LttP/Core: more ripping and tearing ()

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Fabian Dill 2024-04-18 18:33:16 +02:00 committed by GitHub
parent f19a84222e
commit 6e56f31398
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19 changed files with 374 additions and 655 deletions

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@ -51,10 +51,6 @@ class ThreadBarrierProxy:
class MultiWorld():
debug_types = False
player_name: Dict[int, str]
difficulty_requirements: dict
required_medallions: dict
dark_room_logic: Dict[int, str]
restrict_dungeon_item_on_boss: Dict[int, bool]
plando_texts: List[Dict[str, str]]
plando_items: List[List[Dict[str, Any]]]
plando_connections: List
@ -164,49 +160,10 @@ class MultiWorld():
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('shuffle', "vanilla")
set_player_attr('logic', "noglitches")
set_player_attr('mode', 'open')
set_player_attr('difficulty', 'normal')
set_player_attr('item_functionality', 'normal')
set_player_attr('timer', False)
set_player_attr('goal', 'ganon')
set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False)
set_player_attr('ganon_at_pyramid', True)
set_player_attr('ganonstower_vanilla', True)
set_player_attr('can_access_trock_eyebridge', None)
set_player_attr('can_access_trock_front', None)
set_player_attr('can_access_trock_big_chest', None)
set_player_attr('can_access_trock_middle', None)
set_player_attr('fix_fake_world', True)
set_player_attr('difficulty_requirements', None)
set_player_attr('boss_shuffle', 'none')
set_player_attr('enemy_health', 'default')
set_player_attr('enemy_damage', 'default')
set_player_attr('beemizer_total_chance', 0)
set_player_attr('beemizer_trap_chance', 0)
set_player_attr('escape_assist', [])
set_player_attr('treasure_hunt_icon', 'Triforce Piece')
set_player_attr('treasure_hunt_count', 0)
set_player_attr('clock_mode', False)
set_player_attr('countdown_start_time', 10)
set_player_attr('red_clock_time', -2)
set_player_attr('blue_clock_time', 2)
set_player_attr('green_clock_time', 4)
set_player_attr('can_take_damage', True)
set_player_attr('triforce_pieces_available', 30)
set_player_attr('triforce_pieces_required', 20)
set_player_attr('shop_shuffle', 'off')
set_player_attr('shuffle_prizes', "g")
set_player_attr('sprite_pool', [])
set_player_attr('dark_room_logic', "lamp")
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
set_player_attr('game', "A Link to the Past")
set_player_attr('game', "Archipelago")
set_player_attr('completion_condition', lambda state: True)
self.worlds = {}
self.per_slot_randoms = Utils.DeprecateDict("Using per_slot_randoms is now deprecated. Please use the "

26
Main.py
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@ -36,37 +36,13 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger = logging.getLogger()
multiworld.set_seed(seed, args.race, str(args.outputname) if args.outputname else None)
multiworld.plando_options = args.plando_options
multiworld.shuffle = args.shuffle.copy()
multiworld.logic = args.logic.copy()
multiworld.mode = args.mode.copy()
multiworld.difficulty = args.difficulty.copy()
multiworld.item_functionality = args.item_functionality.copy()
multiworld.timer = args.timer.copy()
multiworld.goal = args.goal.copy()
multiworld.boss_shuffle = args.shufflebosses.copy()
multiworld.enemy_health = args.enemy_health.copy()
multiworld.enemy_damage = args.enemy_damage.copy()
multiworld.beemizer_total_chance = args.beemizer_total_chance.copy()
multiworld.beemizer_trap_chance = args.beemizer_trap_chance.copy()
multiworld.countdown_start_time = args.countdown_start_time.copy()
multiworld.red_clock_time = args.red_clock_time.copy()
multiworld.blue_clock_time = args.blue_clock_time.copy()
multiworld.green_clock_time = args.green_clock_time.copy()
multiworld.dungeon_counters = args.dungeon_counters.copy()
multiworld.triforce_pieces_available = args.triforce_pieces_available.copy()
multiworld.triforce_pieces_required = args.triforce_pieces_required.copy()
multiworld.shop_shuffle = args.shop_shuffle.copy()
multiworld.shuffle_prizes = args.shuffle_prizes.copy()
multiworld.sprite_pool = args.sprite_pool.copy()
multiworld.dark_room_logic = args.dark_room_logic.copy()
multiworld.plando_items = args.plando_items.copy()
multiworld.plando_texts = args.plando_texts.copy()
multiworld.plando_connections = args.plando_connections.copy()
multiworld.required_medallions = args.required_medallions.copy()
multiworld.game = args.game.copy()
multiworld.player_name = args.name.copy()
multiworld.sprite = args.sprite.copy()
multiworld.sprite_pool = args.sprite_pool.copy()
multiworld.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
multiworld.set_options(args)

