OSRS: Fixes to Logic errors related to Max Skill Level determining when Regions are accessible (#4188)
* Removes explicit indirect conditions * Changes special rules function add rule instead of setting, and call it unconditionally * Fixes issues in rule generation that have been around but unused the whole time * Finally moves rules out into a separate file. Fixes level-related logic * Removes redundant max skill level checks on canoes, since they're in the skill training rules now * For some reason, canoe logic assumed you could always walk from lumbridge to south varrock without farms. This has been fixed * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Quests now respect skill limits and can be excluded. Tasks that take multiple skills how actually check all skills * Adds alternative route for cooking that doesn't require fishing * Remove debug code --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
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@ -57,11 +57,11 @@ location_rows = [
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LocationRow('Catch a Swordfish', 'fishing', ['Lobster Spot', ], [SkillRequirement('Fishing', 50), ], [], 12),
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LocationRow('Catch a Swordfish', 'fishing', ['Lobster Spot', ], [SkillRequirement('Fishing', 50), ], [], 12),
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LocationRow('Bake a Redberry Pie', 'cooking', ['Redberry Bush', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 10), ], [], 0),
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LocationRow('Bake a Redberry Pie', 'cooking', ['Redberry Bush', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 10), ], [], 0),
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LocationRow('Cook some Stew', 'cooking', ['Bowl', 'Meat', 'Potato', ], [SkillRequirement('Cooking', 25), ], [], 0),
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LocationRow('Cook some Stew', 'cooking', ['Bowl', 'Meat', 'Potato', ], [SkillRequirement('Cooking', 25), ], [], 0),
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LocationRow('Bake an Apple Pie', 'cooking', ['Cooking Apple', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 30), ], [], 2),
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LocationRow('Bake an Apple Pie', 'cooking', ['Cooking Apple', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 32), ], [], 2),
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LocationRow('Bake a Cake', 'cooking', ['Wheat', 'Windmill', 'Egg', 'Milk', 'Cake Tin', ], [SkillRequirement('Cooking', 40), ], [], 6),
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LocationRow('Bake a Cake', 'cooking', ['Wheat', 'Windmill', 'Egg', 'Milk', 'Cake Tin', ], [SkillRequirement('Cooking', 40), ], [], 6),
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LocationRow('Bake a Meat Pizza', 'cooking', ['Wheat', 'Windmill', 'Cheese', 'Tomato', 'Meat', ], [SkillRequirement('Cooking', 45), ], [], 8),
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LocationRow('Bake a Meat Pizza', 'cooking', ['Wheat', 'Windmill', 'Cheese', 'Tomato', 'Meat', ], [SkillRequirement('Cooking', 45), ], [], 8),
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LocationRow('Burn some Oak Logs', 'firemaking', ['Oak Tree', ], [SkillRequirement('Firemaking', 15), ], [], 0),
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LocationRow('Burn some Oak Logs', 'firemaking', ['Oak Tree', ], [SkillRequirement('Firemaking', 15), SkillRequirement('Woodcutting', 15), ], [], 0),
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LocationRow('Burn some Willow Logs', 'firemaking', ['Willow Tree', ], [SkillRequirement('Firemaking', 30), ], [], 0),
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LocationRow('Burn some Willow Logs', 'firemaking', ['Willow Tree', ], [SkillRequirement('Firemaking', 30), SkillRequirement('Woodcutting', 30), ], [], 0),
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LocationRow('Travel on a Canoe', 'woodcutting', ['Canoe Tree', ], [SkillRequirement('Woodcutting', 12), ], [], 0),
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LocationRow('Travel on a Canoe', 'woodcutting', ['Canoe Tree', ], [SkillRequirement('Woodcutting', 12), ], [], 0),
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LocationRow('Cut an Oak Log', 'woodcutting', ['Oak Tree', ], [SkillRequirement('Woodcutting', 15), ], [], 0),
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LocationRow('Cut an Oak Log', 'woodcutting', ['Oak Tree', ], [SkillRequirement('Woodcutting', 15), ], [], 0),
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LocationRow('Cut a Willow Log', 'woodcutting', ['Willow Tree', ], [SkillRequirement('Woodcutting', 30), ], [], 0),
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LocationRow('Cut a Willow Log', 'woodcutting', ['Willow Tree', ], [SkillRequirement('Woodcutting', 30), ], [], 0),
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@ -31,7 +31,7 @@ class RegionNames(str, Enum):
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Mudskipper_Point = "Mudskipper Point"
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Mudskipper_Point = "Mudskipper Point"
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Karamja = "Karamja"
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Karamja = "Karamja"
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Corsair_Cove = "Corsair Cove"
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Corsair_Cove = "Corsair Cove"
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Wilderness = "The Wilderness"
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Wilderness = "Wilderness"
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Crandor = "Crandor"
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Crandor = "Crandor"
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# Resource Regions
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# Resource Regions
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Egg = "Egg"
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Egg = "Egg"
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@ -0,0 +1,337 @@
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"""
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Ensures a target level can be reached with available resources
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"""
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from worlds.generic.Rules import CollectionRule, add_rule
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from .Names import RegionNames, ItemNames
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def get_fishing_skill_rule(level, player, options) -> CollectionRule:
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if options.max_fishing_level < level:
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return lambda state: False
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if options.brutal_grinds or level < 5:
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return lambda state: state.can_reach_region(RegionNames.Shrimp, player)
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if level < 20:
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return lambda state: state.can_reach_region(RegionNames.Shrimp, player) and \
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state.can_reach_region(RegionNames.Port_Sarim, player)
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else:
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return lambda state: state.can_reach_region(RegionNames.Shrimp, player) and \
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state.can_reach_region(RegionNames.Port_Sarim, player) and \
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state.can_reach_region(RegionNames.Fly_Fish, player)
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def get_mining_skill_rule(level, player, options) -> CollectionRule:
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if options.max_mining_level < level:
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return lambda state: False
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if options.brutal_grinds or level < 15:
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return lambda state: state.can_reach_region(RegionNames.Bronze_Ores, player) or \
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state.can_reach_region(RegionNames.Clay_Rock, player)
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else:
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# Iron is the best way to train all the way to 99, so having access to iron is all you need to check for
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return lambda state: (state.can_reach_region(RegionNames.Bronze_Ores, player) or
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state.can_reach_region(RegionNames.Clay_Rock, player)) and \
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state.can_reach_region(RegionNames.Iron_Rock, player)
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def get_woodcutting_skill_rule(level, player, options) -> CollectionRule:
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if options.max_woodcutting_level < level:
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return lambda state: False
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if options.brutal_grinds or level < 15:
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# I've checked. There is not a single chunk in the f2p that does not have at least one normal tree.
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# Even the desert.
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return lambda state: True
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if level < 30:
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return lambda state: state.can_reach_region(RegionNames.Oak_Tree, player)
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else:
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return lambda state: state.can_reach_region(RegionNames.Oak_Tree, player) and \
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state.can_reach_region(RegionNames.Willow_Tree, player)
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def get_smithing_skill_rule(level, player, options) -> CollectionRule:
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if options.max_smithing_level < level:
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return lambda state: False
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if options.brutal_grinds:
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return lambda state: state.can_reach_region(RegionNames.Bronze_Ores, player) and \
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state.can_reach_region(RegionNames.Furnace, player)
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if level < 15:
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# Lumbridge has a special bronze-only anvil. This is the only anvil of its type so it's not included
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# in the "Anvil" resource region. We still need to check for it though.
