doesn't exist until you fire rod it from the other side
elif dungeon_entrance.name == 'Misery Mire':
add_rule(clip, lambda state: has_sword(state, player) and has_misery_mire_medallion(state, player)) # open the dungeon
elif dungeon_entrance.name == 'Agahnims Tower':
add_rule(clip, lambda state: state.has('Cape', player) or has_beam_sword(state, player) or state.has('Beat Agahnim 1', player)) # kill/bypass barrier
# Then we set a restriction on exiting the dungeon, so you can't leave unless you got in normally.
add_rule(world.get_entrance(dungeon_exit, player), lambda state: dungeon_entrance.can_reach(state))
elif not fix_fake_worlds: # full, dungeons_full; fixed dungeon exits, but no fake worlds fix
# Entry requires the entrance's requirements plus a fake pearl, but you don't gain logical access to the surrounding region.
add_rule(clip, lambda state: dungeon_entrance.access_rule(fake_pearl_state(state, player)))
# exiting restriction
add_rule(world.get_entrance(dungeon_exit, player), lambda state: dungeon_entrance.can_reach(state))
# Otherwise, the shuffle type is crossed, dungeons_crossed, or insanity; all of these do not need additional rules on where we can go,
# since the clip links directly to the exterior region.
def underworld_glitches_rules(world, player):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
# Ice Palace Entrance Clip
# This is the easiest one since it's a simple internal clip.
# Need to also add melting to freezor chest since it's otherwise assumed.
# Also can pick up the first jelly key from behind.
add_rule(world.get_entrance('Ice Palace (Main)', player), lambda state: can_bomb_clip(state, world.get_region('Ice Palace (Entrance)', player), player), combine='or')
add_rule(world.get_location('Ice Palace - Freezor Chest', player), lambda state: can_melt_things(state, player))
add_rule(world.get_location('Ice Palace - Jelly Key Drop', player), lambda state: can_bomb_clip(state, world.get_region('Ice Palace (Entrance)', player), player), combine='or')
# Kiki Skip
kikiskip = world.get_entrance('Kiki Skip', player)
set_rule(kikiskip, lambda state: can_bomb_clip(state, kikiskip.parent_region, player))
dungeon_reentry_rules(world, player, kikiskip, 'Palace of Darkness (Entrance)', 'Palace of Darkness Exit')
# Mire -> Hera -> Swamp
# Using mire keys on other dungeon doors
mire = world.get_region('Misery Mire (West)', player)
mire_clip = lambda state: state.can_reach('Misery Mire (West)', 'Region', player) and can_bomb_clip(state, mire, player) and has_fire_source(state, player)
hera_clip = lambda state: state.can_reach('Tower of Hera (Top)', 'Region', player) and can_bomb_clip(state, world.get_region('Tower of Hera (Top)', player), player)
add_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: mire_clip(state) and state.has('Big Key (Misery Mire)', player), combine='or')
add_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: mire_clip(state), combine='or')
add_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: mire_clip(state) or hera_clip(state), combine='or')
# Build the rule for SP moat.
# We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT.
# First we require a certain type of entrance shuffle, then build the rule from its pieces.
if not world.swamp_patch_required[player]:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rule_map = {
'Misery Mire (Entrance)': (lambda state: True),
'Tower of Hera (Bottom)': (lambda state: state.can_reach('Tower of Hera Big Key Door', 'Entrance', player))
}
inverted = world.mode[player] == 'inverted'
hera_rule = lambda state: (state.has('Moon Pearl', player) or not inverted) and \
rule_map.get(world.get_entrance('Tower of Hera', player).connected_region.name, lambda state: False)(state)
gt_rule = lambda state: (state.has('Moon Pearl', player) or inverted) and \
rule_map.get(world.get_entrance(('Ganons Tower' if not inverted else 'Inverted Ganons Tower'), player).connected_region.name, lambda state: False)(state)
mirrorless_moat_rule = lambda state: state.can_reach('Old Man S&Q', 'Entrance', player) and mire_clip(state) and (hera_rule(state) or gt_rule(state))
add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Magic Mirror', player) or mirrorless_moat_rule(state))
else:
add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Magic Mirror', player))
# Using the entrances for various ER types. Hera -> Swamp never matters because you can only logically traverse with the mire keys
mire_to_hera = world.get_entrance('Mire to Hera Clip', player)
mire_to_swamp = world.get_entrance('Hera to Swamp Clip', player)
set_rule(mire_to_hera, mire_clip)
set_rule(mire_to_swamp, lambda state: mire_clip(state) and state.has('Flippers', player))
dungeon_reentry_rules(world, player, mire_to_hera, 'Tower of Hera (Bottom)', 'Tower of Hera Exit')
dungeon_reentry_rules(world, player, mire_to_swamp, 'Swamp Palace (Entrance)', 'Swamp Palace Exit')