Partial vt28 logic update

This commit is contained in:
Kevin Cathcart 2018-01-02 00:39:53 -05:00
parent 1c587f9ce1
commit 3adf4fadd1
5 changed files with 76 additions and 44 deletions

View File

@ -52,6 +52,7 @@ class World(object):
self.fastmenu = fastmenu
self.disable_music = disable_music
self.keysanity = keysanity
self.can_take_damage = True
self.spoiler = Spoiler(self)
def intialize_regions(self):
@ -151,7 +152,7 @@ class World(object):
if not isinstance(location, Location):
location = self.get_location(location)
if location.can_fill(item):
if location.can_fill(self.state, item, False):
location.item = item
item.location = location
if collect:
@ -351,6 +352,17 @@ class CollectionState(object):
def can_lift_heavy_rocks(self):
return self.has('Titans Mitts')
def can_extend_magic(self):
return self.has('Half Magic') or self.has('Quarter Magic') or self.has_bottle() # FIXME bottle should really also have a requirement that we can reach some shop that sells green or blue potions
def can_kill_most_things(self, enemies=5):
return (self.has_blunt_weapon()
or self.has('Cane of Somaria')
or (self.has('Cane of Byrna') and (enemies < 6 or self.can_extend_Magic()))
or self.has('Bow')
or self.has('Fire Rod')
)
def has_sword(self):
return self.has('Fighter Sword') or self.has('Master Sword') or self.has('Tempered Sword') or self.has('Golden Sword')
@ -580,11 +592,12 @@ class Location(object):
self.recursion_count = 0
self.staleness_count = 0
self.event = False
self.always_allow = lambda item, state: False
self.access_rule = lambda state: True
self.item_rule = lambda state: True
self.item_rule = lambda item: True
def can_fill(self, item):
return self.parent_region.can_fill(item) and self.item_rule(item)
def can_fill(self, state, item, check_access=True):
return self.always_allow(item, self) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state):
if self.access_rule(state) and state.can_reach(self.parent_region):

19
Fill.py
View File

@ -57,7 +57,7 @@ def distribute_items_cutoff(world, cutoffrate=0.33):
spot_to_fill = None
for location in fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed(fill_locations):
if world.state.can_reach(location) and location.can_fill(item_to_place):
if location.can_fill(world.state, item_to_place):
spot_to_fill = location
break
@ -129,7 +129,7 @@ def distribute_items_staleness(world):
if not progress_done and random.randint(0, location.staleness_count) > 2:
continue
if world.state.can_reach(location) and location.can_fill(item_to_place):
if location.can_fill(world.state, item_to_place):
spot_to_fill = location
break
else:
@ -138,7 +138,7 @@ def distribute_items_staleness(world):
# might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
if spot_to_fill is None:
for location in fill_locations:
if world.state.can_reach(location) and location.can_fill(item_to_place):
if location.can_fill(world.state, item_to_place):
spot_to_fill = location
break
@ -168,15 +168,16 @@ def fill_restrictive(world, base_state, locations, itempool):
item_to_place = itempool.pop()
maximum_exploration_state = sweep_from_pool()
perform_access_check = True
if world.check_beatable_only:
can_beat_without = world.has_beaten_game(maximum_exploration_state)
perform_access_check = not world.has_beaten_game(maximum_exploration_state)
spot_to_fill = None
for location in locations:
if location.can_fill(item_to_place):
if (world.check_beatable_only and can_beat_without) or maximum_exploration_state.can_reach(location):
spot_to_fill = location
break
if location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
spot_to_fill = location
break
if spot_to_fill is None:
# we filled all reachable spots. Maybe the game can be beaten anyway?
@ -251,7 +252,7 @@ def flood_items(world):
random.shuffle(location_list)
spot_to_fill = None
for location in location_list:
if world.state.can_reach(location) and location.can_fill(itempool[0]):
if location.can_fill(world.state, itempool[0]):
spot_to_fill = location
break

View File

@ -180,6 +180,9 @@ def generate_itempool(world):
or world.mode not in ['open', 'standard', 'swordless'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
raise NotImplementedError('Not supported yet')
if world.timer in ['ohko', 'timed-ohko']:
world.can_take_damage = False
world.push_item('Ganon', ItemFactory('Triforce'), False)
world.get_location('Ganon').event = True
world.push_item('Agahnim 1', ItemFactory('Beat Agahnim 1'), False)

View File

@ -133,6 +133,7 @@ def copy_world(world):
ret.dark_world_light_cone = world.dark_world_light_cone
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
ret.can_take_damage = world.can_take_damage
create_regions(ret)
create_dungeons(ret)

