LttP: re-remove LttP import in BaseClasses
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@ -9,7 +9,6 @@ from collections import OrderedDict, Counter, deque
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from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple
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import secrets
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import random
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from worlds.alttp.Options import smallkey_shuffle
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class MultiWorld():
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@ -567,13 +566,6 @@ class CollectionState(object):
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found += self.prog_items[item_name, player]
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return found
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def has_key(self, item, player, count: int = 1):
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if self.world.logic[player] == 'nologic':
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return True
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if self.world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
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return self.can_buy_unlimited('Small Key (Universal)', player)
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return self.prog_items[item, player] >= count
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def can_buy_unlimited(self, item: str, player: int) -> bool:
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return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self) for
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shop in self.world.shops)
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@ -212,17 +212,17 @@ def global_rules(world, player):
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set_rule(world.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Sewers Door', player),
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lambda state: state.has_key('Small Key (Hyrule Castle)', player) or (
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lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player) or (
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world.smallkey_shuffle[player] == smallkey_shuffle.option_universal and world.mode[
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player] == 'standard')) # standard universal small keys cannot access the shop
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set_rule(world.get_entrance('Sewers Back Door', player),
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lambda state: state.has_key('Small Key (Hyrule Castle)', player))
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lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player))
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set_rule(world.get_entrance('Agahnim 1', player),
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lambda state: state.has_sword(player) and state.has_key('Small Key (Agahnims Tower)', player, 2))
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lambda state: state.has_sword(player) and state._lttp_has_key('Small Key (Agahnims Tower)', player, 2))
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set_rule(world.get_location('Castle Tower - Room 03', player), lambda state: state.can_kill_most_things(player, 8))
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set_rule(world.get_location('Castle Tower - Dark Maze', player),
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lambda state: state.can_kill_most_things(player, 8) and state.has_key('Small Key (Agahnims Tower)',
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lambda state: state.can_kill_most_things(player, 8) and state._lttp_has_key('Small Key (Agahnims Tower)',
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player))
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set_rule(world.get_location('Eastern Palace - Big Chest', player),
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@ -239,15 +239,15 @@ def global_rules(world, player):
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set_rule(world.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
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set_rule(world.get_location('Desert Palace - Torch', player), lambda state: state.has('Pegasus Boots', player))
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set_rule(world.get_entrance('Desert Palace East Wing', player), lambda state: state.has_key('Small Key (Desert Palace)', player))
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set_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.has_key('Small Key (Desert Palace)', player) and state.has('Big Key (Desert Palace)', player) and state.has_fire_source(player) and state.world.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
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set_rule(world.get_location('Desert Palace - Boss', player), lambda state: state.has_key('Small Key (Desert Palace)', player) and state.has('Big Key (Desert Palace)', player) and state.has_fire_source(player) and state.world.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
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set_rule(world.get_entrance('Desert Palace East Wing', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player))
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set_rule(world.get_location('Desert Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player) and state.has('Big Key (Desert Palace)', player) and state.has_fire_source(player) and state.world.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
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set_rule(world.get_location('Desert Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player) and state.has('Big Key (Desert Palace)', player) and state.has_fire_source(player) and state.world.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
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# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
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if not (world.smallkey_shuffle[player] and world.bigkey_shuffle[player]):
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add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.world.get_region('Desert Palace Main (Outer)', player).can_reach(state))
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set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state.has_key('Small Key (Tower of Hera)', player) or item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
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set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Tower of Hera)', player) or item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
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set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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set_rule(world.get_location('Tower of Hera - Big Key Chest', player), lambda state: state.has_fire_source(player))
