from typing import Dict, TYPE_CHECKING from BaseClasses import CollectionState from worlds.generic.Rules import CollectionRule from .data import iname, lname from .options import CompletionGoal, IronMaidenBehavior if TYPE_CHECKING: from . import CVCotMWorld class CVCotMRules: player: int world: "CVCotMWorld" rules: Dict[str, CollectionRule] required_last_keys: int iron_maiden_behavior: int nerf_roc_wing: int ignore_cleansing: int completion_goal: int def __init__(self, world: "CVCotMWorld") -> None: self.player = world.player self.world = world self.required_last_keys = world.required_last_keys self.iron_maiden_behavior = world.options.iron_maiden_behavior.value self.nerf_roc_wing = world.options.nerf_roc_wing.value self.ignore_cleansing = world.options.ignore_cleansing.value self.completion_goal = world.options.completion_goal.value self.location_rules = { # Sealed Room lname.sr3: self.has_jump_level_5, # Catacomb lname.cc1: self.has_push, lname.cc3: self.has_jump_level_1, lname.cc3b: lambda state: (self.has_jump_level_1(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state), lname.cc5: self.has_tackle, lname.cc8b: lambda state: self.has_jump_level_3(state) or self.has_kick(state), lname.cc14b: lambda state: self.has_jump_level_1(state) or self.has_kick(state), lname.cc25: self.has_jump_level_1, # Abyss Staircase lname.as4: self.has_jump_level_4, # Audience Room lname.ar9: self.has_push, lname.ar11: self.has_tackle, lname.ar14b: self.has_jump_level_4, lname.ar17b: lambda state: self.has_jump_level_2(state) or self.has_kick(state), lname.ar19: lambda state: self.has_jump_level_2(state) or self.has_kick(state), lname.ar26: lambda state: self.has_tackle(state) and self.has_jump_level_5(state), lname.ar27: lambda state: self.has_tackle(state) and self.has_push(state), lname.ar30: lambda state: (self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state), lname.ar30b: lambda state: (self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state), # Outer Wall lname.ow0: self.has_jump_level_4, lname.ow1: lambda state: self.has_jump_level_5(state) or self.has_ice_or_stone(state), # Triumph Hallway lname.th3: lambda state: (self.has_kick(state) and self.has_ice_or_stone(state)) or self.has_jump_level_2(state), # Machine Tower lname.mt3: lambda state: self.has_jump_level_2(state) or self.has_kick(state), lname.mt6: lambda state: self.has_jump_level_2(state) or self.has_kick(state), lname.mt14: self.has_tackle, # Chapel Tower lname.ct1: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state), lname.ct4: self.has_push, lname.ct10: self.has_push, lname.ct13: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state), lname.ct22: self.broke_iron_maidens, lname.ct26: lambda state: (self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state), lname.ct26b: lambda state: (self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state), # Underground Gallery lname.ug1: self.has_push, lname.ug2: self.has_push, lname.ug3: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state), lname.ug3b: lambda state: self.has_jump_level_4(state) or self.has_ice_or_stone(state), lname.ug8: self.has_tackle, # Underground Warehouse lname.uw10: lambda state: (self.has_jump_level_4(state) and self.has_ice_or_stone(state)) or self.has_jump_level_5(state), lname.uw14: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state), lname.uw16b: lambda state: (self.has_jump_level_2(state) and self.has_ice_or_stone(state)) or self.has_jump_level_3(state), # Underground Waterway lname.uy5: lambda state: self.has_jump_level_3(state) or self.has_ice_or_stone(state), lname.uy8: self.has_jump_level_2, lname.uy12b: self.can_touch_water, lname.uy17: self.can_touch_water, lname.uy13: self.has_jump_level_3, lname.uy18: self.has_jump_level_3, # Ceremonial Room lname.cr1: lambda state: self.has_jump_level_2(state) or self.has_kick(state), lname.dracula: self.has_jump_level_2, } self.entrance_rules = { "Catacomb to Stairway": lambda state: self.has_jump_level_1(state) or self.has_kick(state), "Stairway to Audience": self.has_jump_level_1, "Audience to Machine Bottom": self.has_tackle, "Audience to Machine Top": lambda state: self.has_jump_level_2(state) or self.has_kick(state), "Audience to Chapel": lambda state: (self.has_jump_level_2(state) and self.has_ice_or_stone(state)) or self.has_jump_level_3(state) or self.has_kick(state), "Audience to