Archipelago/worlds/tunic/ladder_storage_data.py

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TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 12:42:59 +00:00
from typing import Dict, List, Set, NamedTuple, Optional
# ladders in overworld, since it is the most complex area for ladder storage
class OWLadderInfo(NamedTuple):
ladders: Set[str] # ladders where the top or bottom is at the same elevation
portals: List[str] # portals at the same elevation, only those without doors
regions: List[str] # regions where a melee enemy can hit you out of ladder storage
# groups for ladders at the same elevation, for use in determing whether you can ls to entrances in diff rulesets
ow_ladder_groups: Dict[str, OWLadderInfo] = {
# lowest elevation
"LS Elev 0": OWLadderInfo({"Ladders in Overworld Town", "Ladder to Ruined Atoll", "Ladder to Swamp"},
["Swamp Redux 2_conduit", "Overworld Cave_", "Atoll Redux_lower", "Maze Room_",
"Town Basement_beach", "Archipelagos Redux_lower", "Archipelagos Redux_lowest"],
["Overworld Beach"]),
# also the east filigree room
"LS Elev 1": OWLadderInfo({"Ladders near Weathervane", "Ladders in Overworld Town", "Ladder to Swamp"},
["Furnace_gyro_lower", "Furnace_gyro_west", "Swamp Redux 2_wall"],
TUNIC: Logic Rules Redux (#3544) * Clean these functions up, get the hell out of here 5 parameter function * Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter * Clean up some range functions * Update to use world instead of player like Vi recommended * Fix merge conflict * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Create new options * Slightly revise ls rule * Update options.py * Update options.py * Add tedious option for ls * Update laurels zips description * Creating structures to redo ladder storage rules * Put together overworld ladder groups, remove tedious * Write up the rules for the regular rules * Update slot data and UT stuff * Put new ice grapple stuff in er rules * Ice grapple hard to get to fountain cross room * More ladder data * Wrote majority of overworld ladder rules * Finish the ladder storage rules * Update notes * Add note * Add well rail to the rules * More rules * Comment out logically irrelevant entrances * Update with laurels_zip helper * Add parameter to has_ice_grapple_logic for difficulty * Add new parameter to has_ice_grapple_logic * Move ice grapple chest to lower forest in ER/ladders * Fix rule * Finishing out hooking the new rules into the code * Fix bugs * Add more hard ice grapples * Fix more bugs * Shops my beloved * Change victory condition back * Remove debug stuff * Update plando connections description * Fix extremely rare bug * Add well front -> back hard ladder storages * Note in ls rules about knocking yourself down with bombs being out of logic * Add atoll fuse with wand + hard ls * Add some nonsense that boils down to activating the fuse in overworld * Further update LS description * Fix missing logic on bridge switch chest in upper zig * Revise upper zig rule change to account for ER * Fix merge conflict * Fix formatting, fix rule for heir access after merge * Add the shop sword logic stuff in * Remove todo that was already done * Fill out a to-do with some cursed nonsense * Fix event in wrong region * Fix missing cathedral -> elevator connection * Fix missing cathedral -> elevator connection * Add ER exception to cathedral -> elevator * Fix secret gathering place issue * Fix incorrect ls rule * Move 3 locations to Quarry Back since they're easily accessible from the back * Also update non-er region * Remove redundant parentheses * Add new test for a weird edge case in ER * Slight option description updates * Use has_ladder in spots where it wasn't used for some reason, add a comment * Fix unit test for ER * Update per exempt's suggestion * Add back LogicRules as an invisible option, to not break old yamls * Remove unused elevation from portal class * Update ladder storage without items description * Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out * Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out * Update portal list to match main * god I love github merging things * Remove note * Add ice grapple hard path from upper overworld to temple rafters entrance * Actually that should be medium * Remove outdated note * Add ice grapple hard for swamp mid to the ledge * Add missing laurels zip in swamp * Some fixes to the ladder storage data while reviewing it * Add unit test for weird edge case * Backport outlet region system to fix ls bug * Fix incorrect ls, add todo * Add missing swamp ladder storage connections * Add swamp zip to er data * Add swamp zip to er rules * Add hard ice grapple for forest grave path main to upper * Add ice grapple logic for all bomb walls except the east quarry one * Add ice grapple logic for frog stairs eye to mouth without the ladder * Add hard ice grapple for overworld to the stairs to west garden * Add the ice grapple boss quick kills to medium ice grappling * Add the reverse connection for the ice grapple kill on Garden Knight * Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
