2023-03-09 04:13:52 +00:00
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import typing
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from collections.abc import Callable
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from BaseClasses import CollectionState
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from worlds.generic.Rules import exclusion_rules
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from worlds.AutoWorld import World
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from . import Constants
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# Helper functions
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# moved from logicmixin
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def has_iron_ingots(state: CollectionState, player: int) -> bool:
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return state.has('Progressive Tools', player) and state.has('Progressive Resource Crafting', player)
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def has_copper_ingots(state: CollectionState, player: int) -> bool:
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return state.has('Progressive Tools', player) and state.has('Progressive Resource Crafting', player)
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def has_gold_ingots(state: CollectionState, player: int) -> bool:
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return state.has('Progressive Resource Crafting', player) and (state.has('Progressive Tools', player, 2) or state.can_reach('The Nether', 'Region', player))
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def has_diamond_pickaxe(state: CollectionState, player: int) -> bool:
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return state.has('Progressive Tools', player, 3) and has_iron_ingots(state, player)
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def craft_crossbow(state: CollectionState, player: int) -> bool:
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return state.has('Archery', player) and has_iron_ingots(state, player)
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def has_bottle(state: CollectionState, player: int) -> bool:
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return state.has('Bottles', player) and state.has('Progressive Resource Crafting', player)
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def has_spyglass(state: CollectionState, player: int) -> bool:
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return has_copper_ingots(state, player) and state.has('Spyglass', player) and can_adventure(state, player)
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def can_enchant(state: CollectionState, player: int) -> bool:
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return state.has('Enchanting', player) and has_diamond_pickaxe(state, player) # mine obsidian and lapis
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def can_use_anvil(state: CollectionState, player: int) -> bool:
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return state.has('Enchanting', player) and state.has('Progressive Resource Crafting', player, 2) and has_iron_ingots(state, player)
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def fortress_loot(state: CollectionState, player: int) -> bool: # saddles, blaze rods, wither skulls
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return state.can_reach('Nether Fortress', 'Region', player) and basic_combat(state, player)
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def can_brew_potions(state: CollectionState, player: int) -> bool:
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return state.has('Blaze Rods', player) and state.has('Brewing', player) and has_bottle(state, player)
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def can_piglin_trade(state: CollectionState, player: int) -> bool:
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return has_gold_ingots(state, player) and (
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state.can_reach('The Nether', 'Region', player) or
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state.can_reach('Bastion Remnant', 'Region', player))
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def overworld_villager(state: CollectionState, player: int) -> bool:
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village_region = state.multiworld.get_region('Village', player).entrances[0].parent_region.name
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if village_region == 'The Nether': # 2 options: cure zombie villager or build portal in village
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return (state.can_reach('Zombie Doctor', 'Location', player) or
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(has_diamond_pickaxe(state, player) and state.can_reach('Village', 'Region', player)))
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elif village_region == 'The End':
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return state.can_reach('Zombie Doctor', 'Location', player)
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return state.can_reach('Village', 'Region', player)
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def enter_stronghold(state: CollectionState, player: int) -> bool:
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return state.has('Blaze Rods', player) and state.has('Brewing', player) and state.has('3 Ender Pearls', player)
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# Difficulty-dependent functions
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def combat_difficulty(state: CollectionState, player: int) -> bool:
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return state.multiworld.combat_difficulty[player].current_key
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def can_adventure(state: CollectionState, player: int) -> bool:
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death_link_check = not state.multiworld.death_link[player] or state.has('Bed', player)
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if combat_difficulty(state, player) == 'easy':
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return state.has('Progressive Weapons', player, 2) and has_iron_ingots(state, player) and death_link_check
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elif combat_difficulty(state, player) == 'hard':
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return True
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return (state.has('Progressive Weapons', player) and death_link_check and
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(state.has('Progressive Resource Crafting', player) or state.has('Campfire', player)))
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def basic_combat(state: CollectionState, player: int) -> bool:
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if combat_difficulty(state, player) == 'easy':
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return state.has('Progressive Weapons', player, 2) and state.has('Progressive Armor', player) and \
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state.has('Shield', player) and has_iron_ingots(state, player)
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elif combat_difficulty(state, player) == 'hard':
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return True
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return state.has('Progressive Weapons', player) and (state.has('Progressive Armor', player) or state.has('Shield', player)) and has_iron_ingots(state, player)
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def complete_raid(state: CollectionState, player: int) -> bool:
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reach_regions = state.can_reach('Village', 'Region', player) and state.can_reach('Pillager Outpost', 'Region', player)
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if combat_difficulty(state, player) == 'easy':
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return reach_regions and \
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state.has('Progressive Weapons', player, 3) and state.has('Progressive Armor', player, 2) and \
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state.has('Shield', player) and state.has('Archery', player) and \
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state.has('Progressive Tools', player, 2) and has_iron_ingots(state, player)
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elif combat_difficulty(state, player) == 'hard': # might be too hard?