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@ -23,170 +23,7 @@ def parse_arguments(argv, no_defaults=False):
multiargs, _ = parser.parse_known_args(argv)
parser = argparse.ArgumentParser(formatter_class=ArgumentDefaultsHelpFormatter)
parser.add_argument('--logic', default=defval('no_glitches'), const='no_glitches', nargs='?', choices=['no_glitches', 'minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'],
help='''\
Select Enforcement of Item Requirements. (default: %(default)s)
No Glitches:
Minor Glitches: May require Fake Flippers, Bunny Revival
and Dark Room Navigation.
Overworld Glitches: May require overworld glitches.
Hybrid Major Glitches: May require both overworld and underworld clipping.
No Logic: Distribute items without regard for
item requirements.
''')
parser.add_argument('--glitch_triforce', help='Allow glitching to Triforce from Ganon\'s room', action='store_true')
parser.add_argument('--mode', default=defval('open'), const='open', nargs='?', choices=['standard', 'open', 'inverted'],
help='''\
Select game mode. (default: %(default)s)
Open: World starts with Zelda rescued.
Standard: Fixes Hyrule Castle Secret Entrance and Front Door
but may lead to weird rain state issues if you exit
through the Hyrule Castle side exits before rescuing
Zelda in a full shuffle.
Inverted: Starting locations are Dark Sanctuary in West Dark
World or at Link's House, which is shuffled freely.
Requires the moon pearl to be Link in the Light World
instead of a bunny.
''')
parser.add_argument('--goal', default=defval('ganon'), const='ganon', nargs='?',
choices=['ganon', 'pedestal', 'bosses', 'triforce_hunt', 'local_triforce_hunt', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'crystals', 'ganon_pedestal'],
help='''\
Select completion goal. (default: %(default)s)
Ganon: Collect all crystals, beat Agahnim 2 then
defeat Ganon.
Crystals: Collect all crystals then defeat Ganon.
Pedestal: Places the Triforce at the Master Sword Pedestal.
Ganon Pedestal: Pull the Master Sword Pedestal, then defeat Ganon.
All Dungeons: Collect all crystals, pendants, beat both
Agahnim fights and then defeat Ganon.
Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them to beat the game.
Local Triforce Hunt: Places 30 Triforce Pieces in your world, collect
20 of them to beat the game.
Ganon Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them, then defeat Ganon.
Local Ganon Triforce Hunt: Places 30 Triforce Pieces in your world,
collect 20 of them, then defeat Ganon.
''')
parser.add_argument('--triforce_pieces_available', default=defval(30),
type=lambda value: min(max(int(value), 1), 90),
help='''Set Triforce Pieces available in item pool.''')
parser.add_argument('--triforce_pieces_required', default=defval(20),
type=lambda value: min(max(int(value), 1), 90),
help='''Set Triforce Pieces required to win a Triforce Hunt''')
parser.add_argument('--difficulty', default=defval('normal'), const='normal', nargs='?',
choices=['easy', 'normal', 'hard', 'expert'],
help='''\
Select game difficulty. Affects available itempool. (default: %(default)s)
Easy: An easier setting with some equipment duplicated and increased health.
Normal: Normal difficulty.
Hard: A harder setting with less equipment and reduced health.
Expert: A harder yet setting with minimum equipment and health.
''')
parser.add_argument('--item_functionality', default=defval('normal'), const='normal', nargs='?',
choices=['easy', 'normal', 'hard', 'expert'],
help='''\
Select limits on item functionality to increase difficulty. (default: %(default)s)
Easy: Easy functionality. (Medallions usable without sword)
Normal: Normal functionality.
Hard: Reduced functionality.
Expert: Greatly reduced functionality.
''')
parser.add_argument('--timer', default=defval('none'), const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed_ohko', 'ohko', 'timed_countdown'],
help='''\
Select game timer setting. Affects available itempool. (default: %(default)s)
None: No timer.
Display: Displays a timer but does not affect
the itempool.
Timed: Starts with clock at zero. Green Clocks
subtract 4 minutes (Total: 20), Blue Clocks
subtract 2 minutes (Total: 10), Red Clocks add
2 minutes (Total: 10). Winner is player with
lowest time at the end.
Timed OHKO: Starts clock at 10 minutes. Green Clocks add
5 minutes (Total: 25). As long as clock is at 0,
Link will die in one hit.
OHKO: Like Timed OHKO, but no clock items are present
and the clock is permenantly at zero.
Timed Countdown: Starts with clock at 40 minutes. Same clocks as
Timed mode. If time runs out, you lose (but can
still keep playing).
''')
parser.add_argument('--countdown_start_time', default=defval(10), type=int,
help='''Set amount of time, in minutes, to start with in Timed Countdown and Timed OHKO modes''')
parser.add_argument('--red_clock_time', default=defval(-2), type=int,
help='''Set amount of time, in minutes, to add from picking up red clocks; negative removes time instead''')
parser.add_argument('--blue_clock_time', default=defval(2), type=int,
help='''Set amount of time, in minutes, to add from picking up blue clocks; negative removes time instead''')
parser.add_argument('--green_clock_time', default=defval(4), type=int,
help='''Set amount of time, in minutes, to add from picking up green clocks; negative removes time instead''')
parser.add_argument('--dungeon_counters', default=defval('default'), const='default', nargs='?', choices=['default', 'on', 'pickup', 'off'],
help='''\
Select dungeon counter display settings. (default: %(default)s)
(Note, since timer takes up the same space on the hud as dungeon
counters, timer settings override dungeon counter settings.)
Default: Dungeon counters only show when the compass is
picked up, or otherwise sent, only when compass
shuffle is turned on.
On: Dungeon counters are always displayed.
Pickup: Dungeon counters are shown when the compass is
picked up, even when compass shuffle is turned
off.
Off: Dungeon counters are never shown.
''')
parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?',
choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'],
help='''\
Select item filling algorithm. (default: %(default)s
balanced: vt26 derivitive that aims to strike a balance between
the overworld heavy vt25 and the dungeon heavy vt26
algorithm.
vt26: Shuffle items and place them in a random location
that it is not impossible to be in. This includes
dungeon keys and items.
vt25: Shuffle items and place them in a random location
that it is not impossible to be in.
Flood: Push out items starting from Link\'s House and
slightly biased to placing progression items with
less restrictions.
''')
parser.add_argument('--shuffle', default=defval('vanilla'), const='vanilla', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed'],
help='''\
Select Entrance Shuffling Algorithm. (default: %(default)s)
Full: Mix cave and dungeon entrances freely while limiting
multi-entrance caves to one world.
Simple: Shuffle Dungeon Entrances/Exits between each other
and keep all 4-entrance dungeons confined to one
location. All caves outside of death mountain are
shuffled in pairs and matched by original type.
Restricted: Use Dungeons shuffling from Simple but freely
connect remaining entrances.
Crossed: Mix cave and dungeon entrances freely while allowing
caves to cross between worlds.
Insanity: Decouple entrances and exits from each other and
shuffle them freely. Caves that used to be single
entrance will still exit to the same location from
which they are entered.
Vanilla: All entrances are in the same locations they were
in the base game.
Legacy shuffles preserve behavior from older versions of the
entrance randomizer including significant technical limitations.
The dungeon variants only mix up dungeons and keep the rest of
the overworld vanilla.
''')
parser.add_argument('--open_pyramid', default=defval('auto'), help='''\
Pre-opens the pyramid hole, this removes the Agahnim 2 requirement for it.
Depending on goal, you might still need to beat Agahnim 2 in order to beat ganon.
fast ganon goals are crystals, ganon_triforce_hunt, local_ganon_triforce_hunt, pedestalganon
auto - Only opens pyramid hole if the goal specifies a fast ganon, and entrance shuffle
is vanilla, dungeons_simple or dungeons_full.
goal - Opens pyramid hole if the goal specifies a fast ganon.
yes - Always opens the pyramid hole.
no - Never opens the pyramid hole.
''', choices=['auto', 'goal', 'yes', 'no'])
parser.add_argument('--loglevel', default=defval('info'), const='info', nargs='?', choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
parser.add_argument('--seed', help='Define seed number to generate.', type=int)
parser.add_argument('--count', help='''\
Use to batch generate multiple seeds with same settings.
@ -195,16 +32,6 @@ def parse_arguments(argv, no_defaults=False):
--seed given will produce the same 10 (different) roms each
time).
''', type=int)
parser.add_argument('--custom', default=defval(False), help='Not supported.')
parser.add_argument('--customitemarray', default=defval(False), help='Not supported.')
# included for backwards compatibility
parser.add_argument('--shuffleganon', help=argparse.SUPPRESS, action='store_true', default=defval(True))
parser.add_argument('--no-shuffleganon', help='''\
If set, the Pyramid Hole and Ganon's Tower are not
included entrance shuffle pool.
''', action='store_false', dest='shuffleganon')
parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in
binary format and have a length of 0x7000 (28672) bytes,
@ -212,35 +39,12 @@ def parse_arguments(argv, no_defaults=False):
Alternatively, can be a ALttP Rom patched with a Link
sprite that will be extracted.
''')
parser.add_argument('--shufflebosses', default=defval('none'), choices=['none', 'basic', 'normal', 'chaos',
"singularity"])
parser.add_argument('--enemy_health', default=defval('default'),
choices=['default', 'easy', 'normal', 'hard', 'expert'])
parser.add_argument('--enemy_damage', default=defval('default'), choices=['default', 'shuffled', 'chaos'])
parser.add_argument('--beemizer_total_chance', default=defval(0), type=lambda value: min(max(int(value), 0), 100))
parser.add_argument('--beemizer_trap_chance', default=defval(0), type=lambda value: min(max(int(value), 0), 100))
parser.add_argument('--shop_shuffle', default='', help='''\
combine letters for options:
g: generate default inventories for light and dark world shops, and unique shops
f: generate default inventories for each shop individually
i: shuffle the default inventories of the shops around
p: randomize the prices of the items in shop inventories
u: shuffle capacity upgrades into the item pool
w: consider witch's hut like any other shop and shuffle/randomize it too
''')
parser.add_argument('--shuffle_prizes', default=defval('g'), choices=['', 'g', 'b', 'gb'])
parser.add_argument('--sprite_pool', help='''\
Specifies a colon separated list of sprites used for random/randomonevent. If not specified, the full sprite pool is used.''')
parser.add_argument('--dark_room_logic', default=('Lamp'), choices=["lamp", "torches", "none"], help='''\
For unlit dark rooms, require the Lamp to be considered in logic by default.
Torches means additionally easily accessible Torches that can be lit with Fire Rod are considered doable.
None means full traversal through dark rooms without tools is considered doable.''')
parser.add_argument('--multi', default=defval(1), type=lambda value: max(int(value), 1))
parser.add_argument('--names', default=defval(''))
parser.add_argument('--outputpath')
parser.add_argument('--game', default="A Link to the Past")
parser.add_argument('--game', default="Archipelago")
parser.add_argument('--race', default=defval(False), action='store_true')
parser.add_argument('--outputname')
if multiargs.multi:
@ -249,43 +53,21 @@ def parse_arguments(argv, no_defaults=False):
ret = parser.parse_args(argv)
# shuffle medallions
ret.required_medallions = ("random", "random")
# cannot be set through CLI currently
ret.plando_items = []
ret.plando_texts = {}
ret.plando_connections = []
if ret.timer == "none":
ret.timer = False
if ret.dungeon_counters == 'on':
ret.dungeon_counters = True
elif ret.dungeon_counters == 'off':
ret.dungeon_counters = False
if multiargs.multi:
defaults = copy.deepcopy(ret)
for player in range(1, multiargs.multi + 1):
playerargs = parse_arguments(shlex.split(getattr(ret, f"p{player}")), True)
for name in ['logic', 'mode', 'goal', 'difficulty', 'item_functionality',
'shuffle', 'open_pyramid', 'timer',
'countdown_start_time', 'red_clock_time', 'blue_clock_time', 'green_clock_time',
'beemizer_total_chance', 'beemizer_trap_chance',
'shufflebosses', 'enemy_health', 'enemy_damage',
'sprite',
"triforce_pieces_available",
"triforce_pieces_required", "shop_shuffle",
"required_medallions",
"plando_items", "plando_texts", "plando_connections",
'dungeon_counters',
'shuffle_prizes', 'sprite_pool', 'dark_room_logic',
'game']:
for name in ["plando_items", "plando_texts", "plando_connections", "game", "sprite", "sprite_pool"]:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1:
setattr(ret, name, {1: value})
else:
getattr(ret, name)[player] = value
return ret
return ret

View File

@ -554,19 +554,20 @@ def link_entrances(world, player):
# check for swamp palace fix
if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Palace (Entrance)':
world.swamp_patch_required[player] = True
world.worlds[player].swamp_patch_required = True
# check for potion shop location
if world.get_entrance('Potion Shop', player).connected_region.name != 'Potion Shop':
world.powder_patch_required[player] = True
world.worlds[player].powder_patch_required = True
# check for ganon location
if world.get_entrance('Pyramid Hole', player).connected_region.name != 'Pyramid':
world.ganon_at_pyramid[player] = False
world.worlds[player].ganon_at_pyramid = False
# check for Ganon's Tower location
if world.get_entrance('Ganons Tower', player).connected_region.name != 'Ganons Tower (Entrance)':
world.ganonstower_vanilla[player] = False
world.worlds[player].ganonstower_vanilla = False
def link_inverted_entrances(world, player):
# Link's house shuffled freely, Houlihan set in mandatory_connections
@ -1261,19 +1262,19 @@ def link_inverted_entrances(world, player):
# patch swamp drain
if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Palace (Entrance)':
world.swamp_patch_required[player] = True
world.worlds[player].swamp_patch_required = True
# check for potion shop location
if world.get_entrance('Potion Shop', player).connected_region.name != 'Potion Shop':
world.powder_patch_required[player] = True
world.worlds[player].powder_patch_required = True
# check for ganon location
if world.get_entrance('Inverted Pyramid Hole', player).connected_region.name != 'Pyramid':
world.ganon_at_pyramid[player] = False
world.worlds[player].ganon_at_pyramid = False
# check for Ganon's Tower location
if world.get_entrance('Inverted Ganons Tower', player).connected_region.name != 'Ganons Tower (Entrance)':
world.ganonstower_vanilla[player] = False
world.worlds[player].ganonstower_vanilla = False
def connect_simple(world, exitname, regionname, player):

