New Item/Location accessibility options
Replaces existing check_only_beatable, which became the "none" option. TR can run out of key placement options, with the 100% locations option, but I really don't care enough. It exists mostly for people who want to 100% a seed, or to point to if they ask about keys locked behind themselves.
This commit is contained in:
parent
3713f6a1b5
commit
ef7c3d4f06
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@ -8,7 +8,7 @@ from Utils import int16_as_bytes
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class World(object):
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def __init__(self, players, shuffle, logic, mode, swords, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray, boss_shuffle, hints):
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def __init__(self, players, shuffle, logic, mode, swords, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, accessibility, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray, boss_shuffle, hints):
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self.players = players
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self.shuffle = shuffle
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self.logic = logic
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@ -50,7 +50,7 @@ class World(object):
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self.lock_aga_door_in_escape = False
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self.fix_trock_doors = self.shuffle != 'vanilla'
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self.save_and_quit_from_boss = True
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self.check_beatable_only = check_beatable_only
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self.accessibility = accessibility
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self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
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self.fix_palaceofdarkness_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
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self.fix_trock_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
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@ -1014,7 +1014,7 @@ class Spoiler(object):
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'difficulty': self.world.difficulty,
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'timer': self.world.timer,
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'progressive': self.world.progressive,
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'completeable': not self.world.check_beatable_only,
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'accessibility': self.world.accessibility,
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'dungeonitems': self.world.place_dungeon_items,
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'quickswap': self.world.quickswap,
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'fastmenu': self.world.fastmenu,
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@ -1047,7 +1047,7 @@ class Spoiler(object):
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outfile.write('Goal: %s\n' % self.metadata['goal'])
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outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'])
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outfile.write('Filling Algorithm: %s\n' % self.metadata['algorithm'])
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outfile.write('All Locations Accessible: %s\n' % ('Yes' if self.metadata['completeable'] else 'No, some locations may be unreachable'))
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outfile.write('Accessibility: %s\n' % self.metadata['accessibility'])
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outfile.write('Maps and Compasses in Dungeons: %s\n' % ('Yes' if self.metadata['dungeonitems'] else 'No'))
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outfile.write('L\\R Quickswap enabled: %s\n' % ('Yes' if self.metadata['quickswap'] else 'No'))
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outfile.write('Menu speed: %s\n' % self.metadata['fastmenu'])
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@ -186,11 +186,13 @@ def start():
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Remove Maps and Compasses from Itempool, replacing them by
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empty slots.
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''', action='store_true')
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parser.add_argument('--beatableonly', help='''\
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Only check if the game is beatable with placement. Do not
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ensure all locations are reachable. This only has an effect
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on the restrictive algorithm currently.
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''', action='store_true')
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parser.add_argument('--accessibility', default='items', const='items', nargs='?', choices=['items', 'locations', 'none'], help='''\
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Select Item/Location Accessibility. (default: %(default)s)
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Items: You can reach all unique inventory items. No guarantees about
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reaching all locations or all keys.
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Locations: You will be able to reach every location in the game.
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None: You will be able to reach enough locations to beat the game.
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''')
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parser.add_argument('--hints', help='''\
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Make telepathic tiles and storytellers give helpful hints.
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''', action='store_true')
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4
Fill.py
4
Fill.py
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@ -184,7 +184,7 @@ def fill_restrictive(world, base_state, locations, itempool):
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maximum_exploration_state = sweep_from_pool()
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perform_access_check = True
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if world.check_beatable_only:
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if world.accessibility == 'none':
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perform_access_check = not world.has_beaten_game(maximum_exploration_state)
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for item_to_place in items_to_place:
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@ -197,7 +197,7 @@ def fill_restrictive(world, base_state, locations, itempool):
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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if not world.check_beatable_only:
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if world.accessibility != 'none':
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logging.getLogger('').warning('Not all items placed. Game beatable anyway. (Could not place %s)' % item_to_place)
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continue
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raise FillError('No more spots to place %s' % item_to_place)
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5
Gui.py
5
Gui.py
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@ -66,8 +66,6 @@ def guiMain(args=None):
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retroCheckbutton = Checkbutton(checkBoxFrame, text="Retro mode (universal keys)", variable=retroVar)
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dungeonItemsVar = IntVar()
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dungeonItemsCheckbutton = Checkbutton(checkBoxFrame, text="Place Dungeon Items (Compasses/Maps)", onvalue=0, offvalue=1, variable=dungeonItemsVar)
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beatableOnlyVar = IntVar()
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beatableOnlyCheckbutton = Checkbutton(checkBoxFrame, text="Only ensure seed is beatable, not all items must be reachable", variable=beatableOnlyVar)
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disableMusicVar = IntVar()