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return lambda state: state.can_reach_region(RegionNames.Bronze_Ores, player) and \
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state.can_reach_region(RegionNames.Furnace, player) and \
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(state.can_reach_region(RegionNames.Anvil, player) or
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state.can_reach_region(RegionNames.Lumbridge, player))
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if level < 30:
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# For levels between 15 and 30, the lumbridge anvil won't cut it. Only a real one will do
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return lambda state: state.can_reach_region(RegionNames.Bronze_Ores, player) and \
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state.can_reach_region(RegionNames.Iron_Rock, player) and \
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state.can_reach_region(RegionNames.Furnace, player) and \
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state.can_reach_region(RegionNames.Anvil, player)
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else:
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return lambda state: state.can_reach_region(RegionNames.Bronze_Ores, player) and \
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state.can_reach_region(RegionNames.Iron_Rock, player) and \
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state.can_reach_region(RegionNames.Coal_Rock, player) and \
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state.can_reach_region(RegionNames.Furnace, player) and \
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state.can_reach_region(RegionNames.Anvil, player)
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def get_crafting_skill_rule(level, player, options):
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if options.max_crafting_level < level:
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return lambda state: False
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# Crafting is really complex. Need a lot of sub-rules to make this even remotely readable
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def can_spin(state):
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return state.can_reach_region(RegionNames.Sheep, player) and \
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state.can_reach_region(RegionNames.Spinning_Wheel, player)
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def can_pot(state):
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return state.can_reach_region(RegionNames.Clay_Rock, player) and \
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state.can_reach_region(RegionNames.Barbarian_Village, player)
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def can_tan(state):
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return state.can_reach_region(RegionNames.Milk, player) and \
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state.can_reach_region(RegionNames.Al_Kharid, player)
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def mould_access(state):
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return state.can_reach_region(RegionNames.Al_Kharid, player) or \
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state.can_reach_region(RegionNames.Rimmington, player)
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def can_silver(state):
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return state.can_reach_region(RegionNames.Silver_Rock, player) and \
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state.can_reach_region(RegionNames.Furnace, player) and mould_access(state)
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def can_gold(state):
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return state.can_reach_region(RegionNames.Gold_Rock, player) and \
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state.can_reach_region(RegionNames.Furnace, player) and mould_access(state)
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if options.brutal_grinds or level < 5:
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return lambda state: can_spin(state) or can_pot(state) or can_tan(state)
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can_smelt_gold = get_smithing_skill_rule(40, player, options)
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can_smelt_silver = get_smithing_skill_rule(20, player, options)
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if level < 16:
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return lambda state: can_pot(state) or can_tan(state) or (can_gold(state) and can_smelt_gold(state))
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else:
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return lambda state: can_tan(state) or (can_silver(state) and can_smelt_silver(state)) or \
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(can_gold(state) and can_smelt_gold(state))
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def get_cooking_skill_rule(level, player, options) -> CollectionRule:
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if options.max_cooking_level < level:
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return lambda state: False
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if options.brutal_grinds or level < 15:
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return lambda state: state.can_reach_region(RegionNames.Milk, player) or \
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state.can_reach_region(RegionNames.Egg, player) or \
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state.can_reach_region(RegionNames.Shrimp, player) or \
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(state.can_reach_region(RegionNames.Wheat, player) and
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state.can_reach_region(RegionNames.Windmill, player))
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else:
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can_catch_fly_fish = get_fishing_skill_rule(20, player, options)
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return lambda state: (
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(state.can_reach_region(RegionNames.Fly_Fish, player) and can_catch_fly_fish(state)) or
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(state.can_reach_region(RegionNames.Port_Sarim, player))
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) and (
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state.can_reach_region(RegionNames.Milk, player) or
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state.can_reach_region(RegionNames.Egg, player) or
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state.can_reach_region(RegionNames.Shrimp, player) or
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(state.can_reach_region(RegionNames.Wheat, player) and
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state.can_reach_region(RegionNames.Windmill, player))
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)
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def get_runecraft_skill_rule(level, player, options) -> CollectionRule:
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if options.max_runecraft_level < level:
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return lambda state: False
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if not options.brutal_grinds:
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# Ensure access to the relevant altars
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if level >= 5:
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return lambda state: state.has(ItemNames.QP_Rune_Mysteries, player) and \
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state.can_reach_region(RegionNames.Falador_Farm, player) and \
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state.can_reach_region(RegionNames.Lumbridge_Swamp, player)
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if level >= 9:
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return lambda state: state.has(ItemNames.QP_Rune_Mysteries, player) and \
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state.can_reach_region(RegionNames.Falador_Farm, player) and \
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state.can_reach_region(RegionNames.Lumbridge_Swamp, player) and \
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state.can_reach_region(RegionNames.East_Of_Varrock, player)
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if level >= 14:
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return lambda state: state.has(ItemNames.QP_Rune_Mysteries, player) and \
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state.can_reach_region(RegionNames.Falador_Farm, player) and \
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state.can_reach_region(RegionNames.Lumbridge_Swamp, player) and \
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state.can_reach_region(RegionNames.East_Of_Varrock, player) and \
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state.can_reach_region(RegionNames.Al_Kharid, player)
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return lambda state: state.has(ItemNames.QP_Rune_Mysteries, player) and \
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state.can_reach_region(RegionNames.Falador_Farm, player)
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def get_magic_skill_rule(level, player, options) -> CollectionRule:
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if options.max_magic_level < level:
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return lambda state: False
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return lambda state: state.can_reach_region(RegionNames.Mind_Runes, player)
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def get_firemaking_skill_rule(level, player, options) -> CollectionRule:
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if options.max_firemaking_level < level:
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return lambda state: False
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if not options.brutal_grinds:
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if level >= 30:
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can_chop_willows = get_woodcutting_skill_rule(30, player, options)
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return lambda state: state.can_reach_region(RegionNames.Willow_Tree, player) and can_chop_willows(state)
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if level >= 15:
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can_chop_oaks = get_woodcutting_skill_rule(15, player, options)
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return lambda state: state.can_reach_region(RegionNames.Oak_Tree, player) and can_chop_oaks(state)
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# If brutal grinds are on, or if the level is less than 15, you can train it.