View File

@ -238,7 +238,7 @@ def generate_itempool(world):
raise NotImplementedError(f"Timer {multiworld.timer[player]} for player {player}")
if multiworld.timer[player] in ['ohko', 'timed_ohko']:
multiworld.can_take_damage[player] = False
world.can_take_damage = False
if multiworld.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
multiworld.push_item(multiworld.get_location('Ganon', player), item_factory('Nothing', world), False)
else:
@ -277,12 +277,12 @@ def generate_itempool(world):
# set up item pool
additional_triforce_pieces = 0
if multiworld.custom:
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count,
treasure_hunt_icon) = make_custom_item_pool(multiworld, player)
pool, placed_items, precollected_items, clock_mode, treasure_hunt_count = (
make_custom_item_pool(multiworld, player))
multiworld.rupoor_cost = min(multiworld.customitemarray[67], 9999)
else:
pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \
treasure_hunt_icon, additional_triforce_pieces = get_pool_core(multiworld, player)
pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, additional_triforce_pieces = (
get_pool_core(multiworld, player))
for item in precollected_items:
multiworld.push_precollected(item_factory(item, world))
@ -317,11 +317,11 @@ def generate_itempool(world):
'Bomb Upgrade (50)', 'Cane of Somaria', 'Cane of Byrna'] and multiworld.enemy_health[player] not in ['default', 'easy']):
if multiworld.bombless_start[player] and "Bomb Upgrade" not in placed_items["Link's Uncle"]:
if 'Bow' in placed_items["Link's Uncle"]:
multiworld.escape_assist[player].append('arrows')
multiworld.worlds[player].escape_assist.append('arrows')
elif 'Cane' in placed_items["Link's Uncle"]:
multiworld.escape_assist[player].append('magic')
multiworld.worlds[player].escape_assist.append('magic')
else:
multiworld.escape_assist[player].append('bombs')
multiworld.worlds[player].escape_assist.append('bombs')
for (location, item) in placed_items.items():
multiworld.get_location(location, player).place_locked_item(item_factory(item, world))
@ -334,13 +334,10 @@ def generate_itempool(world):
item.code = 0x65 # Progressive Bow (Alt)
break
if clock_mode is not None:
multiworld.clock_mode[player] = clock_mode
if clock_mode:
world.clock_mode = clock_mode
if treasure_hunt_count is not None:
multiworld.treasure_hunt_count[player] = treasure_hunt_count % 999
if treasure_hunt_icon is not None:
multiworld.treasure_hunt_icon[player] = treasure_hunt_icon
multiworld.worlds[player].treasure_hunt_count = treasure_hunt_count % 999
dungeon_items = [item for item in get_dungeon_item_pool_player(world)
if item.name not in multiworld.worlds[player].dungeon_local_item_names]
@ -369,7 +366,7 @@ def generate_itempool(world):
elif "Small" in key_data[3] and multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
# key drop shuffle and universal keys are on. Add universal keys in place of key drop keys.
multiworld.itempool.append(item_factory(GetBeemizerItem(multiworld, player, 'Small Key (Universal)'), world))
dungeon_item_replacements = sum(difficulties[multiworld.difficulty[player]].extras, []) * 2
dungeon_item_replacements = sum(difficulties[world.options.item_pool.current_key].extras, []) * 2
multiworld.random.shuffle(dungeon_item_replacements)
for x in range(len(dungeon_items)-1, -1, -1):
@ -499,8 +496,8 @@ def generate_itempool(world):
for i in range(4):
next(adv_heart_pieces).classification = ItemClassification.progression
multiworld.required_medallions[player] = (multiworld.misery_mire_medallion[player].current_key.title(),
multiworld.turtle_rock_medallion[player].current_key.title())
world.required_medallions = (multiworld.misery_mire_medallion[player].current_key.title(),
multiworld.turtle_rock_medallion[player].current_key.title())
place_bosses(world)
@ -592,9 +589,8 @@ def get_pool_core(world, player: int):
pool = []
placed_items = {}
precollected_items = []
clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
clock_mode: str = ""
treasure_hunt_count: int = 1
diff = difficulties[difficulty]
pool.extend(diff.alwaysitems)
@ -697,7 +693,6 @@ def get_pool_core(world, player: int):
pool.extend(["Triforce Piece"] * pieces_in_core)
extraitems -= pieces_in_core
treasure_hunt_count = world.triforce_pieces_required[player].value
treasure_hunt_icon = 'Triforce Piece'
for extra in diff.extras:
if extraitems >= len(extra):
@ -738,7 +733,7 @@ def get_pool_core(world, player: int):
place_item(key_location, "Small Key (Universal)")
pool = pool[:-3]
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon,
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count,
additional_pieces_to_place)
@ -753,9 +748,8 @@ def make_custom_item_pool(world, player):
pool = []
placed_items = {}
precollected_items = []
clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
clock_mode: str = ""
treasure_hunt_count: int = 1
def place_item(loc, item):
assert loc not in placed_items, "cannot place item twice"
@ -851,7 +845,6 @@ def make_custom_item_pool(world, player):
pool.extend(["Triforce Piece"] * world.triforce_pieces_available[player])
itemtotal += world.triforce_pieces_available[player]
treasure_hunt_count = world.triforce_pieces_required[player]
treasure_hunt_icon = 'Triforce Piece'
if timer in ['display', 'timed', 'timed_countdown']:
clock_mode = 'countdown' if timer == 'timed_countdown' else 'stopwatch'
@ -896,4 +889,4 @@ def make_custom_item_pool(world, player):
pool.extend(['Nothing'] * (total_items_to_place - itemtotal))
logging.warning(f"Pool was filled up with {total_items_to_place - itemtotal} Nothing's for player {player}")
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count)

View File

@ -945,22 +945,22 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x118C64, [first_bot, mid_bot, last_bot])
# patch medallion requirements
if world.required_medallions[player][0] == 'Bombos':
if local_world.required_medallions[0] == 'Bombos':
rom.write_byte(0x180022, 0x00) # requirement
rom.write_byte(0x4FF2, 0x31) # sprite
rom.write_byte(0x50D1, 0x80)
rom.write_byte(0x51B0, 0x00)
elif world.required_medallions[player][0] == 'Quake':
elif local_world.required_medallions[0] == 'Quake':
rom.write_byte(0x180022, 0x02) # requirement
rom.write_byte(0x4FF2, 0x31) # sprite
rom.write_byte(0x50D1, 0x88)
rom.write_byte(0x51B0, 0x00)
if world.required_medallions[player][1] == 'Bombos':
if local_world.required_medallions[1] == 'Bombos':
rom.write_byte(0x180023, 0x00) # requirement
rom.write_byte(0x5020, 0x31) # sprite
rom.write_byte(0x50FF, 0x90)
rom.write_byte(0x51DE, 0x00)
elif world.required_medallions[player][1] == 'Ether':
elif local_world.required_medallions[1] == 'Ether':
rom.write_byte(0x180023, 0x01) # requirement
rom.write_byte(0x5020, 0x31) # sprite
rom.write_byte(0x50FF, 0x98)
@ -1069,7 +1069,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Byrna residual magic cost
rom.write_bytes(0x45C42, [0x04, 0x02, 0x01])
difficulty = world.difficulty_requirements[player]
difficulty = local_world.difficulty_requirements
# Set overflow items for progressive equipment
rom.write_bytes(0x180090,
@ -1240,17 +1240,17 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180044, 0x01) # hammer activates tablets
# set up clocks for timed modes
if world.clock_mode[player] in ['ohko', 'countdown-ohko']:
if local_world.clock_mode in ['ohko', 'countdown-ohko']:
rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality
elif world.clock_mode[player] == 'stopwatch':
elif local_world.clock_mode == 'stopwatch':
rom.write_bytes(0x180190, [0x02, 0x01, 0x00]) # set stopwatch mode
elif world.clock_mode[player] == 'countdown':
elif local_world.clock_mode == 'countdown':
rom.write_bytes(0x180190, [0x01, 0x01, 0x00]) # set countdown, with no reset available
else:
rom.write_bytes(0x180190, [0x00, 0x00, 0x00]) # turn off clock mode
# Set up requested clock settings
if world.clock_mode[player] in ['countdown-ohko', 'stopwatch', 'countdown']:
if local_world.clock_mode in ['countdown-ohko', 'stopwatch', 'countdown']:
rom.write_int32(0x180200,
world.red_clock_time[player] * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204,
@ -1263,14 +1263,14 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_int32(0x180208, 0) # green clock adjustment time (in frames, sint32)
# Set up requested start time for countdown modes
if world.clock_mode[player] in ['countdown-ohko', 'countdown']:
if local_world.clock_mode in ['countdown-ohko', 'countdown']:
rom.write_int32(0x18020C, world.countdown_start_time[player] * 60 * 60) # starting time (in frames, sint32)
else:
rom.write_int32(0x18020C, 0) # starting time (in frames, sint32)
# set up goals for treasure hunt
rom.write_int16(0x180163, world.treasure_hunt_count[player])
rom.write_bytes(0x180165, [0x0E, 0x28] if world.treasure_hunt_icon[player] == 'Triforce Piece' else [0x0D, 0x28])
rom.write_int16(0x180163, local_world.treasure_hunt_count)
rom.write_bytes(0x180165, [0x0E, 0x28]) # Triforce Piece Sprite
rom.write_byte(0x180194, 1) # Must turn in triforced pieces (instant win not enabled)
rom.write_bytes(0x180213, [0x00, 0x01]) # Not a Tournament Seed
@ -1283,14 +1283,14 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180211, gametype) # Game type
# assorted fixes
rom.write_byte(0x1800A2, 0x01 if world.fix_fake_world[
player] else 0x00) # Toggle whether to be in real/fake dark world when dying in a DW dungeon before killing aga1
# Toggle whether to be in real/fake dark world when dying in a DW dungeon before killing aga1
rom.write_byte(0x1800A2, 0x01 if local_world.fix_fake_world else 0x00)
# Lock or unlock aga tower door during escape sequence.
rom.write_byte(0x180169, 0x00)
if world.mode[player] == 'inverted':
rom.write_byte(0x180169, 0x02) # lock aga/ganon tower door with crystals in inverted
rom.write_byte(0x180171,
0x01 if world.ganon_at_pyramid[player] else 0x00) # Enable respawning on pyramid after ganon death
0x01 if local_world.ganon_at_pyramid else 0x00) # Enable respawning on pyramid after ganon death
rom.write_byte(0x180173, 0x01) # Bob is enabled
rom.write_byte(0x180168, 0x08) # Spike Cave Damage
rom.write_bytes(0x18016B, [0x04, 0x02, 0x01]) # Set spike cave and MM spike room Cape usage
@ -1306,7 +1306,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness
rom.write_byte(0x1800A0, 0x01) # return to light world on s+q without mirror
rom.write_byte(0x1800A1, 0x01) # enable overworld screen transition draining for water level inside swamp
rom.write_byte(0x180174, 0x01 if world.fix_fake_world[player] else 0x00)
rom.write_byte(0x180174, 0x01 if local_world.fix_fake_world else 0x00)
rom.write_byte(0x18017E, 0x01) # Fairy fountains only trade in bottles
# Starting equipment
@ -1448,7 +1448,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
for address in keys[item.name]:
equip[address] = min(equip[address] + 1, 99)
elif item.name in bottles:
if equip[0x34F] < world.difficulty_requirements[player].progressive_bottle_limit:
if equip[0x34F] < local_world.difficulty_requirements.progressive_bottle_limit:
equip[0x35C + equip[0x34F]] = bottles[item.name]
equip[0x34F] += 1
elif item.name in rupees:
@ -1507,9 +1507,9 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x180080,
[50, 50, 70, 70]) # values to fill for Capacity Upgrades (Bomb5, Bomb10, Arrow5, Arrow10)
rom.write_byte(0x18004D, ((0x01 if 'arrows' in world.escape_assist[player] else 0x00) |
(0x02 if 'bombs' in world.escape_assist[player] else 0x00) |
(0x04 if 'magic' in world.escape_assist[player] else 0x00))) # Escape assist
rom.write_byte(0x18004D, ((0x01 if 'arrows' in local_world.escape_assist else 0x00) |
(0x02 if 'bombs' in local_world.escape_assist else 0x00) |
(0x04 if 'magic' in local_world.escape_assist else 0x00))) # Escape assist
if world.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
rom.write_byte(0x18003E, 0x01) # make ganon invincible
@ -1546,7 +1546,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x18003B, 0x01 if world.map_shuffle[player] else 0x00) # maps showing crystals on overworld
# compasses showing dungeon count
if world.clock_mode[player] or not world.dungeon_counters[player]:
if local_world.clock_mode or not world.dungeon_counters[player]:
rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location
elif world.dungeon_counters[player] is True:
rom.write_byte(0x18003C, 0x02) # always on
@ -1653,13 +1653,13 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x18018B, [0x20, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)
rom.write_byte(0x18003D, 0x01 if local_world.swamp_patch_required else 0x00)
# powder patch: remove the need to leave the screen after powder, since it causes problems for potion shop at race game
# temporarally we are just nopping out this check we will conver this to a rom fix soon.
rom.write_bytes(0x02F539,
[0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if world.powder_patch_required[player] else [0xAD, 0xBF, 0x0A, 0xF0,
0x4F])
[0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if local_world.powder_patch_required else [
0xAD, 0xBF, 0x0A, 0xF0, 0x4F])
# allow smith into multi-entrance caves in appropriate shuffles
if world.entrance_shuffle[player] in ['restricted', 'full', 'crossed', 'insanity'] or (
@ -2421,7 +2421,7 @@ def write_strings(rom, world, player):
' %s?' % hint_text(silverarrows[0]).replace('Ganon\'s', 'my')) if silverarrows else '?\nI think not!'
tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint
tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint
if world.worlds[player].has_progressive_bows and (world.difficulty_requirements[player].progressive_bow_limit >= 2 or (
if world.worlds[player].has_progressive_bows and (w.difficulty_requirements.progressive_bow_limit >= 2 or (
world.swordless[player] or world.glitches_required[player] == 'no_glitches')):
prog_bow_locs = world.find_item_locations('Progressive Bow', player, True)
world.per_slot_randoms[player].shuffle(prog_bow_locs)
@ -2482,16 +2482,16 @@ def write_strings(rom, world, player):
tt['sign_ganon'] = 'Go find the Triforce pieces with your friends... Ganon is invincible!'
else:
tt['sign_ganon'] = 'Go find the Triforce pieces... Ganon is invincible!'
if world.treasure_hunt_count[player] > 1:
if w.treasure_hunt_count > 1:
tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\n" \
"invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \
"hidden in a hollow tree. If you bring\n%d Triforce pieces out of %d, I can reassemble it." % \
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
(w.treasure_hunt_count, world.triforce_pieces_available[player])
else:
tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\n" \
"invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \
"hidden in a hollow tree. If you bring\n%d Triforce piece out of %d, I can reassemble it." % \
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
(w.treasure_hunt_count, world.triforce_pieces_available[player])
elif world.goal[player] in ['pedestal']:
tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Your goal is at the pedestal.'
tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.'
@ -2500,20 +2500,20 @@ def write_strings(rom, world, player):
tt['ganon_fall_in'] = Ganon1_texts[local_random.randint(0, len(Ganon1_texts) - 1)]
tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!'
tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!'
if world.treasure_hunt_count[player] > 1:
if w.treasure_hunt_count > 1:
if world.goal[player] == 'ganon_triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d with your friends to defeat Ganon.' % \
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
(w.treasure_hunt_count, world.triforce_pieces_available[player])
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d to defeat Ganon.' % \
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
(w.treasure_hunt_count, world.triforce_pieces_available[player])
else:
if world.goal[player] == 'ganon_triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d with your friends to defeat Ganon.' % \
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
(w.treasure_hunt_count, world.triforce_pieces_available[player])
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d to defeat Ganon.' % \
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
(w.treasure_hunt_count, world.triforce_pieces_available[player])
tt['kakariko_tavern_fisherman'] = TavernMan_texts[local_random.randint(0, len(TavernMan_texts) - 1)]