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disableMusicCheckbutton = Checkbutton(checkBoxFrame, text="Disable game music", variable=disableMusicVar)
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shuffleGanonVar = IntVar()
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@ -85,7 +83,6 @@ def guiMain(args=None):
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keysanityCheckbutton.pack(expand=True, anchor=W)
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retroCheckbutton.pack(expand=True, anchor=W)
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dungeonItemsCheckbutton.pack(expand=True, anchor=W)
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beatableOnlyCheckbutton.pack(expand=True, anchor=W)
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disableMusicCheckbutton.pack(expand=True, anchor=W)
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shuffleGanonCheckbutton.pack(expand=True, anchor=W)
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hintsCheckbutton.pack(expand=True, anchor=W)
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@ -331,7 +328,6 @@ def guiMain(args=None):
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guiargs.keysanity = bool(keysanityVar.get())
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guiargs.retro = bool(retroVar.get())
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guiargs.nodungeonitems = bool(dungeonItemsVar.get())
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guiargs.beatableonly = bool(beatableOnlyVar.get())
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guiargs.quickswap = bool(quickSwapVar.get())
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guiargs.disablemusic = bool(disableMusicVar.get())
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guiargs.shuffleganon = bool(shuffleGanonVar.get())
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@ -1071,7 +1067,6 @@ def guiMain(args=None):
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retroVar.set(args.retro)
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if args.nodungeonitems:
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dungeonItemsVar.set(int(not args.nodungeonitems))
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beatableOnlyVar.set(int(args.beatableonly))
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quickSwapVar.set(int(args.quickswap))
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disableMusicVar.set(int(args.disablemusic))
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if args.count:
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@ -141,7 +141,11 @@ def generate_itempool(world, player):
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if world.timer in ['ohko', 'timed-ohko']:
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world.can_take_damage = False
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world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
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if world.goal in ['pedestal', 'triforcehunt']:
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world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False)
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else:
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world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
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world.get_location('Ganon', player).event = True
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world.get_location('Ganon', player).locked = True
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world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
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13
Main.py
13
Main.py
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@ -24,7 +24,7 @@ def main(args, seed=None):
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start = time.clock()
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# initialize the world
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world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray, args.shufflebosses, args.hints)
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world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.accessibility, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray, args.shufflebosses, args.hints)
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logger = logging.getLogger('')
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if seed is None:
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random.seed(None)
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@ -180,7 +180,7 @@ def gt_filler(world):
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def copy_world(world):
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# ToDo: Not good yet
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ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle, world.hints)
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ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.accessibility, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle, world.hints)
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ret.required_medallions = world.required_medallions.copy()
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ret.swamp_patch_required = world.swamp_patch_required.copy()
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ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
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@ -277,13 +277,8 @@ def create_playthrough(world):
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old_world = world
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world = copy_world(world)
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# in treasure hunt and pedestal goals, ganon is invincible
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if world.goal in ['pedestal', 'triforcehunt']:
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for player in range(1, world.players + 1):
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world.get_location('Ganon', player).item = None
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# if we only check for beatable, we can do this sanity check first before writing down spheres
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if world.check_beatable_only and not world.can_beat_game():
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if world.accessibility == 'none' and not world.can_beat_game():
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raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
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# get locations containing progress items
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@ -314,7 +309,7 @@ def create_playthrough(world):
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
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if not sphere:
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logging.getLogger('').debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates])
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if not world.check_beatable_only:
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if not world.accessibility == 'none':
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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else:
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break
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@ -287,10 +287,6 @@ In further concert with the Bow changes, all arrows under pots, in chests, and e
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If not set, Compasses and Maps are removed from the dungeon item pools and replaced by empty chests that may end up anywhere in the world.
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This may lead to different amount of itempool items being placed in a dungeon than you are used to.
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## Only Ensure Seed Beatable
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If set, will only ensure the goal can be achieved, but not necessarily that all locations are reachable. Currently only affects VT25, VT26 and balanced algorithms.
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## Include Ganon's Tower and Pyramid Hole in Shuffle pool
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If set, Ganon's Tower is included in the dungeon shuffle pool and the Pyramid Hole/Exit pair is included in the Holes shuffle pool. Ganon can not be defeated until the primary goal is fulfilled.
