97 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| 
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| from BaseClasses import MultiWorld
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| 
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| from .Items import exclusionItem_table
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| from .Locations import STT_Checks, exclusion_table
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| from .Names import LocationName, ItemName
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| from ..generic.Rules import add_rule, forbid_items, set_rule
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| 
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| 
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| def set_rules(world: MultiWorld, player: int):
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| 
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|     add_rule(world.get_location(LocationName.RoxasDataMagicBoost, player),
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|              lambda state: state.kh_dataroxas(player))
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|     add_rule(world.get_location(LocationName.DemyxDataAPBoost, player),
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|              lambda state: state.kh_datademyx(player))
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|     add_rule(world.get_location(LocationName.SaixDataDefenseBoost, player),
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|              lambda state: state.kh_datasaix(player))
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|     add_rule(world.get_location(LocationName.XaldinDataDefenseBoost, player),
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|              lambda state: state.kh_dataxaldin(player))
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|     add_rule(world.get_location(LocationName.XemnasDataPowerBoost, player),
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|              lambda state: state.kh_dataxemnas(player))
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|     add_rule(world.get_location(LocationName.XigbarDataDefenseBoost, player),
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|              lambda state: state.kh_dataxigbar(player))
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|     add_rule(world.get_location(LocationName.VexenDataLostIllusion, player),
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|              lambda state: state.kh_dataaxel(player))
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|     add_rule(world.get_location(LocationName.LuxordDataAPBoost, player),
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|              lambda state: state.kh_dataluxord(player))
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| 
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|     for slot, weapon in exclusion_table["WeaponSlots"].items():
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|         add_rule(world.get_location(slot, player), lambda state: state.has(weapon, player))
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|     formLogicTable = {
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|         ItemName.ValorForm:     [LocationName.Valorlvl4,
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|                                  LocationName.Valorlvl5,
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|                                  LocationName.Valorlvl6,
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|                                  LocationName.Valorlvl7],
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|         ItemName.WisdomForm:    [LocationName.Wisdomlvl4,
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|                                  LocationName.Wisdomlvl5,
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|                                  LocationName.Wisdomlvl6,
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|                                  LocationName.Wisdomlvl7],
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|         ItemName.LimitForm:     [LocationName.Limitlvl4,
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|                                  LocationName.Limitlvl5,
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|                                  LocationName.Limitlvl6,
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|                                  LocationName.Limitlvl7],
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|         ItemName.MasterForm:    [LocationName.Masterlvl4,
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|                                  LocationName.Masterlvl5,
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|                                  LocationName.Masterlvl6,
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|                                  LocationName.Masterlvl7],
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|         ItemName.FinalForm:     [LocationName.Finallvl4,
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|                                  LocationName.Finallvl5,
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|                                  LocationName.Finallvl6,
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|                                  LocationName.Finallvl7]
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|     }
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| 
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|     for form in formLogicTable:
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|         for i in range(4):
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|             location = world.get_location(formLogicTable[form][i], player)
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|             set_rule(location, lambda state, i=i + 1, form=form: state.kh_amount_of_forms(player, i, form))
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| 
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|     if world.Goal[player] == "three_proofs":
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|         add_rule(world.get_location(LocationName.FinalXemnas, player),
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|                  lambda state: state.kh_three_proof_unlocked(player))
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|         if world.FinalXemnas[player]:
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|             world.completion_condition[player] = lambda state: state.kh_victory(player)
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|         else:
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|             world.completion_condition[player] = lambda state: state.kh_three_proof_unlocked(player)
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|     # lucky emblem hunt
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|     elif world.Goal[player] == "lucky_emblem_hunt":
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|         add_rule(world.get_location(LocationName.FinalXemnas, player),
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|                  lambda state: state.kh_lucky_emblem_unlocked(player, world.LuckyEmblemsRequired[player].value))
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|         if world.FinalXemnas[player]:
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|             world.completion_condition[player] = lambda state: state.kh_victory(player)
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|         else:
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|             world.completion_condition[player] = lambda state: state.kh_lucky_emblem_unlocked(player, world.LuckyEmblemsRequired[player].value)
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|     # hitlist if == 2
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|     else:
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|         add_rule(world.get_location(LocationName.FinalXemnas, player),
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|                  lambda state: state.kh_hitlist(player, world.BountyRequired[player].value))
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|         if world.FinalXemnas[player]:
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|             world.completion_condition[player] = lambda state: state.kh_victory(player)
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|         else:
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|             world.completion_condition[player] = lambda state: state.kh_hitlist(player, world.BountyRequired[player].value)
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| 
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|     #  Forbid Abilities on popups due to game limitations
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|     for location in exclusion_table["Popups"]:
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|         forbid_items(world.get_location(location, player), exclusionItem_table["Ability"])
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|         forbid_items(world.get_location(location, player), exclusionItem_table["StatUps"])
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| 
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|     for location in STT_Checks:
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|         forbid_items(world.get_location(location, player), exclusionItem_table["StatUps"])
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| 
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|     # Santa's house also breaks with stat ups
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|     for location in {LocationName.SantasHouseChristmasTownMap, LocationName.SantasHouseAPBoost}:
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|         forbid_items(world.get_location(location, player), exclusionItem_table["StatUps"])
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| 
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|     add_rule(world.get_location(LocationName.TransporttoRemembrance, player),
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|              lambda state: state.kh_transport(player))
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