Gallery": lambda state: self.broke_iron_maidens(state) and self.has_push(state), "Audience to Warehouse": self.has_push, "Audience to Waterway": self.broke_iron_maidens, "Audience to Observation": self.has_jump_level_5, "Ceremonial Door": self.can_open_ceremonial_door, "Corridor to Gallery": self.broke_iron_maidens, "Escape the Gallery Pit": lambda state: self.has_jump_level_2(state) or self.has_kick(state), "Climb to Chapel Top": lambda state: self.has_jump_level_3(state) or self.has_kick(state), "Arena Passage": lambda state: self.has_push(state) and self.has_jump_level_2(state), "Dip Into Waterway End": self.has_jump_level_3, "Gallery Upper to Lower": self.has_tackle, "Gallery Lower to Upper": self.has_tackle, "Into Warehouse Main": self.has_tackle, "Into Waterway Main": self.can_touch_water, } def has_jump_level_1(self, state: CollectionState) -> bool: """Double or Roc Wing, regardless of Roc being nerfed or not.""" return state.has_any([iname.double, iname.roc_wing], self.player) def has_jump_level_2(self, state: CollectionState) -> bool: """Specifically Roc Wing, regardless of Roc being nerfed or not.""" return state.has(iname.roc_wing, self.player) def has_jump_level_3(self, state: CollectionState) -> bool: """Roc Wing and Double OR Kick Boots if Roc is nerfed. Otherwise, just Roc.""" if self.nerf_roc_wing: return state.has(iname.roc_wing, self.player) and \ state.has_any([iname.double, iname.kick_boots], self.player) else: return state.has(iname.roc_wing, self.player) def has_jump_level_4(self, state: CollectionState) -> bool: """Roc Wing and Kick Boots specifically if Roc is nerfed. Otherwise, just Roc.""" if self.nerf_roc_wing: return state.has_all([iname.roc_wing, iname.kick_boots], self.player) else: return state.has(iname.roc_wing, self.player) def has_jump_level_5(self, state: CollectionState) -> bool: """Roc Wing, Double, AND Kick Boots if Roc is nerfed. Otherwise, just Roc.""" if self.nerf_roc_wing: return state.has_all([iname.roc_wing, iname.double, iname.kick_boots], self.player) else: return state.has(iname.roc_wing, self.player) def has_tackle(self, state: CollectionState) -> bool: return state.has(iname.tackle, self.player) def has_push(self, state: CollectionState) -> bool: return state.has(iname.heavy_ring, self.player) def has_kick(self, state: CollectionState) -> bool: return state.has(iname.kick_boots, self.player) def has_ice_or_stone(self, state: CollectionState) -> bool: """Valid DSS combo that allows freezing or petrifying enemies to use as platforms.""" return state.has_any([iname.serpent, iname.cockatrice], self.player) and \ state.has_any([iname.mercury, iname.mars], self.player) def can_touch_water(self, state: CollectionState) -> bool: """Cleansing unless it's ignored, in which case this will always return True.""" return self.ignore_cleansing or state.has(iname.cleansing, self.player) def broke_iron_maidens(self, state: CollectionState) -> bool: """Maiden Detonator unless the Iron Maidens start broken, in which case this will always return True.""" return (self.iron_maiden_behavior == IronMaidenBehavior.option_start_broken or state.has(iname.ironmaidens, self.player)) def can_open_ceremonial_door(self, state: CollectionState) -> bool: """The required number of Last Keys. If 0 keys are required, this should always return True.""" return state.has(iname.last_key, self.player, self.required_last_keys) def set_cvcotm_rules(self) -> None: multiworld = self.world.multiworld for region in multiworld.get_regions(self.player): # Set each Entrance's rule if it should have one. for ent in region.entrances: if ent.name in self.entrance_rules: ent.access_rule = self.entrance_rules[ent.name] # Set each Location's rule if it should have one. for loc in region.locations: if loc.name in self.location_rules: loc.access_rule = self.location_rules[loc.name] # Set the World's completion condition depending on what its Completion Goal option is. if self.completion_goal == CompletionGoal.option_dracula: multiworld.completion_condition[self.player] = lambda state: state.has(iname.dracula, self.player) elif self.completion_goal == CompletionGoal.option_battle_arena: multiworld.completion_condition[self.player] = lambda state: state.has(iname.shinning_armor, self.player) else: multiworld.completion_condition[self.player] = \ lambda state: state.has_all([iname.dracula, iname.shinning_armor], self.player)