entrances and locations
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130
Rules.py
130
Rules.py
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@ -713,57 +713,113 @@ def add_conditional_lamps(world, player):
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def overworld_glitches_rules(world, player):
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# spots that are immediately accessible
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# spots that are immediately accessible due to fake flippering
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set_rule(world.get_entrance('Hobo Bridge', player), lambda state: True)
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set_rule(world.get_region('Lake Hylia Central Island', player), lambda state: True)
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set_rule(world.get_entrance('Zoras River', player), lambda state: True)
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# lw boots-accessible locations
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lw_boots_accessible_regions = [
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# boots-accessible stuff
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lw_boots_accessible_entrances = [
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'Bat Cave Drop Ledge',
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'Bat Cave Drop Ledge Mirror Spot',
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'Lake Hylia Island Mirror Spot',
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'Desert Ledge Return Rocks',
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'Desert Ledge Mirror Spot',
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'Checkerboard Cave',
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'Old Man House Exit (Bottom)',
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'Desert Ledge (Northeast) Mirror Spot',
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'Death Mountain Return Cave Exit (East)',
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'Desert Palace Entrance (North) Rocks',
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'Desert Palace Entrance (North) Mirror Spot',
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'Flute Spot 1',
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'Broken Bridge (East)',
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'Death Mountain Drop',
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'Death Mountain Return Cave Exit (West)',
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'Old Man Cave Exit (East)',
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'Bumper Cave Ledge Mirror Spot',
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'Broken Bridge (West)',
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'East Death Mountain Drop',
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'Spiral Cave Ledge Drop',
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'Fairy Ascension Drop',
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'East Death Mountain (Top)',
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'East Death Mountain (Top) Mirror Spot',
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'Death Mountain (Top)',
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'Spectacle Rock Drop',
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'Spectacle Rock Mirror Spot',
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'Floating Island Mirror Spot',
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'Fairy Ascension Cave Exit (Top)',
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'Fairy Ascension Cave Exit (Bottom)',
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'Death Mountain Return Cave Exit (East)',
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'Spiral Cave Exit',
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]
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lw_boots_accessible_locations = [
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'Lake Hylia Island',
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'Desert Ledge',
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'Desert Ledge (Northeast)',
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'Desert Palace Lone Stairs',
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'Desert Palace Entrance (North) Spot',
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'Death Mountain',
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'Death Mountain Return Ledge',
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'East Death Mountain (Bottom)',
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'East Death Mountain (Top)',
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'Death Mountain (Top)',
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'Ether Tablet',
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'Spectacle Rock',
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'Death Mountain Floating Island (Light World)',
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'Floating Island',
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]
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# dw boots-accessible regions
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dw_boots_accessible_regions = [
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'East Dark World',
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'Northeast Dark World',
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'West Dark World',
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'Hammer Peg Area',
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dw_boots_accessible_entrances = [
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'Northeast Dark World Broken Bridge Pass',
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'Death Mountain Return Cave Exit (West)',
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'Peg Area Rocks',
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'Grassy Lawn Pegs',
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'West Dark World Gap',
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'Bumper Cave Ledge Drop',
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'Turtle Rock Ledge Exit (West)',
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'Turtle Rock Isolated Ledge Exit',
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'Dark Desert Teleporter',
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'Turtle Rock Exit (Front)',
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'Turtle Rock Drop',
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'Floating Island Drop',
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'Turtle Rock Ledge Exit (East)',
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'Dark Death Mountain Drop (East)',
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'Village of Outcasts Drop',
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'Dark Lake Hylia Ledge',
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'Hype Cave',
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'Dark World Potion Shop',
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'Big Bomb Shop',
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'Archery Game',
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'Brewery',
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'C-Shaped House',
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'Chest Game',
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'Thieves Town',
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'Graveyard Ledge Mirror Spot',
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'Kings Grave Mirror Spot',
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'Bumper Cave Entrance Rock',
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'Red Shield Shop',
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'Dark Sanctuary Hint',
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'Fortune Teller (Dark)',
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'Dark World Lumberjack Shop',
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]
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dw_boots_accessible_locations = [