View File

@ -97,7 +97,7 @@ def set_rules(world):
# if swamp and dam have not been moved we require mirror for swamp palace
# however there is mirrorless swamp in hybrid MG, so we don't necessarily want this. HMG handles this requirement itself.
if not world.swamp_patch_required[player] and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
if not world.worlds[player].swamp_patch_required and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Magic Mirror', player))
# GT Entrance may be required for Turtle Rock for OWG and < 7 required
@ -186,247 +186,249 @@ def dungeon_boss_rules(world, player):
set_defeat_dungeon_boss_rule(world.get_location(location, player))
def global_rules(world, player):
def global_rules(multiworld: MultiWorld, player: int):
world = multiworld.worlds[player]
# ganon can only carry triforce
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
add_item_rule(multiworld.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
# dungeon prizes can only be crystals/pendants
crystals_and_pendants: Set[str] = \
{item for item, item_data in item_table.items() if item_data.type == "Crystal"}
prize_locations: Iterator[str] = \
(locations for locations, location_data in location_table.items() if location_data[2] == True)
for prize_location in prize_locations:
add_item_rule(world.get_location(prize_location, player),
add_item_rule(multiworld.get_location(prize_location, player),
lambda item: item.name in crystals_and_pendants and item.player == player)
# determines which S&Q locations are available - hide from paths since it isn't an in-game location
for exit in world.get_region('Menu', player).exits:
for exit in multiworld.get_region('Menu', player).exits:
exit.hide_path = True
try:
old_man_sq = world.get_entrance('Old Man S&Q', player)
old_man_sq = multiworld.get_entrance('Old Man S&Q', player)
except KeyError:
pass # it doesn't exist, should be dungeon-only unittests
else:
old_man = world.get_location("Old Man", player)
old_man = multiworld.get_location("Old Man", player)
set_rule(old_man_sq, lambda state: old_man.can_reach(state))
set_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
set_rule(world.get_location('Purple Chest', player),
set_rule(multiworld.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
set_rule(multiworld.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
set_rule(multiworld.get_location('Purple Chest', player),
lambda state: state.has('Pick Up Purple Chest', player)) # Can S&Q with chest
set_rule(world.get_location('Ether Tablet', player), lambda state: can_retrieve_tablet(state, player))
set_rule(world.get_location('Master Sword Pedestal', player), lambda state: state.has('Red Pendant', player) and state.has('Blue Pendant', player) and state.has('Green Pendant', player))
set_rule(multiworld.get_location('Ether Tablet', player), lambda state: can_retrieve_tablet(state, player))
set_rule(multiworld.get_location('Master Sword Pedestal', player), lambda state: state.has('Red Pendant', player) and state.has('Blue Pendant', player) and state.has('Green Pendant', player))
set_rule(world.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
set_rule(world.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
set_rule(world.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player))
set_rule(world.get_location('Sick Kid', player), lambda state: state.has_group("Bottles", player))
set_rule(world.get_location('Library', player), lambda state: state.has('Pegasus Boots', player))
set_rule(multiworld.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
set_rule(multiworld.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
set_rule(multiworld.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player))
set_rule(multiworld.get_location('Sick Kid', player), lambda state: state.has_group("Bottles", player))
set_rule(multiworld.get_location('Library', player), lambda state: state.has('Pegasus Boots', player))
if world.enemy_shuffle[player]:
set_rule(world.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player) and
can_kill_most_things(state, player, 4))
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player) and
can_kill_most_things(state, player, 4))
else:
set_rule(world.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player)
and ((state.multiworld.enemy_health[player] in ("easy", "default") and can_use_bombs(state, player, 4))
set_rule(multiworld.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player)
and ((state.multiworld.enemy_health[player] in ("easy", "default") and can_use_bombs(state, player, 4))
or can_shoot_arrows(state, player) or state.has("Cane of Somaria", player)
or has_beam_sword(state, player)))
set_rule(world.get_location('Sahasrahla', player), lambda state: state.has('Green Pendant', player))
set_rule(multiworld.get_location('Sahasrahla', player), lambda state: state.has('Green Pendant', player))
set_rule(world.get_location('Aginah\'s Cave', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Blind\'s Hideout - Top', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Chicken House', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Kakariko Well - Top', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Graveyard Cave', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Sahasrahla\'s Hut - Left', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Sahasrahla\'s Hut - Middle', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Sahasrahla\'s Hut - Right', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Paradox Cave Lower - Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Far Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Middle', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Far Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Upper - Left', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Paradox Cave Upper - Right', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Mini Moldorm Cave - Far Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Far Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Generous Guy', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Hype Cave - Bottom', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hype Cave - Middle Left', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hype Cave - Middle Right', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hype Cave - Top', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Light World Death Mountain Shop', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Aginah\'s Cave', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Blind\'s Hideout - Top', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Chicken House', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Kakariko Well - Top', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Graveyard Cave', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Sahasrahla\'s Hut - Left', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Sahasrahla\'s Hut - Middle', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Sahasrahla\'s Hut - Right', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Paradox Cave Lower - Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Far Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Middle', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Far Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Upper - Left', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Paradox Cave Upper - Right', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Mini Moldorm Cave - Far Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Far Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Generous Guy', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Hype Cave - Bottom', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hype Cave - Middle Left', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hype Cave - Middle Right', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hype Cave - Top', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Light World Death Mountain Shop', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Two Brothers House Exit (West)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Two Brothers House Exit (East)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_entrance('Two Brothers House Exit (West)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_entrance('Two Brothers House Exit (East)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Spike Cave', player), lambda state:
set_rule(multiworld.get_location('Spike Cave', player), lambda state:
state.has('Hammer', player) and can_lift_rocks(state, player) and
((state.has('Cape', player) and can_extend_magic(state, player, 16, True)) or
(state.has('Cane of Byrna', player) and
(can_extend_magic(state, player, 12, True) or
(state.multiworld.can_take_damage[player] and (state.has('Pegasus Boots', player) or has_hearts(state, player, 4))))))
(world.can_take_damage and (state.has('Pegasus Boots', player) or has_hearts(state, player, 4))))))
)
set_rule(world.get_entrance('Hookshot Cave Bomb Wall (North)', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Hookshot Cave Bomb Wall (South)', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Hookshot Cave Bomb Wall (North)', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Hookshot Cave Bomb Wall (South)', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hookshot Cave - Top Right', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_location('Hookshot Cave - Top Left', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_location('Hookshot Cave - Bottom Right', player),
set_rule(multiworld.get_location('Hookshot Cave - Top Right', player), lambda state: state.has('Hookshot', player))
set_rule(multiworld.get_location('Hookshot Cave - Top Left', player), lambda state: state.has('Hookshot', player))
set_rule(multiworld.get_location('Hookshot Cave - Bottom Right', player),
lambda state: state.has('Hookshot', player) or state.has('Pegasus Boots', player))
set_rule(world.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
set_rule(multiworld.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_entrance('Sewers Door', player),
set_rule(multiworld.get_entrance('Sewers Door', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4) or (
world.small_key_shuffle[player] == small_key_shuffle.option_universal and world.mode[
multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal and multiworld.mode[
player] == 'standard')) # standard universal small keys cannot access the shop
set_rule(world.get_entrance('Sewers Back Door', player),
set_rule(multiworld.get_entrance('Sewers Back Door', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4))
set_rule(world.get_entrance('Sewers Secret Room', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_entrance('Sewers Secret Room', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Agahnim 1', player),
set_rule(multiworld.get_entrance('Agahnim 1', player),
lambda state: has_sword(state, player) and state._lttp_has_key('Small Key (Agahnims Tower)', player, 4))
set_rule(world.get_location('Castle Tower - Room 03', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Castle Tower - Dark Maze', player),
set_rule(multiworld.get_location('Castle Tower - Room 03', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Castle Tower - Dark Maze', player),
lambda state: can_kill_most_things(state, player, 4) and state._lttp_has_key('Small Key (Agahnims Tower)',
player))
set_rule(world.get_location('Castle Tower - Dark Archer Key Drop', player),
set_rule(multiworld.get_location('Castle Tower - Dark Archer Key Drop', player),
lambda state: can_kill_most_things(state, player, 4) and state._lttp_has_key('Small Key (Agahnims Tower)',
player, 2))
set_rule(world.get_location('Castle Tower - Circle of Pots Key Drop', player),
set_rule(multiworld.get_location('Castle Tower - Circle of Pots Key Drop', player),
lambda state: can_kill_most_things(state, player, 4) and state._lttp_has_key('Small Key (Agahnims Tower)',
player, 3))
set_always_allow(world.get_location('Eastern Palace - Big Key Chest', player),
set_always_allow(multiworld.get_location('Eastern Palace - Big Key Chest', player),
lambda state, item: item.name == 'Big Key (Eastern Palace)' and item.player == player)
set_rule(world.get_location('Eastern Palace - Big Key Chest', player),
set_rule(multiworld.get_location('Eastern Palace - Big Key Chest', player),
lambda state: can_kill_most_things(state, player, 5) and (state._lttp_has_key('Small Key (Eastern Palace)',
player, 2) or ((location_item_name(state, 'Eastern Palace - Big Key Chest', player)
== ('Big Key (Eastern Palace)', player) and state.has('Small Key (Eastern Palace)',
player)))))
set_rule(world.get_location('Eastern Palace - Dark Eyegore Key Drop', player),
set_rule(multiworld.get_location('Eastern Palace - Dark Eyegore Key Drop', player),
lambda state: state.has('Big Key (Eastern Palace)', player) and can_kill_most_things(state, player, 1))
set_rule(world.get_location('Eastern Palace - Big Chest', player),
set_rule(multiworld.get_location('Eastern Palace - Big Chest', player),
lambda state: state.has('Big Key (Eastern Palace)', player))
# not bothering to check for can_kill_most_things in the rooms leading to boss, as if you can kill a boss you should
# be able to get through these rooms
ep_boss = world.get_location('Eastern Palace - Boss', player)
ep_boss = multiworld.get_location('Eastern Palace - Boss', player)
add_rule(ep_boss, lambda state: state.has('Big Key (Eastern Palace)', player) and
state._lttp_has_key('Small Key (Eastern Palace)', player, 2) and
ep_boss.parent_region.dungeon.boss.can_defeat(state))
ep_prize = world.get_location('Eastern Palace - Prize', player)
ep_prize = multiworld.get_location('Eastern Palace - Prize', player)
add_rule(ep_prize, lambda state: state.has('Big Key (Eastern Palace)', player) and
state._lttp_has_key('Small Key (Eastern Palace)', player, 2) and
ep_prize.parent_region.dungeon.boss.can_defeat(state))
if not world.enemy_shuffle[player]:
if not multiworld.enemy_shuffle[player]:
add_rule(ep_boss, lambda state: can_shoot_arrows(state, player))
add_rule(ep_prize, lambda state: can_shoot_arrows(state, player))
# You can always kill the Stalfos' with the pots on easy/normal
if world.enemy_health[player] in ("hard", "expert") or world.enemy_shuffle[player]:
if multiworld.enemy_health[player] in ("hard", "expert") or multiworld.enemy_shuffle[player]:
stalfos_rule = lambda state: can_kill_most_things(state, player, 4)
for location in ['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest',
'Eastern Palace - Dark Square Pot Key', 'Eastern Palace - Dark Eyegore Key Drop',
'Eastern Palace - Big Key Chest', 'Eastern Palace - Boss', 'Eastern Palace - Prize']:
add_rule(world.get_location(location, player), stalfos_rule)
add_rule(multiworld.get_location(location, player), stalfos_rule)
set_rule(world.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
set_rule(world.get_location('Desert Palace - Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(multiworld.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
set_rule(multiworld.get_location('Desert Palace - Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(world.get_entrance('Desert Palace East Wing', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4))
set_rule(world.get_location('Desert Palace - Big Key Chest', player), lambda state: can_kill_most_things(state, player, 3))
set_rule(world.get_location('Desert Palace - Beamos Hall Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 2) and can_kill_most_things(state, player, 4))
set_rule(world.get_location('Desert Palace - Desert Tiles 2 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 3) and can_kill_most_things(state, player, 4))
add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
add_rule(world.get_location('Desert Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
set_rule(multiworld.get_entrance('Desert Palace East Wing', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4))
set_rule(multiworld.get_location('Desert Palace - Big Key Chest', player), lambda state: can_kill_most_things(state, player, 3))
set_rule(multiworld.get_location('Desert Palace - Beamos Hall Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 2) and can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Desert Palace - Desert Tiles 2 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 3) and can_kill_most_things(state, player, 4))
add_rule(multiworld.get_location('Desert Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
add_rule(multiworld.get_location('Desert Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