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@ -255,7 +255,7 @@ def global_rules(world, player):
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set_always_allow(world.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
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set_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
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set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state.has_key('Small Key (Swamp Palace)', player))
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set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player))
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set_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player) or item_name(state, 'Swamp Palace - Big Chest', player) == ('Big Key (Swamp Palace)', player))
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if world.accessibility[player] != 'locations':
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@ -265,26 +265,26 @@ def global_rules(world, player):
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forbid_item(world.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
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set_rule(world.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
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set_rule(world.get_entrance('Blind Fight', player), lambda state: state.has_key('Small Key (Thieves Town)', player))
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set_rule(world.get_location('Thieves\' Town - Big Chest', player), lambda state: (state.has_key('Small Key (Thieves Town)', player) or item_name(state, 'Thieves\' Town - Big Chest', player) == ('Small Key (Thieves Town)', player)) and state.has('Hammer', player))
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set_rule(world.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))
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set_rule(world.get_location('Thieves\' Town - Big Chest', player), lambda state: (state._lttp_has_key('Small Key (Thieves Town)', player) or item_name(state, 'Thieves\' Town - Big Chest', player) == ('Small Key (Thieves Town)', player)) and state.has('Hammer', player))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player and state.has('Hammer', player))
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set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state.has_key('Small Key (Thieves Town)', player))
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set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))
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set_rule(world.get_entrance('Skull Woods First Section South Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player))
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set_rule(world.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player))
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set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2)) # ideally would only be one key, but we may have spent thst key already on escaping the right section
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set_rule(world.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2))
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set_rule(world.get_entrance('Skull Woods First Section South Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player))
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set_rule(world.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player))
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set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 2)) # ideally would only be one key, but we may have spent thst key already on escaping the right section
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set_rule(world.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 2))
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set_rule(world.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) or item_name(state, 'Skull Woods - Big Chest', player) == ('Big Key (Skull Woods)', player))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Skull Woods - Big Chest', player), lambda state, item: item.name == 'Big Key (Skull Woods)' and item.player == player)
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set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player) and state.has_sword(player)) # sword required for curtain
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set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player) and state.has_sword(player)) # sword required for curtain
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set_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.can_melt_things(player))
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set_rule(world.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
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set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state.has_key('Small Key (Ice Palace)', player, 2) or (state.has('Cane of Somaria', player) and state.has_key('Small Key (Ice Palace)', player, 1))))
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set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state._lttp_has_key('Small Key (Ice Palace)', player, 2) or (state.has('Cane of Somaria', player) and state._lttp_has_key('Small Key (Ice Palace)', player, 1))))
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set_rule(world.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or (
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item_in_locations(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player), ('Ice Palace - Big Key Chest', player), ('Ice Palace - Map Chest', player)]) and state.has_key('Small Key (Ice Palace)', player))) and (state.world.can_take_damage[player] or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
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item_in_locations(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player), ('Ice Palace - Big Key Chest', player), ('Ice Palace - Map Chest', player)]) and state._lttp_has_key('Small Key (Ice Palace)', player))) and (state.world.can_take_damage[player] or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
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set_rule(world.get_entrance('Ice Palace (East Top)', player), lambda state: state.can_lift_rocks(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has('Pegasus Boots', player) or state.has('Hookshot', player)) and (state.has_sword(player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Hammer', player) or state.has('Cane of Somaria', player) or state.can_shoot_arrows(player))) # need to defeat wizzrobes, bombs don't work ...
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@ -293,13 +293,13 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Misery Mire Big Key Door', player), lambda state: state.has('Big Key (Misery Mire)', player))
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# 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 ...
