Archipelago/worlds/minecraft/Rules.py

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