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return reach_regions and state.has('Progressive Weapons', player, 2) and has_iron_ingots(state, player) and \
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(state.has('Progressive Armor', player) or state.has('Shield', player))
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return reach_regions and state.has('Progressive Weapons', player, 2) and has_iron_ingots(state, player) and \
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state.has('Progressive Armor', player) and state.has('Shield', player)
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def can_kill_wither(state: CollectionState, player: int) -> bool:
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normal_kill = state.has("Progressive Weapons", player, 3) and state.has("Progressive Armor", player, 2) and can_brew_potions(state, player) and can_enchant(state, player)
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if combat_difficulty(state, player) == 'easy':
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return fortress_loot(state, player) and normal_kill and state.has('Archery', player)
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elif combat_difficulty(state, player) == 'hard': # cheese kill using bedrock ceilings
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return fortress_loot(state, player) and (normal_kill or state.can_reach('The Nether', 'Region', player) or state.can_reach('The End', 'Region', player))
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return fortress_loot(state, player) and normal_kill
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def can_respawn_ender_dragon(state: CollectionState, player: int) -> bool:
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return state.can_reach('The Nether', 'Region', player) and state.can_reach('The End', 'Region', player) and \
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state.has('Progressive Resource Crafting', player) # smelt sand into glass
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def can_kill_ender_dragon(state: CollectionState, player: int) -> bool:
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if combat_difficulty(state, player) == 'easy':
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return state.has("Progressive Weapons", player, 3) and state.has("Progressive Armor", player, 2) and \
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state.has('Archery', player) and can_brew_potions(state, player) and can_enchant(state, player)
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if combat_difficulty(state, player) == 'hard':
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return (state.has('Progressive Weapons', player, 2) and state.has('Progressive Armor', player)) or \
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(state.has('Progressive Weapons', player, 1) and state.has('Bed', player))
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return state.has('Progressive Weapons', player, 2) and state.has('Progressive Armor', player) and state.has('Archery', player)
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def has_structure_compass(state: CollectionState, entrance_name: str, player: int) -> bool:
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if not state.multiworld.structure_compasses[player]:
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return True
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return state.has(f"Structure Compass ({state.multiworld.get_entrance(entrance_name, player).connected_region.name})", player)
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def get_rules_lookup(player: int):
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rules_lookup: typing.Dict[str, typing.List[Callable[[CollectionState], bool]]] = {
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"entrances": {
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"Nether Portal": lambda state: (state.has('Flint and Steel', player) and
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(state.has('Bucket', player) or state.has('Progressive Tools', player, 3)) and
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has_iron_ingots(state, player)),
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"End Portal": lambda state: enter_stronghold(state, player) and state.has('3 Ender Pearls', player, 4),
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"Overworld Structure 1": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Overworld Structure 1", player)),
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"Overworld Structure 2": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Overworld Structure 2", player)),
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"Nether Structure 1": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Nether Structure 1", player)),
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"Nether Structure 2": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Nether Structure 2", player)),
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"The End Structure": lambda state: (can_adventure(state, player) and has_structure_compass(state, "The End Structure", player)),
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},
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"locations": {
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"Ender Dragon": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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"Wither": lambda state: can_kill_wither(state, player),
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"Blaze Rods": lambda state: fortress_loot(state, player),
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"Who is Cutting Onions?": lambda state: can_piglin_trade(state, player),
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"Oh Shiny": lambda state: can_piglin_trade(state, player),
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"Suit Up": lambda state: state.has("Progressive Armor", player) and has_iron_ingots(state, player),
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"Very Very Frightening": lambda state: (state.has("Channeling Book", player) and
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can_use_anvil(state, player) and can_enchant(state, player) and overworld_villager(state, player)),
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"Hot Stuff": lambda state: state.has("Bucket", player) and has_iron_ingots(state, player),