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return lambda state: True
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def get_skill_rule(skill, level, player, options) -> CollectionRule:
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if skill.lower() == "fishing":
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return get_fishing_skill_rule(level, player, options)
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if skill.lower() == "mining":
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return get_mining_skill_rule(level, player, options)
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if skill.lower() == "woodcutting":
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return get_woodcutting_skill_rule(level, player, options)
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if skill.lower() == "smithing":
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return get_smithing_skill_rule(level, player, options)
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if skill.lower() == "crafting":
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return get_crafting_skill_rule(level, player, options)
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if skill.lower() == "cooking":
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return get_cooking_skill_rule(level, player, options)
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if skill.lower() == "runecraft":
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return get_runecraft_skill_rule(level, player, options)
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if skill.lower() == "magic":
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return get_magic_skill_rule(level, player, options)
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if skill.lower() == "firemaking":
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return get_firemaking_skill_rule(level, player, options)
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return lambda state: True
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def generate_special_rules_for(entrance, region_row, outbound_region_name, player, options):
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if outbound_region_name == RegionNames.Cooks_Guild:
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add_rule(entrance, get_cooking_skill_rule(32, player, options))
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elif outbound_region_name == RegionNames.Crafting_Guild:
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add_rule(entrance, get_crafting_skill_rule(40, player, options))
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elif outbound_region_name == RegionNames.Corsair_Cove:
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# Need to be able to start Corsair Curse in addition to having the item
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add_rule(entrance, lambda state: state.can_reach(RegionNames.Falador_Farm, "Region", player))
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elif outbound_region_name == "Camdozaal*":
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add_rule(entrance, lambda state: state.has(ItemNames.QP_Below_Ice_Mountain, player))
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elif region_row.name == "Dwarven Mountain Pass" and outbound_region_name == "Anvil*":
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add_rule(entrance, lambda state: state.has(ItemNames.QP_Dorics_Quest, player))
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# Special logic for canoes
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canoe_regions = [RegionNames.Lumbridge, RegionNames.South_Of_Varrock, RegionNames.Barbarian_Village,
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RegionNames.Edgeville, RegionNames.Wilderness]
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if region_row.name in canoe_regions:
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# Skill rules for greater distances
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woodcutting_rule_d1 = get_woodcutting_skill_rule(12, player, options)
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woodcutting_rule_d2 = get_woodcutting_skill_rule(27, player, options)
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woodcutting_rule_d3 = get_woodcutting_skill_rule(42, player, options)
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woodcutting_rule_all = get_woodcutting_skill_rule(57, player, options)
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if region_row.name == RegionNames.Lumbridge:
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# Canoe Tree access for the Location
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if outbound_region_name == RegionNames.Canoe_Tree:
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add_rule(entrance,
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lambda state: (state.can_reach_region(RegionNames.South_Of_Varrock, player)
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and woodcutting_rule_d1(state)) or
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(state.can_reach_region(RegionNames.Barbarian_Village, player)
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and woodcutting_rule_d2(state)) or
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(state.can_reach_region(RegionNames.Edgeville, player)
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and woodcutting_rule_d3(state)) or
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(state.can_reach_region(RegionNames.Wilderness, player)
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and woodcutting_rule_all(state)))
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|
|
||||||
|
# Access to other chunks based on woodcutting settings
|
||||||
|
elif outbound_region_name == RegionNames.South_Of_Varrock:
|
||||||
|
add_rule(entrance, woodcutting_rule_d1)
|
||||||
|
elif outbound_region_name == RegionNames.Barbarian_Village:
|
||||||
|
add_rule(entrance, woodcutting_rule_d2)
|
||||||
|
elif outbound_region_name == RegionNames.Edgeville:
|
||||||
|
add_rule(entrance, woodcutting_rule_d3)
|
||||||
|
elif outbound_region_name == RegionNames.Wilderness:
|
||||||
|
add_rule(entrance, woodcutting_rule_all)
|
||||||
|
|
||||||
|
elif region_row.name == RegionNames.South_Of_Varrock:
|
||||||
|
if outbound_region_name == RegionNames.Canoe_Tree:
|
||||||
|
add_rule(entrance,
|
||||||
|
lambda state: (state.can_reach_region(RegionNames.Lumbridge, player)
|
||||||
|
and woodcutting_rule_d1(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Barbarian_Village, player)
|
||||||
|
and woodcutting_rule_d1(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Edgeville, player)
|
||||||
|
and woodcutting_rule_d2(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Wilderness, player)
|
||||||
|
and woodcutting_rule_d3(state)))
|
||||||
|
|
||||||
|
# Access to other chunks based on woodcutting settings
|
||||||
|
elif outbound_region_name == RegionNames.Lumbridge:
|
||||||
|
add_rule(entrance, woodcutting_rule_d1)
|
||||||
|
elif outbound_region_name == RegionNames.Barbarian_Village:
|
||||||
|
add_rule(entrance, woodcutting_rule_d1)
|
||||||
|
elif outbound_region_name == RegionNames.Edgeville:
|
||||||
|
add_rule(entrance, woodcutting_rule_d3)
|
||||||
|
elif outbound_region_name == RegionNames.Wilderness:
|
||||||
|
add_rule(entrance, woodcutting_rule_all)
|
||||||
|
elif region_row.name == RegionNames.Barbarian_Village:
|
||||||
|
if outbound_region_name == RegionNames.Canoe_Tree:
|
||||||
|
add_rule(entrance,
|
||||||
|
lambda state: (state.can_reach_region(RegionNames.Lumbridge, player)
|
||||||
|
and woodcutting_rule_d2(state)) or (state.can_reach_region(RegionNames.South_Of_Varrock, player)
|
||||||
|
and woodcutting_rule_d1(state)) or (state.can_reach_region(RegionNames.Edgeville, player)
|
||||||
|
and woodcutting_rule_d1(state)) or (state.can_reach_region(RegionNames.Wilderness, player)
|
||||||
|
and woodcutting_rule_d2(state)))
|
||||||
|
|
||||||
|
# Access to other chunks based on woodcutting settings
|
||||||
|
elif outbound_region_name == RegionNames.Lumbridge:
|
||||||
|
add_rule(entrance, woodcutting_rule_d2)
|
||||||
|
elif outbound_region_name == RegionNames.South_Of_Varrock:
|
||||||
|
add_rule(entrance, woodcutting_rule_d1)
|
||||||
|
# Edgeville does not need to be checked, because it's already adjacent
|
||||||
|
elif outbound_region_name == RegionNames.Wilderness:
|
||||||
|
add_rule(entrance, woodcutting_rule_d3)
|
||||||
|
elif region_row.name == RegionNames.Edgeville:
|
||||||
|
if outbound_region_name == RegionNames.Canoe_Tree:
|
||||||
|
add_rule(entrance,
|
||||||
|
lambda state: (state.can_reach_region(RegionNames.Lumbridge, player)
|
||||||
|
and woodcutting_rule_d3(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.South_Of_Varrock, player)