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# big key gives backdoor access to that from the teleporter in the north west
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set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has('Big Key (Misery Mire)', player))
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set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has_key('Big Key (Misery Mire)', player))
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set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 1) or state.has('Big Key (Misery Mire)', player))
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set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 1) or state._lttp_has_key('Big Key (Misery Mire)', player))
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# 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
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set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) if ((
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set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2) if ((
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item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or
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(
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item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)])) else state.has_key('Small Key (Misery Mire)', player, 3))
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item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)])) else state._lttp_has_key('Small Key (Misery Mire)', player, 3))
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set_rule(world.get_location('Misery Mire - Compass Chest', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_location('Misery Mire - Big Key Chest', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player))
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@ -318,27 +318,27 @@ def global_rules(world, player):
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set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
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set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
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set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
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set_rule(world.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 4) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
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if not world.enemy_shuffle[player]:
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set_rule(world.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: state.can_shoot_arrows(player))
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set_rule(world.get_entrance('Palace of Darkness Hammer Peg Drop', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Palace of Darkness Bridge Room', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 1)) # If we can reach any other small key door, we already have back door access to this area
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set_rule(world.get_entrance('Palace of Darkness Big Key Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) and state.has('Big Key (Palace of Darkness)', player) and state.can_shoot_arrows(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Palace of Darkness (North)', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 4))
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set_rule(world.get_entrance('Palace of Darkness Bridge Room', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 1)) # If we can reach any other small key door, we already have back door access to this area
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set_rule(world.get_entrance('Palace of Darkness Big Key Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) and state.has('Big Key (Palace of Darkness)', player) and state.can_shoot_arrows(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Palace of Darkness (North)', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 4))
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set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: state.has('Big Key (Palace of Darkness)', player))
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set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (
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item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 3)))
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set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
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item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state._lttp_has_key('Small Key (Palace of Darkness)', player, 3)))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
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set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (
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item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 4)))
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set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
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item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state._lttp_has_key('Small Key (Palace of Darkness)', player, 4)))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
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set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6))
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set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6))
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# these key rules are conservative, you might be able to get away with more lenient rules
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randomizer_room_chests = ['Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right']
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@ -347,30 +347,30 @@ def global_rules(world, player):
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set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has('Pegasus Boots', player))
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set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has('Pegasus Boots', player)))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (
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item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 4) or (
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item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state._lttp_has_key('Small Key (Ganons Tower)', player, 3)))
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3) and state.can_reach('Ganons Tower (Hookshot Room)', 'region', player))
|
||||
set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state._lttp_has_key('Small Key (Ganons Tower)', player, 3) and state.can_reach('Ganons Tower (Hookshot Room)', 'region', player))
|
||||
|
||||
# It is possible to need more than 2 keys to get through this entrance 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)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 2))
|
||||
set_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 2))
|
||||
# It is possible to need more than 3 keys ....
|
||||
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 3))
|
||||
|
||||
#The actual requirements for these rooms to avoid key-lock
|
||||
set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) or ((
|
||||
item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_in_locations(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state.has_key('Small Key (Ganons Tower)', player, 2)))
|
||||