View File

@ -39,6 +39,9 @@ def set_rules(world):
def set_rule(spot, rule):
spot.access_rule = rule
def set_always_allow(spot, rule):
spot.always_allow = rule
def add_rule(spot, rule, combine='and'):
old_rule = spot.access_rule
@ -60,10 +63,15 @@ def forbid_item(location, item):
def item_in_locations(state, item, locations):
for location in locations:
loc = state.world.get_location(location)
if loc.item is not None and loc.item.name == item:
if item_name(loc) == item:
return True
return False
def item_name(location):
if location.item is None:
return None
return location.item.name
def global_rules(world):
# ganon can only carry triforce
@ -111,6 +119,7 @@ def global_rules(world):
set_rule(world.get_location('Master Sword Pedestal'), lambda state: state.has('Red Pendant') and state.has('Blue Pendant') and state.has('Green Pendant'))
set_rule(world.get_location('Sahasrahla'), lambda state: state.has('Green Pendant'))
set_rule(world.get_entrance('Agahnims Tower'), lambda state: state.has('Cape') or state.has_beam_sword() or state.has('Beat Agahnim 1')) # barrier gets removed after killing agahnim, relevant for entrance shuffle
# FIXME: VT has a can_kill_most_things(8) call on Aga Tower's entrance. I suspect this needs to be added to first two chests inside the tower instead?
set_rule(world.get_entrance('Agahnim 1'), lambda state: state.has_sword() and state.has('Small Key (Agahnims Tower)', 2))
set_rule(world.get_location('Castle Tower - Dark Maze'), lambda state: state.has('Small Key (Agahnims Tower)'))
set_rule(world.get_entrance('Top of Pyramid'), lambda state: state.has('Beat Agahnim 1'))
@ -175,7 +184,9 @@ def global_rules(world):
set_rule(world.get_entrance('Fairy Ascension Mirror Spot'), lambda state: state.has_Mirror() and state.has_Pearl()) # need to lift flowers
set_rule(world.get_entrance('Isolated Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Superbunny Cave Exit (Bottom)'), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
set_rule(world.get_location('Spike Cave'), lambda state: state.has('Hammer') and state.can_lift_rocks() and (state.has('Cane of Byrna') or state.has('Cape')) and (state.has_bottle() or state.has('Half Magic') or state.has('Quarter Magic')))
set_rule(world.get_location('Spike Cave'), lambda state: state.has('Hammer') and state.can_lift_rocks() and (state.has('Cane of Byrna') or state.has('Cape')) and state.can_extend_magic())
# TODO: Current-VT logic is: hammer and lift_rocks and ((cape and extend) or (byrna and (can-take-damage OR canextend)))
# Is that really good enough? Can you really get through with byrna, single magic w/o refills and only 3 hearts?
set_rule(world.get_location('Hookshot Cave - Top Right'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('Hookshot Cave - Top Left'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('Hookshot Cave - Bottom Right'), lambda state: state.has('Hookshot') or state.has('Pegasus Boots'))
@ -230,6 +241,7 @@ def global_rules(world):
set_rule(world.get_entrance('Thieves Town Big Key Door'), lambda state: state.has('Big Key (Thieves Town)'))
set_rule(world.get_entrance('Blind Fight'), lambda state: state.has('Small Key (Thieves Town)') and (state.has_blunt_weapon() or state.has('Cane of Somaria') or state.has('Cane of Byrna')))
set_rule(world.get_location('Thieves\' Town - Big Chest'), lambda state: state.has('Small Key (Thieves Town)') and state.has('Hammer'))
# TODO: add key-for-key logic to above w always_allow, etc.
set_rule(world.get_location('Thieves\' Town - Attic'), lambda state: state.has('Small Key (Thieves Town)'))
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves Town - Blind']:
forbid_item(world.get_location(location), 'Big Key (Thieves Town)')
@ -250,14 +262,14 @@ def global_rules(world):
set_rule(world.get_entrance('Ice Palace Entrance Room'), lambda state: state.has('Fire Rod') or (state.has('Bombos') and state.has_sword()))
set_rule(world.get_location('Ice Palace - Big Chest'), lambda state: state.has('Big Key (Ice Palace)'))
set_rule(world.get_entrance('Ice Palace (Kholdstare)'), lambda state: state.can_lift_rocks() and state.has('Hammer') and state.has('Big Key (Ice Palace)') and (state.has('Small Key (Ice Palace)', 2) or (state.has('Cane of Somaria') and state.has('Small Key (Ice Palace)', 1))))
set_rule(world.get_entrance('Ice Palace (East)'), lambda state: (state.has('Hookshot') or (item_in_locations(state, 'Big Key (Ice Palace)', ['Ice Palace - Spike Room', 'Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']) and state.has('Small Key (Ice Palace)')) or state.has('Small Key (Ice Palace)', 2)) and (state.has('Hookshot') or state.has('Cape') or state.has('Cane of Byrna')))
