TUNIC: Logic for bushes in guard house 2 upper and belltower (#4371)

* Logic for bushes in guard house 2 upper

* Fix typo

* also do it for forest belltower

* i love the dumb ice grapples
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Scipio Wright 2024-12-19 23:45:29 -05:00 committed by GitHub
parent 35d30442f7
commit 7c8d102c17
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3 changed files with 43 additions and 9 deletions

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@ -175,7 +175,7 @@ portal_mapping: List[Portal] = [
Portal(name="Temple Door Exit", region="Sealed Temple", Portal(name="Temple Door Exit", region="Sealed Temple",
destination="Overworld Redux", tag="_main"), destination="Overworld Redux", tag="_main"),
Portal(name="Forest Belltower to Fortress", region="Forest Belltower Main", Portal(name="Forest Belltower to Fortress", region="Forest Belltower Main behind bushes",
destination="Fortress Courtyard", tag="_"), destination="Fortress Courtyard", tag="_"),
Portal(name="Forest Belltower to Forest", region="Forest Belltower Lower", Portal(name="Forest Belltower to Forest", region="Forest Belltower Lower",
destination="East Forest Redux", tag="_"), destination="East Forest Redux", tag="_"),
@ -221,7 +221,7 @@ portal_mapping: List[Portal] = [
Portal(name="Guard House 2 Lower Exit", region="Guard House 2 Lower", Portal(name="Guard House 2 Lower Exit", region="Guard House 2 Lower",
destination="East Forest Redux", tag="_lower"), destination="East Forest Redux", tag="_lower"),
Portal(name="Guard House 2 Upper Exit", region="Guard House 2 Upper", Portal(name="Guard House 2 Upper Exit", region="Guard House 2 Upper before bushes",
destination="East Forest Redux", tag="_upper"), destination="East Forest Redux", tag="_upper"),
Portal(name="Guard Captain Room Non-Gate Exit", region="Forest Boss Room", Portal(name="Guard Captain Room Non-Gate Exit", region="Forest Boss Room",
@ -601,6 +601,7 @@ tunic_er_regions: Dict[str, RegionInfo] = {
"Sealed Temple Rafters": RegionInfo("Temple"), "Sealed Temple Rafters": RegionInfo("Temple"),
"Forest Belltower Upper": RegionInfo("Forest Belltower"), "Forest Belltower Upper": RegionInfo("Forest Belltower"),
"Forest Belltower Main": RegionInfo("Forest Belltower"), "Forest Belltower Main": RegionInfo("Forest Belltower"),
"Forest Belltower Main behind bushes": RegionInfo("Forest Belltower"),
"Forest Belltower Lower": RegionInfo("Forest Belltower"), "Forest Belltower Lower": RegionInfo("Forest Belltower"),
"East Forest": RegionInfo("East Forest Redux"), "East Forest": RegionInfo("East Forest Redux"),
"East Forest Dance Fox Spot": RegionInfo("East Forest Redux"), "East Forest Dance Fox Spot": RegionInfo("East Forest Redux"),
@ -608,7 +609,8 @@ tunic_er_regions: Dict[str, RegionInfo] = {
"Lower Forest": RegionInfo("East Forest Redux"), # bottom of the forest "Lower Forest": RegionInfo("East Forest Redux"), # bottom of the forest
"Guard House 1 East": RegionInfo("East Forest Redux Laddercave"), "Guard House 1 East": RegionInfo("East Forest Redux Laddercave"),
"Guard House 1 West": RegionInfo("East Forest Redux Laddercave"), "Guard House 1 West": RegionInfo("East Forest Redux Laddercave"),
"Guard House 2 Upper": RegionInfo("East Forest Redux Interior"), "Guard House 2 Upper before bushes": RegionInfo("East Forest Redux Interior"),
"Guard House 2 Upper after bushes": RegionInfo("East Forest Redux Interior"),
"Guard House 2 Lower": RegionInfo("East Forest Redux Interior"), "Guard House 2 Lower": RegionInfo("East Forest Redux Interior"),
"Forest Boss Room": RegionInfo("Forest Boss Room"), "Forest Boss Room": RegionInfo("Forest Boss Room"),
"Forest Grave Path Main": RegionInfo("Sword Access"), "Forest Grave Path Main": RegionInfo("Sword Access"),
@ -1026,6 +1028,12 @@ traversal_requirements: Dict[str, Dict[str, List[List[str]]]] = {
"Forest Belltower Main": { "Forest Belltower Main": {
"Forest Belltower Lower": "Forest Belltower Lower":
[], [],
"Forest Belltower Main behind bushes":
[],
},
"Forest Belltower Main behind bushes": {
"Forest Belltower Main":
[],
}, },
"East Forest": { "East Forest": {
@ -1057,13 +1065,18 @@ traversal_requirements: Dict[str, Dict[str, List[List[str]]]] = {
"Guard House 1 East": "Guard House 1 East":
[["Hyperdash"], ["LS1"]], [["Hyperdash"], ["LS1"]],
}, },
"Guard House 2 Upper before bushes": {
"Guard House 2 Upper": { "Guard House 2 Upper after bushes":
[],
},
"Guard House 2 Upper after bushes": {
"Guard House 2 Lower": "Guard House 2 Lower":
[], [],
"Guard House 2 Upper before bushes":
[],
}, },
"Guard House 2 Lower": { "Guard House 2 Lower": {
"Guard House 2 Upper": "Guard House 2 Upper after bushes":
[], [],
}, },

