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from . . generic . Rules import add_rule
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from . Regions import connect_regions , sm64courses , sm64paintings , sm64secrets , sm64entrances
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def fix_reg ( entrance_ids , reg , invalidspot , swaplist , world ) :
if entrance_ids . index ( reg ) == invalidspot : # Unlucky :C
swaplist . remove ( invalidspot )
rand = world . random . choice ( swaplist )
entrance_ids [ invalidspot ] , entrance_ids [ rand ] = entrance_ids [ rand ] , entrance_ids [ invalidspot ]
swaplist . append ( invalidspot )
swaplist . remove ( rand )
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def set_rules ( world , player : int , area_connections ) :
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destination_regions = list ( range ( 13 ) ) + [ 12 , 13 , 14 ] + list ( range ( 15 , 15 + len ( sm64secrets ) ) ) # Two instances of Destination Course THI. Past normal course idx are secret regions
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secret_entrance_ids = list ( range ( len ( sm64paintings ) , len ( sm64paintings ) + len ( sm64secrets ) ) )
course_entrance_ids = list ( range ( len ( sm64paintings ) ) )
if world . AreaRandomizer [ player ] . value > = 1 : # Some randomization is happening, randomize Courses
world . random . shuffle ( course_entrance_ids )
if world . AreaRandomizer [ player ] . value == 2 : # Randomize Secrets as well
world . random . shuffle ( secret_entrance_ids )
entrance_ids = course_entrance_ids + secret_entrance_ids
if world . AreaRandomizer [ player ] . value == 3 : # Randomize Courses and Secrets in one pool
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world . random . shuffle ( entrance_ids )
# Guarantee first entrance is a course
swaplist = list ( range ( len ( entrance_ids ) ) )
if entrance_ids . index ( 0 ) > 15 : # Unlucky :C
rand = world . random . randint ( 0 , 15 )
entrance_ids [ entrance_ids . index ( 0 ) ] , entrance_ids [ rand ] = entrance_ids [ rand ] , entrance_ids [ entrance_ids . index ( 0 ) ]
swaplist . remove ( entrance_ids . index ( 0 ) )
# Guarantee COTMC is not mapped to HMC, cuz thats impossible
fix_reg ( entrance_ids , 20 , 5 , swaplist , world )
# Guarantee BITFS is not mapped to DDD
fix_reg ( entrance_ids , 22 , 8 , swaplist , world )
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if entrance_ids . index ( 22 ) == 5 : # If BITFS is mapped to HMC...
fix_reg ( entrance_ids , 20 , 8 , swaplist , world ) # ... then dont allow COTMC to be mapped to DDD
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temp_assign = dict ( zip ( entrance_ids , destination_regions ) ) # Used for Rules only
# Destination Format: LVL | AREA with LVL = LEVEL_x, AREA = Area as used in sm64 code
area_connections . update ( { sm64entrances [ entrance ] : destination for entrance , destination in zip ( entrance_ids , sm64entrances ) } )
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 0 ] ] ) # BOB
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 1 ] ] , lambda state : state . has ( " Power Star " , player , 1 ) ) # WF
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 2 ] ] , lambda state : state . has ( " Power Star " , player , 3 ) ) # JRB
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 3 ] ] , lambda state : state . has ( " Power Star " , player , 3 ) ) # CCM
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 4 ] ] , lambda state : state . has ( " Power Star " , player , 12 ) ) # BBH
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 16 ] ] , lambda state : state . has ( " Power Star " , player , 1 ) ) # PSS
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 17 ] ] , lambda state : state . has ( " Power Star " , player , 3 ) ) # SA
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 19 ] ] , lambda state : state . has ( " Power Star " , player , 10 ) ) # TOTWC
connect_regions ( world , player , " Menu " , sm64courses [ temp_assign [ 18 ] ] , lambda state : state . has ( " Power Star " , player , world . FirstBowserStarDoorCost [ player ] . value ) ) # BITDW
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connect_regions ( world , player , " Menu " , " Basement " , lambda state : state . has ( " Basement Key " , player ) or state . has ( " Progressive Key " , player , 1 ) )