|
||||||
|
and woodcutting_rule_d2(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Barbarian_Village, player)
|
||||||
|
and woodcutting_rule_d1(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Wilderness, player)
|
||||||
|
and woodcutting_rule_d1(state)))
|
||||||
|
|
||||||
|
# Access to other chunks based on woodcutting settings
|
||||||
|
elif outbound_region_name == RegionNames.Lumbridge:
|
||||||
|
add_rule(entrance, woodcutting_rule_d3)
|
||||||
|
elif outbound_region_name == RegionNames.South_Of_Varrock:
|
||||||
|
add_rule(entrance, woodcutting_rule_d2)
|
||||||
|
# Barbarian Village does not need to be checked, because it's already adjacent
|
||||||
|
# Wilderness does not need to be checked, because it's already adjacent
|
||||||
|
elif region_row.name == RegionNames.Wilderness:
|
||||||
|
if outbound_region_name == RegionNames.Canoe_Tree:
|
||||||
|
add_rule(entrance,
|
||||||
|
lambda state: (state.can_reach_region(RegionNames.Lumbridge, player)
|
||||||
|
and woodcutting_rule_all(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.South_Of_Varrock, player)
|
||||||
|
and woodcutting_rule_d3(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Barbarian_Village, player)
|
||||||
|
and woodcutting_rule_d2(state)) or
|
||||||
|
(state.can_reach_region(RegionNames.Edgeville, player)
|
||||||
|
and woodcutting_rule_d1(state)))
|
||||||
|
|
||||||
|
# Access to other chunks based on woodcutting settings
|
||||||
|
elif outbound_region_name == RegionNames.Lumbridge:
|
||||||
|
add_rule(entrance, woodcutting_rule_all)
|
||||||
|
elif outbound_region_name == RegionNames.South_Of_Varrock:
|
||||||
|
add_rule(entrance, woodcutting_rule_d3)
|
||||||
|
elif outbound_region_name == RegionNames.Barbarian_Village:
|
||||||
|
add_rule(entrance, woodcutting_rule_d2)
|
||||||
|
# Edgeville does not need to be checked, because it's already adjacent
|
|
@ -1,12 +1,12 @@
|
||||||
import typing
|
import typing
|
||||||
|
|
||||||
from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld
|
from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld, CollectionState
|
||||||
|
from Fill import fill_restrictive, FillError
|
||||||
from worlds.AutoWorld import WebWorld, World
|
from worlds.AutoWorld import WebWorld, World
|
||||||
from worlds.generic.Rules import add_rule, CollectionRule
|
|
||||||
from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
|
from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
|
||||||
chunksanity_special_region_names
|
chunksanity_special_region_names
|
||||||
from .Locations import OSRSLocation, LocationRow
|
from .Locations import OSRSLocation, LocationRow
|
||||||
|
from .Rules import *
|
||||||
from .Options import OSRSOptions, StartingArea
|
from .Options import OSRSOptions, StartingArea
|
||||||
from .Names import LocationNames, ItemNames, RegionNames
|
from .Names import LocationNames, ItemNames, RegionNames
|
||||||
|
|
||||||
|
@ -46,6 +46,7 @@ class OSRSWorld(World):
|
||||||
web = OSRSWeb()
|
web = OSRSWeb()
|
||||||
base_id = 0x070000
|
base_id = 0x070000
|
||||||
data_version = 1
|
data_version = 1
|
||||||
|
explicit_indirect_conditions = False
|
||||||
|
|
||||||
item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
|
item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
|
||||||
location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
|
location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
|
||||||
|
@ -61,6 +62,7 @@ class OSRSWorld(World):
|
||||||
starting_area_item: str
|
starting_area_item: str
|
||||||
|
|
||||||
locations_by_category: typing.Dict[str, typing.List[LocationRow]]
|
locations_by_category: typing.Dict[str, typing.List[LocationRow]]
|
||||||
|
available_QP_locations: typing.List[str]
|
||||||
|
|
||||||
def __init__(self, multiworld: MultiWorld, player: int):
|
def __init__(self, multiworld: MultiWorld, player: int):
|
||||||
super().__init__(multiworld, player)
|
super().__init__(multiworld, player)
|
||||||
|
@ -75,6 +77,7 @@ class OSRSWorld(World):
|
||||||
self.starting_area_item = ""
|
self.starting_area_item = ""
|
||||||
|
|
||||||
self.locations_by_category = {}
|
self.locations_by_category = {}
|
||||||
|
self.available_QP_locations = []
|
||||||
|
|
||||||
def generate_early(self) -> None:
|
def generate_early(self) -> None:
|
||||||
location_categories = [location_row.category for location_row in location_rows]
|
location_categories = [location_row.category for location_row in location_rows]
|
||||||
|
@ -127,7 +130,6 @@ class OSRSWorld(World):
|
||||||
starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
|
starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
|
||||||
starting_entrance.connect(self.region_name_to_data[starting_area_region])
|
starting_entrance.connect(self.region_name_to_data[starting_area_region])
|
||||||
|
|
||||||
|
|
||||||
def create_regions(self) -> None:
|
def create_regions(self) -> None:
|
||||||
"""
|
"""
|
||||||
called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done
|
called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done
|
||||||
|
@ -145,7 +147,8 @@ class OSRSWorld(World):
|
||||||
|
|
||||||
# Removes the word "Area: " from the item name to get the region it applies to.
|
# Removes the word "Area: " from the item name to get the region it applies to.
|
||||||
# I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse
|
# I figured tacking "Area: " at the beginning would make it _easier_ to tell apart. Turns out it made it worse
|
||||||
if self.starting_area_item != "": #if area hasn't been set, then we shouldn't connect it
|
# if area hasn't been set, then we shouldn't connect it
|
||||||
|
if self.starting_area_item != "":
|
||||||
if self.starting_area_item in chunksanity_special_region_names:
|
if self.starting_area_item in chunksanity_special_region_names:
|
||||||
starting_area_region = chunksanity_special_region_names[self.starting_area_item]
|
starting_area_region = chunksanity_special_region_names[self.starting_area_item]
|
||||||
else:
|
else:
|
||||||
|
@ -164,11 +167,8 @@ class OSRSWorld(World):
|
||||||
entrance.connect(self.region_name_to_data[parsed_outbound])
|
entrance.connect(self.region_name_to_data[parsed_outbound])
|
||||||
|
|
||||||
item_name = self.region_rows_by_name[parsed_outbound].itemReq
|
item_name = self.region_rows_by_name[parsed_outbound].itemReq
|
||||||
if "*" not in outbound_region_name and "*" not in item_name:
|
entrance.access_rule = lambda state, item_name=item_name.replace("*",""): state.has(item_name, self.player)
|
||||||
entrance.access_rule = lambda state, item_name=item_name: state.has(item_name, self.player)
|
generate_special_rules_for(entrance, region_row, outbound_region_name, self.player, self.options)
|
||||||
continue
|
|
||||||
|
|
||||||
self.generate_special_rules_for(entrance, region_row, outbound_region_name)
|
|
||||||
|
|
||||||
for resource_region in region_row.resources:
|
for resource_region in region_row.resources:
|
||||||
if not resource_region:
|
if not resource_region:
|
||||||
|
@ -178,321 +178,34 @@ class OSRSWorld(World):
|
||||||
if "*" not in resource_region:
|
if "*" not in resource_region:
|
||||||
entrance.connect(self.region_name_to_data[resource_region])
|
entrance.connect(self.region_name_to_data[resource_region])
|
||||||
else:
|
else:
|
||||||
self.generate_special_rules_for(entrance, region_row, resource_region)
|
|
||||||
entrance.connect(self.region_name_to_data[resource_region.replace('*', '')])
|
entrance.connect(self.region_name_to_data[resource_region.replace('*', '')])
|
||||||
|
generate_special_rules_for(entrance, region_row, resource_region, self.player, self.options)
|
||||||
|
|
||||||
self.roll_locations()
|
self.roll_locations()
|
||||||
|
|
||||||
def generate_special_rules_for(self, entrance, region_row, outbound_region_name):
|
def task_within_skill_levels(self, skills_required):
|
||||||
# print(f"Special rules required to access region {outbound_region_name} from {region_row.name}")
|
# Loop through each required skill. If any of its requirements are out of the defined limit, return false
|
||||||
if outbound_region_name == RegionNames.Cooks_Guild:
|
for skill in skills_required:
|
||||||
item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
|
max_level_for_skill = getattr(self.options, f"max_{skill.skill.lower()}_level")
|
||||||
cooking_level_rule = self.get_skill_rule("cooking", 32)
|
if skill.level > max_level_for_skill:
|
||||||
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
|
return False
|
||||||
cooking_level_rule(state)
|
return True
|
||||||
if self.options.brutal_grinds:
|
|
||||||
cooking_level_32_regions = {
|
|
||||||
RegionNames.Milk,
|
|
||||||
RegionNames.Egg,
|
|
||||||
RegionNames.Shrimp,
|
|
||||||
RegionNames.Wheat,
|
|
||||||
RegionNames.Windmill,
|
|
||||||
}
|
|
||||||
else:
