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Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: alchav <alchav@jalchavware.com>
609 lines
23 KiB
Python
609 lines
23 KiB
Python
from .locations import level_name_to_id
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def is_auto_scroll(state, player, level):
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level_id = level_name_to_id[level]
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if state.has_any(["Cancel Auto Scroll", f"Cancel Auto Scroll - {level}"], player):
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return False
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return state.multiworld.worlds[player].auto_scroll_levels[level_id] > 0
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def has_pipe_right(state, player):
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return state.has_any(["Pipe Traversal - Right", "Pipe Traversal"], player)
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def has_pipe_left(state, player):
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return state.has_any(["Pipe Traversal - Left", "Pipe Traversal"], player)
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def has_pipe_down(state, player):
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return state.has_any(["Pipe Traversal - Down", "Pipe Traversal"], player)
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def has_pipe_up(state, player):
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return state.has_any(["Pipe Traversal - Up", "Pipe Traversal"], player)
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def has_level_progression(state, item, player, count=1):
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return state.count(item, player) + (state.count(item + " x2", player) * 2) >= count
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def mushroom_zone_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Mushroom Zone")
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reachable_coins = 38
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if state.has_any(["Mushroom", "Fire Flower"], player) or not auto_scroll:
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# Was able to get all but 1, being lenient.
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reachable_coins += 2
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if has_pipe_down(state, player):
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# There's 24 in each of the underground sections.
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# The first one requires missing some question mark blocks if auto scrolling (the last +4).
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# If you go in the second without pipe up, you can get everything except the last 5 plus the ones in the first
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# underground section.
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reachable_coins += 19
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if has_pipe_up(state, player) or not auto_scroll:
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reachable_coins += 5
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if has_pipe_up(state, player):
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reachable_coins += 20
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if not auto_scroll:
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reachable_coins += 4
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return coins <= reachable_coins
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def tree_zone_1_coins(state, player, coins):
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return coins <= 87 or not is_auto_scroll(state, player, "Tree Zone 1")
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def tree_zone_2_normal_exit(state, player):
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return has_pipe_right(state, player) or state.has("Tree Zone 2 Midway Bell", player)
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def tree_zone_2_secret_exit(state, player):
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return has_pipe_right(state, player) and state.has("Carrot", player)
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def tree_zone_2_midway_bell(state, player):
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return has_pipe_right(state, player) or state.has("Tree Zone 2 Midway Bell", player)
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def tree_zone_2_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Tree Zone 2")
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reachable_coins = 18
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if has_pipe_right(state, player):
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reachable_coins += 38
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if state.has("Carrot", player):
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reachable_coins += 12
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if not auto_scroll:
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reachable_coins += 30
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elif state.has("Tree Zone 2 Midway Bell", player):
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reachable_coins = 30
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if not auto_scroll:
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reachable_coins += 8
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return coins <= reachable_coins
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def tree_zone_3_normal_exit(state, player):
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return not is_auto_scroll(state, player, "Tree Zone 3")
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def tree_zone_3_coins(state, player, coins):
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if is_auto_scroll(state, player, "Tree Zone 3"):
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return coins <= 4
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if coins <= 19:
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return True
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elif state.has_any(["Mushroom", "Fire Flower"], player) and coins <= 21:
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return True
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return state.has("Carrot", player)
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def tree_zone_4_normal_exit(state, player):
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return has_pipe_down(state, player) and tree_zone_4_midway_bell(state, player)
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def tree_zone_4_midway_bell(state, player):
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return ((has_pipe_right(state, player) and has_pipe_up(state, player))
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or state.has("Tree Zone 4 Midway Bell", player))
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def tree_zone_4_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Tree Zone 4")
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reachable_coins = 0
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if has_pipe_up(state, player):
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reachable_coins += 14
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if has_pipe_right(state, player):
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reachable_coins += 4
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if has_pipe_down(state, player):
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reachable_coins += 10
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if not auto_scroll:
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reachable_coins += 46
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elif state.has("Tree Zone 4 Midway Bell", player):
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if not auto_scroll:
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if has_pipe_left(state, player):
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reachable_coins += 18
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if has_pipe_down(state, player):
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reachable_coins += 10
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if has_pipe_up(state, player):
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reachable_coins += 46
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elif has_pipe_down(state, player):
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reachable_coins += 10
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return coins <= reachable_coins