set_rule(world.get_entrance('Ice Palace (East)'), lambda state: (state.has('Hookshot') or (item_in_locations(state, 'Big Key (Ice Palace)', ['Ice Palace - Spike Room', 'Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']) and state.has('Small Key (Ice Palace)')) or state.has('Small Key (Ice Palace)', 2)) and (world.can_take_damage or state.has('Hookshot') or state.has('Cape') or state.has('Cane of Byrna')))
set_rule(world.get_entrance('Ice Palace (East Top)'), lambda state: state.can_lift_rocks() and state.has('Hammer'))
for location in ['Ice Palace - Big Chest', 'Ice Palace - Kholdstare']:
forbid_item(world.get_location(location), 'Big Key (Ice Palace)')
set_rule(world.get_entrance('Misery Mire Entrance Gap'), lambda state: (state.has_Boots() or state.has('Hookshot')) and (state.has_sword() or state.has('Fire Rod') or state.has('Ice Rod') or state.has('Hammer') or state.has('Cane of Somaria') or state.has('Bow'))) # need to defeat wizzrobes, bombs don't work ...
set_rule(world.get_location('Misery Mire - Big Chest'), lambda state: state.has('Big Key (Misery Mire)'))
set_rule(world.get_location('Misery Mire - Spike Chest'), lambda state: state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_location('Misery Mire - Spike Chest'), lambda state: world.can_take_damage or state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_entrance('Misery Mire Big Key Door'), lambda state: state.has('Big Key (Misery Mire)'))
# you can squander the free small key from the pot by opening the south door to the north west switch room, locking you out of accessing a color switch ...
# big key gives backdoor access to that from the teleporter in the north west
@ -265,8 +277,8 @@ def global_rules(world):
# in addition, you can open the door to the map room before getting access to a color switch, so this is locked behing 2 small keys or the big key...
set_rule(world.get_location('Misery Mire - Main Lobby'), lambda state: state.has('Small Key (Misery Mire)', 2) or state.has('Big Key (Misery Mire)'))
# we can place a small key in the West wing iff it also contains/blocks the Big Key, as we cannot reach and softlock with the basement key door yet
set_rule(world.get_entrance('Misery Mire (West)'), lambda state: state.has('Small Key (Misery Mire)', 2) if ((state.world.get_location('Misery Mire - Compass Chest').item is not None and state.world.get_location('Misery Mire - Compass Chest').item.name in ['Big Key (Misery Mire)']) or
(state.world.get_location('Misery Mire - Big Key Chest').item is not None and state.world.get_location('Misery Mire - Big Key Chest').item.name in ['Big Key (Misery Mire)'])) else state.has('Small Key (Misery Mire)', 3))
set_rule(world.get_entrance('Misery Mire (West)'), lambda state: state.has('Small Key (Misery Mire)', 2) if ((item_name(state.world.get_location('Misery Mire - Compass Chest')) in ['Big Key (Misery Mire)']) or
(item_name(state.world.get_location('Misery Mire - Big Key Chest')) in ['Big Key (Misery Mire)'])) else state.has('Small Key (Misery Mire)', 3))
set_rule(world.get_location('Misery Mire - Compass Chest'), lambda state: state.has_fire_source())
set_rule(world.get_location('Misery Mire - Big Key Chest'), lambda state: state.has_fire_source())
set_rule(world.get_entrance('Misery Mire (Vitreous)'), lambda state: state.has('Cane of Somaria') and (state.has('Bow') or state.has_blunt_weapon()))
@ -284,29 +296,31 @@ def global_rules(world):
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase'), lambda state: state.has('Small Key (Turtle Rock)', 3))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (North)'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (South)'), lambda state: state.has('Cane of Somaria'))
# FIXME: should shield overflow count check to the progrssive logic stuff, so we don't get false mirror shields which would cause problems here
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Left'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Right'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Left'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Right'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_entrance('Turtle Rock (Trinexx)'), lambda state: state.has('Small Key (Turtle Rock)', 4) and state.has('Big Key (Turtle Rock)') and state.has('Cane of Somaria') and state.has('Fire Rod') and state.has('Ice Rod') and
(state.has('Hammer') or state.has_beam_sword() or state.has_bottle() or state.has('Half Magic') or state.has('Quarter Magic')))
(state.has('Hammer') or state.has_beam_sword() or state.can_extend_magic()))
# TODO: Per VT, possibly allow a regular sword with 4x extended magic (ie. quater magic, or half magic+bottle or 3 bottles)
set_trock_key_rules(world)
