31 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			31 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from BaseClasses import MultiWorld
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from ..generic.Rules import set_rule, add_rule
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def set_rules(world: MultiWorld, player: int):
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    total_locations = world.total_locations[player]  # total locations for current player
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    event_location_step = 25  # set an event location at these locations for "spheres"
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    divisions = total_locations // event_location_step
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    if divisions:
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        for i in range(1, divisions):  # since divisions is the floor of total_locations / 25
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            event_loc = world.get_location(f"Pickup{i * event_location_step}", player)
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            set_rule(event_loc, lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player))
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            for n in range(i * event_location_step, (i + 1) * event_location_step):  # we want to create a rule for each of the 25 locations per division
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                if n == i * event_location_step:
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                    set_rule(world.get_location(f"ItemPickup{n}", player), lambda state, event_item=event_loc.item.name: state.has(event_item, player))
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                else:
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                    set_rule(world.get_location(f"ItemPickup{n}", player),
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                             lambda state, n = n: state.can_reach(f"ItemPickup{n - 1}", 'Location', player))
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        for i in range(divisions * event_location_step, total_locations+1):
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            set_rule(world.get_location(f"ItemPickup{i}", player), lambda state, i=i: state.can_reach(f"ItemPickup{i - 1}", "Location", player))
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    set_rule(world.get_location("Victory", player),
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             lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player))
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    if world.total_revivals[player] or world.start_with_revive[player]:
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        total_revivals = world.total_revivals[player] * world.total_locations[player] // 100
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        add_rule(world.get_location("Victory", player),
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                 lambda state: state.has("Dio's Best Friend", player, total_revivals + world.start_with_revive[player].value))
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    world.completion_condition[player] = lambda state: state.has("Victory", player)
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