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def tree_zone_5_boss(state, player):
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return has_pipe_right(state, player) and (has_pipe_up(state, player) or state.has("Carrot", player))
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def tree_zone_5_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Tree Zone 5")
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reachable_coins = 0
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# Not actually sure if these platforms can be randomized / can make the coin blocks unreachable from below
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if ((not state.multiworld.worlds[player].options.randomize_platforms)
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or state.has_any(["Mushroom", "Fire Flower"], player)):
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reachable_coins += 2
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if state.has_any(["Mushroom", "Fire Flower"], player):
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reachable_coins += 2
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if state.has("Carrot", player):
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reachable_coins += 18
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if has_pipe_up(state, player) and not auto_scroll:
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reachable_coins += 13
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elif has_pipe_up(state, player):
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reachable_coins += 13
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return coins <= reachable_coins
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def pumpkin_zone_1_normal_exit(state, player):
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return pumpkin_zone_1_midway_bell(state, player)
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def pumpkin_zone_1_midway_bell(state, player):
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return ((has_pipe_down(state, player) and not is_auto_scroll(state, player, "Pumpkin Zone 1"))
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or state.has("Pumpkin Zone 1 Midway Bell", player))
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def pumpkin_zone_1_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 1")
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if auto_scroll:
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return coins <= 12 and state.has("Pumpkin Zone 1 Midway Bell", player)
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reachable_coins = 0
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if state.has("Pumpkin Zone 1 Midway Bell", player) or has_pipe_down(state, player):
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reachable_coins += 38
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if has_pipe_up(state, player):
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reachable_coins += 2
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return coins <= reachable_coins
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def pumpkin_zone_2_normal_exit(state, player):
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return has_pipe_down(state, player) and has_pipe_up(state, player) and has_pipe_right(state, player) and state.has(
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"Water Physics", player) and not is_auto_scroll(state, player, "Pumpkin Zone 2")
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def pumpkin_zone_2_secret_exit(state, player):
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return pumpkin_zone_2_normal_exit(state, player) and state.has_any(["Mushroom", "Fire Flower"], player)
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def pumpkin_zone_2_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 2")
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reachable_coins = 17
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if has_pipe_down(state, player):
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if not auto_scroll:
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reachable_coins += 7
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if (has_pipe_up(state, player) or auto_scroll) and state.has("Water Physics", player):
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reachable_coins += 6
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if has_pipe_right(state, player) and not auto_scroll:
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reachable_coins += 1
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if state.has_any(["Mushroom", "Fire Flower"], player):
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reachable_coins += 5
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return coins <= reachable_coins
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def pumpkin_zone_secret_course_1_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone Secret Course 1")
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# We'll be a bit forgiving. I was able to reach 43 while small.
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if coins <= 40:
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return True
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if state.has("Carrot", player):
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if auto_scroll:
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return coins <= 172
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return True
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return False
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def pumpkin_zone_3_secret_exit(state, player):
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return state.has("Carrot", player)
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def pumpkin_zone_3_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 3")
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reachable_coins = 38
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if has_pipe_up(state, player) and ((not auto_scroll) or has_pipe_down(state, player)):
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reachable_coins += 12
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if has_pipe_down(state, player) and not auto_scroll:
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reachable_coins += 11
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return coins <= reachable_coins
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def pumpkin_zone_4_boss(state, player):
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return has_pipe_right(state, player)
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def pumpkin_zone_4_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Pumpkin Zone 4")
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reachable_coins = 29
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if has_pipe_down(state, player):
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if auto_scroll:
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if has_pipe_up(state, player):
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reachable_coins += 16
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else:
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reachable_coins += 4
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else:
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reachable_coins += 28
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# both sets of coins are down, but you need pipe up to return to go down to the next set in one playthrough
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if has_pipe_up(state, player):
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reachable_coins += 16
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return coins <= reachable_coins
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def mario_zone_1_normal_exit(state, player):
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if has_pipe_right(state, player):
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if state.has_any(["Mushroom", "Fire Flower", "Carrot", "Mario Zone 1 Midway Bell"], player):
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return True
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if is_auto_scroll(state, player, "Mario Zone 1"):
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return True
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return False
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def mario_zone_1_midway_bell(state, player):
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# It is possible to get as small mario, but it is a very precise jump and you will die afterward.