set_rule(world.get_entrance('Palace of Darkness Bonk Wall'), lambda state: state.has('Bow'))
set_rule(world.get_entrance('Palace of Darkness Hammer Peg Drop'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Palace of Darkness Bridge Room'), lambda state: state.has('Small Key (Palace of Darkness)', 1)) # If we can reach any other small key door, we already have back door access to this area
set_rule(world.get_entrance('Palace of Darkness Big Key Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6) and state.has('Big Key (Palace of Darkness)') and state.has('Bow') and state.has('Hammer'))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (state.world.get_location('Palace of Darkness - Big Key Chest').item is not None and (state.world.get_location('Palace of Darkness - Big Key Chest').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (item_name(state.world.get_location('Palace of Darkness - Big Key Chest')) in ['Small Key (Palace of Darkness)']))
set_rule(world.get_entrance('Palace of Darkness (North)'), lambda state: state.has('Small Key (Palace of Darkness)', 4))
set_rule(world.get_location('Palace of Darkness - Big Chest'), lambda state: state.has('Big Key (Palace of Darkness)'))
if world.keysanity:
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (state.world.get_location('Palace of Darkness - Harmless Hellway').item is not None and (state.world.get_location('Palace of Darkness - Harmless Hellway').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (state.world.get_location('Palace of Darkness - Big Key Chest').item is not None and (state.world.get_location('Palace of Darkness - Big Key Chest').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (item_name(state.world.get_location('Palace of Darkness - Harmless Hellway')) in ['Small Key (Palace of Darkness)']))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (item_name(state.world.get_location('Palace of Darkness - Big Key Chest')) in ['Small Key (Palace of Darkness)']))
set_rule(world.get_entrance('Palace of Darkness Maze Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6))
else:
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (state.world.get_location('Palace of Darkness - Harmless Hellway').item is not None and (state.world.get_location('Palace of Darkness - Harmless Hellway').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (state.world.get_location('Palace of Darkness - Big Key Chest').item is not None and (state.world.get_location('Palace of Darkness - Big Key Chest').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (item_name(state.world.get_location('Palace of Darkness - Harmless Hellway')) in ['Small Key (Palace of Darkness)']))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (item_name(state.world.get_location('Palace of Darkness - Big Key Chest')) in ['Small Key (Palace of Darkness)']))
set_rule(world.get_entrance('Palace of Darkness Maze Door'), lambda state: state.has('Small Key (Palace of Darkness)', 5))
for location in ['Palace of Darkness - Big Chest', 'Palace of Darkness - Helmasaur']:
@ -322,13 +336,12 @@ def global_rules(world):
set_rule(world.get_location('Ganons Tower - Bob\'s Torch'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Ganons Tower (Tile Room)'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)'), lambda state: state.has('Hammer'))
if world.keysanity:
set_rule(world.get_entrance('Ganons Tower (Map Room)'), lambda state: state.has('Small Key (Ganons Tower)', 4) or (state.world.get_location('Ganons Tower - Map Chest').item is not None and state.world.get_location('Ganons Tower - Map Chest').item.name == 'Big Key (Ganons Tower)' and state.has('Small Key (Ganons Tower)', 3)) or (state.world.get_location('Ganons Tower - Map Chest').item is not None and state.world.get_location('Ganons Tower - Map Chest').item.name == 'Small Key (Ganons Tower)'))
else:
set_rule(world.get_entrance('Ganons Tower (Map Room)'), lambda state: state.has('Small Key (Ganons Tower)', 3) or (state.world.get_location('Ganons Tower - Map Chest').item is not None and state.world.get_location('Ganons Tower - Map Chest').item.name == 'Small Key (Ganons Tower)'))
# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere We reflect this in the chest requirements.
# However we need to leave these at the lower values derive that with 3 keys it is always possible to reach Bob and Ice Armos.
set_rule(world.get_entrance('Ganons Tower (Map Room)'), lambda state: state.has('Small Key (Ganons Tower)', 4) or (item_name(state.world.get_location('Ganons Tower - Map Chest')) in ['Big Key (Ganons Tower)', 'Small Key (Ganons Tower)'] and state.has('Small Key (Ganons Tower)', 3)))
set_always_allow(world.get_entrance('Ganons Tower (Map Room)'), lambda state, item: item.name == 'Small Key (Ganons Tower)' and state.has('Small Key (Ganons Tower)', 3))
# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere. We reflect this in the chest requirements.
# However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos.
set_rule(world.get_entrance('Ganons Tower (Double Switch Room)'), lambda state: state.has('Small Key (Ganons Tower)', 2))
# It is possible to need more than 3 keys ....
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)'), lambda state: state.has('Small Key (Ganons Tower)', 3))
@ -361,7 +374,7 @@ def global_rules(world):
set_rule(world.get_location('Ganon'), lambda state: state.has_beam_sword() and state.has_fire_source() and state.has('Crystal 1') and state.has('Crystal 2')
and state.has('Crystal 3') and state.has('Crystal 4') and state.has('Crystal 5') and state.has('Crystal 6') and state.has('Crystal 7')
and (state.has('Tempered Sword') or state.has('Golden Sword') or (state.has('Silver Arrows') and state.has('Bow')) or state.has('Lamp') or state.has_bottle() or state.has('Half Magic') or state.has('Quarter Magic'))) # need to light torch a sufficient amount of times
and (state.has('Tempered Sword') or state.has('Golden Sword') or (state.has('Silver Arrows') and state.has('Bow')) or state.has('Lamp') or state.can_extend_magic())) # need to light torch a sufficient amount of times
set_rule(world.get_entrance('Ganon Drop'), lambda state: state.has_beam_sword()) # need to damage ganon to get tiles to drop
@ -426,11 +439,8 @@ def open_rules(world):
forbid_item(world.get_location('Hyrule Castle - Boomerang Chest'), 'Small Key (Escape)')
forbid_item(world.get_location('Hyrule Castle - Zelda\'s Chest'), 'Small Key (Escape)')
# to prevent key-lock in keysanity we need to prevent these chests from having an item that
# blocks the small key
if world.keysanity:
set_rule(world.get_location('Hyrule Castle - Boomerang Chest'), lambda state: state.has('Small Key (Escape)'))
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest'), lambda state: state.has('Small Key (Escape)'))
set_rule(world.get_location('Hyrule Castle - Boomerang Chest'), lambda state: state.has('Small Key (Escape)'))
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest'), lambda state: state.has('Small Key (Escape)'))
def swordless_rules(world):
@ -455,10 +465,13 @@ def swordless_rules(world):
def standard_rules(world):
# easiest way to enforce key placement not relevant for open
forbid_item(world.get_location('Sewers - Secret Room - Left'), 'Small Key (Escape)')
forbid_item(world.get_location('Sewers - Secret Room - Middle'), 'Small Key (Escape)')
forbid_item(world.get_location('Sewers - Secret Room - Right'), 'Small Key (Escape)')
forbid_item(world.get_location('Sanctuary'), 'Small Key (Escape)')
set_rule(world.get_location('Sewers - Dark Cross'), lambda state: state.can_kill_most_things())
add_rule(world.get_entrance('Sewers Door'), lambda state: state.can_kill_most_things())
set_rule(world.get_location('Hyrule Castle - Boomerang Chest'), lambda state: state.can_kill_most_things())
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest'), lambda state: state.can_kill_most_things())
def set_trock_key_rules(world):
@ -495,11 +508,12 @@ def set_trock_key_rules(world):
# however in keysanity being able to reach all other chests while only having three keys does not imply this contains
# a key, so we again need all four keys unless it contains the big key
if can_reach_back:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 4) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 4) or (item_name(state.world.get_location('Turtle Rock - Big Key Chest')) in ['Small Key (Turtle Rock)']))
elif world.keysanity:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Big Key (Turtle Rock)'])) else state.has('Small Key (Turtle Rock)', 4) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (item_name(state.world.get_location('Turtle Rock - Big Key Chest')) in ['Big Key (Turtle Rock)']) else state.has('Small Key (Turtle Rock)', 4) or (item_name(state.world.get_location('Turtle Rock - Big Key Chest')) in ['Small Key (Turtle Rock)']))
else:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Big Key (Turtle Rock)'])) else state.has('Small Key (Turtle Rock)', 3) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (item_name(state.world.get_location('Turtle Rock - Big Key Chest')) in ['Big Key (Turtle Rock)']) else state.has('Small Key (Turtle Rock)', 3) or (item_name(state.world.get_location('Turtle Rock - Big Key Chest')) in ['Small Key (Turtle Rock)']))
# FIXME add key-for-key logic to the above mess via always_allow rules. Ugh!
# set big key restrictions
non_big_key_locations = ['Turtle Rock - Big Chest', 'Turtle Rock - Trinexx']