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"Free the End": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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"A Furious Cocktail": lambda state: (can_brew_potions(state, player) and
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state.has("Fishing Rod", player) and # Water Breathing
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state.can_reach("The Nether", "Region", player) and # Regeneration, Fire Resistance, gold nuggets
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state.can_reach("Village", "Region", player) and # Night Vision, Invisibility
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state.can_reach("Bring Home the Beacon", "Location", player)), # Resistance
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"Bring Home the Beacon": lambda state: (can_kill_wither(state, player) and
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has_diamond_pickaxe(state, player) and state.has("Progressive Resource Crafting", player, 2)),
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"Not Today, Thank You": lambda state: state.has("Shield", player) and has_iron_ingots(state, player),
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"Isn't It Iron Pick": lambda state: state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player),
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"Local Brewery": lambda state: can_brew_potions(state, player),
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"The Next Generation": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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"Fishy Business": lambda state: state.has("Fishing Rod", player),
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"This Boat Has Legs": lambda state: ((fortress_loot(state, player) or complete_raid(state, player)) and
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state.has("Saddle", player) and state.has("Fishing Rod", player)),
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"Sniper Duel": lambda state: state.has("Archery", player),
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"Great View From Up Here": lambda state: basic_combat(state, player),
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"How Did We Get Here?": lambda state: (can_brew_potions(state, player) and
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has_gold_ingots(state, player) and # Absorption
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state.can_reach('End City', 'Region', player) and # Levitation
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state.can_reach('The Nether', 'Region', player) and # potion ingredients
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state.has("Fishing Rod", player) and state.has("Archery",player) and # Pufferfish, Nautilus Shells; spectral arrows
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state.can_reach("Bring Home the Beacon", "Location", player) and # Haste
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state.can_reach("Hero of the Village", "Location", player)), # Bad Omen, Hero of the Village
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"Bullseye": lambda state: (state.has("Archery", player) and state.has("Progressive Tools", player, 2) and
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has_iron_ingots(state, player)),
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"Spooky Scary Skeleton": lambda state: basic_combat(state, player),
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"Two by Two": lambda state: has_iron_ingots(state, player) and state.has("Bucket", player) and can_adventure(state, player),
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"Two Birds, One Arrow": lambda state: craft_crossbow(state, player) and can_enchant(state, player),
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"Who's the Pillager Now?": lambda state: craft_crossbow(state, player),
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"Getting an Upgrade": lambda state: state.has("Progressive Tools", player),
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"Tactical Fishing": lambda state: state.has("Bucket", player) and has_iron_ingots(state, player),
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"Zombie Doctor": lambda state: can_brew_potions(state, player) and has_gold_ingots(state, player),
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"Ice Bucket Challenge": lambda state: has_diamond_pickaxe(state, player),
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"Into Fire": lambda state: basic_combat(state, player),
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"War Pigs": lambda state: basic_combat(state, player),
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"Take Aim": lambda state: state.has("Archery", player),
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"Total Beelocation": lambda state: state.has("Silk Touch Book", player) and can_use_anvil(state, player) and can_enchant(state, player),
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"Arbalistic": lambda state: (craft_crossbow(state, player) and state.has("Piercing IV Book", player) and
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can_use_anvil(state, player) and can_enchant(state, player)),
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"The End... Again...": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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"Acquire Hardware": lambda state: has_iron_ingots(state, player),
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"Not Quite \"Nine\" Lives": lambda state: can_piglin_trade(state, player) and state.has("Progressive Resource Crafting", player, 2),
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"Cover Me With Diamonds": lambda state: (state.has("Progressive Armor", player, 2) and
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state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player)),
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"Sky's the Limit": lambda state: basic_combat(state, player),
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"Hired Help": lambda state: state.has("Progressive Resource Crafting", player, 2) and has_iron_ingots(state, player),
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"Sweet Dreams": lambda state: state.has("Bed", player) or state.can_reach('Village', 'Region', player),
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"You Need a Mint": lambda state: can_respawn_ender_dragon(state, player) and has_bottle(state, player),
