from random import Random from typing import Dict, TYPE_CHECKING from worlds.generic.Rules import set_rule, forbid_item, add_rule from BaseClasses import CollectionState from .options import TunicOptions, LadderStorage, IceGrappling if TYPE_CHECKING: from . import TunicWorld laurels = "Hero's Laurels" grapple = "Magic Orb" ice_dagger = "Magic Dagger" fire_wand = "Magic Wand" gun = "Gun" lantern = "Lantern" fairies = "Fairy" coins = "Golden Coin" prayer = "Pages 24-25 (Prayer)" holy_cross = "Pages 42-43 (Holy Cross)" icebolt = "Pages 52-53 (Icebolt)" shield = "Shield" key = "Key" house_key = "Old House Key" vault_key = "Fortress Vault Key" mask = "Scavenger Mask" red_hexagon = "Red Questagon" green_hexagon = "Green Questagon" blue_hexagon = "Blue Questagon" gold_hexagon = "Gold Questagon" # "Quarry - [East] Bombable Wall" is excluded from this list since it has slightly different rules bomb_walls = ["East Forest - Bombable Wall", "Eastern Vault Fortress - [East Wing] Bombable Wall", "Overworld - [Central] Bombable Wall", "Overworld - [Southwest] Bombable Wall Near Fountain", "Quarry - [West] Upper Area Bombable Wall", "Ruined Atoll - [Northwest] Bombable Wall"] def randomize_ability_unlocks(random: Random, options: TunicOptions) -> Dict[str, int]: ability_requirement = [1, 1, 1] if options.hexagon_quest.value: hexagon_goal = options.hexagon_goal.value # Set ability unlocks to 25, 50, and 75% of goal amount ability_requirement = [hexagon_goal // 4, hexagon_goal // 2, hexagon_goal * 3 // 4] abilities = [prayer, holy_cross, icebolt] random.shuffle(abilities) return dict(zip(abilities, ability_requirement)) def has_ability(ability: str, state: CollectionState, world: "TunicWorld") -> bool: options = world.options ability_unlocks = world.ability_unlocks if not options.ability_shuffling: return True if options.hexagon_quest: return state.has(gold_hexagon, world.player, ability_unlocks[ability]) return state.has(ability, world.player) # a check to see if you can whack things in melee at all def has_melee(state: CollectionState, player: int) -> bool: return state.has_any({"Stick", "Sword", "Sword Upgrade"}, player) def has_sword(state: CollectionState, player: int) -> bool: return state.has("Sword", player) or state.has("Sword Upgrade", player, 2) def laurels_zip(state: CollectionState, world: "TunicWorld") -> bool: return world.options.laurels_zips and state.has(laurels, world.player) def has_ice_grapple_logic(long_range: bool, difficulty: IceGrappling, state: CollectionState, world: "TunicWorld") -> bool: if world.options.ice_grappling < difficulty: return False if not long_range: return state.has_all({ice_dagger, grapple}, world.player) else: return state.has_all({ice_dagger, fire_wand, grapple}, world.player) and has_ability(icebolt, state, world) def can_ladder_storage(state: CollectionState, world: "TunicWorld") -> bool: if not world.options.ladder_storage: return False if world.options.ladder_storage_without_items: return True return has_melee(state, world.player) or state.has_any((grapple, shield), world.player) def has_mask(state: CollectionState, world: "TunicWorld") -> bool: return world.options.maskless or state.has(mask, world.player) def has_lantern(state: CollectionState, world: "TunicWorld") -> bool: return world.options.lanternless or state.has(lantern, world.player) def set_region_rules(world: "TunicWorld") -> None: player = world.player options = world.options world.get_entrance("Overworld -> Overworld Holy Cross").access_rule = \ lambda state: has_ability(holy_cross, state, world) world.get_entrance("Overworld -> Beneath the Well").access_rule = \ lambda state: has_melee(state, player) or state.has(fire_wand, player) world.get_entrance("Overworld -> Dark Tomb").access_rule = \ lambda state: has_lantern(state, world) # laurels in, ladder storage in through the furnace, or ice grapple down the belltower world.get_entrance("Overworld -> West Garden").access_rule = \ lambda state: (state.has(laurels, player) or can_ladder_storage(state, world) or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world)) world.get_entrance("Overworld -> Eastern Vault Fortress").access_rule = \ lambda state: state.has(laurels, player) \ or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world) \ or can_ladder_storage(state, world) # using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules world.get_entrance("Overworld -> Beneath the Vault").access_rule = \ lambda state: (has_lantern(state, world) and