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connect_regions ( world , player , " Basement " , sm64courses [ temp_assign [ 5 ] ] ) # HMC
connect_regions ( world , player , " Basement " , sm64courses [ temp_assign [ 6 ] ] ) # LLL
connect_regions ( world , player , " Basement " , sm64courses [ temp_assign [ 7 ] ] ) # SSL
connect_regions ( world , player , " Basement " , sm64courses [ temp_assign [ 8 ] ] , lambda state : state . has ( " Power Star " , player , world . BasementStarDoorCost [ player ] . value ) ) # DDD
connect_regions ( world , player , " Hazy Maze Cave " , sm64courses [ temp_assign [ 20 ] ] ) # COTMC
connect_regions ( world , player , " Basement " , sm64courses [ temp_assign [ 21 ] ] ) # VCUTM
connect_regions ( world , player , " Basement " , sm64courses [ temp_assign [ 22 ] ] , lambda state : state . has ( " Power Star " , player , world . BasementStarDoorCost [ player ] . value ) and
state . can_reach ( " DDD: Board Bowser ' s Sub " , ' Location ' , player ) ) # BITFS
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connect_regions ( world , player , " Menu " , " Second Floor " , lambda state : state . has ( " Second Floor Key " , player ) or state . has ( " Progressive Key " , player , 2 ) )
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connect_regions ( world , player , " Second Floor " , sm64courses [ temp_assign [ 9 ] ] ) # SL
connect_regions ( world , player , " Second Floor " , sm64courses [ temp_assign [ 10 ] ] ) # WDW
connect_regions ( world , player , " Second Floor " , sm64courses [ temp_assign [ 11 ] ] ) # TTM
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connect_regions ( world , player , " Second Floor " , sm64courses [ temp_assign [ 12 ] ] ) # THI Tiny
connect_regions ( world , player , " Second Floor " , sm64courses [ temp_assign [ 13 ] ] ) # THI Huge
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connect_regions ( world , player , " Second Floor " , " Third Floor " , lambda state : state . has ( " Power Star " , player , world . SecondFloorStarDoorCost [ player ] . value ) )
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connect_regions ( world , player , " Third Floor " , sm64courses [ temp_assign [ 14 ] ] ) # TTC
connect_regions ( world , player , " Third Floor " , sm64courses [ temp_assign [ 15 ] ] ) # RR
connect_regions ( world , player , " Third Floor " , sm64courses [ temp_assign [ 23 ] ] ) # WMOTR
connect_regions ( world , player , " Third Floor " , " Bowser in the Sky " , lambda state : state . has ( " Power Star " , player , world . StarsToFinish [ player ] . value ) ) # BITS
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#Special Rules for some Locations
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add_rule ( world . get_location ( " BoB: Mario Wings to the Sky " , player ) , lambda state : state . has ( " Cannon Unlock BoB " , player ) )
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add_rule ( world . get_location ( " BBH: Eye to Eye in the Secret Room " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
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add_rule ( world . get_location ( " DDD: Collect the Caps... " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
add_rule ( world . get_location ( " DDD: Pole-Jumping for Red Coins " , player ) , lambda state : state . can_reach ( " Bowser in the Fire Sea " , ' Region ' , player ) )
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if world . EnableCoinStars [ player ] :
add_rule ( world . get_location ( " DDD: 100 Coins " , player ) , lambda state : state . can_reach ( " Bowser in the Fire Sea " , ' Region ' , player ) )
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add_rule ( world . get_location ( " SL: Into the Igloo " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
add_rule ( world . get_location ( " WDW: Quick Race Through Downtown! " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
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add_rule ( world . get_location ( " RR: Somewhere Over the Rainbow " , player ) , lambda state : state . has ( " Cannon Unlock RR " , player ) )
if world . AreaRandomizer [ player ] or world . StrictCannonRequirements [ player ] :