if not (world.small_key_shuffle[player] and world.big_key_shuffle[player]):
add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.multiworld.get_region('Desert Palace Main (Outer)', player).can_reach(state))
if not (multiworld.small_key_shuffle[player] and multiworld.big_key_shuffle[player]):
add_rule(multiworld.get_location('Desert Palace - Prize', player), lambda state: state.multiworld.get_region('Desert Palace Main (Outer)', player).can_reach(state))
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 location_item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
if world.enemy_shuffle[player]:
add_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_kill_most_things(state, player, 3))
set_rule(multiworld.get_entrance('Tower of Hera Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Tower of Hera)', player) or location_item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
set_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
if multiworld.enemy_shuffle[player]:
add_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_kill_most_things(state, player, 3))
else:
add_rule(world.get_entrance('Tower of Hera Big Key Door', player),
add_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player),
lambda state: (has_melee_weapon(state, player) or (state.has('Silver Bow', player)
and can_shoot_arrows(state, player)) or state.has("Cane of Byrna", player)
or state.has("Cane of Somaria", player)))
set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
set_rule(world.get_location('Tower of Hera - Big Key Chest', player), lambda state: has_fire_source(state, player))
if world.accessibility[player] != 'locations':
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)
set_rule(multiworld.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
set_rule(multiworld.get_location('Tower of Hera - Big Key Chest', player), lambda state: has_fire_source(state, player))
if multiworld.accessibility[player] != 'locations':
set_always_allow(multiworld.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
set_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player))
set_rule(world.get_location('Swamp Palace - Map Chest', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Swamp Palace - Trench 1 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 2))
set_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 3))
set_rule(world.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: state.has('Hookshot', player))
if world.pot_shuffle[player]:
set_rule(multiworld.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
set_rule(multiworld.get_entrance('Swamp Palace Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player))
set_rule(multiworld.get_location('Swamp Palace - Map Chest', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Swamp Palace - Trench 1 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 2))
set_rule(multiworld.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 3))
set_rule(multiworld.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: state.has('Hookshot', player))
if multiworld.pot_shuffle[player]:
# it could move the key to the top right platform which can only be reached with bombs
add_rule(world.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Swamp Palace (West)', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6)
add_rule(multiworld.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Swamp Palace (West)', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6)
if state.has('Hookshot', player)
else state._lttp_has_key('Small Key (Swamp Palace)', player, 4))
set_rule(world.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player))
if world.accessibility[player] != 'locations':
allow_self_locking_items(world.get_location('Swamp Palace - Big Chest', player), 'Big Key (Swamp Palace)')
set_rule(world.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 5))
if not world.small_key_shuffle[player] and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
forbid_item(world.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
set_rule(world.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
set_rule(world.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
if world.pot_shuffle[player]:
set_rule(multiworld.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player))
if multiworld.accessibility[player] != 'locations':
allow_self_locking_items(multiworld.get_location('Swamp Palace - Big Chest', player), 'Big Key (Swamp Palace)')
set_rule(multiworld.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 5))
if not multiworld.small_key_shuffle[player] and multiworld.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
forbid_item(multiworld.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
set_rule(multiworld.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
set_rule(multiworld.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
if multiworld.pot_shuffle[player]:
# key can (and probably will) be moved behind bombable wall
set_rule(world.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
set_rule(multiworld.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
if world.worlds[player].dungeons["Thieves Town"].boss.enemizer_name == "Blind":
set_rule(world.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3) and can_use_bombs(state, player))
if multiworld.worlds[player].dungeons["Thieves Town"].boss.enemizer_name == "Blind":
set_rule(multiworld.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3) and can_use_bombs(state, player))
set_rule(world.get_location('Thieves\' Town - Big Chest', player),
set_rule(multiworld.get_location('Thieves\' Town - Big Chest', player),
lambda state: ((state._lttp_has_key('Small Key (Thieves Town)', player, 3)) or (location_item_name(state, 'Thieves\' Town - Big Chest', player) == ("Small Key (Thieves Town)", player)) and state._lttp_has_key('Small Key (Thieves Town)', player, 2)) and state.has('Hammer', player))
if world.accessibility[player] != 'locations' and not world.key_drop_shuffle[player]:
set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player)
set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3))
set_rule(world.get_location('Thieves\' Town - Spike Switch Pot Key', player),
if multiworld.accessibility[player] != 'locations' and not multiworld.key_drop_shuffle[player]:
set_always_allow(multiworld.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player)
set_rule(multiworld.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3))
set_rule(multiworld.get_location('Thieves\' Town - Spike Switch Pot Key', player),
lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))
# We need so many keys in the SW doors because they are all reachable as the last door (except for the door to mothula)
set_rule(world.get_entrance('Skull Woods First Section South Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
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, 5))
set_rule(world.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) and can_use_bombs(state, player))
if world.accessibility[player] != 'locations':
allow_self_locking_items(world.get_location('Skull Woods - Big Chest', player), 'Big Key (Skull Woods)')
set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 4) and state.has('Fire Rod', player) and has_sword(state, player)) # sword required for curtain
add_rule(world.get_location('Skull Woods - Prize', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
add_rule(world.get_location('Skull Woods - Boss', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section South Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section West Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) and can_use_bombs(state, player))
if multiworld.accessibility[player] != 'locations':
allow_self_locking_items(multiworld.get_location('Skull Woods - Big Chest', player), 'Big Key (Skull Woods)')
set_rule(multiworld.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 4) and state.has('Fire Rod', player) and has_sword(state, player)) # sword required for curtain
add_rule(multiworld.get_location('Skull Woods - Prize', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
add_rule(multiworld.get_location('Skull Woods - Boss', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_location('Ice Palace - Jelly Key Drop', player), lambda state: can_melt_things(state, player))
set_rule(world.get_location('Ice Palace - Compass Chest', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player))
set_rule(world.get_entrance('Ice Palace (Second Section)', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player) and can_use_bombs(state, player))
set_rule(multiworld.get_location('Ice Palace - Jelly Key Drop', player), lambda state: can_melt_things(state, player))
set_rule(multiworld.get_location('Ice Palace - Compass Chest', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player))
set_rule(multiworld.get_entrance('Ice Palace (Second Section)', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player) and can_use_bombs(state, player))
set_rule(world.get_entrance('Ice Palace (Main)', player), lambda state: state._lttp_has_key('Small Key (Ice Palace)', player, 2))
set_rule(world.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state._lttp_has_key('Small Key (Ice Palace)', player, 6) or (state.has('Cane of Somaria', player) and state._lttp_has_key('Small Key (Ice Palace)', player, 5))))
set_rule(multiworld.get_entrance('Ice Palace (Main)', player), lambda state: state._lttp_has_key('Small Key (Ice Palace)', player, 2))
set_rule(multiworld.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
set_rule(multiworld.get_entrance('Ice Palace (Kholdstare)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state._lttp_has_key('Small Key (Ice Palace)', player, 6) or (state.has('Cane of Somaria', player) and state._lttp_has_key('Small Key (Ice Palace)', player, 5))))
# This is a complicated rule, so let's break it down.
# Hookshot always suffices to get to the right side.
# Also, once you get over there, you have to cross the spikes, so that's the last line.
@ -436,102 +438,102 @@ def global_rules(world, player):
# Hence if big key is available then it's 6 keys, otherwise 4 keys.
# If key_drop is off, then we have 3 drop keys available, and can never satisfy the 6 key requirement because one key is on right side,
# so this reduces perfectly to original logic.
set_rule(world.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or
(state._lttp_has_key('Small Key (Ice Palace)', player, 4)
set_rule(multiworld.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or
(state._lttp_has_key('Small Key (Ice Palace)', player, 4)
if item_name_in_location_names(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player),
('Ice Palace - Hammer Block Key Drop', player),
('Ice Palace - Big Key Chest', player),
('Ice Palace - Map Chest', player)])
else state._lttp_has_key('Small Key (Ice Palace)', player, 6))) and
(state.multiworld.can_take_damage[player] or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
set_rule(world.get_entrance('Ice Palace (East Top)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player))
else state._lttp_has_key('Small Key (Ice Palace)', player, 6))) and (
world.can_take_damage or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
set_rule(multiworld.get_entrance('Ice Palace (East Top)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player))
set_rule(world.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has('Pegasus Boots', player) or state.has('Hookshot', player)) and (has_sword(state, 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 can_shoot_arrows(state, player))) # need to defeat wizzrobes, bombs don't work ...
set_rule(world.get_location('Misery Mire - Fishbone Pot Key', player), lambda state: state.has('Big Key (Misery Mire)', player) or state._lttp_has_key('Small Key (Misery Mire)', player, 4))
set_rule(multiworld.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has('Pegasus Boots', player) or state.has('Hookshot', player)) and (has_sword(state, 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 can_shoot_arrows(state, player))) # need to defeat wizzrobes, bombs don't work ...
set_rule(multiworld.get_location('Misery Mire - Fishbone Pot Key', player), lambda state: state.has('Big Key (Misery Mire)', player) or state._lttp_has_key('Small Key (Misery Mire)', player, 4))
set_rule(world.get_location('Misery Mire - Big Chest', player), lambda state: state.has('Big Key (Misery Mire)', player))
set_rule(world.get_location('Misery Mire - Spike Chest', player), lambda state: (state.multiworld.can_take_damage[player] and has_hearts(state, player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
set_rule(world.get_entrance('Misery Mire Big Key Door', player), lambda state: state.has('Big Key (Misery Mire)', player))
set_rule(multiworld.get_location('Misery Mire - Big Chest', player), lambda state: state.has('Big Key (Misery Mire)', player))
set_rule(multiworld.get_location('Misery Mire - Spike Chest', player), lambda state: (world.can_take_damage and has_hearts(state, player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
set_rule(multiworld.get_entrance('Misery Mire Big Key Door', player), lambda state: state.has('Big Key (Misery Mire)', player))
# How to access crystal switch:
# If have big key: then you will need 2 small keys to be able to hit switch and return to main area, as you can burn key in dark room
# If not big key: cannot burn key in dark room, hence need only 1 key. all doors immediately available lead to a crystal switch.
# The listed chests are those which can be reached if you can reach a crystal switch.
set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
set_rule(multiworld.get_location('Misery Mire - Map Chest', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
set_rule(multiworld.get_location('Misery Mire - Main Lobby', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
# 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_location('Misery Mire - Conveyor Crystal Key Drop', player),
set_rule(multiworld.get_location('Misery Mire - Conveyor Crystal Key Drop', player),
lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 4)
if location_item_name(state, 'Misery Mire - Compass Chest', player) == ('Big Key (Misery Mire)', player) or location_item_name(state, 'Misery Mire - Big Key Chest', player) == ('Big Key (Misery Mire)', player) or location_item_name(state, 'Misery Mire - Conveyor Crystal Key Drop', player) == ('Big Key (Misery Mire)', player)
else state._lttp_has_key('Small Key (Misery Mire)', player, 5))
set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 5)
set_rule(multiworld.get_entrance('Misery Mire (West)', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 5)
if ((location_item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or (location_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, 6))
set_rule(world.get_location('Misery Mire - Compass Chest', player), lambda state: has_fire_source(state, player))
set_rule(world.get_location('Misery Mire - Big Key Chest', player), lambda state: has_fire_source(state, player))
set_rule(world.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player) and can_use_bombs(state, player))
set_rule(multiworld.get_location('Misery Mire - Compass Chest', player), lambda state: has_fire_source(state, player))
set_rule(multiworld.get_location('Misery Mire - Big Key Chest', player), lambda state: has_fire_source(state, player))
set_rule(multiworld.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player) and can_use_bombs(state, player))
set_rule(world.get_entrance('Turtle Rock Entrance Gap', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_entrance('Turtle Rock Entrance Gap Reverse', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_location('Turtle Rock - Pokey 1 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(world.get_location('Turtle Rock - Pokey 2 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(world.get_location('Turtle Rock - Compass Chest', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_location('Turtle Rock - Roller Room - Left', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(world.get_location('Turtle Rock - Roller Room - Right', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(world.get_location('Turtle Rock - Big Chest', player), lambda state: state.has('Big Key (Turtle Rock)', player) and (state.has('Cane of Somaria', player) or state.has('Hookshot', player)))
set_rule(world.get_entrance('Turtle Rock (Big Chest) (North)', player), lambda state: state.has('Cane of Somaria', player) or state.has('Hookshot', player))
