 88c7484b3a
			
		
	
	88c7484b3a
	
	
	
		
			
			Fixes rule logic for location 'puzzle solved three floor elevator'. Missing a parenthesis caused only the key requirement to be checked for the blue maze region.
		
			
				
	
	
		
			229 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, List, TYPE_CHECKING
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| from collections.abc import Callable
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| from BaseClasses import CollectionState
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| from worlds.generic.Rules import forbid_item
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| 
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| if TYPE_CHECKING:
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|     from . import ShiversWorld
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| 
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| 
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| def water_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Lobby", "Region", player) or (state.can_reach("Janitor Closet", "Region", player) and cloth_capturable(state, player))) \
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|         and state.has_all({"Water Pot Bottom", "Water Pot Top", "Water Pot Bottom DUPE", "Water Pot Top DUPE"}, player)
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| 
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| 
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| def wax_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Library", "Region", player) or state.can_reach("Anansi", "Region", player)) \
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|         and state.has_all({"Wax Pot Bottom", "Wax Pot Top", "Wax Pot Bottom DUPE", "Wax Pot Top DUPE"}, player)
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| 
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| 
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| def ash_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Office", "Region", player) or state.can_reach("Burial", "Region", player)) \
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|         and state.has_all({"Ash Pot Bottom", "Ash Pot Top", "Ash Pot Bottom DUPE", "Ash Pot Top DUPE"}, player)
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| 
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| 
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| def oil_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Prehistoric", "Region", player) or state.can_reach("Tar River", "Region", player)) \
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|         and state.has_all({"Oil Pot Bottom", "Oil Pot Top", "Oil Pot Bottom DUPE", "Oil Pot Top DUPE"}, player)
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| 
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| 
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| def cloth_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Egypt", "Region", player) or state.can_reach("Burial", "Region", player) or state.can_reach("Janitor Closet", "Region", player)) \
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|         and state.has_all({"Cloth Pot Bottom", "Cloth Pot Top", "Cloth Pot Bottom DUPE", "Cloth Pot Top DUPE"}, player)
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| 
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| 
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| def wood_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Workshop", "Region", player) or state.can_reach("Blue Maze", "Region", player) or state.can_reach("Gods Room", "Region", player) or state.can_reach("Anansi", "Region", player)) \
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|         and state.has_all({"Wood Pot Bottom", "Wood Pot Top", "Wood Pot Bottom DUPE", "Wood Pot Top DUPE"}, player)
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| 
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| 
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| def crystal_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Lobby", "Region", player) or state.can_reach("Ocean", "Region", player)) \
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|         and state.has_all({"Crystal Pot Bottom", "Crystal Pot Top", "Crystal Pot Bottom DUPE", "Crystal Pot Top DUPE"}, player)
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| 
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| 
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| def sand_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Greenhouse", "Region", player) or state.can_reach("Ocean", "Region", player)) \
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|         and state.has_all({"Sand Pot Bottom", "Sand Pot Top", "Sand Pot Bottom DUPE", "Sand Pot Top DUPE"}, player)
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| 
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| 
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| def metal_capturable(state: CollectionState, player: int) -> bool:
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|     return (state.can_reach("Projector Room", "Region", player) or state.can_reach("Prehistoric", "Region", player) or state.can_reach("Bedroom", "Region", player)) \
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|         and state.has_all({"Metal Pot Bottom", "Metal Pot Top", "Metal Pot Bottom DUPE", "Metal Pot Top DUPE"}, player)
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| 
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| 
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| def lightning_capturable(state: CollectionState, player: int) -> bool:
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|     return (first_nine_ixupi_capturable or state.multiworld.early_lightning[player].value) \
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|         and state.can_reach("Generator", "Region", player) \
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|         and state.has_all({"Lightning Pot Bottom", "Lightning Pot Top", "Lightning Pot Bottom DUPE", "Lightning Pot Top DUPE"}, player)
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| 
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| 
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| def beths_body_available(state: CollectionState, player: int) -> bool:
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|     return (first_nine_ixupi_capturable(state, player) or state.multiworld.early_beth[player].value) \
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|         and state.can_reach("Generator", "Region", player)
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| 
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| 
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| def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool:
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|     return water_capturable(state, player) and wax_capturable(state, player) \
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|         and ash_capturable(state, player) and oil_capturable(state, player) \
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|         and cloth_capturable(state, player) and wood_capturable(state, player) \
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|         and crystal_capturable(state, player) and sand_capturable(state, player) \
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|         and metal_capturable(state, player)
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| 
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| 
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| def get_rules_lookup(player: int):
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|     rules_lookup: Dict[str, List[Callable[[CollectionState], bool]]] = {
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|         "entrances": {
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|             "To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player),
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|             "To Office Elevator From Office": lambda state: state.has("Key for Office Elevator", player),
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|             "To Bedroom Elevator From Office": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player),
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|             "To Office From Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player),
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|             "To Three Floor Elevator From Maintenance Tunnels": lambda state: state.has("Key for Three Floor Elevator", player),
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|             "To Three Floor Elevator From Blue Maze Bottom": lambda state: state.has("Key for Three Floor Elevator", player),
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|             "To Three Floor Elevator From Blue Maze Top": lambda state: state.has("Key for Three Floor Elevator", player),