|
|
||||||
# Level 15 cooking and higher requires level 20 fishing.
|
|
||||||
fishing_level_20_regions = {
|
|
||||||
RegionNames.Shrimp,
|
|
||||||
RegionNames.Port_Sarim,
|
|
||||||
}
|
|
||||||
cooking_level_32_regions = {
|
|
||||||
RegionNames.Milk,
|
|
||||||
RegionNames.Egg,
|
|
||||||
RegionNames.Shrimp,
|
|
||||||
RegionNames.Wheat,
|
|
||||||
RegionNames.Windmill,
|
|
||||||
RegionNames.Fly_Fish,
|
|
||||||
*fishing_level_20_regions,
|
|
||||||
}
|
|
||||||
for region_name in cooking_level_32_regions:
|
|
||||||
self.multiworld.register_indirect_condition(self.get_region(region_name), entrance)
|
|
||||||
return
|
|
||||||
if outbound_region_name == RegionNames.Crafting_Guild:
|
|
||||||
item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
|
|
||||||
crafting_level_rule = self.get_skill_rule("crafting", 40)
|
|
||||||
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
|
|
||||||
crafting_level_rule(state)
|
|
||||||
if self.options.brutal_grinds:
|
|
||||||
crafting_level_40_regions = {
|
|
||||||
# can_spin
|
|
||||||
RegionNames.Sheep,
|
|
||||||
RegionNames.Spinning_Wheel,
|
|
||||||
# can_pot
|
|
||||||
RegionNames.Clay_Rock,
|
|
||||||
RegionNames.Barbarian_Village,
|
|
||||||
# can_tan
|
|
||||||
RegionNames.Milk,
|
|
||||||
RegionNames.Al_Kharid,
|
|
||||||
}
|
|
||||||
else:
|
|
||||||
mould_access_regions = {
|
|
||||||
RegionNames.Al_Kharid,
|
|
||||||
RegionNames.Rimmington,
|
|
||||||
}
|
|
||||||
smithing_level_20_regions = {
|
|
||||||
RegionNames.Bronze_Ores,
|
|
||||||
RegionNames.Iron_Rock,
|
|
||||||
RegionNames.Furnace,
|
|
||||||
RegionNames.Anvil,
|
|
||||||
}
|
|
||||||
smithing_level_40_regions = {
|
|
||||||
*smithing_level_20_regions,
|
|
||||||
RegionNames.Coal_Rock,
|
|
||||||
}
|
|
||||||
crafting_level_40_regions = {
|
|
||||||
# can_tan
|
|
||||||
RegionNames.Milk,
|
|
||||||
RegionNames.Al_Kharid,
|
|
||||||
# can_silver
|
|
||||||
RegionNames.Silver_Rock,
|
|
||||||
RegionNames.Furnace,
|
|
||||||
*mould_access_regions,
|
|
||||||
# can_smelt_silver
|
|
||||||
*smithing_level_20_regions,
|
|
||||||
# can_gold
|
|
||||||
RegionNames.Gold_Rock,
|
|
||||||
RegionNames.Furnace,
|
|
||||||
*mould_access_regions,
|
|
||||||
# can_smelt_gold
|
|
||||||
*smithing_level_40_regions,
|
|
||||||
}
|
|
||||||
for region_name in crafting_level_40_regions:
|
|
||||||
self.multiworld.register_indirect_condition(self.get_region(region_name), entrance)
|
|
||||||
return
|
|
||||||
if outbound_region_name == RegionNames.Corsair_Cove:
|
|
||||||
item_name = self.region_rows_by_name[outbound_region_name].itemReq.replace('*', '')
|
|
||||||
# Need to be able to start Corsair Curse in addition to having the item
|
|
||||||
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
|
|
||||||
state.can_reach(RegionNames.Falador_Farm, "Region", self.player)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Falador_Farm, self.player), entrance)
|
|
||||||
|
|
||||||
return
|
|
||||||
if outbound_region_name == "Camdozaal*":
|
|
||||||
item_name = self.region_rows_by_name[outbound_region_name.replace('*', '')].itemReq
|
|
||||||
entrance.access_rule = lambda state: state.has(item_name, self.player) and \
|
|
||||||
state.has(ItemNames.QP_Below_Ice_Mountain, self.player)
|
|
||||||
return
|
|
||||||
if region_row.name == "Dwarven Mountain Pass" and outbound_region_name == "Anvil*":
|
|
||||||
entrance.access_rule = lambda state: state.has(ItemNames.QP_Dorics_Quest, self.player)
|
|
||||||
return
|
|
||||||
# Special logic for canoes
|
|
||||||
canoe_regions = [RegionNames.Lumbridge, RegionNames.South_Of_Varrock, RegionNames.Barbarian_Village,
|
|
||||||
RegionNames.Edgeville, RegionNames.Wilderness]
|
|
||||||
if region_row.name in canoe_regions:
|
|
||||||
# Skill rules for greater distances
|
|
||||||
woodcutting_rule_d1 = self.get_skill_rule("woodcutting", 12)
|
|
||||||
woodcutting_rule_d2 = self.get_skill_rule("woodcutting", 27)
|
|
||||||
woodcutting_rule_d3 = self.get_skill_rule("woodcutting", 42)
|
|
||||||
woodcutting_rule_all = self.get_skill_rule("woodcutting", 57)
|
|
||||||
|
|
||||||
def add_indirect_conditions_for_woodcutting_levels(entrance, *levels: int):
|
|
||||||
if self.options.brutal_grinds:
|
|
||||||
# No access to specific regions required.
|
|
||||||
return
|
|
||||||
# Currently, each level requirement requires everything from the previous level requirements, so the
|
|
||||||
# maximum level requirement can be taken.
|
|
||||||
max_level = max(levels, default=0)
|
|
||||||
max_level = min(max_level, self.options.max_woodcutting_level.value)
|
|
||||||
if 15 <= max_level < 30:
|
|
||||||
self.multiworld.register_indirect_condition(self.get_region(RegionNames.Oak_Tree), entrance)
|
|
||||||
elif 30 <= max_level:
|
|
||||||
self.multiworld.register_indirect_condition(self.get_region(RegionNames.Oak_Tree), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(self.get_region(RegionNames.Willow_Tree), entrance)
|
|
||||||
|
|
||||||
if region_row.name == RegionNames.Lumbridge:
|
|
||||||
# Canoe Tree access for the Location
|
|
||||||
if outbound_region_name == RegionNames.Canoe_Tree:
|
|
||||||
entrance.access_rule = \
|
|
||||||
lambda state: (state.can_reach_region(RegionNames.South_Of_Varrock, self.player)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
|
|
||||||
(state.can_reach_region(RegionNames.Barbarian_Village)
|
|
||||||
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
|
|
||||||
(state.can_reach_region(RegionNames.Edgeville)
|
|
||||||
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
|
|
||||||
(state.can_reach_region(RegionNames.Wilderness)
|
|
||||||
and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57)
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12, 27, 42, 57)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
|
|
||||||
# Access to other chunks based on woodcutting settings
|
|
||||||
# South of Varrock does not need to be checked, because it's already adjacent
|
|
||||||
if outbound_region_name == RegionNames.Barbarian_Village:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 27
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 27)
|
|
||||||
if outbound_region_name == RegionNames.Edgeville:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 42
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 42)
|
|
||||||
if outbound_region_name == RegionNames.Wilderness:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_all(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 57
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 57)
|
|
||||||
|
|
||||||
if region_row.name == RegionNames.South_Of_Varrock:
|
|
||||||
if outbound_region_name == RegionNames.Canoe_Tree:
|
|
||||||
entrance.access_rule = \
|
|
||||||
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
|
|
||||||
(state.can_reach_region(RegionNames.Barbarian_Village)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
|
|
||||||
(state.can_reach_region(RegionNames.Edgeville)
|
|
||||||
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
|
|
||||||
(state.can_reach_region(RegionNames.Wilderness)
|
|
||||||
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42)
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12, 27, 42)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
|
|
||||||
# Access to other chunks based on woodcutting settings
|
|
||||||
# Lumbridge does not need to be checked, because it's already adjacent
|
|
||||||
if outbound_region_name == RegionNames.Barbarian_Village:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 12
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12)
|
|
||||||
if outbound_region_name == RegionNames.Edgeville:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 27
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 27)
|
|
||||||
if outbound_region_name == RegionNames.Wilderness:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_all(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 42
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 42)
|
|
||||||
if region_row.name == RegionNames.Barbarian_Village:
|
|
||||||
if outbound_region_name == RegionNames.Canoe_Tree:
|
|
||||||
entrance.access_rule = \
|
|
||||||
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
|
|
||||||
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
|
|
||||||
(state.can_reach_region(RegionNames.South_Of_Varrock)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
|
|
||||||
(state.can_reach_region(RegionNames.Edgeville)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
|
|
||||||
(state.can_reach_region(RegionNames.Wilderness)
|
|
||||||
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27)
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12, 27)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
|
|
||||||
# Access to other chunks based on woodcutting settings
|
|
||||||
if outbound_region_name == RegionNames.Lumbridge:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 27
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 27)
|
|
||||||
if outbound_region_name == RegionNames.South_Of_Varrock:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d1(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 12
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12)
|
|
||||||
# Edgeville does not need to be checked, because it's already adjacent
|
|
||||||
if outbound_region_name == RegionNames.Wilderness:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 42
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 42)
|
|
||||||
if region_row.name == RegionNames.Edgeville:
|
|
||||||
if outbound_region_name == RegionNames.Canoe_Tree:
|
|
||||||
entrance.access_rule = \
|
|
||||||
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
|
|
||||||
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
|
|
||||||
(state.can_reach_region(RegionNames.South_Of_Varrock)
|
|
||||||
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
|
|
||||||
(state.can_reach_region(RegionNames.Barbarian_Village)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12) or \
|
|
||||||
(state.can_reach_region(RegionNames.Wilderness)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12, 27, 42)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Wilderness, self.player), entrance)
|
|
||||||
# Access to other chunks based on woodcutting settings
|
|
||||||
if outbound_region_name == RegionNames.Lumbridge:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 42
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 42)
|
|
||||||
if outbound_region_name == RegionNames.South_Of_Varrock:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 27
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 27)
|
|
||||||
# Barbarian Village does not need to be checked, because it's already adjacent
|
|
||||||
# Wilderness does not need to be checked, because it's already adjacent
|
|
||||||
if region_row.name == RegionNames.Wilderness:
|
|
||||||
if outbound_region_name == RegionNames.Canoe_Tree:
|
|
||||||
entrance.access_rule = \
|
|
||||||
lambda state: (state.can_reach_region(RegionNames.Lumbridge, self.player)
|
|
||||||
and woodcutting_rule_all(state) and self.options.max_woodcutting_level >= 57) or \
|
|
||||||
(state.can_reach_region(RegionNames.South_Of_Varrock)
|
|
||||||
and woodcutting_rule_d3(state) and self.options.max_woodcutting_level >= 42) or \
|
|
||||||
(state.can_reach_region(RegionNames.Barbarian_Village)
|
|
||||||
and woodcutting_rule_d2(state) and self.options.max_woodcutting_level >= 27) or \
|
|
||||||
(state.can_reach_region(RegionNames.Edgeville)
|
|
||||||
and woodcutting_rule_d1(state) and self.options.max_woodcutting_level >= 12)
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 12, 27, 42, 57)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Lumbridge, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.South_Of_Varrock, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Barbarian_Village, self.player), entrance)
|
|
||||||
self.multiworld.register_indirect_condition(
|
|
||||||
self.multiworld.get_region(RegionNames.Edgeville, self.player), entrance)
|
|
||||||
# Access to other chunks based on woodcutting settings
|
|
||||||
