Archipelago/worlds/hk/Rules.py

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from ..generic.Rules import set_rule, add_rule
from ..AutoWorld import World
from .GeneratedRules import set_generated_rules
from .GodhomeData import set_godhome_rules
from typing import NamedTuple
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class CostTerm(NamedTuple):
term: str
option: str
singular: str
plural: str
weight: int # CostSanity
sort: int
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cost_terms = {x.term: x for x in (
CostTerm("RANCIDEGGS", "Egg", "Rancid Egg", "Rancid Eggs", 1, 3),
CostTerm("GRUBS", "Grub", "Grub", "Grubs", 1, 2),
CostTerm("ESSENCE", "Essence", "Essence", "Essence", 1, 4),
CostTerm("CHARMS", "Charm", "Charm", "Charms", 1, 1),
CostTerm("GEO", "Geo", "Geo", "Geo", 8, 9999),
)}
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def hk_set_rule(hk_world: World, location: str, rule):
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player = hk_world.player
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locations = hk_world.created_multi_locations.get(location)
if locations is None:
try:
locations = [hk_world.multiworld.get_location(location, player)]
except KeyError:
return
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for location in locations:
set_rule(location, rule)
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def set_rules(hk_world: World):
player = hk_world.player
set_generated_rules(hk_world, hk_set_rule)
set_godhome_rules(hk_world, hk_set_rule)
# Shop costs
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for location in hk_world.multiworld.get_locations(player):
if location.costs:
for term, amount in location.costs.items():
if term == "GEO": # No geo logic!
continue
add_rule(location, lambda state, term=term, amount=amount: state.count(term, player) >= amount)
def _hk_nail_combat(state, player) -> bool:
return state.has_any({'LEFTSLASH', 'RIGHTSLASH', 'UPSLASH'}, player)
def _hk_can_beat_thk(state, player) -> bool:
return (
state.has('Opened_Black_Egg_Temple', player)
and (state.count('FIREBALL', player) + state.count('SCREAM', player) + state.count('QUAKE', player)) > 1
and _hk_nail_combat(state, player)
and (
state.has_any({'LEFTDASH', 'RIGHTDASH'}, player)
or state._hk_option(player, 'ProficientCombat')
)
and state.has('FOCUS', player)
)
def _hk_siblings_ending(state, player) -> bool:
return _hk_can_beat_thk(state, player) and state.has('WHITEFRAGMENT', player, 3)
def _hk_can_beat_radiance(state, player) -> bool:
return (
state.has('Opened_Black_Egg_Temple', player)
and _hk_nail_combat(state, player)
and state.has('WHITEFRAGMENT', player, 3)
and state.has('DREAMNAIL', player)
and (
(state.has('LEFTCLAW', player) and state.has('RIGHTCLAW', player))
or state.has('WINGS', player)
)
and (state.count('FIREBALL', player) + state.count('SCREAM', player) + state.count('QUAKE', player)) > 1
and (
(state.has('LEFTDASH', player, 2) and state.has('RIGHTDASH', player, 2)) # Both Shade Cloaks
or (state._hk_option(player, 'ProficientCombat') and state.has('QUAKE', player)) # or Dive
)
)