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"Monsters Hunted": lambda state: (can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player) and
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can_kill_wither(state, player) and state.has("Fishing Rod", player)),
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"Enchanter": lambda state: can_enchant(state, player),
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"Voluntary Exile": lambda state: basic_combat(state, player),
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"Eye Spy": lambda state: enter_stronghold(state, player),
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"Serious Dedication": lambda state: (can_brew_potions(state, player) and state.has("Bed", player) and
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has_diamond_pickaxe(state, player) and has_gold_ingots(state, player)),
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"Postmortal": lambda state: complete_raid(state, player),
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"Adventuring Time": lambda state: can_adventure(state, player),
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"Hero of the Village": lambda state: complete_raid(state, player),
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"Hidden in the Depths": lambda state: can_brew_potions(state, player) and state.has("Bed", player) and has_diamond_pickaxe(state, player),
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"Beaconator": lambda state: (can_kill_wither(state, player) and has_diamond_pickaxe(state, player) and
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state.has("Progressive Resource Crafting", player, 2)),
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"Withering Heights": lambda state: can_kill_wither(state, player),
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"A Balanced Diet": lambda state: (has_bottle(state, player) and has_gold_ingots(state, player) and # honey bottle; gapple
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state.has("Progressive Resource Crafting", player, 2) and state.can_reach('The End', 'Region', player)), # notch apple, chorus fruit
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"Subspace Bubble": lambda state: has_diamond_pickaxe(state, player),
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"Country Lode, Take Me Home": lambda state: state.can_reach("Hidden in the Depths", "Location", player) and has_gold_ingots(state, player),
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"Bee Our Guest": lambda state: state.has("Campfire", player) and has_bottle(state, player),
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"Uneasy Alliance": lambda state: has_diamond_pickaxe(state, player) and state.has('Fishing Rod', player),
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"Diamonds!": lambda state: state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player),
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"A Throwaway Joke": lambda state: can_adventure(state, player),
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"Sticky Situation": lambda state: state.has("Campfire", player) and has_bottle(state, player),
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"Ol' Betsy": lambda state: craft_crossbow(state, player),
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"Cover Me in Debris": lambda state: (state.has("Progressive Armor", player, 2) and
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state.has("8 Netherite Scrap", player, 2) and state.has("Progressive Resource Crafting", player) and
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has_diamond_pickaxe(state, player) and has_iron_ingots(state, player) and
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can_brew_potions(state, player) and state.has("Bed", player)),
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"Hot Topic": lambda state: state.has("Progressive Resource Crafting", player),
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"The Lie": lambda state: has_iron_ingots(state, player) and state.has("Bucket", player),
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"On a Rail": lambda state: has_iron_ingots(state, player) and state.has('Progressive Tools', player, 2),
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"When Pigs Fly": lambda state: ((fortress_loot(state, player) or complete_raid(state, player)) and
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state.has("Saddle", player) and state.has("Fishing Rod", player) and can_adventure(state, player)),
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"Overkill": lambda state: (can_brew_potions(state, player) and
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(state.has("Progressive Weapons", player) or state.can_reach('The Nether', 'Region', player))),
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"Librarian": lambda state: state.has("Enchanting", player),
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"Overpowered": lambda state: (has_iron_ingots(state, player) and
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state.has('Progressive Tools', player, 2) and basic_combat(state, player)),
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"Wax On": lambda state: (has_copper_ingots(state, player) and state.has('Campfire', player) and
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state.has('Progressive Resource Crafting', player, 2)),
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"Wax Off": lambda state: (has_copper_ingots(state, player) and state.has('Campfire', player) and
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state.has('Progressive Resource Crafting', player, 2)),
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"The Cutest Predator": lambda state: has_iron_ingots(state, player) and state.has('Bucket', player),
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"The Healing Power of Friendship": lambda state: has_iron_ingots(state, player) and state.has('Bucket', player),
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"Is It a Bird?": lambda state: has_spyglass(state, player) and can_adventure(state, player),
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"Is It a Balloon?": lambda state: has_spyglass(state, player),
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"Is It a Plane?": lambda state: has_spyglass(state, player) and can_respawn_ender_dragon(state, player),
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"Surge Protector": lambda state: (state.has("Channeling Book", player) and