# If area rando is on, it may not be possible to modify WDW's starting water level,
# which would make it impossible to reach downtown area without the cannon.
add_rule ( world . get_location ( " WDW: Quick Race Through Downtown! " , player ) , lambda state : state . has ( " Cannon Unlock WDW " , player ) )
add_rule ( world . get_location ( " WDW: Go to Town for Red Coins " , player ) , lambda state : state . has ( " Cannon Unlock WDW " , player ) )
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add_rule ( world . get_location ( " WDW: 1Up Block in Downtown " , player ) , lambda state : state . has ( " Cannon Unlock WDW " , player ) )
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if world . StrictCapRequirements [ player ] :
add_rule ( world . get_location ( " BoB: Mario Wings to the Sky " , player ) , lambda state : state . has ( " Wing Cap " , player ) )
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add_rule ( world . get_location ( " HMC: Metal-Head Mario Can Move! " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
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add_rule ( world . get_location ( " JRB: Through the Jet Stream " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
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add_rule ( world . get_location ( " SSL: Free Flying for 8 Red Coins " , player ) , lambda state : state . has ( " Wing Cap " , player ) )
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add_rule ( world . get_location ( " DDD: Through the Jet Stream " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
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add_rule ( world . get_location ( " DDD: Collect the Caps... " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
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add_rule ( world . get_location ( " Vanish Cap Under the Moat Red Coins " , player ) , lambda state : state . has ( " Vanish Cap " , player ) )
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add_rule ( world . get_location ( " Cavern of the Metal Cap Red Coins " , player ) , lambda state : state . has ( " Metal Cap " , player ) )
if world . StrictCannonRequirements [ player ] :
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add_rule ( world . get_location ( " WF: Blast Away the Wall " , player ) , lambda state : state . has ( " Cannon Unlock WF " , player ) )
add_rule ( world . get_location ( " JRB: Blast to the Stone Pillar " , player ) , lambda state : state . has ( " Cannon Unlock JRB " , player ) )
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add_rule ( world . get_location ( " CCM: Wall Kicks Will Work " , player ) , lambda state : state . has ( " Cannon Unlock CCM " , player ) )
add_rule ( world . get_location ( " TTM: Blast to the Lonely Mushroom " , player ) , lambda state : state . has ( " Cannon Unlock TTM " , player ) )
if world . StrictCapRequirements [ player ] and world . StrictCannonRequirements [ player ] :
# Ability to reach the floating island. Need some of those coins to get 100 coin star as well.
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add_rule ( world . get_location ( " BoB: Find the 8 Red Coins " , player ) , lambda state : state . has ( " Cannon Unlock BoB " , player ) or state . has ( " Wing Cap " , player ) )
add_rule ( world . get_location ( " BoB: Shoot to the Island in the Sky " , player ) , lambda state : state . has ( " Cannon Unlock BoB " , player ) or state . has ( " Wing Cap " , player ) )
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if world . EnableCoinStars [ player ] :
add_rule ( world . get_location ( " BoB: 100 Coins " , player ) , lambda state : state . has ( " Cannon Unlock BoB " , player ) or state . has ( " Wing Cap " , player ) )
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#Rules for Secret Stars
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add_rule ( world . get_location ( " Wing Mario Over the Rainbow Red Coins " , player ) , lambda state : state . has ( " Wing Cap " , player ) )
add_rule ( world . get_location ( " Wing Mario Over the Rainbow 1Up Block " , player ) , lambda state : state . has ( " Wing Cap " , player ) )
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add_rule ( world . get_location ( " Toad (Basement) " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) and state . has ( " Power Star " , player , 12 ) )
add_rule ( world . get_location ( " Toad (Second Floor) " , player ) , lambda state : state . can_reach ( " Second Floor " , ' Region ' , player ) and state . has ( " Power Star " , player , 25 ) )
add_rule ( world . get_location ( " Toad (Third Floor) " , player ) , lambda state : state . can_reach ( " Third Floor " , ' Region ' , player ) and state . has ( " Power Star " , player , 35 ) )
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if world . MIPS1Cost [ player ] . value > world . MIPS2Cost [ player ] . value :
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( world . MIPS2Cost [ player ] . value , world . MIPS1Cost [ player ] . value ) = ( world . MIPS1Cost [ player ] . value , world . MIPS2Cost [ player ] . value )
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add_rule ( world . get_location ( " MIPS 1 " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) and state . has ( " Power Star " , player , world . MIPS1Cost [ player ] . value ) )
add_rule ( world . get_location ( " MIPS 2 " , player ) , lambda state : state . can_reach ( " Basement " , ' Region ' , player ) and state . has ( " Power Star " , player , world . MIPS2Cost [ player ] . value ) )
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if world . CompletionType [ player ] == " last_bowser_stage " :
world . completion_condition [ player ] = lambda state : state . can_reach ( " Bowser in the Sky " , ' Region ' , player )
elif world . CompletionType [ player ] == " all_bowser_stages " :
world . completion_condition [ player ] = lambda state : state . can_reach ( " Bowser in the Dark World " , ' Region ' , player ) and \
state . can_reach ( " Bowser in the Fire Sea " , ' Region ' , player ) and \
state . can_reach ( " Bowser in the Sky " , ' Region ' , player )