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'Catfish',
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'Frog',
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'Dark Blacksmith Ruins',
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'Bumper Cave Ledge',
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'Dark Desert',
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'Dark Death Mountain (Top)',
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'Dark Death Mountain (East Bottom)',
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'Dark Death Mountain Ledge',
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'Death Mountain Floating Island (Dark World)',
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'Turtle Rock (Top)',
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]
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# set up boots-accessible regions
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if world.mode[player] != 'inverted':
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lw_boots_accessible_regions.append('Cave 45 Ledge')
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lw_boots_accessible_regions.append('Graveyard Ledge')
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lw_boots_accessible_entrances.append('Cave 45 Mirror Spot')
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lw_boots_accessible_entrances.append('Graveyard Ledge Mirror Spot')
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# couple other random spots
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set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player) and (state.has_Mirror(player) or state.has_Boots(player)))
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set_rule(world.get_entrance('Dark Desert Teleporter', player), lambda state: (state.has('Ocarina', player) or state.has_Boots(player)) and state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('Dark Desert Teleporter', player), lambda state: state.has('Ocarina', player) or (state.has_Boots(player) and state.can_lift_heavy_rocks(player)))
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set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has_Boots(player))
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add_rule(world.get_entrance('Ganons Tower', player), lambda state: state.has_Boots(player) and state.has_Pearl(player), 'or')
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add_rule(world.get_entrance('East Death Mountain Teleporter', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Boots(player), 'or')
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add_rule(world.get_entrance('Turtle Rock Teleporter', player), lambda state: state.has_Boots(player) and state.has('Hammer', player))
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needs_boots = lambda state: state.has_Boots(player)
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needs_boots_and_pearl = lambda state: state.has_Boots(player) and state.has_Pearl(player)
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for spot in lw_boots_accessible_regions:
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for location in world.get_region(spot, player).locations:
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add_rule(world.get_location(location, player), needs_boots_and_pearl if world.mode[player] == 'inverted' else needs_boots, 'or')
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for spot in dw_boots_accessible_regions:
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for location in world.get_region(spot, player).locations:
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add_rule(world.get_location(location, player), needs_boots if world.mode[player] == 'inverted' else needs_boots_and_pearl, 'or')
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for entrance in lw_boots_accessible_entrances:
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add_rule(world.get_entrance(entrance, player), needs_boots_and_pearl if world.mode[player] == 'inverted' else needs_boots, 'or')
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for location in lw_boots_accessible_locations:
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add_rule(world.get_location(location, player), needs_boots_and_pearl if world.mode[player] == 'inverted' else needs_boots, 'or')
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# no inverted rules here; no DMD bunny known so far
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for entrance in dw_boots_accessible_entrances:
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add_rule(world.get_entrance(entrance, player), needs_boots_and_pearl, 'or')
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for location in dw_boots_accessible_locations:
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add_rule(world.get_location(location, player), needs_boots_and_pearl, 'or')
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# bunny DMD rules
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if world.mode[player] != 'inverted':
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# set up some mirror-accessible dw entrances.
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@ -779,13 +835,13 @@ def overworld_glitches_rules(world, player):
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]
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mirror_hookshot_accessible_dw_locations.extend(world.get_region('Dark Death Mountain Ledge', player).locations)
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for spot in mirror_hookshot_accessible_dw_locations:
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add_rule(world.get_entrance(spot, player), lambda state: state.has_Boots(player) and state.has_Mirror(player) and state.has('Hookshot', player), 'or')
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add_rule(world.get_entrance(spot, player), lambda state: state.has_Mirror(player) and state.has('Hookshot', player), 'or')
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# dw entrances accessible with mirror and titans
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boots_mirror_titans = lambda state: state.has_Boots(player) and state.has_Mirror(player) and state.can_lift_heavy_rocks(player)
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boots_mirror_titans = lambda state: state.has_Mirror(player) and state.can_lift_heavy_rocks(player)
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add_rule(world.get_entrance('Mire Shed', player), boots_mirror_titans, 'or')
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add_rule(world.get_location('Frog', player), boots_mirror_titans, 'or')
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# all entrances you can't mirror bunny into
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# all entrances you can't mirror bunny into. @todo: use for inverted
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invalid_mirror_bunny_entrances_lw = [
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'Bonk Rock Cave',
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'Bonk Fairy (Light)',
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@ -1372,7 +1428,7 @@ def set_bunny_rules(world, player):
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def get_rule_to_add(region, location = None):
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if not region.is_light_world:
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if location in superbunny_accessible_locations and region.name not in invalid_mirror_bunny_entrances_dw:
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if world.logic[player] == 'owglitches' and location in superbunny_accessible_locations and region.name not in invalid_mirror_bunny_entrances_dw:
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return lambda state: (state.can_reach(region) and state.has_Mirror(player)) or state.has_Pearl(player)
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return lambda state: state.has_Pearl(player)
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# in this case we are mixed region.
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