has_ability(prayer, state, world) # there's some boxes in the way and (has_melee(state, player) or state.has_any((gun, grapple, fire_wand), player))) world.get_entrance("Ruined Atoll -> Library").access_rule = \ lambda state: state.has_any({grapple, laurels}, player) and has_ability(prayer, state, world) world.get_entrance("Overworld -> Quarry").access_rule = \ lambda state: (has_sword(state, player) or state.has(fire_wand, player)) \ and (state.has_any({grapple, laurels, gun}, player) or can_ladder_storage(state, world)) world.get_entrance("Quarry Back -> Quarry").access_rule = \ lambda state: has_sword(state, player) or state.has(fire_wand, player) world.get_entrance("Quarry -> Lower Quarry").access_rule = \ lambda state: has_mask(state, world) world.get_entrance("Lower Quarry -> Rooted Ziggurat").access_rule = \ lambda state: state.has(grapple, player) and has_ability(prayer, state, world) world.get_entrance("Swamp -> Cathedral").access_rule = \ lambda state: (state.has(laurels, player) and has_ability(prayer, state, world)) \ or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world) world.get_entrance("Overworld -> Spirit Arena").access_rule = \ lambda state: ((state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player) and state.has_group_unique("Hero Relics", player, 6)) and has_ability(prayer, state, world) and has_sword(state, player) and state.has_any({lantern, laurels}, player)) world.get_region("Quarry").connect(world.get_region("Rooted Ziggurat"), rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world) and has_ability(prayer, state, world)) if options.ladder_storage >= LadderStorage.option_medium: # ls at any ladder in a safe spot in quarry to get to the monastery rope entrance world.get_region("Quarry Back").connect(world.get_region("Monastery"), rule=lambda state: can_ladder_storage(state, world)) def set_location_rules(world: "TunicWorld") -> None: player = world.player forbid_item(world.get_location("Secret Gathering Place - 20 Fairy Reward"), fairies, player) # Ability Shuffle Exclusive Rules set_rule(world.get_location("Far Shore - Page Pickup"), lambda state: has_ability(prayer, state, world)) set_rule(world.get_location("Fortress Courtyard - Chest Near Cave"), lambda state: has_ability(prayer, state, world) or state.has(laurels, player) or can_ladder_storage(state, world) or (has_ice_grapple_logic(True, IceGrappling.option_easy, state, world) and has_lantern(state, world))) set_rule(world.get_location("Fortress Courtyard - Page Near Cave"), lambda state: has_ability(prayer, state, world) or state.has(laurels, player) or can_ladder_storage(state, world) or (has_ice_grapple_logic(True, IceGrappling.option_easy, state, world) and has_lantern(state, world))) set_rule(world.get_location("East Forest - Dancing Fox Spirit Holy Cross"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("Forest Grave Path - Holy Cross Code by Grave"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("East Forest - Golden Obelisk Holy Cross"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("Beneath the Well - [Powered Secret Room] Chest"), lambda state: has_ability(prayer, state, world)) set_rule(world.get_location("West Garden - [North] Behind Holy Cross Door"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("Library Hall - Holy Cross Chest"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("Quarry - [Back Entrance] Bushes Holy Cross"), lambda state: has_ability(holy_cross, state, world)) set_rule(world.get_location("Cathedral - Secret Legend Trophy Chest"), lambda state: has_ability(holy_cross, state, world)) # Overworld set_rule(world.get_location("Overworld - [Southwest] Fountain Page"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Overworld - [Southwest] Grapple Chest Over Walkway"), lambda state: state.has_any({grapple, laurels}, player)) set_rule(world.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2"), lambda state: state.has_any({grapple, laurels}, player)) set_rule(world.get_location("Far Shore - Secret Chest"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) set_rule(world.get_location("Overworld - [Southeast] Page on Pillar by Swamp"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Old House - Normal Chest"), lambda state: state.has(house_key, player) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world) or laurels_zip(state, world)) set_rule(world.get_location("Old House - Holy Cross Chest"), lambda state: has_ability(holy_cross, state, world) and ( state.has(house_key, player) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world) or laurels_zip(state, world))) set_rule(world.get_location("Old House - Shield Pickup"), lambda state: state.has(house_key, player) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world) or laurels_zip(state, world)) set_rule(world.