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|             "To Workshop": lambda state: state.has("Key for Workshop", player),
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|             "To Lobby From Office": lambda state: state.has("Key for Office", player),
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|             "To Office From Lobby": lambda state: state.has("Key for Office", player),
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|             "To Library From Lobby": lambda state: state.has("Key for Library Room", player),
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|             "To Lobby From Library": lambda state: state.has("Key for Library Room", player),
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|             "To Prehistoric From Lobby": lambda state: state.has("Key for Prehistoric Room", player),
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|             "To Lobby From Prehistoric": lambda state: state.has("Key for Prehistoric Room", player),
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|             "To Greenhouse": lambda state: state.has("Key for Greenhouse Room", player),
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|             "To Ocean From Prehistoric": lambda state: state.has("Key for Ocean Room", player),
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|             "To Prehistoric From Ocean": lambda state: state.has("Key for Ocean Room", player),
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|             "To Projector Room": lambda state: state.has("Key for Projector Room", player),
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|             "To Generator": lambda state: state.has("Key for Generator Room", player),
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|             "To Lobby From Egypt": lambda state: state.has("Key for Egypt Room", player),
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|             "To Egypt From Lobby": lambda state: state.has("Key for Egypt Room", player),
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|             "To Janitor Closet": lambda state: state.has("Key for Janitor Closet", player),
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|             "To Tiki From Burial": lambda state: state.has("Key for Tiki Room", player),
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|             "To Burial From Tiki": lambda state: state.has("Key for Tiki Room", player),
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|             "To Inventions From UFO": lambda state: state.has("Key for UFO Room", player),
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|             "To UFO From Inventions": lambda state: state.has("Key for UFO Room", player),
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|             "To Torture From Inventions": lambda state: state.has("Key for Torture Room", player),
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|             "To Inventions From Torture": lambda state: state.has("Key for Torture Room", player),
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|             "To Torture": lambda state: state.has("Key for Puzzle Room", player),
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|             "To Puzzle Room Mastermind From Torture": lambda state: state.has("Key for Puzzle Room", player),
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|             "To Bedroom": lambda state: state.has("Key for Bedroom", player),
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|             "To Underground Lake From Underground Tunnels": lambda state: state.has("Key for Underground Lake Room", player),
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|             "To Underground Tunnels From Underground Lake": lambda state: state.has("Key for Underground Lake Room", player),
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|             "To Outside From Lobby": lambda state: state.has("Key for Front Door", player),
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|             "To Lobby From Outside": lambda state: state.has("Key for Front Door", player),
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|             "To Maintenance Tunnels From Theater Back Hallways": lambda state: state.has("Crawling", player),
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|             "To Blue Maze From Egypt": lambda state: state.has("Crawling", player),
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|             "To Egypt From Blue Maze": lambda state: state.has("Crawling", player),
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|             "To Lobby From Tar River": lambda state: (state.has("Crawling", player) and oil_capturable(state, player)),
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|             "To Tar River From Lobby": lambda state: (state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach("Tar River", "Region", player)),
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|             "To Burial From Egypt": lambda state: state.can_reach("Egypt", "Region", player),
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|             "To Gods Room From Anansi": lambda state: state.can_reach("Gods Room", "Region", player),
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|             "To Slide Room": lambda state: (
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|                         state.can_reach("Prehistoric", "Region", player) and state.can_reach("Tar River", "Region",player) and
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|                         state.can_reach("Egypt", "Region", player) and state.can_reach("Burial", "Region", player) and
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|                         state.can_reach("Gods Room", "Region", player) and state.can_reach("Werewolf", "Region", player)),
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|             "To Lobby From Slide Room": lambda state: (beths_body_available(state, player))
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|         },
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|         "locations_required": {
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|             "Puzzle Solved Anansi Musicbox": lambda state: state.can_reach("Clock Tower", "Region", player),
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|             "Accessible: Storage: Janitor Closet": lambda state: cloth_capturable(state, player),
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|             "Accessible: Storage: Tar River": lambda state: oil_capturable(state, player),
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|             "Accessible: Storage: Theater": lambda state: state.can_reach("Projector Room", "Region", player),
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|             "Accessible: Storage: Slide": lambda state: beths_body_available(state, player) and state.can_reach("Slide Room", "Region", player),
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|             "Ixupi Captured Water": lambda state: water_capturable(state, player),
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|             "Ixupi Captured Wax": lambda state: wax_capturable(state, player),
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|             "Ixupi Captured Ash": lambda state: ash_capturable(state, player),
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|             "Ixupi Captured Oil": lambda state: oil_capturable(state, player),
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|             "Ixupi Captured Cloth": lambda state: cloth_capturable(state, player),
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|             "Ixupi Captured Wood": lambda state: wood_capturable(state, player),
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|             "Ixupi Captured Crystal": lambda state: crystal_capturable(state, player),
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|             "Ixupi Captured Sand": lambda state: sand_capturable(state, player),
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|             "Ixupi Captured Metal": lambda state: metal_capturable(state, player),
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|             "Final Riddle: Planets Aligned": lambda state: state.can_reach("Fortune Teller", "Region", player),
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|             "Final Riddle: Norse God Stone Message": lambda state: (state.can_reach("Fortune Teller", "Region", player) and state.can_reach("UFO", "Region", player)),
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|             "Final Riddle: Beth's Body Page 17": lambda state: beths_body_available(state, player),
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|             "Final Riddle: Guillotine Dropped": lambda state: beths_body_available(state, player),
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|             },
