Files
Grinch-AP/worlds/ladx/LADXR/logic/dungeon5.py
threeandthreee 203d89d1d3 LADX: upstream logic updates (#3963)
* Fully updates requirements.py to live LADXR (#19)

* Updates dungeon2.py to LADXR-Live (#20)

No logic changes or bugfix are in this file. It is only code cleanup.

* Update dungeon1.py (#21)

- The Three of a Kind with Bomb is moved from Normal to Hard Logic

The rest is code cleanup.

lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference

* Fully updates dungeon3.py to LADXR-live (#22)

Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot

Everything else is cleanup.

* Fully update dungeon4.py to LADXR-live logic (#23)

Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam

The rest is code cleanup

* Updates dungeon5.py mostly to LADXR-Live Logic (#24)

Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)

The rest is cleanup.

The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69

* Fully update dungeon6.py logic (#25)

Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases

Everything else is cleanup

* Fully update dungeon7.py to LADXR-live logic (#26)

Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only

Everything else is code cleanup

* Fully updates dungeon8.py to LADXR-live (#27)

Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way


The rest is code cleanup

* Fully update dungeonColor.py to LADXR-live (#28)

Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs

Everything else is code cleanup

* Updating overworld.py (#29)

* Updating overworld.py

This tries to update all logic of the Overworld.

Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps

I stopped counting and need to go over this again.

Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.

* remove featherless fisher under bridge from hard

it was moved to hell upstream and its already present in our code

---------

Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>

* fixes

* add test messages

* Adds Pegasus Boots to the test (#31)

* Fix d6 boss_key logic (#30)

* restore hardmode logic

* higher logic fixes

* add bush requirement to the raft
in case the player needs to farm rupees to play again