if outbound_region_name == RegionNames.Lumbridge:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_all(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 57
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 57)
|
|
||||||
if outbound_region_name == RegionNames.South_Of_Varrock:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d3(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 42
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 42)
|
|
||||||
if outbound_region_name == RegionNames.Barbarian_Village:
|
|
||||||
entrance.access_rule = lambda state: woodcutting_rule_d2(state) \
|
|
||||||
and self.options.max_woodcutting_level >= 27
|
|
||||||
add_indirect_conditions_for_woodcutting_levels(entrance, 27)
|
|
||||||
# Edgeville does not need to be checked, because it's already adjacent
|
|
||||||
|
|
||||||
def roll_locations(self):
|
def roll_locations(self):
|
||||||
locations_required = 0
|
|
||||||
generation_is_fake = hasattr(self.multiworld, "generation_is_fake") # UT specific override
|
generation_is_fake = hasattr(self.multiworld, "generation_is_fake") # UT specific override
|
||||||
|
locations_required = 0
|
||||||
for item_row in item_rows:
|
for item_row in item_rows:
|
||||||
locations_required += item_row.amount
|
locations_required += item_row.amount
|
||||||
|
|
||||||
locations_added = 1 # At this point we've already added the starting area, so we start at 1 instead of 0
|
locations_added = 1 # At this point we've already added the starting area, so we start at 1 instead of 0
|
||||||
|
|
||||||
# Quests are always added
|
# Quests are always added first, before anything else is rolled
|
||||||
for i, location_row in enumerate(location_rows):
|
for i, location_row in enumerate(location_rows):
|
||||||
if location_row.category in {"quest", "points", "goal"}:
|
if location_row.category in {"quest", "points", "goal"}:
|
||||||
self.create_and_add_location(i)
|
if self.task_within_skill_levels(location_row.skills):
|
||||||
if location_row.category == "quest":
|
self.create_and_add_location(i)
|
||||||
locations_added += 1
|
if location_row.category == "quest":
|
||||||
|
locations_added += 1
|
||||||
|
|
||||||
# Build up the weighted Task Pool
|
# Build up the weighted Task Pool
|
||||||
rnd = self.random
|
rnd = self.random
|
||||||
|
@ -516,10 +229,9 @@ class OSRSWorld(World):
|
||||||
task_types = ["prayer", "magic", "runecraft", "mining", "crafting",
|
task_types = ["prayer", "magic", "runecraft", "mining", "crafting",
|
||||||
"smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
|
"smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
|
||||||
for task_type in task_types:
|
for task_type in task_types:
|
||||||
max_level_for_task_type = getattr(self.options, f"max_{task_type}_level")
|
|
||||||
max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks")
|
max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks")
|
||||||
tasks_for_this_type = [task for task in self.locations_by_category[task_type]
|
tasks_for_this_type = [task for task in self.locations_by_category[task_type]
|
||||||
if task.skills[0].level <= max_level_for_task_type]
|
if self.task_within_skill_levels(task.skills)]
|
||||||
if not self.options.progressive_tasks:
|
if not self.options.progressive_tasks:
|
||||||
rnd.shuffle(tasks_for_this_type)
|
rnd.shuffle(tasks_for_this_type)
|
||||||
else:
|
else:
|
||||||
|
@ -568,6 +280,7 @@ class OSRSWorld(World):
|
||||||
self.add_location(task)
|
self.add_location(task)
|
||||||
locations_added += 1
|
locations_added += 1
|
||||||
|
|
||||||
|
|
||||||
def add_location(self, location):
|
def add_location(self, location):
|
||||||
index = [i for i in range(len(location_rows)) if location_rows[i].name == location.name][0]
|
index = [i for i in range(len(location_rows)) if location_rows[i].name == location.name][0]
|
||||||
self.create_and_add_location(index)
|
self.create_and_add_location(index)
|
||||||
|
@ -586,11 +299,15 @@ class OSRSWorld(World):
|
||||||
|
|
||||||
def create_and_add_location(self, row_index) -> None:
|
def create_and_add_location(self, row_index) -> None:
|
||||||
location_row = location_rows[row_index]
|
location_row = location_rows[row_index]
|
||||||
# print(f"Adding task {location_row.name}")
|
|
||||||
|
# Quest Points are handled differently now, but in case this gets fed an older version of the data sheet,
|
||||||
|
# the points might still be listed in a different row
|
||||||
|
if location_row.category == "points":
|
||||||
|
return
|
||||||
|
|
||||||
# Create Location
|
# Create Location
|
||||||
location_id = self.base_id + row_index
|
location_id = self.base_id + row_index
|
||||||
if location_row.category == "points" or location_row.category == "goal":
|
if location_row.category == "goal":
|
||||||
location_id = None
|
location_id = None
|
||||||
location = OSRSLocation(self.player, location_row.name, location_id)
|
location = OSRSLocation(self.player, location_row.name, location_id)
|
||||||
self.location_name_to_data[location_row.name] = location
|
self.location_name_to_data[location_row.name] = location
|
||||||
|
@ -602,6 +319,14 @@ class OSRSWorld(World):
|
||||||
location.parent_region = region
|
location.parent_region = region
|
||||||
region.locations.append(location)
|
region.locations.append(location)
|
||||||
|
|
||||||
|
# If it's a quest, generate a "Points" location we'll add an event to
|
||||||
|
if location_row.category == "quest":
|
||||||
|
points_name = location_row.name.replace("Quest:", "Points:")
|
||||||
|
points_location = OSRSLocation(self.player, points_name)
|
||||||
|
self.location_name_to_data[points_name] = points_location
|
||||||
|
points_location.parent_region = region
|
||||||
|
region.locations.append(points_location)
|
||||||
|
|
||||||
def set_rules(self) -> None:
|
def set_rules(self) -> None:
|
||||||
"""
|
"""
|
||||||
called to set access and item rules on locations and entrances.
|
called to set access and item rules on locations and entrances.
|
||||||
|
@ -612,18 +337,26 @@ class OSRSWorld(World):
|
||||||
"Witchs_Potion", "Knights_Sword", "Goblin_Diplomacy", "Pirates_Treasure",
|
"Witchs_Potion", "Knights_Sword", "Goblin_Diplomacy", "Pirates_Treasure",
|
||||||
"Rune_Mysteries", "Misthalin_Mystery", "Corsair_Curse", "X_Marks_the_Spot",
|
"Rune_Mysteries", "Misthalin_Mystery", "Corsair_Curse", "X_Marks_the_Spot",
|
||||||
"Below_Ice_Mountain"]
|
"Below_Ice_Mountain"]
|
||||||
for qp_attr_name in quest_attr_names:
|
|
||||||
loc_name = getattr(LocationNames, f"QP_{qp_attr_name}")
|
|
||||||
item_name = getattr(ItemNames, f"QP_{qp_attr_name}")
|
|
||||||
self.multiworld.get_location(loc_name, self.player) \
|
|
||||||
.place_locked_item(self.create_event(item_name))
|
|
||||||
|
|
||||||
for quest_attr_name in quest_attr_names:
|
for quest_attr_name in quest_attr_names:
|
||||||
qp_loc_name = getattr(LocationNames, f"QP_{quest_attr_name}")
|
qp_loc_name = getattr(LocationNames, f"QP_{quest_attr_name}")
|
||||||
|
qp_loc = self.location_name_to_data.get(qp_loc_name)
|
||||||
|
|
||||||
q_loc_name = getattr(LocationNames, f"Q_{quest_attr_name}")
|
q_loc_name = getattr(LocationNames, f"Q_{quest_attr_name}")
|
||||||
add_rule(self.multiworld.get_location(qp_loc_name, self.player), lambda state, q_loc_name=q_loc_name: (
|
q_loc = self.location_name_to_data.get(q_loc_name)
|
||||||
self.multiworld.get_location(q_loc_name, self.player).can_reach(state)
|
|
||||||
))
|
# Checks to make sure the task is actually in the list before trying to create its rules
|
||||||
|
if qp_loc and q_loc:
|
||||||
|
# Create the QP Event Item
|
||||||
|
item_name = getattr(ItemNames, f"QP_{quest_attr_name}")
|
||||||
|
qp_loc.place_locked_item(self.create_event(item_name))
|
||||||
|
|
||||||
|
# If a quest is excluded, don't actually consider it for quest point progression
|
||||||
|
if q_loc_name not in self.options.exclude_locations:
|
||||||
|
self.available_QP_locations.append(item_name)
|
||||||
|
|
||||||
|
# Set the access rule for the QP Location
|
||||||
|
add_rule(qp_loc, lambda state, loc=q_loc: (loc.can_reach(state)))
