from BaseClasses import Region, MultiWorld, Entrance, Location, LocationProgressType, ItemClassification from worlds.generic.Rules import add_rule from .data.rooms import rooms, entrances from .Items import item_groups, yaml_item entrance_names = {entrance["id"]: entrance["name"] for entrance in entrances} object_id_table = {} object_type_table = {} offset = {"Chest": 0x420000, "Box": 0x420000, "NPC": 0x420000 + 300, "BattlefieldItem": 0x420000 + 350} for room in rooms: for object in room["game_objects"]: if "Hero Chest" in object["name"] or object["type"] == "Trigger": continue if object["type"] in ("BattlefieldItem", "BattlefieldXp", "BattlefieldGp"): object_type_table[object["name"]] = "BattlefieldItem" elif object["type"] in ("Chest", "NPC", "Box"): object_type_table[object["name"]] = object["type"] object_id_table[object["name"]] = object["object_id"] location_table = {loc_name: offset[object_type_table[loc_name]] + obj_id for loc_name, obj_id in object_id_table.items()} weapons = ("Claw", "Bomb", "Sword", "Axe") crest_warps = [51, 52, 53, 76, 96, 108, 158, 171, 175, 191, 275, 276, 277, 308, 334, 336, 396, 397] def process_rules(spot, access): for weapon in weapons: if weapon in access: add_rule(spot, lambda state, w=weapon: state.has_any(item_groups[w + "s"], spot.player)) access = [yaml_item(rule) for rule in access if rule not in weapons] add_rule(spot, lambda state: state.has_all(access, spot.player)) def create_region(world: MultiWorld, player: int, name: str, room_id=None, locations=None, links=None): if links is None: links = [] ret = Region(name, player, world) if locations: for location in locations: location.parent_region = ret ret.locations.append(location) ret.links = links ret.id = room_id return ret def get_entrance_to(entrance_to): for room in rooms: if room["id"] == entrance_to["target_room"]: for link in room["links"]: if link["target_room"] == entrance_to["room"]: return link else: raise Exception(f"Did not find entrance {entrance_to}") def create_regions(self): menu_region = create_region(self.multiworld, self.player, "Menu") self.multiworld.regions.append(menu_region) for room in self.rooms: self.multiworld.regions.append(create_region(self.multiworld, self.player, room["name"], room["id"], [FFMQLocation(self.player, object["name"], location_table[object["name"]] if object["name"] in location_table else None, object["type"], object["access"], self.create_item(yaml_item(object["on_trigger"][0])) if object["type"] == "Trigger" else None) for object in room["game_objects"] if "Hero Chest" not in object["name"] and object["type"] not in ("BattlefieldGp", "BattlefieldXp") and (object["type"] != "Box" or self.options.brown_boxes == "include") and not (object["name"] == "Kaeli Companion" and not object["on_trigger"])], room["links"])) dark_king_room = self.multiworld.get_region("Doom Castle Dark King Room", self.player) dark_king = FFMQLocation(self.player, "Dark King", None, "Trigger", []) dark_king.parent_region = dark_king_room dark_king.place_locked_item(self.create_item("Dark King")) dark_king_room.locations.append(dark_king) connection = Entrance(self.player, f"Enter Overworld", menu_region) connection.connect(self.multiworld.get_region("Overworld", self.player)) menu_region.exits.append(connection) for region in self.multiworld.get_regions(self.player): for link in region.links: for connect_room in self.multiworld.get_regions(self.player): if connect_room.id == link["target_room"]: connection = Entrance(self.player, entrance_names[link["entrance"]] if "entrance" in link and link["entrance"] != -1 else f"{region.name} to {connect_room.name}", region) if "entrance" in link and link["entrance"] != -1: spoiler = False if link["entrance"] in crest_warps: if self.options.crest_shuffle: spoiler = True elif self.options.map_shuffle == "everything": spoiler = True elif "Subregion" in region.name and self.options.map_shuffle not in ("dungeons", "none"): spoiler = True elif "Subregion" not in region.name and self.options.map_shuffle not in ("none", "overworld"): spoiler = True if spoiler: self.multiworld.spoiler.set_entrance(entrance_names[link["entrance"]], connect_room.name, 'both', self.player) if link["access"]: process_rules(connection, link["access"]) region.exits.append(connection) connection.connect(connect_room) break non_dead_end_crest_rooms = [ 'Libra Temple', 'Aquaria Gemini Room', "GrenadeMan's Mobius Room", 'Fireburg Gemini Room', 'Sealed Temple', 'Alive Forest', 'Kaidge Temple Upper Ledge', 'Windia Kid House Basement', 'Windia Old People House Basement' ] non_dead_end_crest_warps = [ 'Libra Temple - Libra Tile Script', 'Aquaria Gemini Room - Gemini Script', 'GrenadeMan Mobius Room - Mobius Teleporter Script', 'Fireburg Gemini Room - Gemini Teleporter Script', 'Sealed Temple - Gemini Tile Script', 'Alive Forest - Libra Teleporter Script', 'Alive Forest - Gemini Teleporter Script', 'Alive Forest - Mobius Teleporter Script', 'Kaidge Temple - Mobius Teleporter Script', 'Windia Kid House Basement - Mobius Teleporter', 'Windia Old People House Basement - Mobius Teleporter Script', ] vendor_locations = ["Aquaria - Vendor", "Fireburg - Vendor", "Windia - Vendor"] def set_rules(self) -> None: self.multiworld.completion_condition[self.player] = lambda state: state.has("Dark King", self.player) def hard_boss_logic(state): return state.has_all(["River Coin", "Sand Coin"], self.player) add_rule(self.multiworld.get_location("Pazuzu 1F", self.player), hard_boss_logic) add_rule(self.multiworld.get_location("Gidrah", self.player), hard_boss_logic) add_rule(self.multiworld.get_location("Dullahan", self.player), hard_boss_logic) if self.options.map_shuffle: for boss in ("Freezer Crab", "Ice Golem", "Jinn", "Medusa", "Dualhead Hydra"): loc = self.multiworld.get_location(boss, self.player) checked_regions = {loc.parent_region} def check_foresta(region): if region.name == "Subregion Foresta": add_rule(loc, hard_boss_logic) return True elif "Subregion" in region.name: return True for entrance in region.entrances: if entrance.parent_region not in checked_regions: checked_regions.add(entrance.parent_region) if check_foresta(entrance.parent_region): return True check_foresta(loc.parent_region) if self.options.logic == "friendly": process_rules(self.multiworld.get_entrance("Overworld - Ice Pyramid", self.player), ["MagicMirror"]) process_rules(self.multiworld.get_entrance("Overworld - Volcano", self.player), ["Mask"]) if self.options.map_shuffle in ("none", "overworld"): process_rules(self.multiworld.get_entrance("Overworld - Bone Dungeon", self.player), ["Bomb"]) process_rules(self.multiworld.get_entrance("Overworld - Wintry Cave", self.player), ["Bomb", "Claw"]) process_rules(self.multiworld.get_entrance("Overworld - Ice Pyramid", self.player), ["Bomb", "Claw"]) process_rules(self.multiworld.get_entrance("Overworld - Mine", self.player), ["MegaGrenade", "Claw", "Reuben1"]) process_rules(self.multiworld.get_entrance("Overworld - Lava Dome", self.player), ["MegaGrenade"]) process_rules(self.multiworld.get_entrance("Overworld - Giant Tree", self.player), ["DragonClaw", "Axe"]) process_rules(self.multiworld.get_entrance("Overworld - Mount Gale", self.player), ["DragonClaw"]) process_rules(self.multiworld.get_entrance("Overworld - Pazuzu Tower", self.player), ["DragonClaw", "Bomb"]) process_rules(self.multiworld.get_entrance("Overworld - Mac Ship", self.player), ["DragonClaw", "CaptainCap"]) process_rules(self.multiworld.get_entrance("Overworld - Mac Ship Doom", self.player), ["DragonClaw", "CaptainCap"]) if self.options.logic == "expert": if self.options.map_shuffle == "none" and not self.options.crest_shuffle: inner_room = self.multiworld.get_region("Wintry Temple Inner Room", self.player) connection = Entrance(self.player, "Sealed Temple Exit Trick", inner_room) connection.connect(self.multiworld.get_region("Wintry Temple Outer Room", self.player)) connection.access_rule = lambda state: state.has("Exit Book", self.player) inner_room.exits.append(connection) else: for crest_warp in non_dead_end_crest_warps: entrance = self.multiworld.get_entrance(crest_warp, self.player) if entrance.connected_region.name in non_dead_end_crest_rooms: entrance.access_rule = lambda state: False if self.options.sky_coin_mode == "shattered_sky_coin": logic_coins = [16, 24, 32, 32, 38][self.options.shattered_sky_coin_quantity.value] self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \ lambda state: state.has("Sky Fragment", self.player, logic_coins) elif self.options.sky_coin_mode == "save_the_crystals": self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \ lambda state: state.has_all(["Flamerus Rex", "Dualhead Hydra", "Ice Golem", "Pazuzu"], self.player) elif self.options.sky_coin_mode in ("standard", "start_with"): self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \ lambda state: state.has("Sky Coin", self.player) def stage_set_rules(multiworld): # If there's no enemies, there's no repeatable income sources no_enemies_players = [player for player in multiworld.get_game_players("Final Fantasy Mystic Quest") if multiworld.worlds[player].options.enemies_density == "none"] if (len([item for item in multiworld.itempool if item.classification in (ItemClassification.filler, ItemClassification.trap)]) > len([player for player in no_enemies_players if multiworld.worlds[player].options.accessibility == "minimal"]) * 3): for player in no_enemies_players: for location in vendor_locations: if multiworld.worlds[player].options.accessibility == "full": multiworld.get_location(location, player).progress_type = LocationProgressType.EXCLUDED else: multiworld.get_location(location, player).access_rule = lambda state: False else: # There are not enough junk items to fill non-minimal players' vendors. Just set an item rule not allowing # advancement items so that useful items can be placed. for player in no_enemies_players: for location in vendor_locations: multiworld.get_location(location, player).item_rule = lambda item: not item.advancement class FFMQLocation(Location): game = "Final Fantasy Mystic Quest" def __init__(self, player, name, address, loc_type, access=None, event=None): super(FFMQLocation, self).__init__( player, name, address ) self.type = loc_type if access: process_rules(self, access) if event: self.place_locked_item(event)