2024-09-08 12:42:59 +00:00
["Overworld Tunnel Turret"]),
# also the fountain filigree room and ruined passage door
"LS Elev 2": OWLadderInfo({"Ladders near Weathervane", "Ladders to West Bell"},
["Archipelagos Redux_upper", "Ruins Passage_east"],
["After Ruined Passage"]),
# also old house door
"LS Elev 3": OWLadderInfo({"Ladders near Weathervane", "Ladder to Quarry", "Ladders to West Bell",
"Ladders in Overworld Town"},
[],
["Overworld after Envoy", "East Overworld"]),
# skip top of top ladder next to weathervane level, does not provide logical access to anything
"LS Elev 4": OWLadderInfo({"Ladders near Dark Tomb", "Ladder to Quarry", "Ladders to West Bell", "Ladders in Well",
"Ladders in Overworld Town"},
["Darkwoods Tunnel_"],
[]),
"LS Elev 5": OWLadderInfo({"Ladders near Overworld Checkpoint", "Ladders near Patrol Cave"},
["PatrolCave_", "Forest Belltower_", "Fortress Courtyard_", "ShopSpecial_"],
["East Overworld"]),
# skip top of belltower, middle of dark tomb ladders, and top of checkpoint, does not grant access to anything
"LS Elev 6": OWLadderInfo({"Ladders near Patrol Cave", "Ladder near Temple Rafters"},
["Temple_rafters"],
["Overworld above Patrol Cave"]),
# in-line with the chest above dark tomb, gets you up the mountain stairs
"LS Elev 7": OWLadderInfo({"Ladders near Patrol Cave", "Ladder near Temple Rafters", "Ladders near Dark Tomb"},
["Mountain_"],
["Upper Overworld"]),
}
# ladders accessible within different regions of overworld, only those that are relevant
# other scenes will just have them hardcoded since this type of structure is not necessary there
region_ladders: Dict[str, Set[str]] = {
"Overworld": {"Ladders near Weathervane", "Ladders near Overworld Checkpoint", "Ladders near Dark Tomb",
"Ladders in Overworld Town", "Ladder to Swamp", "Ladders in Well"},
"Overworld Beach": {"Ladder to Ruined Atoll"},
"Overworld at Patrol Cave": {"Ladders near Patrol Cave"},
"Overworld Quarry Entry": {"Ladder to Quarry"},
"Overworld Belltower": {"Ladders to West Bell"},
"Overworld after Temple Rafters": {"Ladders near Temple Rafters"},
}
class LadderInfo(NamedTuple):
origin: str # origin region
destination: str # destination portal
ladders_req: Optional[str] = None # ladders required to do this
dest_is_region: bool = False # whether it is a region that you are going to
easy_ls: List[LadderInfo] = [
# In the furnace
# Furnace ladder to the fuse entrance
LadderInfo("Furnace Ladder Area", "Furnace, Overworld Redux_gyro_upper_north"),
# Furnace ladder to Dark Tomb
LadderInfo("Furnace Ladder Area", "Furnace, Crypt Redux_"),
# Furnace ladder to the West Garden connector
LadderInfo("Furnace Ladder Area", "Furnace, Overworld Redux_gyro_west"),
# West Garden
# exit after Garden Knight
LadderInfo("West Garden", "Archipelagos Redux, Overworld Redux_upper"),
# West Garden laurels exit
LadderInfo("West Garden", "Archipelagos Redux, Overworld Redux_lowest"),
# Atoll, use the little ladder you fix at the beginning
LadderInfo("Ruined Atoll", "Atoll Redux, Overworld Redux_lower"),
LadderInfo("Ruined Atoll", "Atoll Redux, Frog Stairs_mouth"), # special case
# East Forest
# Entrance by the dancing fox holy cross spot
LadderInfo("East Forest", "East Forest Redux, East Forest Redux Laddercave_upper"),
# From the west side of Guard House 1 to the east side
LadderInfo("Guard House 1 West", "East Forest Redux Laddercave, East Forest Redux_gate"),
LadderInfo("Guard House 1 West", "East Forest Redux Laddercave, Forest Boss Room_"),
# Fortress Exterior
# shop, ls at the ladder by the telescope
LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Shop_"),
# Fortress main entry and grave path lower entry, ls at the ladder by the telescope
LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Main_Big Door"),
LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Reliquary_Lower"),
# Use the top of the ladder by the telescope
LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Reliquary_Upper"),
LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress East_"),
# same as above, except from the east side of the area
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Overworld Redux_"),
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Shop_"),
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Main_Big Door"),
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Reliquary_Lower"),
# same as above, except from the Beneath the Vault entrance ladder
LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Overworld Redux_", "Ladder to Beneath the Vault"),
LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress Main_Big Door",
"Ladder to Beneath the Vault"),
LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress Reliquary_Lower",
"Ladder to Beneath the Vault"),
# Swamp to Gauntlet
LadderInfo("Swamp Mid", "Swamp Redux 2, Cathedral Arena_", "Ladders in Swamp"),
# Ladder by the hero grave
LadderInfo("Back of Swamp", "Swamp Redux 2, Overworld Redux_conduit"),
LadderInfo("Back of Swamp", "Swamp Redux 2, Shop_"),
]
# if we can gain elevation or get knocked down, add the harder ones
medium_ls: List[LadderInfo] = [
# region-destination versions of easy ls spots
LadderInfo("East Forest", "East Forest Dance Fox Spot", dest_is_region=True),
# fortress courtyard knockdowns are never logically relevant, the fuse requires upper
LadderInfo("Back of Swamp", "Swamp Mid", dest_is_region=True),
LadderInfo("Back of Swamp", "Swamp Front", dest_is_region=True),
# gain height off the northeast fuse ramp
LadderInfo("Ruined Atoll", "Atoll Redux, Frog Stairs_eye"),
# Upper exit from the Forest Grave Path, use LS at the ladder by the gate switch
LadderInfo("Forest Grave Path Main", "Sword Access, East Forest Redux_upper"),
# Upper exits from the courtyard. Use the ramp in the courtyard, then the blocks north of the first fuse
LadderInfo("Fortress Exterior from Overworld", "Fortress Courtyard Upper", dest_is_region=True),
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Reliquary_Upper"),
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress East_"),
LadderInfo("Fortress Exterior from East Forest", "Fortress Courtyard Upper", dest_is_region=True),
LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress Reliquary_Upper",
"Ladder to Beneath the Vault"),
LadderInfo("Fortress Exterior near cave", "Fortress Courtyard, Fortress East_", "Ladder to Beneath the Vault"),
LadderInfo("Fortress Exterior near cave", "Fortress Courtyard Upper", "Ladder to Beneath the Vault",
dest_is_region=True),
# need to gain height to get up the stairs
LadderInfo("Lower Mountain", "Mountain, Mountaintop_"),
# Where the rope is behind Monastery
LadderInfo("Quarry Entry", "Quarry Redux, Monastery_back"),
LadderInfo("Quarry Monastery Entry", "Quarry Redux, Monastery_back"),
LadderInfo("Quarry Back", "Quarry Redux, Monastery_back"),
LadderInfo("Rooted Ziggurat Lower Back", "ziggurat2020_3, ziggurat2020_2_"),
LadderInfo("Rooted Ziggurat Lower Back", "Rooted Ziggurat Lower Front", dest_is_region=True),
# Swamp to Overworld upper
LadderInfo("Swamp Mid", "Swamp Redux 2, Overworld Redux_wall", "Ladders in Swamp"),
LadderInfo("Back of Swamp", "Swamp Redux 2, Overworld Redux_wall"),
]
hard_ls: List[LadderInfo] = [
# lower ladder, go into the waterfall then above the bonfire, up a ramp, then through the right wall
LadderInfo("Beneath the Well Front", "Sewer, Sewer_Boss_", "Ladders in Well"),
LadderInfo("Beneath the Well Front", "Sewer, Overworld Redux_west_aqueduct", "Ladders in Well"),
LadderInfo("Beneath the Well Front", "Beneath the Well Back", "Ladders in Well", dest_is_region=True),
# go through the hexagon engraving above the vault door
LadderInfo("Frog's Domain", "frog cave main, Frog Stairs_Exit", "Ladders to Frog's Domain"),
# the turret at the end here is not affected by enemy rando
LadderInfo("Frog's Domain", "Frog's Domain Back", "Ladders to Frog's Domain", dest_is_region=True),
# todo: see if we can use that new laurels strat here
# LadderInfo("Rooted Ziggurat Lower Back", "ziggurat2020_3, ziggurat2020_FTRoom_"),
# go behind the cathedral to reach the door, pretty easily doable
LadderInfo("Swamp Mid", "Swamp Redux 2, Cathedral Redux_main", "Ladders in Swamp"),
LadderInfo("Back of Swamp", "Swamp Redux 2, Cathedral Redux_main"),
# need to do hc midair, probably cannot get into this without hc
LadderInfo("Swamp Mid", "Swamp Redux 2, Cathedral Redux_secret", "Ladders in Swamp"),
LadderInfo("Back of Swamp", "Swamp Redux 2, Cathedral Redux_secret"),
]