 5882ce7380
			
		
	
	5882ce7380
	
	
	
		
			
			* Adventure: remove absolute imports * Alttp: remove absolute imports (all but tests) * Aquaria: remove absolute imports in tests running tests from apworld may fail (on 3.8 and maybe in the future) otherwise * DKC3: remove absolute imports * LADX: remove absolute imports * Overcooked 2: remove absolute imports in tests running tests from apworld may fail otherwise * Rogue Legacy: remove absolute imports in tests running tests from apworld may fail otherwise * SC2: remove absolute imports * SMW: remove absolute imports * Subnautica: remove absolute imports in tests running tests from apworld may fail otherwise * Zillion: remove absolute imports in tests running tests from apworld may fail otherwise
		
			
				
	
	
		
			97 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from .Options import BatLogic, DifficultySwitchB
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| from worlds.generic.Rules import add_rule, set_rule, forbid_item
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| 
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| 
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| def set_rules(self) -> None:
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|     world = self.multiworld
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|     use_bat_logic = self.options.bat_logic.value == BatLogic.option_use_logic
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| 
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|     set_rule(world.get_entrance("YellowCastlePort", self.player),
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|              lambda state: state.has("Yellow Key", self.player))
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|     set_rule(world.get_entrance("BlackCastlePort", self.player),
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|              lambda state: state.has("Black Key", self.player))
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|     set_rule(world.get_entrance("WhiteCastlePort", self.player),
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|              lambda state: state.has("White Key", self.player))
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| 
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|     # a future thing would be to make the bat an actual item, or at least allow it to
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|     # be placed in a castle, which would require some additions to the rules when
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|     # use_bat_logic is true
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|     if not use_bat_logic:
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|         set_rule(world.get_entrance("WhiteCastleSecretPassage", self.player),
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|                  lambda state: state.has("Bridge", self.player))
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|         set_rule(world.get_entrance("WhiteCastlePeekPassage", self.player),
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|                  lambda state: state.has("Bridge", self.player) or
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|                                state.has("Magnet", self.player))
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|         set_rule(world.get_entrance("BlackCastleVaultEntrance", self.player),
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|                  lambda state: state.has("Bridge", self.player) or
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|                                state.has("Magnet", self.player))
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| 
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|     dragon_slay_check = self.options.dragon_slay_check.value
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|     if dragon_slay_check:
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|         if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
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|             set_rule(world.get_location("Slay Yorgle", self.player),
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|                      lambda state: state.has("Sword", self.player) and
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|                                    state.has("Right Difficulty Switch", self.player))
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|             set_rule(world.get_location("Slay Grundle", self.player),
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|                      lambda state: state.has("Sword", self.player) and
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|                                    state.has("Right Difficulty Switch", self.player))
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|             set_rule(world.get_location("Slay Rhindle", self.player),
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|                      lambda state: state.has("Sword", self.player) and
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|                                    state.has("Right Difficulty Switch", self.player))
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|         else:
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|             set_rule(world.get_location("Slay Yorgle", self.player),
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|                      lambda state: state.has("Sword", self.player))
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|             set_rule(world.get_location("Slay Grundle", self.player),
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|                      lambda state: state.has("Sword", self.player))
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|             set_rule(world.get_location("Slay Rhindle", self.player),
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|                      lambda state: state.has("Sword", self.player))
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| 
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|     # really this requires getting the dot item, and having another item or enemy
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|     # in the room, but the dot would be *super evil*
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|     # to actually make randomized, since it is invisible.  May add some options
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|     # for how that works in the distant future, but for now, just say you need
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|     # the bridge and black key to get to it, as that simplifies things a lot
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|     set_rule(world.get_entrance("CreditsWall", self.player),
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|              lambda state: state.has("Bridge", self.player) and
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|                            state.has("Black Key", self.player))
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| 
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|     if not use_bat_logic:
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|         set_rule(world.get_entrance("CreditsToFarSide", self.player),
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|                  lambda state: state.has("Magnet", self.player))
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| 
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|     # bridge literally does not fit in this space, I think.  I'll just exclude it
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|     forbid_item(world.get_location("Dungeon Vault", self.player), "Bridge", self.player)
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|     # don't put magnet in locations that can pull in-logic items out of reach unless the bat is in play
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|     if not use_bat_logic:
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|         forbid_item(world.get_location("Dungeon Vault", self.player), "Magnet", self.player)
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|         forbid_item(world.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player)
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|         forbid_item(world.get_location("Credits Right Side", self.player), "Magnet", self.player)
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| 
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|     # and obviously we don't want to start with the game already won
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|     forbid_item(world.get_location("Inside Yellow Castle", self.player), "Chalice", self.player)
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|     overworld = world.get_region("Overworld", self.player)
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| 
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|     for loc in overworld.locations:
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|         forbid_item(loc, "Chalice", self.player)
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| 
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|     add_rule(world.get_location("Chalice Home", self.player),
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|              lambda state: state.has("Chalice", self.player) and state.has("Yellow Key", self.player))
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| 
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|     # world.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY
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| 
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|     # all_locations = world.get_locations(self.player).copy()
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|     # while priority_count < get_num_items():
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|     #    loc = world.random.choice(all_locations)
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|     #    if loc.progress_type == LocationProgressType.DEFAULT:
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|     #        loc.progress_type = LocationProgressType.PRIORITY
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|     #        priority_count += 1
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|     #    all_locations.remove(loc)
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| 
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|     # TODO: Add events for dragon_slay_check and trap_bat_check.  Here?  Elsewhere?
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|     # if self.dragon_slay_check == 1:
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|     # TODO - Randomize bat and dragon start rooms and use those to determine rules
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|     # TODO - for the requirements for the slay event (since we have to get to the
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|     # TODO - dragons and sword to kill them).  Unless the dragons are set to be items,
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|     # TODO - which might be a funny option, then they can just be randoed like normal
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|     # TODO - just forbidden from the vaults and all credits room locations
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