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@ -40,6 +40,12 @@ def can_shop(state: CollectionState, world: "TunicWorld") -> bool:
return has_sword(state, world.player) and state.can_reach_region("Shop", world.player) return has_sword(state, world.player) and state.can_reach_region("Shop", world.player)
# for the ones that are not early bushes where ER can screw you over a bit
def can_get_past_bushes(state: CollectionState, world: "TunicWorld") -> bool:
# add in glass cannon + stick for grass rando
return has_sword(state, world.player) or state.has_any((fire_wand, laurels, gun), world.player)
def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_pairs: Dict[Portal, Portal]) -> None: def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_pairs: Dict[Portal, Portal]) -> None:
player = world.player player = world.player
options = world.options options = world.options
@ -437,6 +443,14 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
connecting_region=regions["Forest Belltower Lower"], connecting_region=regions["Forest Belltower Lower"],
rule=lambda state: has_ladder("Ladder to East Forest", state, world)) rule=lambda state: has_ladder("Ladder to East Forest", state, world))
regions["Forest Belltower Main behind bushes"].connect(
connecting_region=regions["Forest Belltower Main"],
rule=lambda state: can_get_past_bushes(state, world)
or has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
# you can use the slimes to break the bushes
regions["Forest Belltower Main"].connect(
connecting_region=regions["Forest Belltower Main behind bushes"])
# ice grapple up to dance fox spot, and vice versa # ice grapple up to dance fox spot, and vice versa
regions["East Forest"].connect( regions["East Forest"].connect(
connecting_region=regions["East Forest Dance Fox Spot"], connecting_region=regions["East Forest Dance Fox Spot"],
@ -467,11 +481,18 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
connecting_region=regions["Guard House 1 East"], connecting_region=regions["Guard House 1 East"],
rule=lambda state: state.has(laurels, player)) rule=lambda state: state.has(laurels, player))
regions["Guard House 2 Upper"].connect( regions["Guard House 2 Upper before bushes"].connect(
connecting_region=regions["Guard House 2 Upper after bushes"],
rule=lambda state: can_get_past_bushes(state, world))
regions["Guard House 2 Upper after bushes"].connect(
connecting_region=regions["Guard House 2 Upper before bushes"],
rule=lambda state: can_get_past_bushes(state, world))
regions["Guard House 2 Upper after bushes"].connect(
connecting_region=regions["Guard House 2 Lower"], connecting_region=regions["Guard House 2 Lower"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)) rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
regions["Guard House 2 Lower"].connect( regions["Guard House 2 Lower"].connect(
connecting_region=regions["Guard House 2 Upper"], connecting_region=regions["Guard House 2 Upper after bushes"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)) rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
# ice grapple from upper grave path exit to the rest of it # ice grapple from upper grave path exit to the rest of it

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@ -41,7 +41,7 @@ location_table: Dict[str, TunicLocationData] = {
"Dark Tomb - Skulls Chest": TunicLocationData("Dark Tomb", "Dark Tomb Upper"), "Dark Tomb - Skulls Chest": TunicLocationData("Dark Tomb", "Dark Tomb Upper"),
"Dark Tomb - Spike Maze Near Stairs": TunicLocationData("Dark Tomb", "Dark Tomb Main"), "Dark Tomb - Spike Maze Near Stairs": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Dark Tomb - 1st Laser Room Obscured": TunicLocationData("Dark Tomb", "Dark Tomb Main"), "Dark Tomb - 1st Laser Room Obscured": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Guardhouse 2 - Upper Floor": TunicLocationData("East Forest", "Guard House 2 Upper"), "Guardhouse 2 - Upper Floor": TunicLocationData("East Forest", "Guard House 2 Upper after bushes"),
"Guardhouse 2 - Bottom Floor Secret": TunicLocationData("East Forest", "Guard House 2 Lower"), "Guardhouse 2 - Bottom Floor Secret": TunicLocationData("East Forest", "Guard House 2 Lower"),
"Guardhouse 1 - Upper Floor Obscured": TunicLocationData("East Forest", "Guard House 1 East"), "Guardhouse 1 - Upper Floor Obscured": TunicLocationData("East Forest", "Guard House 1 East"),
"Guardhouse 1 - Upper Floor": TunicLocationData("East Forest", "Guard House 1 East"), "Guardhouse 1 - Upper Floor": TunicLocationData("East Forest", "Guard House 1 East"),