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return ((state.has_any(["Mushroom", "Fire Flower", "Carrot"], player) and has_pipe_right(state, player))
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or state.has("Mario Zone 1 Midway Bell", player))
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def mario_zone_1_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Mario Zone 1")
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reachable_coins = 0
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if has_pipe_right(state, player) or (has_pipe_left(state, player)
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and state.has("Mario Zone 1 Midway Bell", player) and not auto_scroll):
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reachable_coins += 32
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if has_pipe_right(state, player) and (state.has_any(["Mushroom", "Fire Flower", "Carrot"], player)
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or not auto_scroll):
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reachable_coins += 8
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# coins from end section. I was able to get 13 as small mario, giving some leniency
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if state.has("Carrot", player):
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reachable_coins += 28
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else:
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reachable_coins += 12
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if state.has("Fire Flower", player) and not auto_scroll:
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reachable_coins += 46
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return coins <= reachable_coins
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def mario_zone_3_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Mario Zone 3")
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reachable_coins = 10
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if state.has("Carrot", player):
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reachable_spike_coins = 15
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else:
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sprites = state.multiworld.worlds[player].sprite_data["Mario Zone 3"]
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reachable_spike_coins = min(3, len({sprites[i]["sprite"] == "Claw Grabber" for i in (17, 18, 25)})
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+ state.has("Mushroom", player) + state.has("Fire Flower", player)) * 5
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reachable_coins += reachable_spike_coins
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if not auto_scroll:
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reachable_coins += 10
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if state.has("Fire Flower", player):
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reachable_coins += 22
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if auto_scroll:
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reachable_coins -= 3 + reachable_spike_coins
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return coins <= reachable_coins
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def mario_zone_4_boss(state, player):
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return has_pipe_right(state, player)
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def mario_zone_4_coins(state, player, coins):
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return coins <= 60 or not is_auto_scroll(state, player, "Mario Zone 4")
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def not_blocked_by_sharks(state, player):
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sharks = [state.multiworld.worlds[player].sprite_data["Turtle Zone 1"][i]["sprite"]
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for i in (27, 28)].count("Shark")
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if state.has("Carrot", player) or not sharks:
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return True
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if sharks == 2:
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return state.has_all(["Mushroom", "Fire Flower"], player)
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if sharks == 1:
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return state.has_any(["Mushroom", "Fire Flower"], player)
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return False
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def turtle_zone_1_normal_exit(state, player):
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return not_blocked_by_sharks(state, player)
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def turtle_zone_1_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Turtle Zone 1")
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reachable_coins = 30
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if not_blocked_by_sharks(state, player):
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reachable_coins += 13
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if auto_scroll:
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reachable_coins -= 1
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if state.has("Water Physics", player) or state.has("Carrot", player):
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reachable_coins += 10
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if state.has("Carrot", player):
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reachable_coins += 24
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if auto_scroll:
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reachable_coins -= 10
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return coins <= reachable_coins
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def turtle_zone_2_normal_exit(state, player):
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return (has_pipe_up(state, player) and has_pipe_down(state, player) and has_pipe_right(state, player) and
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has_pipe_left(state, player) and state.has("Water Physics", player)
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and not is_auto_scroll(state, player, "Turtle Zone 2"))
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def turtle_zone_2_secret_exit(state, player):
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return (has_pipe_up(state, player) and state.has("Water Physics", player)
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and not is_auto_scroll(state, player, "Turtle Zone 2"))
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def turtle_zone_2_midway_bell(state, player):
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return ((state.has("Water Physics", player) and not is_auto_scroll(state, player, "Turtle Zone 2"))
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or state.has("Turtle Zone 2 Midway Bell", player))
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def turtle_zone_2_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Turtle Zone 2")
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reachable_coins = 2
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if auto_scroll:
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if state.has("Water Physics", player):
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reachable_coins += 6
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else:
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reachable_coins += 2
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if state.has("Water Physics", player):
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reachable_coins += 20
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elif state.has("Turtle Zone 2 Midway Bell", player):
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reachable_coins += 4
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if (has_pipe_right(state, player) and has_pipe_down(state, player)
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and state.has_any(["Water Physics", "Turtle Zone 2 Midway Bell"], player)):
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reachable_coins += 1
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if has_pipe_left(state, player) and has_pipe_up(state, player):
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reachable_coins += 1
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if state.has("Water Physics", player):
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reachable_coins += 1
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return coins <= reachable_coins
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def turtle_zone_secret_course_normal_exit(state, player):
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return state.has_any(["Fire Flower", "Carrot"], player)
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def turtle_zone_secret_course_coins(state, player, coins):
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reachable_coins = 53
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if state.has("Carrot", player):
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reachable_coins += 44
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elif state.has("Fire Flower", player):
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reachable_coins += 36 # was able to get 38, some leniency
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return coins <= reachable_coins
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def turtle_zone_3_boss(state, player):
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return has_pipe_right(state, player)
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def turtle_zone_3_coins(state, player, coins):
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return state.has_any(["Water Physics", "Mushroom", "Fire Flower", "Carrot"], player) or coins <= 51
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def hippo_zone_normal_or_secret_exit(state, player):
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return (state.has_any(["Hippo Bubble", "Water Physics"], player)
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or (state.has("Carrot", player)
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and not is_auto_scroll(state, player, "Hippo Zone")))
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def hippo_zone_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Hippo Zone")
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# This is all somewhat forgiving.