|
||||||
|
|
||||||
# place "Victory" at "Dragon Slayer" and set collection as win condition
|
# place "Victory" at "Dragon Slayer" and set collection as win condition
|
||||||
self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \
|
self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \
|
||||||
|
@ -639,7 +372,7 @@ class OSRSWorld(World):
|
||||||
lambda state, region_required=region_required: state.can_reach(region_required, "Region",
|
lambda state, region_required=region_required: state.can_reach(region_required, "Region",
|
||||||
self.player))
|
self.player))
|
||||||
for skill_req in location_row.skills:
|
for skill_req in location_row.skills:
|
||||||
add_rule(location, self.get_skill_rule(skill_req.skill, skill_req.level))
|
add_rule(location, get_skill_rule(skill_req.skill, skill_req.level, self.player, self.options))
|
||||||
for item_req in location_row.items:
|
for item_req in location_row.items:
|
||||||
add_rule(location, lambda state, item_req=item_req: state.has(item_req, self.player))
|
add_rule(location, lambda state, item_req=item_req: state.has(item_req, self.player))
|
||||||
if location_row.qp:
|
if location_row.qp:
|
||||||
|
@ -664,124 +397,8 @@ class OSRSWorld(World):
|
||||||
|
|
||||||
def quest_points(self, state):
|
def quest_points(self, state):
|
||||||
qp = 0
|
qp = 0
|
||||||
for qp_event in QP_Items:
|
for qp_event in self.available_QP_locations:
|
||||||
if state.has(qp_event, self.player):
|
if state.has(qp_event, self.player):
|
||||||
qp += int(qp_event[0])
|
qp += int(qp_event[0])
|
||||||
return qp
|
return qp
|
||||||
|
|
||||||
"""
|
|
||||||
Ensures a target level can be reached with available resources
|
|
||||||
"""
|
|
||||||
|
|
||||||
def get_skill_rule(self, skill, level) -> CollectionRule:
|
|
||||||
if skill.lower() == "fishing":
|
|
||||||
if self.options.brutal_grinds or level < 5:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player)
|
|
||||||
if level < 20:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Port_Sarim, "Region", self.player)
|
|
||||||
else:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Shrimp, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Port_Sarim, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Fly_Fish, "Region", self.player)
|
|
||||||
if skill.lower() == "mining":
|
|
||||||
if self.options.brutal_grinds or level < 15:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or \
|
|
||||||
state.can_reach(RegionNames.Clay_Rock, "Region", self.player)
|
|
||||||
else:
|
|
||||||
# Iron is the best way to train all the way to 99, so having access to iron is all you need to check for
|
|
||||||
return lambda state: (state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) or
|
|
||||||
state.can_reach(RegionNames.Clay_Rock, "Region", self.player)) and \
|
|
||||||
state.can_reach(RegionNames.Iron_Rock, "Region", self.player)
|
|
||||||
if skill.lower() == "woodcutting":
|
|
||||||
if self.options.brutal_grinds or level < 15:
|
|
||||||
# I've checked. There is not a single chunk in the f2p that does not have at least one normal tree.
|
|
||||||
# Even the desert.
|
|
||||||
return lambda state: True
|
|
||||||
if level < 30:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player)
|
|
||||||
else:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Oak_Tree, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Willow_Tree, "Region", self.player)
|
|
||||||
if skill.lower() == "smithing":
|
|
||||||
if self.options.brutal_grinds:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Furnace, "Region", self.player)
|
|
||||||
if level < 15:
|
|
||||||
# Lumbridge has a special bronze-only anvil. This is the only anvil of its type so it's not included
|
|
||||||
# in the "Anvil" resource region. We still need to check for it though.
|
|
||||||
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Furnace, "Region", self.player) and \
|
|
||||||
(state.can_reach(RegionNames.Anvil, "Region", self.player) or
|
|
||||||
state.can_reach(RegionNames.Lumbridge, "Region", self.player))
|
|
||||||
if level < 30:
|
|
||||||
# For levels between 15 and 30, the lumbridge anvil won't cut it. Only a real one will do
|
|
||||||
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Furnace, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Anvil, "Region", self.player)
|
|
||||||
else:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Bronze_Ores, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Iron_Rock, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Coal_Rock, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Furnace, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Anvil, "Region", self.player)
|
|
||||||
if skill.lower() == "crafting":
|
|
||||||
# Crafting is really complex. Need a lot of sub-rules to make this even remotely readable
|
|
||||||
def can_spin(state):
|
|
||||||
return state.can_reach(RegionNames.Sheep, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Spinning_Wheel, "Region", self.player)
|
|
||||||
|
|
||||||
def can_pot(state):
|
|
||||||
return state.can_reach(RegionNames.Clay_Rock, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Barbarian_Village, "Region", self.player)
|
|
||||||
|
|
||||||
def can_tan(state):
|
|
||||||
return state.can_reach(RegionNames.Milk, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Al_Kharid, "Region", self.player)
|
|
||||||
|
|
||||||
def mould_access(state):
|
|
||||||
return state.can_reach(RegionNames.Al_Kharid, "Region", self.player) or \
|
|
||||||
state.can_reach(RegionNames.Rimmington, "Region", self.player)
|
|
||||||
|
|
||||||
def can_silver(state):
|
|
||||||
|
|
||||||
return state.can_reach(RegionNames.Silver_Rock, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state)
|
|
||||||
|
|
||||||
def can_gold(state):
|
|
||||||
return state.can_reach(RegionNames.Gold_Rock, "Region", self.player) and \
|
|
||||||
state.can_reach(RegionNames.Furnace, "Region", self.player) and mould_access(state)
|
|
||||||
|
|
||||||
if self.options.brutal_grinds or level < 5:
|
|
||||||
return lambda state: can_spin(state) or can_pot(state) or can_tan(state)
|
|
||||||
|
|
||||||
can_smelt_gold = self.get_skill_rule("smithing", 40)
|
|
||||||
can_smelt_silver = self.get_skill_rule("smithing", 20)
|
|
||||||
if level < 16:
|
|
||||||
return lambda state: can_pot(state) or can_tan(state) or (can_gold(state) and can_smelt_gold(state))
|
|
||||||
else:
|
|
||||||
return lambda state: can_tan(state) or (can_silver(state) and can_smelt_silver(state)) or \
|
|
||||||
(can_gold(state) and can_smelt_gold(state))
|
|
||||||
if skill.lower() == "cooking":
|
|
||||||
if self.options.brutal_grinds or level < 15:
|
|
||||||
return lambda state: state.can_reach(RegionNames.Milk, "Region", self.player) or \
|
|
||||||
state.can_reach(RegionNames.Egg, "Region", self.player) or \
|
|
||||||
state.can_reach(RegionNames.Shrimp, "Region", self.player) or \
|
|
||||||
(state.can_reach(RegionNames.Wheat, "Region", self.player) and
|
|
||||||
state.can_reach(RegionNames.Windmill, "Region", self.player))
|
|
||||||
else:
|
|
||||||
can_catch_fly_fish = self.get_skill_rule("fishing", 20)
|
|
||||||
return lambda state: state.can_reach(RegionNames.Fly_Fish, "Region", self.player) and \
|
|
||||||
can_catch_fly_fish(state) and \
|
|
||||||
(state.can_reach(RegionNames.Milk, "Region", self.player) or
|
|
||||||
state.can_reach(RegionNames.Egg, "Region", self.player) or
|
|
||||||
state.can_reach(RegionNames.Shrimp, "Region", self.player) or
|
|
||||||
(state.can_reach(RegionNames.Wheat, "Region", self.player) and
|
|
||||||
state.can_reach(RegionNames.Windmill, "Region", self.player)))
|
|
||||||
if skill.lower() == "runecraft":
|
|
||||||
return lambda state: state.has(ItemNames.QP_Rune_Mysteries, self.player)
|
|
||||||
if skill.lower() == "magic":
|
|
||||||
return lambda state: state.can_reach(RegionNames.Mind_Runes, "Region", self.player)
|
|
||||||
|
|
||||||
return lambda state: True
|
|
||||||
|
|
Loading…
Reference in New Issue