set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 3) or ((
|
||||
item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_in_locations(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state._lttp_has_key('Small Key (Ganons Tower)', player, 2)))
|
||||
for location in randomizer_room_chests:
|
||||
set_rule(world.get_location(location, player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (
|
||||
item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3)))
|
||||
set_rule(world.get_location(location, player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 4) or (
|
||||
item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 3)))
|
||||
|
||||
# Once again it is possible to need more than 3 keys...
|
||||
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) and state.has('Fire Rod', player))
|
||||
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 3) and state.has('Fire Rod', player))
|
||||
# Actual requirements
|
||||
for location in compass_room_chests:
|
||||
set_rule(world.get_location(location, player), lambda state: state.has('Fire Rod', player) and (state.has_key('Small Key (Ganons Tower)', player, 4) or (
|
||||
item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3))))
|
||||
set_rule(world.get_location(location, player), lambda state: state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 4) or (
|
||||
item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 3))))
|
||||
|
||||
set_rule(world.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
|
||||
|
||||
|
@ -389,9 +389,9 @@ def global_rules(world, player):
|
|||
set_rule(world.get_entrance('Ganons Tower Torch Rooms', player),
|
||||
lambda state: state.has_fire_source(player) and state.world.get_entrance('Ganons Tower Torch Rooms', player).parent_region.dungeon.bosses['middle'].can_defeat(state))
|
||||
set_rule(world.get_location('Ganons Tower - Pre-Moldorm Chest', player),
|
||||
lambda state: state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 3))
|
||||
set_rule(world.get_entrance('Ganons Tower Moldorm Door', player),
|
||||
lambda state: state.has_key('Small Key (Ganons Tower)', player, 4))
|
||||
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 4))
|
||||
set_rule(world.get_entrance('Ganons Tower Moldorm Gap', player),
|
||||
lambda state: state.has('Hookshot', player) and state.world.get_entrance('Ganons Tower Moldorm Gap', player).parent_region.dungeon.bosses['top'].can_defeat(state))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2', player))
|
||||
|
@ -800,14 +800,14 @@ def add_conditional_lamps(world, player):
|
|||
def open_rules(world, player):
|
||||
# softlock protection as you can reach the sewers small key door with a guard drop key
|
||||
set_rule(world.get_location('Hyrule Castle - Boomerang Chest', player),
|
||||
lambda state: state.has_key('Small Key (Hyrule Castle)', player))
|
||||
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player))
|
||||
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest', player),
|
||||
lambda state: state.has_key('Small Key (Hyrule Castle)', player))
|
||||
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player))
|
||||
|
||||
|
||||
def swordless_rules(world, player):
|
||||
set_rule(world.get_entrance('Agahnim 1', player), lambda state: (state.has('Hammer', player) or state.has('Fire Rod', player) or state.can_shoot_arrows(player) or state.has('Cane of Somaria', player)) and state.has_key('Small Key (Agahnims Tower)', player, 2))
|
||||
set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player)) # no curtain
|
||||
set_rule(world.get_entrance('Agahnim 1', player), lambda state: (state.has('Hammer', player) or state.has('Fire Rod', player) or state.can_shoot_arrows(player) or state.has('Cane of Somaria', player)) and state._lttp_has_key('Small Key (Agahnims Tower)', player, 2))
|
||||
set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player)) # no curtain
|
||||
set_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.has('Fire Rod', player) or state.has('Bombos', player)) #in swordless mode bombos pads are present in the relevant parts of ice palace
|
||||
set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has('Hammer', player)) # need to damage ganon to get tiles to drop
|
||||
|
||||
|
@ -883,27 +883,27 @@ def set_trock_key_rules(world, player):
|
|||
set_rule(world.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player))
|
||||
|
||||
# No matter what, the key requirement for going from the middle to the bottom should be three keys.
|
||||
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 3))
|
||||
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3))
|
||||
|
||||
# Now we need to set rules based on which entrances we have access to. The most important point is whether we have back access. If we have back access, we
|
||||
# might open all the locked doors in any order so we need maximally restrictive rules.
|
||||
if can_reach_back:
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 4))
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state._lttp_has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 4))
|
||||
# Only consider wasting the key on the Trinexx door for going from the front entrance to middle section. If other key doors are accessible, then these doors can be avoided
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 3))
|
||||
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2))
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3))
|
||||
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2))
|
||||
else:
|
||||
# Middle to front requires 2 keys if the back is locked, otherwise 4
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2)
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2)
|
||||
if item_in_locations(state, 'Big Key (Turtle Rock)', player, front_locked_locations)
|
||||
else state.has_key('Small Key (Turtle Rock)', player, 4))
|
||||
else state._lttp_has_key('Small Key (Turtle Rock)', player, 4))
|
||||
|
||||
# Front to middle requires 2 keys (if the middle is accessible then these doors can be avoided, otherwise no keys can be wasted)
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2))
|
||||
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 1))
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2))
|
||||
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 1))
|
||||
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
|
||||
|
||||
def tr_big_key_chest_keys_needed(state):
|
||||
# This function handles the key requirements for the TR Big Chest in the situations it having the Big Key should logically require 2 keys, small key
|
||||
|
|
|
@ -6,7 +6,7 @@ import typing
|
|||
|
||||
from BaseClasses import Item, CollectionState
|
||||
from .SubClasses import ALttPItem
|
||||
from ..AutoWorld import World
|
||||
from ..AutoWorld import World, LogicMixin
|
||||
from .Options import alttp_options, smallkey_shuffle
|
||||
from .Items import as_dict_item_table, item_name_groups, item_table
|
||||
from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions
|
||||
|
@ -391,4 +391,13 @@ def get_same_seed(world, seed_def: tuple) -> str:
|
|||
return seeds[seed_def]
|
||||
seeds[seed_def] = str(world.random.randint(0, 2 ** 64))
|
||||
world.__named_seeds = seeds
|
||||
return seeds[seed_def]
|
||||
return seeds[seed_def]
|
||||
|
||||
|
||||
class ALttPLogic(LogicMixin):
|
||||
def _lttp_has_key(self, item, player, count: int = 1):
|
||||
if self.world.logic[player] == 'nologic':
|
||||
return True
|
||||
if self.world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
|
||||
return self.can_buy_unlimited('Small Key (Universal)', player)
|
||||
return self.prog_items[item, player] >= count
|
Loading…
Reference in New Issue