set_rule(world.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player) and can_kill_most_things(state, player, 10))
set_rule(world.get_location('Turtle Rock - Chain Chomps', player), lambda state: can_use_bombs(state, player) or can_shoot_arrows(state, player)
or has_beam_sword(state, player) or state.has_any(["Blue Boomerang", "Red Boomerang", "Hookshot", "Cane of Somaria", "Fire Rod", "Ice Rod"], player))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (North)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (South)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
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))
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))
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))
set_rule(world.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
set_rule(world.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_kill_most_things(state, player, 10))
set_rule(multiworld.get_entrance('Turtle Rock Entrance Gap', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock Entrance Gap Reverse', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_location('Turtle Rock - Pokey 1 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(multiworld.get_location('Turtle Rock - Pokey 2 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(multiworld.get_location('Turtle Rock - Compass Chest', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_location('Turtle Rock - Roller Room - Left', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(multiworld.get_location('Turtle Rock - Roller Room - Right', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(multiworld.get_location('Turtle Rock - Big Chest', player), lambda state: state.has('Big Key (Turtle Rock)', player) and (state.has('Cane of Somaria', player) or state.has('Hookshot', player)))
set_rule(multiworld.get_entrance('Turtle Rock (Big Chest) (North)', player), lambda state: state.has('Cane of Somaria', player) or state.has('Hookshot', player))
set_rule(multiworld.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player) and can_kill_most_things(state, player, 10))
set_rule(multiworld.get_location('Turtle Rock - Chain Chomps', player), lambda state: can_use_bombs(state, player) or can_shoot_arrows(state, player)
or has_beam_sword(state, player) or state.has_any(["Blue Boomerang", "Red Boomerang", "Hookshot", "Cane of Somaria", "Fire Rod", "Ice Rod"], player))
set_rule(multiworld.get_entrance('Turtle Rock (Dark Room) (North)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock (Dark Room) (South)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_location('Turtle Rock - Eye Bridge - Bottom Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(multiworld.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))
set_rule(multiworld.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))
set_rule(multiworld.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))
set_rule(multiworld.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_kill_most_things(state, player, 10))
if not world.worlds[player].fix_trock_doors:
add_rule(world.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Turtle Rock Second Section from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Turtle Rock Eye Bridge from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Turtle Rock Eye Bridge Bomb Wall', player), lambda state: can_use_bombs(state, player))
if not multiworld.worlds[player].fix_trock_doors:
add_rule(multiworld.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Second Section from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Eye Bridge from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Eye Bridge Bomb Wall', player), lambda state: can_use_bombs(state, player))
if world.enemy_shuffle[player]:
set_rule(world.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_kill_most_things(state, player, 3))
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_kill_most_things(state, player, 3))
else:
set_rule(world.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_shoot_arrows(state, player))
set_rule(world.get_entrance('Palace of Darkness Hammer Peg Drop', player), lambda state: state.has('Hammer', player))
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
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 can_shoot_arrows(state, player) and state.has('Hammer', player))
set_rule(world.get_entrance('Palace of Darkness (North)', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 4))
set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: can_use_bombs(state, player) and state.has('Big Key (Palace of Darkness)', player))
set_rule(world.get_location('Palace of Darkness - The Arena - Ledge', player), lambda state: can_use_bombs(state, player))
if world.pot_shuffle[player]:
set_rule(multiworld.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_shoot_arrows(state, player))
set_rule(multiworld.get_entrance('Palace of Darkness Hammer Peg Drop', player), lambda state: state.has('Hammer', player))
set_rule(multiworld.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
set_rule(multiworld.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 can_shoot_arrows(state, player) and state.has('Hammer', player))
set_rule(multiworld.get_entrance('Palace of Darkness (North)', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 4))
set_rule(multiworld.get_location('Palace of Darkness - Big Chest', player), lambda state: can_use_bombs(state, player) and state.has('Big Key (Palace of Darkness)', player))
set_rule(multiworld.get_location('Palace of Darkness - The Arena - Ledge', player), lambda state: can_use_bombs(state, player))
if multiworld.pot_shuffle[player]:
# chest switch may be up on ledge where bombs are required
set_rule(world.get_location('Palace of Darkness - Stalfos Basement', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Palace of Darkness - Stalfos Basement', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: can_use_bombs(state, player) and (state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
set_rule(multiworld.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: can_use_bombs(state, player) and (state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
location_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))))
if world.accessibility[player] != 'locations':
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))
if multiworld.accessibility[player] != 'locations':
set_always_allow(multiworld.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))
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 (
set_rule(multiworld.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
location_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)))
if world.accessibility[player] != 'locations':
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))
if multiworld.accessibility[player] != 'locations':
set_always_allow(multiworld.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))
set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6))
set_rule(multiworld.get_entrance('Palace of Darkness Maze Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6))
# these key rules are conservative, you might be able to get away with more lenient rules
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']
compass_room_chests = ['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right', 'Ganons Tower - Conveyor Star Pits Pot Key']
back_chests = ['Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest', 'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Big Key Chest']
set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
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)))
set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
set_rule(multiworld.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(multiworld.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has('Pegasus Boots', player)))
set_rule(multiworld.get_entrance('Ganons Tower (Map Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
location_item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player)] and state._lttp_has_key('Small Key (Ganons Tower)', player, 6)))
# this seemed to be causing generation failure, disable for now
@ -540,63 +542,63 @@ def global_rules(world, player):
# It is possible to need more than 6 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 7 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._lttp_has_key('Small Key (Ganons Tower)', player, 6))
set_rule(multiworld.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 6))
# It is possible to need more than 7 keys ....
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(multiworld.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests + back_chests, [player] * len(randomizer_room_chests + back_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
# The actual requirements for these rooms to avoid key-lock
set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or
((item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_name_in_location_names(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
set_rule(multiworld.get_location('Ganons Tower - Firesnake Room', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or
((item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_name_in_location_names(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
for location in randomizer_room_chests:
set_rule(world.get_location(location, player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
set_rule(multiworld.get_location(location, player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
item_name_in_location_names(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, 6)))
# Once again it is possible to need more than 7 keys...
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(multiworld.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(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, 5))))
set_rule(world.get_entrance('Ganons Tower (Bottom) (East)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(multiworld.get_entrance('Ganons Tower (Bottom) (East)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(back_chests, [player] * len(back_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
# Actual requirements
for location in compass_room_chests:
set_rule(world.get_location(location, player), lambda state: (can_use_bombs(state, player) or state.has("Cane of Somaria", player)) and state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(multiworld.get_location(location, player), lambda state: (can_use_bombs(state, player) or state.has("Cane of Somaria", player)) and state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(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, 5))))
set_rule(world.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
set_rule(multiworld.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
set_rule(world.get_location('Ganons Tower - Big Key Room - Left', player),
set_rule(multiworld.get_location('Ganons Tower - Big Key Room - Left', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Room - Left', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(world.get_location('Ganons Tower - Big Key Chest', player),
set_rule(multiworld.get_location('Ganons Tower - Big Key Chest', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Chest', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(world.get_location('Ganons Tower - Big Key Room - Right', player),
set_rule(multiworld.get_location('Ganons Tower - Big Key Room - Right', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Room - Right', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
if world.enemy_shuffle[player]:
set_rule(world.get_entrance('Ganons Tower Big Key Door', player),
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_entrance('Ganons Tower Big Key Door', player),
lambda state: state.has('Big Key (Ganons Tower)', player))
else:
set_rule(world.get_entrance('Ganons Tower Big Key Door', player),
set_rule(multiworld.get_entrance('Ganons Tower Big Key Door', player),
lambda state: state.has('Big Key (Ganons Tower)', player) and can_shoot_arrows(state, player))
set_rule(world.get_entrance('Ganons Tower Torch Rooms', player),
set_rule(multiworld.get_entrance('Ganons Tower Torch Rooms', player),
lambda state: can_kill_most_things(state, player, 8) and has_fire_source(state, player) and state.multiworld.get_entrance('Ganons Tower Torch Rooms', player).parent_region.dungeon.bosses['middle'].can_defeat(state))
set_rule(world.get_location('Ganons Tower - Mini Helmasaur Key Drop', player), lambda state: can_kill_most_things(state, player, 1))
set_rule(world.get_location('Ganons Tower - Pre-Moldorm Chest', player),
set_rule(multiworld.get_location('Ganons Tower - Mini Helmasaur Key Drop', player), lambda state: can_kill_most_things(state, player, 1))
set_rule(multiworld.get_location('Ganons Tower - Pre-Moldorm Chest', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7))
set_rule(world.get_entrance('Ganons Tower Moldorm Door', player),
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Door', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8))
set_rule(world.get_entrance('Ganons Tower Moldorm Gap', player),
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Gap', player),
lambda state: state.has('Hookshot', player) and state.multiworld.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))
ganon = world.get_location('Ganon', player)
set_defeat_dungeon_boss_rule(multiworld.get_location('Agahnim 2', player))
ganon = multiworld.get_location('Ganon', player)
set_rule(ganon, lambda state: GanonDefeatRule(state, player))
if world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
if multiworld.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
add_rule(ganon, lambda state: has_triforce_pieces(state, player))
elif world.goal[player] == 'ganon_pedestal':
add_rule(world.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player))
elif multiworld.goal[player] == 'ganon_pedestal':
add_rule(multiworld.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player))
else:
add_rule(ganon, lambda state: has_crystals(state, state.multiworld.crystals_needed_for_ganon[player], player))
set_rule(world.get_entrance('Ganon Drop', player), lambda state: has_beam_sword(state, player)) # need to damage ganon to get tiles to drop
set_rule(multiworld.get_entrance('Ganon Drop', player), lambda state: has_beam_sword(state, player)) # need to damage ganon to get tiles to drop
set_rule(world.get_location('Flute Activation Spot', player), lambda state: state.has('Flute', player))
set_rule(multiworld.get_location('Flute Activation Spot', player), lambda state: state.has('Flute', player))
def default_rules(world, player):
@ -1106,14 +1108,10 @@ def set_trock_key_rules(world, player):
all_state.stale[player] = True
# Check if each of the four main regions of the dungoen can be reached. The previous code section prevents key-costing moves within the dungeon.
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player)) if world.can_access_trock_eyebridge[player] is None else world.can_access_trock_eyebridge[player]
world.can_access_trock_eyebridge[player] = can_reach_back
can_reach_front = all_state.can_reach(world.get_region('Turtle Rock (Entrance)', player)) if world.can_access_trock_front[player] is None else world.can_access_trock_front[player]
world.can_access_trock_front[player] = can_reach_front
can_reach_big_chest = all_state.can_reach(world.get_region('Turtle Rock (Big Chest)', player)) if world.can_access_trock_big_chest[player] is None else world.can_access_trock_big_chest[player]
world.can_access_trock_big_chest[player] = can_reach_big_chest
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player)) if world.can_access_trock_middle[player] is None else world.can_access_trock_middle[player]
world.can_access_trock_middle[player] = can_reach_middle
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player))
can_reach_front = all_state.can_reach(world.get_region('Turtle Rock (Entrance)', player))
can_reach_big_chest = all_state.can_reach(world.get_region('Turtle Rock (Big Chest)', player))
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player))
# If you can't enter from the back, the door to the front of TR requires only 2 small keys if the big key is in one of these chests since 2 key doors are locked behind the big key door.
# If you can only enter from the middle, this includes all locations that can only be reached by exiting the front. This can include Laser Bridge and Crystaroller if the front and back connect via Dark DM Ledge!