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|         "locations_puzzle_hints": {
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|             "Puzzle Solved Clock Tower Door": lambda state: state.can_reach("Three Floor Elevator", "Region", player),
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|             "Puzzle Solved Clock Chains": lambda state: state.can_reach("Bedroom", "Region", player),
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|             "Puzzle Solved Tiki Drums": lambda state: state.can_reach("Clock Tower", "Region", player),
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|             "Puzzle Solved Red Door": lambda state: state.can_reach("Maintenance Tunnels", "Region", player),
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|             "Puzzle Solved UFO Symbols": lambda state: state.can_reach("Library", "Region", player),
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|             "Puzzle Solved Maze Door": lambda state: state.can_reach("Projector Room", "Region", player),
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|             "Puzzle Solved Theater Door": lambda state: state.can_reach("Underground Lake", "Region", player),
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|             "Puzzle Solved Columns of RA": lambda state: state.can_reach("Underground Lake", "Region", player),
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|             "Final Riddle: Guillotine Dropped": lambda state: state.can_reach("Underground Lake", "Region", player)
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|             },
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|         "elevators": {
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|             "Puzzle Solved Underground Elevator": lambda state: ((state.can_reach("Underground Lake", "Region", player) or state.can_reach("Office", "Region", player)
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|                                                                   and state.has("Key for Office Elevator", player))),
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|             "Puzzle Solved Bedroom Elevator": lambda state: (state.can_reach("Office", "Region", player) and state.has_all({"Key for Bedroom Elevator","Crawling"}, player)),
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|             "Puzzle Solved Three Floor Elevator": lambda state: (((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player))
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|                                                                   and state.has("Key for Three Floor Elevator", player)))
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|             },
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|         "lightning": {
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|             "Ixupi Captured Lightning": lambda state: lightning_capturable(state, player)
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|         }
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|     }
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|     return rules_lookup
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| 
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| 
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| def set_rules(world: "ShiversWorld") -> None:
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|     multiworld = world.multiworld
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|     player = world.player
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| 
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|     rules_lookup = get_rules_lookup(player)
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|     # Set required entrance rules
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|     for entrance_name, rule in rules_lookup["entrances"].items():
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|         multiworld.get_entrance(entrance_name, player).access_rule = rule
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| 
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|     # Set required location rules
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|     for location_name, rule in rules_lookup["locations_required"].items():
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|         multiworld.get_location(location_name, player).access_rule = rule
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| 
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|     # Set option location rules
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|     if world.options.puzzle_hints_required.value:
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|         for location_name, rule in rules_lookup["locations_puzzle_hints"].items():
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|             multiworld.get_location(location_name, player).access_rule = rule
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|     if world.options.elevators_stay_solved.value:
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|         for location_name, rule in rules_lookup["elevators"].items():
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|             multiworld.get_location(location_name, player).access_rule = rule
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|     if world.options.early_lightning.value:
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|         for location_name, rule in rules_lookup["lightning"].items():
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|             multiworld.get_location(location_name, player).access_rule = rule
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| 
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|     # forbid cloth in janitor closet and oil in tar river
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|     forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Bottom DUPE", player)
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|     forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Top DUPE", player)
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|     forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Bottom DUPE", player)
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|     forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Top DUPE", player)
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| 
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|     # Filler Item Forbids
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|     forbid_item(multiworld.get_location("Puzzle Solved Lyre", player), "Easier Lyre", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Water", player), "Water Always Available in Lobby", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Library", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Anansi Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Tiki Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Ash", player), "Ash Always Available in Office", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Ash", player), "Ash Always Available in Burial Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Oil", player), "Oil Always Available in Prehistoric Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Cloth", player), "Cloth Always Available in Egypt", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Cloth", player), "Cloth Always Available in Burial Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Workshop", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Blue Maze", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Pegasus Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Gods Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Crystal", player), "Crystal Always Available in Lobby", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Crystal", player), "Crystal Always Available in Ocean", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Sand", player), "Sand Always Available in Plants Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Sand", player), "Sand Always Available in Ocean", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Projector Room", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Bedroom", player)
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|     forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Prehistoric", player)
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| 
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|     # Set completion condition
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|     multiworld.completion_condition[player] = lambda state: (first_nine_ixupi_capturable(state, player) and lightning_capturable(state, player))
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| 
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| 
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| 
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| 
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