---------

Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
2024-12-05 16:32:45 +01:00

91 lines
9.2 KiB
Python

from .requirements import *
from .location import Location
from ..locations.all import *
class Dungeon5:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=5)
start_hookshot_chest = Location(dungeon=5).add(DungeonChest(0x1A0)).connect(entrance, HOOKSHOT)
compass = Location(dungeon=5).add(DungeonChest(0x19E)).connect(entrance, r.attack_hookshot_powder)
fourth_stalfos_area = Location(dungeon=5).add(DroppedKey(0x181)).connect(compass, AND(SWORD, FEATHER)) # crystal rocks can only be broken by sword
area2 = Location(dungeon=5).connect(entrance, KEY5)
if options.owlstatues == "both" or options.owlstatues == "dungeon":
Location(dungeon=5).add(OwlStatue(0x19A)).connect(area2, STONE_BEAK5)
Location(dungeon=5).add(DungeonChest(0x19B)).connect(area2, r.attack_hookshot_powder) # map chest
blade_trap_chest = Location(dungeon=5).add(DungeonChest(0x197)).connect(area2, HOOKSHOT) # key chest on the left
post_gohma = Location(dungeon=5).connect(area2, AND(HOOKSHOT, r.miniboss_requirements[world_setup.miniboss_mapping[4]], KEY5, FOUND(KEY5,2))) # staircase after gohma
staircase_before_boss = Location(dungeon=5).connect(post_gohma, AND(HOOKSHOT, FEATHER)) # bottom right section pits room before boss door. Path via gohma
after_keyblock_boss = Location(dungeon=5).connect(staircase_before_boss, AND(KEY5, FOUND(KEY5, 3))) # top right section pits room before boss door
after_stalfos = Location(dungeon=5).add(DungeonChest(0x196)).connect(area2, AND(SWORD, BOMB)) # Need to defeat master stalfos once for this empty chest; l2 sword beams kill but obscure
if options.owlstatues == "both" or options.owlstatues == "dungeon":
butterfly_owl = Location(dungeon=5).add(OwlStatue(0x18A)).connect(after_stalfos, AND(FEATHER, STONE_BEAK5))
else:
butterfly_owl = None
after_stalfos.connect(staircase_before_boss, AND(FEATHER, r.attack_hookshot_powder), one_way=True) # pathway from stalfos to staircase: past butterfly room and push the block
north_of_crossroads = Location(dungeon=5).connect(after_stalfos, FEATHER)
first_bridge_chest = Location(dungeon=5).add(DungeonChest(0x18E)).connect(north_of_crossroads, OR(HOOKSHOT, AND(FEATHER, PEGASUS_BOOTS))) # south of bridge
north_bridge_chest = Location(dungeon=5).add(DungeonChest(0x188)).connect(north_of_crossroads, HOOKSHOT) # north bridge chest 50 rupees
east_bridge_chest = Location(dungeon=5).add(DungeonChest(0x18F)).connect(north_of_crossroads, HOOKSHOT) # east bridge chest small key
third_arena = Location(dungeon=5).connect(north_of_crossroads, AND(SWORD, BOMB)) # can beat 3rd m.stalfos
stone_tablet = Location(dungeon=5).add(DungeonChest(0x183)).connect(north_of_crossroads, AND(POWER_BRACELET, r.attack_skeleton)) # stone tablet
boss_key = Location(dungeon=5).add(DungeonChest(0x186)).connect(after_stalfos, AND(FLIPPERS, HOOKSHOT)) # nightmare key
before_boss = Location(dungeon=5).connect(after_keyblock_boss, HOOKSHOT)
boss = Location(dungeon=5).add(HeartContainer(0x185), Instrument(0x182)).connect(before_boss, AND(r.boss_requirements[world_setup.boss_mapping[4]], NIGHTMARE_KEY5))
# When we can reach the stone tablet chest, we can also reach the final location of master stalfos
m_stalfos_drop = Location(dungeon=5).add(HookshotDrop()).connect(third_arena, AND(FEATHER, SWORD, BOMB)) # can reach fourth arena from entrance with feather and sword
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
blade_trap_chest.connect(area2, AND(FEATHER, r.attack_hookshot_powder)) # jump past the blade traps
boss_key.connect(after_stalfos, AND(FLIPPERS, r.boots_jump)) # boots jump across
after_stalfos.connect(after_keyblock_boss, AND(FEATHER, r.attack_hookshot_powder)) # circumvent stalfos by going past gohma and backwards from boss door
if butterfly_owl:
butterfly_owl.connect(after_stalfos, AND(r.boots_bonk, STONE_BEAK5)) # boots charge + bonk to cross 2d bridge
after_stalfos.connect(staircase_before_boss, AND(r.boots_bonk, r.attack_hookshot_powder), one_way=True) # pathway from stalfos to staircase: boots charge + bonk to cross bridge, past butterfly room and push the block
staircase_before_boss.connect(post_gohma, AND(r.boots_bonk, HOOKSHOT)) # boots bonk in 2d section to skip feather
north_of_crossroads.connect(after_stalfos, r.hookshot_over_pit) # hookshot to the right block to cross pits
first_bridge_chest.connect(north_of_crossroads, AND(r.wall_clip, r.tight_jump)) # tight jump from bottom wall clipped to make it over the pits
after_keyblock_boss.connect(after_stalfos, AND(FEATHER, r.attack_hookshot_powder)) # jump from bottom left to top right, skipping the keyblock
before_boss.connect(after_stalfos, AND(r.boots_jump, r.attack_hookshot_powder)) # cross pits room from bottom left to top left with boots jump
if options.logic == 'glitched' or options.logic == 'hell':
start_hookshot_chest.connect(entrance, r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across the pits
post_gohma.connect(area2, HOOKSHOT) # glitch through the blocks/pots with hookshot. Zoomerang can be used but has no logical implications because of 2d section requiring hookshot
north_bridge_chest.connect(north_of_crossroads, r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across the pits
east_bridge_chest.connect(first_bridge_chest, r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across the pits
#after_stalfos.connect(staircase_before_boss, AND(r.text_clip, r.super_jump)) # use the keyblock to get a wall clip in right wall to perform a superjump over the pushable block
after_stalfos.connect(staircase_before_boss, r.super_jump_boots) # charge a boots dash in bottom right corner to the right, jump before hitting the wall and use weapon to the left side before hitting the wall
if options.logic == 'hell':
start_hookshot_chest.connect(entrance, r.pit_buffer_boots) # use pit buffer to clip into the bottom wall and boots bonk off the wall again
fourth_stalfos_area.connect(compass, AND(r.boots_bonk_2d_hell, SWORD)) # do an incredibly hard boots bonk setup to get across the hanging platforms in the 2d section
blade_trap_chest.connect(area2, AND(r.pit_buffer_boots, r.attack_hookshot_powder)) # boots bonk + pit buffer past the blade traps
post_gohma.connect(area2, AND(PEGASUS_BOOTS, FEATHER, POWER_BRACELET, r.attack_hookshot_powder)) # use boots jump in room with 2 zols + flying arrows to pit buffer above pot, then jump across. Sideways block push + pick up pots to reach post_gohma
staircase_before_boss.connect(post_gohma, r.boots_jump) # to pass 2d section, tight jump on left screen: hug left wall on little platform, then dash right off platform and jump while in midair to bonk against right wall
after_stalfos.connect(staircase_before_boss, r.super_jump_sword) # unclipped superjump in bottom right corner of staircase before boss room, jumping left over the pushable block. reverse is push block
after_stalfos.connect(area2, SWORD) # knock master stalfos down 255 times (about 23 minutes)
after_stalfos.connect(staircase_before_boss, r.zoomerang) # use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block
north_bridge_chest.connect(north_of_crossroads, r.boots_bonk_pit) # boots bonk across the pits with pit buffering
first_bridge_chest.connect(north_of_crossroads, r.boots_bonk_pit) # get to first chest via the north chest with pit buffering
east_bridge_chest.connect(first_bridge_chest, r.boots_bonk_pit) # boots bonk across the pits with pit buffering
third_arena.connect(north_of_crossroads, SWORD) # can beat 3rd m.stalfos with 255 sword spins
m_stalfos_drop.connect(third_arena, AND(FEATHER, SWORD)) # beat master stalfos by knocking it down 255 times x 4 (takes about 1.5h total)
m_stalfos_drop.connect(third_arena, AND(r.boots_bonk_2d_hell, SWORD)) # can reach fourth arena from entrance with pegasus boots and sword
boss_key.connect(after_stalfos, AND(r.pit_buffer_itemless, FLIPPERS)) # pit buffer across
if butterfly_owl:
after_keyblock_boss.connect(butterfly_owl, AND(r.pit_buffer_itemless, STONE_BEAK5), one_way=True) # pit buffer from top right to bottom in right pits room
before_boss.connect(after_stalfos, r.super_jump_sword) # cross pits room from bottom left to top left by unclipped superjump on bottom wall on top of side wall, then jump across
self.entrance = entrance
class NoDungeon5:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=5)
Location(dungeon=5).add(HeartContainer(0x185), Instrument(0x182)).connect(entrance, r.boss_requirements[
world_setup.boss_mapping[4]])
self.entrance = entrance