View File

@ -30,7 +30,7 @@ def can_shoot_arrows(state: CollectionState, player: int) -> bool:
def has_triforce_pieces(state: CollectionState, player: int) -> bool:
count = state.multiworld.treasure_hunt_count[player]
count = state.multiworld.worlds[player].treasure_hunt_count
return state.count('Triforce Piece', player) + state.count('Power Star', player) >= count
@ -48,8 +48,8 @@ def can_lift_heavy_rocks(state: CollectionState, player: int) -> bool:
def bottle_count(state: CollectionState, player: int) -> int:
return min(state.multiworld.difficulty_requirements[player].progressive_bottle_limit,
state.count_group("Bottles", player))
return min(state.multiworld.worlds[player].difficulty_requirements.progressive_bottle_limit,
state.count_group("Bottles", player))
def has_hearts(state: CollectionState, player: int, count: int) -> int:
@ -59,7 +59,7 @@ def has_hearts(state: CollectionState, player: int, count: int) -> int:
def heart_count(state: CollectionState, player: int) -> int:
# Warning: This only considers items that are marked as advancement items
diff = state.multiworld.difficulty_requirements[player]
diff = state.multiworld.worlds[player].difficulty_requirements
return min(state.count('Boss Heart Container', player), diff.boss_heart_container_limit) \
+ state.count('Sanctuary Heart Container', player) \
+ min(state.count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
@ -171,10 +171,10 @@ def can_melt_things(state: CollectionState, player: int) -> bool:
def has_misery_mire_medallion(state: CollectionState, player: int) -> bool:
return state.has(state.multiworld.required_medallions[player][0], player)
return state.has(state.multiworld.worlds[player].required_medallions[0], player)
def has_turtle_rock_medallion(state: CollectionState, player: int) -> bool:
return state.has(state.multiworld.required_medallions[player][1], player)
return state.has(state.multiworld.worlds[player].required_medallions[1], player)
def can_boots_clip_lw(state: CollectionState, player: int) -> bool:

View File

@ -15,7 +15,7 @@ def underworld_glitch_connections(world, player):
specrock.exits.append(kikiskip)
mire.exits.extend([mire_to_hera, mire_to_swamp])
if world.fix_fake_world[player]:
if world.worlds[player].fix_fake_world:
kikiskip.connect(world.get_entrance('Palace of Darkness Exit', player).connected_region)
mire_to_hera.connect(world.get_entrance('Tower of Hera Exit', player).connected_region)
mire_to_swamp.connect(world.get_entrance('Swamp Palace Exit', player).connected_region)
@ -38,8 +38,8 @@ def fake_pearl_state(state, player):
# Sets the rules on where we can actually go using this clip.
# Behavior differs based on what type of ER shuffle we're playing.
def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
fix_dungeon_exits = world.worlds[player].fix_palaceofdarkness_exit
fix_fake_worlds = world.worlds[player].fix_fake_world
dungeon_entrance = [r for r in world.get_region(dungeon_region, player).entrances if r.name != clip.name][0]
if not fix_dungeon_exits: # vanilla, simple, restricted, dungeons_simple; should never have fake worlds fix
@ -52,7 +52,7 @@ def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, du
add_rule(clip, lambda state: state.has('Cape', player) or has_beam_sword(state, player) or state.has('Beat Agahnim 1', player)) # kill/bypass barrier
# Then we set a restriction on exiting the dungeon, so you can't leave unless you got in normally.
add_rule(world.get_entrance(dungeon_exit, player), lambda state: dungeon_entrance.can_reach(state))
elif not fix_fake_worlds: # full, dungeons_full; fixed dungeon exits, but no fake worlds fix
elif not fix_fake_worlds: # full, dungeons_full; fixed dungeon exits, but no fake worlds fix
# Entry requires the entrance's requirements plus a fake pearl, but you don't gain logical access to the surrounding region.
add_rule(clip, lambda state: dungeon_entrance.access_rule(fake_pearl_state(state, player)))
# exiting restriction
@ -62,9 +62,6 @@ def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, du
def underworld_glitches_rules(world, player):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
# Ice Palace Entrance Clip
# This is the easiest one since it's a simple internal clip.
# Need to also add melting to freezor chest since it's otherwise assumed.
@ -92,7 +89,7 @@ def underworld_glitches_rules(world, player):
# Build the rule for SP moat.
# We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT.
# First we require a certain type of entrance shuffle, then build the rule from its pieces.
if not world.swamp_patch_required[player]:
if not world.worlds[player].swamp_patch_required:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rule_map = {
'Misery Mire (Entrance)': (lambda state: True),

