Files
Grinch-AP/worlds/marioland2/logic.py
2025-05-21 11:02:30 -04:00

609 lines
23 KiB
Python

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