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Overworld - [Southwest] From West Garden"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Overworld - [West] Chest After Bell"), lambda state: state.has(laurels, player) or (has_lantern(state, world) and has_sword(state, player)) or can_ladder_storage(state, world)) set_rule(world.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate"), lambda state: state.has_any({grapple, laurels}, player)) set_rule(world.get_location("Overworld - [East] Grapple Chest"), lambda state: state.has(grapple, player)) set_rule(world.get_location("Special Shop - Secret Page Pickup"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Sealed Temple - Holy Cross Chest"), lambda state: has_ability(holy_cross, state, world) and (state.has(laurels, player) or (has_lantern(state, world) and (has_sword(state, player) or state.has(fire_wand, player))) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))) set_rule(world.get_location("Sealed Temple - Page Pickup"), lambda state: state.has(laurels, player) or (has_lantern(state, world) and (has_sword(state, player) or state.has(fire_wand, player))) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)) set_rule(world.get_location("West Furnace - Lantern Pickup"), lambda state: has_melee(state, player) or state.has_any({fire_wand, laurels}, player)) set_rule(world.get_location("Secret Gathering Place - 10 Fairy Reward"), lambda state: state.has(fairies, player, 10)) set_rule(world.get_location("Secret Gathering Place - 20 Fairy Reward"), lambda state: state.has(fairies, player, 20)) set_rule(world.get_location("Coins in the Well - 3 Coins"), lambda state: state.has(coins, player, 3)) set_rule(world.get_location("Coins in the Well - 6 Coins"), lambda state: state.has(coins, player, 6)) set_rule(world.get_location("Coins in the Well - 10 Coins"), lambda state: state.has(coins, player, 10)) set_rule(world.get_location("Coins in the Well - 15 Coins"), lambda state: state.has(coins, player, 15)) # East Forest set_rule(world.get_location("East Forest - Lower Grapple Chest"), lambda state: state.has(grapple, player)) set_rule(world.get_location("East Forest - Lower Dash Chest"), lambda state: state.has_all({grapple, laurels}, player)) set_rule(world.get_location("East Forest - Ice Rod Grapple Chest"), lambda state: state.has_all({grapple, ice_dagger, fire_wand}, player) and has_ability(icebolt, state, world)) # West Garden set_rule(world.get_location("West Garden - [North] Across From Page Pickup"), lambda state: state.has(laurels, player)) set_rule(world.get_location("West Garden - [West] In Flooded Walkway"), lambda state: state.has(laurels, player)) set_rule(world.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest"), lambda state: state.has(laurels, player) and has_ability(holy_cross, state, world)) set_rule(world.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House"), lambda state: (state.has(laurels, player) and has_ability(prayer, state, world)) or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)) set_rule(world.get_location("West Garden - [Central Lowlands] Below Left Walkway"), lambda state: state.has(laurels, player)) set_rule(world.get_location("West Garden - [Central Highlands] After Garden Knight"), lambda state: state.has(laurels, player) or (has_lantern(state, world) and has_sword(state, player)) or can_ladder_storage(state, world)) # Ruined Atoll set_rule(world.get_location("Ruined Atoll - [West] Near Kevin Block"), lambda state: state.has(laurels, player)) # ice grapple push a crab through the door set_rule(world.get_location("Ruined Atoll - [East] Locked Room Lower Chest"), lambda state: state.has(laurels, player) or state.has(key, player, 2) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)) set_rule(world.get_location("Ruined Atoll - [East] Locked Room Upper Chest"), lambda state: state.has(laurels, player) or state.has(key, player, 2) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)) set_rule(world.get_location("Librarian - Hexagon Green"), lambda state: has_sword(state, player)) # Frog's Domain set_rule(world.get_location("Frog's Domain - Side Room Grapple Secret"), lambda state: state.has_any({grapple, laurels}, player)) set_rule(world.get_location("Frog's Domain - Grapple Above Hot Tub"), lambda state: state.has_any({grapple, laurels}, player)) set_rule(world.get_location("Frog's Domain - Escape Chest"), lambda state: state.has_any({grapple, laurels}, player)) # Library Lab set_rule(world.get_location("Library Lab - Page 1"), lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player)) set_rule(world.get_location("Library Lab - Page 2"), lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player)) set_rule(world.get_location("Library Lab - Page 3"), lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player)) # Eastern Vault Fortress # yes, you can clear the leaves with dagger # gun isn't included since it can only break one leaf pile at a time, and we don't check how much mana you have # but really, I expect the player to just throw a bomb at them if they don't have melee set_rule(world.get_location("Fortress Leaf Piles - Secret Chest"), lambda state: state.has(laurels, player) and (has_melee(state, player) or state.has(ice_dagger, player))) set_rule(world.get_location("Fortress Arena - Siege Engine/Vault Key Pickup"), lambda state: has_sword(state, player) and (has_ability(prayer, state, world) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))) set_rule(world.get_location("Fortress Arena - Hexagon Red"), lambda state: state.has(vault_key, player) and (has_ability(prayer, state, world) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))) # Beneath the Vault set_rule(world.get_location("Beneath the Fortress - Bridge"), lambda state: has_melee(state, player) or state.has_any((laurels, fire_wand, ice_dagger, gun), player)) set_rule(world.get_location("Beneath the Fortress - Obscured Behind Waterfall"), lambda state: has_melee(state, player) and has_lantern(state, world)) # Quarry set_rule(world.get_location("Quarry - [Central] Above Ladder Dash Chest"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"), lambda state: has_sword(state, player) or state.has_all({fire_wand, laurels}, player)) set_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"), lambda state: has_sword(state, player)) # Swamp set_rule(world.get_location("Cathedral Gauntlet - Gauntlet Reward"), lambda state: (state.has(fire_wand, player) and has_sword(state, player)) and (state.has(laurels, player) or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))) set_rule(world.get_location("Swamp - [Entrance] Above Entryway"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Swamp - [Outside Cathedral] Obscured Behind Memorial"), lambda state: state.has(laurels, player)) set_rule(world.get_location("Swamp - [South Graveyard] 4 Orange Skulls"), lambda state: has_sword(state, player)) # Hero's Grave set_rule(world.get_location("Hero's Grave - Tooth Relic"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) set_rule(world.get_location("Hero's Grave - Mushroom Relic"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) set_rule(world.get_location("Hero's Grave - Ash Relic"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) set_rule(world.get_location("Hero's Grave - Flowers Relic"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) set_rule(world.get_location("Hero's Grave - Effigy Relic"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) set_rule(world.get_location("Hero's Grave - Feathers Relic"), lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) # Bombable Walls for location_name in bomb_walls: # has_sword is there because you can buy bombs in the shop set_rule(world.get_location(location_name), lambda state: state.has(gun, player) or has_sword(state, player) or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world)) add_rule(world.get_location("Cube Cave - Holy Cross Chest"), lambda state: state.has(gun, player) or has_sword(state, player) or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world)) # can't ice grapple to this one, not enough space set_rule(world.get_location("Quarry - [East] Bombable Wall"), lambda state: state.has(gun, player) or has_sword(state, player)) # Shop set_rule(world.get_location("Shop - Potion 1"), lambda state: has_sword(state, player)) set_rule(world.get_location("Shop - Potion 2"), lambda state: has_sword(state, player)) set_rule(world.get_location("Shop - Coin 1"), lambda state: has_sword(state, player)) set_rule(world.get_location("Shop - Coin 2"), lambda state: has_sword(state, player))