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Use to select a different sprite sheet to use for Link. Path to a binary file of length 0x7000 containing the sprite data stored at address 0x80000 in the rom. (default: None)
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```
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--beatableonly
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--accessibility [{items,locations,none}]
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```
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Enables the "Only Ensure Seed Beatable" option (default: False)
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Sets the item/location accessibility rules. (default: items)
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```
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--hints
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80
Rules.py
80
Rules.py
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@ -274,7 +274,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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set_rule(world.get_location('Tower of Hera - Big Key Chest', player), lambda state: state.has_fire_source(player))
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set_always_allow(world.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
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set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Boss', player))
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set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Prize', player))
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for location in ['Tower of Hera - Boss', 'Tower of Hera - Big Chest', 'Tower of Hera - Compass Chest']:
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@ -288,7 +289,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state.has_key('Small Key (Swamp Palace)', player))
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set_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player) or item_name(state, 'Swamp Palace - Big Chest', player) == ('Big Key (Swamp Palace)', player))
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set_always_allow(world.get_location('Swamp Palace - Big Chest', player), lambda state, item: item.name == 'Big Key (Swamp Palace)' and item.player == player)
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Swamp Palace - Big Chest', player), lambda state, item: item.name == 'Big Key (Swamp Palace)' and item.player == player)
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set_rule(world.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player))
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set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Boss', player))
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set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Prize', player))
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@ -300,7 +302,8 @@ def global_rules(world, player):
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set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Boss', player))
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set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Prize', player))
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set_rule(world.get_location('Thieves\' Town - Big Chest', player), lambda state: (state.has_key('Small Key (Thieves Town)', player) or item_name(state, 'Thieves\' Town - Big Chest', player) == ('Small Key (Thieves Town)', player)) and state.has('Hammer', player))
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set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player and state.has('Hammer', player))
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player and state.has('Hammer', player))
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set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state.has_key('Small Key (Thieves Town)', player))
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for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
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forbid_item(world.get_location(location, player), 'Big Key (Thieves Town)', player)
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@ -312,7 +315,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2)) # ideally would only be one key, but we may have spent thst key already on escaping the right section
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set_rule(world.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2))
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set_rule(world.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) or item_name(state, 'Skull Woods - Big Chest', player) == ('Big Key (Skull Woods)', player))
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set_always_allow(world.get_location('Skull Woods - Big Chest', player), lambda state, item: item.name == 'Big Key (Skull Woods)' and item.player == player)
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Skull Woods - Big Chest', player), lambda state, item: item.name == 'Big Key (Skull Woods)' and item.player == player)
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set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player) and state.has_sword(player)) # sword required for curtain
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set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Boss', player))
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set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Prize', player))
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@ -376,10 +380,17 @@ def global_rules(world, player):
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set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: state.has('Big Key (Palace of Darkness)', player))
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set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 3)))
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set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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else:
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forbid_item(world.get_location('Palace of Darkness - Big Key Chest', player), 'Small Key (Palace of Darkness)', player)
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set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 4)))
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set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
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else:
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forbid_item(world.get_location('Palace of Darkness - Harmless Hellway', player), 'Small Key (Palace of Darkness)', player)
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set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6))
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set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss', player))
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set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize', player))
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@ -393,7 +404,10 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
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set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
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if world.accessibility != 'locations':
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set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
else:
|
||||
forbid_item(world.get_location('Ganons Tower - Map Chest', player), 'Small Key (Ganons Tower)', player)
|
||||
|
||||
# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere. We reflect this in the chest requirements.