View File

@ -251,6 +251,17 @@ class ALTTPWorld(World):
dungeons: typing.Dict[str, Dungeon]
waterfall_fairy_bottle_fill: str
pyramid_fairy_bottle_fill: str
escape_assist: list
can_take_damage: bool = True
swamp_patch_required: bool = False
powder_patch_required: bool = False
ganon_at_pyramid: bool = True
ganonstower_vanilla: bool = True
fix_fake_world: bool = True
clock_mode: str = ""
treasure_hunt_count: int = 1
def __init__(self, *args, **kwargs):
self.dungeon_local_item_names = set()
@ -265,6 +276,8 @@ class ALTTPWorld(World):
self.fix_skullwoods_exit = None
self.fix_palaceofdarkness_exit = None
self.fix_trock_exit = None
self.required_medallions = ["Ether", "Quake"]
self.escape_assist = []
super(ALTTPWorld, self).__init__(*args, **kwargs)
@classmethod
@ -298,7 +311,7 @@ class ALTTPWorld(World):
"Bottle (Red Potion)", "Bottle (Green Potion)", "Bottle (Blue Potion)",
"Bottle (Bee)", "Bottle (Good Bee)"
]
if multiworld.difficulty[player] not in ["hard", "expert"]:
if multiworld.item_pool[player] not in ["hard", "expert"]:
bottle_options.append("Bottle (Fairy)")
self.waterfall_fairy_bottle_fill = self.random.choice(bottle_options)
self.pyramid_fairy_bottle_fill = self.random.choice(bottle_options)
@ -344,7 +357,7 @@ class ALTTPWorld(World):
if option == "original_dungeon":
self.dungeon_specific_item_names |= self.item_name_groups[option.item_name_group]
multiworld.difficulty_requirements[player] = difficulties[multiworld.item_pool[player].current_key]
self.difficulty_requirements = difficulties[multiworld.item_pool[player].current_key]
# enforce pre-defined local items.
if multiworld.goal[player] in ["local_triforce_hunt", "local_ganon_triforce_hunt"]:
@ -370,7 +383,7 @@ class ALTTPWorld(World):
if (multiworld.glitches_required[player] not in ["no_glitches", "minor_glitches"] and
multiworld.entrance_shuffle[player] in [
"vanilla", "dungeons_simple", "dungeons_full", "simple", "restricted", "full"]):
multiworld.fix_fake_world[player] = False
self.fix_fake_world = False
# seeded entrance shuffle
old_random = multiworld.random
@ -438,15 +451,16 @@ class ALTTPWorld(World):
if 'Sword' in item_name:
if state.has('Golden Sword', item.player):
pass
elif state.has('Tempered Sword', item.player) and self.multiworld.difficulty_requirements[
item.player].progressive_sword_limit >= 4:
elif (state.has('Tempered Sword', item.player) and
self.difficulty_requirements.progressive_sword_limit >= 4):
return 'Golden Sword'
elif state.has('Master Sword', item.player) and self.multiworld.difficulty_requirements[
item.player].progressive_sword_limit >= 3:
elif (state.has('Master Sword', item.player) and
self.difficulty_requirements.progressive_sword_limit >= 3):
return 'Tempered Sword'
elif state.has('Fighter Sword', item.player) and self.multiworld.difficulty_requirements[item.player].progressive_sword_limit >= 2:
elif (state.has('Fighter Sword', item.player) and
self.difficulty_requirements.progressive_sword_limit >= 2):
return 'Master Sword'
elif self.multiworld.difficulty_requirements[item.player].progressive_sword_limit >= 1:
elif self.difficulty_requirements.progressive_sword_limit >= 1:
return 'Fighter Sword'
elif 'Glove' in item_name:
if state.has('Titans Mitts', item.player):
@ -458,20 +472,22 @@ class ALTTPWorld(World):
elif 'Shield' in item_name:
if state.has('Mirror Shield', item.player):
return
elif state.has('Red Shield', item.player) and self.multiworld.difficulty_requirements[item.player].progressive_shield_limit >= 3:
elif (state.has('Red Shield', item.player) and
self.difficulty_requirements.progressive_shield_limit >= 3):
return 'Mirror Shield'
elif state.has('Blue Shield', item.player) and self.multiworld.difficulty_requirements[item.player].progressive_shield_limit >= 2:
elif (state.has('Blue Shield', item.player) and
self.difficulty_requirements.progressive_shield_limit >= 2):
return 'Red Shield'
elif self.multiworld.difficulty_requirements[item.player].progressive_shield_limit >= 1:
elif self.difficulty_requirements.progressive_shield_limit >= 1:
return 'Blue Shield'
elif 'Bow' in item_name:
if state.has('Silver Bow', item.player):
return
elif state.has('Bow', item.player) and (self.multiworld.difficulty_requirements[item.player].progressive_bow_limit >= 2
or self.multiworld.glitches_required[item.player] == 'no_glitches'
or self.multiworld.swordless[item.player]): # modes where silver bow is always required for ganon
elif state.has('Bow', item.player) and (self.difficulty_requirements.progressive_bow_limit >= 2
or self.glitches_required == 'no_glitches'
or self.swordless): # modes where silver bow is always required for ganon
return 'Silver Bow'
elif self.multiworld.difficulty_requirements[item.player].progressive_bow_limit >= 1:
elif self.difficulty_requirements.progressive_bow_limit >= 1:
return 'Bow'
elif item.advancement:
return item_name
@ -660,7 +676,7 @@ class ALTTPWorld(World):
trash_counts = {}
for player in multiworld.get_game_players("A Link to the Past"):
world = multiworld.worlds[player]
if not multiworld.ganonstower_vanilla[player] or \
if not world.ganonstower_vanilla or \
world.options.glitches_required.current_key in {'overworld_glitches', 'hybrid_major_glitches', "no_logic"}:
pass
elif 'triforce_hunt' in world.options.goal.current_key and ('local' in world.options.goal.current_key or multiworld.players == 1):
@ -701,10 +717,10 @@ class ALTTPWorld(World):
player_name = self.multiworld.get_player_name(self.player)
spoiler_handle.write("\n\nMedallions:\n")
spoiler_handle.write(f"\nMisery Mire ({player_name}):"
f" {self.multiworld.required_medallions[self.player][0]}")
f" {self.required_medallions[0]}")
spoiler_handle.write(
f"\nTurtle Rock ({player_name}):"
f" {self.multiworld.required_medallions[self.player][1]}")
f" {self.required_medallions[1]}")
spoiler_handle.write("\n\nFairy Fountain Bottle Fill:\n")
spoiler_handle.write(f"\nPyramid Fairy ({player_name}):"
f" {self.pyramid_fairy_bottle_fill}")
@ -815,8 +831,8 @@ class ALTTPWorld(World):
slot_data = {option_name: getattr(self.multiworld, option_name)[self.player].value for option_name in slot_options}
slot_data.update({
'mm_medalion': self.multiworld.required_medallions[self.player][0],
'tr_medalion': self.multiworld.required_medallions[self.player][1],
'mm_medalion': self.required_medallions[0],
'tr_medalion': self.required_medallions[1],
}
)
return slot_data

View File

@ -7,7 +7,9 @@ from worlds import AutoWorldRegister
class LTTPTestBase(unittest.TestCase):
def world_setup(self):
from worlds.alttp.Options import Medallion
self.multiworld = MultiWorld(1)
self.multiworld.game[1] = "A Link to the Past"
self.multiworld.state = CollectionState(self.multiworld)
self.multiworld.set_seed(None)
args = Namespace()
@ -15,3 +17,6 @@ class LTTPTestBase(unittest.TestCase):
setattr(args, name, {1: option.from_any(getattr(option, "default"))})
self.multiworld.set_options(args)
self.world = self.multiworld.worlds[1]
# by default medallion access is randomized, for unittests we set it to vanilla
self.world.options.misery_mire_medallion.value = Medallion.option_ether
self.world.options.turtle_rock_medallion.value = Medallion.option_quake

View File

@ -13,7 +13,7 @@ class TestDungeon(LTTPTestBase):
self.world_setup()
self.starting_regions = [] # Where to start exploring
self.remove_exits = [] # Block dungeon exits
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
create_regions(self.multiworld, 1)
@ -23,7 +23,7 @@ class TestDungeon(LTTPTestBase):
connect_simple(self.multiworld, exitname, regionname, 1)
connect_simple(self.multiworld, 'Big Bomb Shop', 'Big Bomb Shop', 1)
self.multiworld.get_region('Menu', 1).exits = []
self.multiworld.swamp_patch_required[1] = True
self.multiworld.worlds[1].swamp_patch_required = True
self.world.set_rules()
self.world.create_items()
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))

View File

@ -13,7 +13,7 @@ from worlds.alttp.test import LTTPTestBase
class TestInverted(TestBase, LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.mode[1].value = 2
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
@ -22,7 +22,6 @@ class TestInverted(TestBase, LTTPTestBase):
create_shops(self.multiworld, 1)
link_inverted_entrances(self.multiworld, 1)
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@ -11,7 +11,7 @@ class TestInvertedBombRules(LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.mode[1].value = 2
create_inverted_regions(self.multiworld, 1)
self.multiworld.worlds[1].create_dungeons()

View File

@ -18,13 +18,12 @@ class TestInvertedMinor(TestBase, LTTPTestBase):
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("minor_glitches")
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
create_inverted_regions(self.multiworld, 1)
self.world.create_dungeons()
create_shops(self.multiworld, 1)
link_inverted_entrances(self.multiworld, 1)
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@ -18,13 +18,12 @@ class TestInvertedOWG(TestBase, LTTPTestBase):
self.multiworld.mode[1].value = 2
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
create_inverted_regions(self.multiworld, 1)
self.world.create_dungeons()
create_shops(self.multiworld, 1)
link_inverted_entrances(self.multiworld, 1)
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@ -14,11 +14,10 @@ class TestMinor(TestBase, LTTPTestBase):
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("minor_glitches")
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.world.er_seed = 0
self.world.create_regions()
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(
['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1',

View File

@ -11,14 +11,13 @@ from worlds.alttp.test import LTTPTestBase
class TestVanillaOWG(TestBase, LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("overworld_glitches")
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].er_seed = 0
self.multiworld.worlds[1].create_regions()
self.multiworld.worlds[1].create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

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@ -11,13 +11,12 @@ class TestVanilla(TestBase, LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("no_glitches")
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].er_seed = 0
self.multiworld.worlds[1].create_regions()
self.multiworld.worlds[1].create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None