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reachable_coins = 4
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if auto_scroll:
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if state.has("Hippo Bubble", player):
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reachable_coins = 160
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elif state.has("Carrot", player):
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reachable_coins = 90
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elif state.has("Water Physics", player):
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reachable_coins = 28
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else:
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if state.has_any(["Water Physics", "Hippo Bubble", "Carrot"], player):
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reachable_coins += 108
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if state.has_any(["Mushroom", "Fire Flower", "Hippo Bubble"], player):
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reachable_coins += 6
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if state.has_all(["Fire Flower", "Water Physics"], player):
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reachable_coins += 1
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if state.has("Hippo Bubble", player):
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reachable_coins += 52
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return coins <= reachable_coins
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def space_zone_1_normal_exit(state, player):
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# It is possible, however tricky, to beat the Moon Stage without Carrot or Space Physics.
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# However, it requires somewhat precisely jumping off enemies. Enemy shuffle may make this impossible.
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# Instead, I will just always make one or the other required, since it is difficult without them anyway.
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return state.has_any(["Space Physics", "Carrot"], player)
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def space_zone_1_secret_exit(state, player):
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# One or the other is actually necessary for the secret exit.
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return state.has_any(["Space Physics", "Carrot"], player) and not is_auto_scroll(state, player, "Space Zone 1")
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def space_zone_1_coins(state, player, coins):
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auto_scroll = is_auto_scroll(state, player, "Space Zone 1")
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if auto_scroll:
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reachable_coins = 12
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if state.has_any(["Carrot", "Space Physics"], player):
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reachable_coins += 20
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# If you have Space Physics, you can't make it up to the upper section. We have to assume you might have it,
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# so the coins up there must be out of logic if there is auto scrolling.
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if state.has("Space Physics", player):
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reachable_coins += 40
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return coins <= reachable_coins
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return (coins <= 21 or (coins <= 50 and state.has_any(["Mushroom", "Fire Flower"], player))
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or state.has_any(["Carrot", "Space Physics"], player))
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def space_zone_2_midway_bell(state, player):
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return state.has_any(["Space Physics", "Space Zone 2 Midway Bell", "Mushroom", "Fire Flower", "Carrot"], player)
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def space_zone_2_boss(state, player):
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if has_pipe_right(state, player):
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if state.has("Space Physics", player):
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return True
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if (state.has("Space Zone 2 Midway Bell", player)
|
|
or not state.multiworld.worlds[player].options.shuffle_midway_bells):
|
|
# Reaching the midway bell without space physics requires taking damage once. Reaching the end pipe from the
|
|
# midway bell also requires taking damage once.
|
|
if state.has_any(["Mushroom", "Fire Flower", "Carrot"], player):
|
|
return True
|
|
else:
|
|
# With no midway bell, you'll have to be able to take damage twice.
|
|
if state.has("Mushroom", player) and state.has_any(["Fire Flower", "Carrot"], player):
|
|
return True
|
|
return False
|
|
|
|
|
|
def space_zone_2_coins(state, player, coins):
|
|
auto_scroll = is_auto_scroll(state, player, "Space Zone 2")
|
|
reachable_coins = 12
|
|
if state.has_any(["Mushroom", "Fire Flower", "Carrot", "Space Physics"], player):
|
|
reachable_coins += 15
|
|
if state.has("Space Physics", player) or not auto_scroll:
|
|
reachable_coins += 4 # last few bottom row question mark blocks that are hard to get when auto scrolling.