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can_use_anvil(state, player) and can_enchant(state, player) and overworld_villager(state, player)),
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"Light as a Rabbit": lambda state: can_adventure(state, player) and has_iron_ingots(state, player) and state.has('Bucket', player),
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"Glow and Behold!": lambda state: can_adventure(state, player),
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"Whatever Floats Your Goat!": lambda state: can_adventure(state, player),
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"Caves & Cliffs": lambda state: has_iron_ingots(state, player) and state.has('Bucket', player) and state.has('Progressive Tools', player, 2),
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"Feels like home": lambda state: (has_iron_ingots(state, player) and state.has('Bucket', player) and state.has('Fishing Rod', player) and
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(fortress_loot(state, player) or complete_raid(state, player)) and state.has("Saddle", player)),
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"Sound of Music": lambda state: state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player) and basic_combat(state, player),
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"Star Trader": lambda state: (has_iron_ingots(state, player) and state.has('Bucket', player) and
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(state.can_reach("The Nether", 'Region', player) or
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state.can_reach("Nether Fortress", 'Region', player) or # soul sand for water elevator
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can_piglin_trade(state, player)) and
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overworld_villager(state, player)),
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"Birthday Song": lambda state: state.can_reach("The Lie", "Location", player) and state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player),
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"Bukkit Bukkit": lambda state: state.has("Bucket", player) and has_iron_ingots(state, player) and can_adventure(state, player),
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"It Spreads": lambda state: can_adventure(state, player) and has_iron_ingots(state, player) and state.has("Progressive Tools", player, 2),
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"Sneak 100": lambda state: can_adventure(state, player) and has_iron_ingots(state, player) and state.has("Progressive Tools", player, 2),
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"When the Squad Hops into Town": lambda state: can_adventure(state, player) and state.has("Lead", player),
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"With Our Powers Combined!": lambda state: can_adventure(state, player) and state.has("Lead", player),
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|
}
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}
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return rules_lookup
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def set_rules(mc_world: World) -> None:
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multiworld = mc_world.multiworld
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player = mc_world.player
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rules_lookup = get_rules_lookup(player)
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# Set entrance rules
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for entrance_name, rule in rules_lookup["entrances"].items():
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multiworld.get_entrance(entrance_name, player).access_rule = rule
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|
# Set location rules
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|
for location_name, rule in rules_lookup["locations"].items():
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|
multiworld.get_location(location_name, player).access_rule = rule
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# Set rules surrounding completion
|
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|
|
bosses = multiworld.required_bosses[player]
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|
|
postgame_advancements = set()
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|
|
if bosses.dragon:
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|
|
postgame_advancements.update(Constants.exclusion_info["ender_dragon"])
|
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|
|
if bosses.wither:
|
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|
|
postgame_advancements.update(Constants.exclusion_info["wither"])
|
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|
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|
|
def location_count(state: CollectionState) -> bool:
|
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|
|
return len([location for location in multiworld.get_locations(player) if
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|
|
location.address != None and
|
|
|
|
location.can_reach(state)])
|
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|
|
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|
|
def defeated_bosses(state: CollectionState) -> bool:
|
|
|
|
return ((not bosses.dragon or state.has("Ender Dragon", player))
|
|
|
|
and (not bosses.wither or state.has("Wither", player)))
|
|
|
|
|
|
|
|
egg_shards = min(multiworld.egg_shards_required[player], multiworld.egg_shards_available[player])
|
|
|
|
completion_requirements = lambda state: (location_count(state) >= multiworld.advancement_goal[player]
|
|
|
|
and state.has("Dragon Egg Shard", player, egg_shards))
|
|
|
|
multiworld.completion_condition[player] = lambda state: completion_requirements(state) and defeated_bosses(state)
|
|
|
|
|
|
|
|
# Set exclusions on hard/unreasonable/postgame
|
|
|
|
excluded_advancements = set()
|
|
|
|
if not multiworld.include_hard_advancements[player]:
|
|
|
|
excluded_advancements.update(Constants.exclusion_info["hard"])
|
|
|
|
if not multiworld.include_unreasonable_advancements[player]:
|
|
|
|
excluded_advancements.update(Constants.exclusion_info["unreasonable"])
|
|
|
|
if not multiworld.include_postgame_advancements[player]:
|
|
|
|
excluded_advancements.update(postgame_advancements)
|
|
|
|
exclusion_rules(multiworld, player, excluded_advancements)
|