|
||||
# However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos.
|
||||
|
@ -639,7 +653,8 @@ def inverted_rules(world, player):
|
|||
set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', 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: state.has_fire_source(player))
|
||||
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)
|
||||
if world.accessibility != '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_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Prize', player))
|
||||
for location in ['Tower of Hera - Boss', 'Tower of Hera - Big Chest', 'Tower of Hera - Compass Chest']:
|
||||
|
@ -653,7 +668,8 @@ def inverted_rules(world, player):
|
|||
set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state.has_key('Small Key (Swamp Palace)', player))
|
||||
set_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player) or item_name(state, 'Swamp Palace - Big Chest', player) == ('Big Key (Swamp Palace)', player))
|
||||
set_always_allow(world.get_location('Swamp Palace - Big Chest', player), lambda state, item: item.name == 'Big Key (Swamp Palace)' and item.player == player)
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Swamp Palace - Big Chest', player), lambda state, item: item.name == 'Big Key (Swamp Palace)' and item.player == player)
|
||||
set_rule(world.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Prize', player))
|
||||
|
@ -665,7 +681,8 @@ def inverted_rules(world, player):
|
|||
set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Prize', player))
|
||||
set_rule(world.get_location('Thieves\' Town - Big Chest', player), lambda state: (state.has_key('Small Key (Thieves Town)', player) or item_name(state, 'Thieves\' Town - Big Chest', player) == ('Small Key (Thieves Town)', player)) and state.has('Hammer', player))
|
||||
set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player and state.has('Hammer', player))
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player and state.has('Hammer', player))
|
||||
set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state.has_key('Small Key (Thieves Town)', player))
|
||||
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Thieves Town)', player)
|
||||
|
@ -677,7 +694,9 @@ def inverted_rules(world, player):
|
|||
set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2)) # ideally would only be one key, but we may have spent thst key already on escaping the right section
|
||||
set_rule(world.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 2))
|
||||
set_rule(world.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) or item_name(state, 'Skull Woods - Big Chest', player) == ('Big Key (Skull Woods)', player))
|
||||
set_always_allow(world.get_location('Skull Woods - Big Chest', player), lambda state, item: item.name == 'Big Key (Skull Woods)' and item.player == player)
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Skull Woods - Big Chest', player), lambda state, item: item.name == 'Big Key (Skull Woods)' and item.player == player)
|
||||
|
||||
set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player) and state.has_sword(player)) # sword required for curtain
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Prize', player))
|
||||
|
@ -741,10 +760,17 @@ def inverted_rules(world, player):
|
|||
set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: state.has('Big Key (Palace of Darkness)', player))
|
||||
|
||||
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 3)))
|
||||
set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
|
||||
if world.accessibility != '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.has_key('Small Key (Palace of Darkness)', player, 5))
|
||||
else:
|
||||
forbid_item(world.get_location('Palace of Darkness - Big Key Chest', player), 'Small Key (Palace of Darkness)', player)
|
||||
|
||||
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6) or (item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state.has_key('Small Key (Palace of Darkness)', player, 4)))
|
||||
set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state.has_key('Small Key (Palace of Darkness)', player, 5))
|
||||
if world.accessibility != '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.has_key('Small Key (Palace of Darkness)', player, 5))
|
||||
else:
|
||||
forbid_item(world.get_location('Palace of Darkness - Harmless Hellway', player), 'Small Key (Palace of Darkness)', player)
|
||||
|
||||
set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state.has_key('Small Key (Palace of Darkness)', player, 6))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize', player))
|
||||
|
@ -758,7 +784,10 @@ def inverted_rules(world, player):
|
|||
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player))
|
||||
|
||||
set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
|
||||
set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
|
||||
else:
|
||||
forbid_item(world.get_location('Ganons Tower - Map Chest', player), 'Small Key (Ganons Tower)', player)
|
||||
|
||||
# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere. We reflect this in the chest requirements.
|
||||
# However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos.
|
||||
|
@ -958,10 +987,16 @@ def set_trock_key_rules(world, player):
|
|||
# might open all the locked doors in any order so we need maximally restrictive rules.
|
||||
if can_reach_back:
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
else:
|
||||
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
|
||||
elif can_reach_front and can_reach_middle:
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
else:
|
||||
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
|
||||
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
|
||||
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
|
||||
'Turtle Rock - Eye Bridge - Top Right']
|
||||
|
@ -969,14 +1004,20 @@ def set_trock_key_rules(world, player):
|
|||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2))
|
||||
set_rule(world.get_entrance('Turtle Rock Pokey Room', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 1))
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player and state.has_key('Small Key (Turtle Rock)', player, 2))
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player and state.has_key('Small Key (Turtle Rock)', player, 2))
|
||||
else:
|
||||
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
|
||||
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
|
||||
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
|
||||
'Turtle Rock - Eye Bridge - Top Right']
|
||||
elif can_reach_big_chest:
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2) if item_in_locations(state, 'Big Key (Turtle Rock)', player, [('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)]) else state.has_key('Small Key (Turtle Rock)', player, 4))
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
else:
|
||||
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Small Key (Turtle Rock)', player)
|
||||
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
|
||||
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
|
||||
'Turtle Rock - Eye Bridge - Top Right']
|
||||
|
@ -985,7 +1026,8 @@ def set_trock_key_rules(world, player):
|
|||
else:
|
||||
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state.has_key('Small Key (Turtle Rock)', player, 2) if item_in_locations(state, 'Big Key (Turtle Rock)', player, [('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)]) else state.has_key('Small Key (Turtle Rock)', player, 4))
|
||||
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state.has_key('Small Key (Turtle Rock)', player, 4) or item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
if world.accessibility != 'locations':
|
||||
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player)
|
||||
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
|
||||
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
|
||||
'Turtle Rock - Eye Bridge - Top Right']
|
||||
|
|
Loading…
Reference in New Issue