|
|
if (state.has("Space Physics", player) or (
|
|
state.has("Mushroom", player) and state.has_any(["Fire Flower", "Carrot"], player))):
|
|
reachable_coins += 3
|
|
if state.has("Space Physics", player):
|
|
reachable_coins += 79
|
|
if not auto_scroll:
|
|
reachable_coins += 21
|
|
return coins <= reachable_coins
|
|
|
|
|
|
def space_zone_secret_course_coins(state, player, coins):
|
|
return coins <= 96 or not is_auto_scroll(state, player, "Space Zone Secret Course")
|
|
|
|
|
|
def macro_zone_1_normal_exit(state, player):
|
|
return has_pipe_down(state, player) or state.has("Macro Zone 1 Midway Bell", player)
|
|
|
|
|
|
def macro_zone_1_secret_exit(state, player):
|
|
return state.has("Fire Flower", player) and has_pipe_up(state, player) and macro_zone_1_midway_bell(state, player)
|
|
|
|
|
|
def macro_zone_1_midway_bell(state, player):
|
|
return has_pipe_down(state, player) or state.has("Macro Zone 1 Midway Bell", player)
|
|
|
|
|
|
def macro_zone_1_coins(state, player, coins):
|
|
auto_scroll = is_auto_scroll(state, player, "Macro Zone 1")
|
|
reachable_coins = 0
|
|
if has_pipe_down(state, player):
|
|
reachable_coins += 69
|
|
if auto_scroll:
|
|
if state.has_any(["Mushroom", "Fire Flower"], player):
|
|
reachable_coins += 5
|
|
else:
|
|
reachable_coins += 9
|
|
if state.has("Fire Flower", player):
|
|
reachable_coins += 19
|
|
elif state.has("Macro Zone 1 Midway Bell", player):
|
|
if auto_scroll:
|
|
reachable_coins += 16
|
|
if state.has_any(["Mushroom", "Fire Flower"], player):
|
|
reachable_coins += 5
|
|
else:
|
|
reachable_coins += 67
|
|
return coins <= reachable_coins
|
|
|
|
|
|
def macro_zone_secret_course_coins(state, player, coins):
|
|
return state.has_any(["Mushroom", "Fire Flower"], player)
|
|
|
|
|
|
def macro_zone_2_normal_exit(state, player):
|
|
return (has_pipe_down(state, player) or state.has("Macro Zone 2 Midway Bell", player)) and state.has(
|
|
"Water Physics", player) and has_pipe_up(state, player) and not is_auto_scroll(state, player, "Macro Zone 2")
|
|
|
|
|
|
def macro_zone_2_midway_bell(state, player):
|
|
return ((has_pipe_down(state, player) and state.has("Water Physics", player))
|
|
or state.has("Macro Zone 2 Midway Bell", player))
|
|
|
|
|
|
def macro_zone_2_coins(state, player, coins):
|
|
auto_scroll = is_auto_scroll(state, player, "Macro Zone 2")
|
|
if coins <= 27:
|
|
return True
|
|
if has_pipe_up(state, player) and state.has("Water Physics", player) and not auto_scroll:
|
|
if has_pipe_down(state, player):
|
|
return True
|
|
if state.has("Macro Zone 2 Midway Bell", player):
|
|
# Cannot return to the first section from the bell
|
|
return coins <= 42
|
|
return False
|
|
|
|
|
|
def macro_zone_3_normal_exit(state, player):
|
|
return ((has_pipe_down(state, player) and has_pipe_up(state, player))
|
|
or state.has("Macro Zone 3 Midway Bell", player))
|
|
|
|
|
|
def macro_zone_3_midway_bell(state, player):
|
|
return macro_zone_3_normal_exit(state, player)
|
|
|
|
|
|
def macro_zone_3_coins(state, player, coins):
|
|
auto_scroll = is_auto_scroll(state, player, "Macro Zone 3")
|
|
reachable_coins = 7
|
|
if not auto_scroll:
|
|
reachable_coins += 17
|
|
if has_pipe_up(state, player) and has_pipe_down(state, player):
|
|
if auto_scroll:
|
|
reachable_coins += 56
|
|
else:
|
|
return True
|
|
elif has_pipe_up(state, player):
|
|
if auto_scroll:
|
|
reachable_coins += 12
|
|
else:
|
|
reachable_coins += 36
|
|
elif has_pipe_down(state, player):
|
|
reachable_coins += 18
|
|
if state.has("Macro Zone 3 - Midway Bell", player):
|
|
reachable_coins = max(reachable_coins, 30)
|
|
return coins <= reachable_coins
|
|
|
|
|
|
def macro_zone_4_boss(state, player):
|
|
return has_pipe_right(state, player)
|
|
|
|
|
|
def macro_zone_4_coins(state, player, coins):
|
|
auto_scroll = is_auto_scroll(state, player, "Macro Zone 4")
|
|
reachable_coins = 61
|
|
if auto_scroll:
|
|
reachable_coins -= 8
|
|
if state.has("Carrot", player):
|
|
reachable_coins += 6
|
|
return coins <= reachable_coins
|
|
|
|
|
|
def marios_castle_wario(state, player):
|
|
return ((has_pipe_right(state, player) and has_pipe_left(state, player))
|
|
or state.has("Mario's Castle Midway Bell", player))
|
|
|
|
|
|
def marios_castle_midway_bell(state, player):
|
|
return ((has_pipe_right(state, player) and has_pipe_left(state, player))
|
|
or state.has("Mario's Castle Midway Bell", player))
|