from typing import TYPE_CHECKING from worlds.generic.Rules import add_rule from .Locations import food_locations, shop_locations from .ItemPool import dangerous_weapon_locations from .Options import StartingPosition if TYPE_CHECKING: from . import TLoZWorld def set_rules(tloz_world: "TLoZWorld"): player = tloz_world.player world = tloz_world.multiworld # Boss events for a nicer spoiler log play through for level in range(1, 9): boss = world.get_location(f"Level {level} Boss", player) boss_event = world.get_location(f"Level {level} Boss Status", player) status = tloz_world.create_event(f"Boss {level} Defeated") boss_event.place_locked_item(status) add_rule(boss_event, lambda state, b=boss: state.can_reach(b, "Location", player)) # No dungeons without weapons except for the dangerous weapon locations if we're dangerous, no unsafe dungeons for i, level in enumerate(tloz_world.levels[1:10]): for location in level.locations: if world.StartingPosition[player] < StartingPosition.option_dangerous \ or location.name not in dangerous_weapon_locations: add_rule(world.get_location(location.name, player), lambda state: state.has_group("weapons", player)) if i > 0: # Don't need an extra heart for Level 1 add_rule(world.get_location(location.name, player), lambda state, hearts=i: state.has("Heart Container", player, hearts) or (state.has("Blue Ring", player) and state.has("Heart Container", player, int(hearts / 2))) or (state.has("Red Ring", player) and state.has("Heart Container", player, int(hearts / 4)))) if "Pols Voice" in location.name: # This enemy needs specific weapons add_rule(world.get_location(location.name, player), lambda state: state.has_group("swords", player) or state.has("Bow", player)) # No requiring anything in a shop until we can farm for money for location in shop_locations: add_rule(world.get_location(location, player), lambda state: state.has_group("weapons", player)) # Everything from 4 on up has dark rooms for level in tloz_world.levels[4:]: for location in level.locations: add_rule(world.get_location(location.name, player), lambda state: state.has_group("candles", player) or (state.has("Magical Rod", player) and state.has("Book", player))) # Everything from 5 on up has gaps for level in tloz_world.levels[5:]: for location in level.locations: add_rule(world.get_location(location.name, player), lambda state: state.has("Stepladder", player)) add_rule(world.get_location("Level 5 Boss", player), lambda state: state.has("Recorder", player)) add_rule(world.get_location("Level 6 Boss", player), lambda state: state.has("Bow", player) and state.has_group("arrows", player)) add_rule(world.get_location("Level 7 Item (Red Candle)", player), lambda state: state.has("Recorder", player)) add_rule(world.get_location("Level 7 Boss", player), lambda state: state.has("Recorder", player)) if world.ExpandedPool[player]: add_rule(world.get_location("Level 7 Key Drop (Stalfos)", player), lambda state: state.has("Recorder", player)) add_rule(world.get_location("Level 7 Bomb Drop (Digdogger)", player), lambda state: state.has("Recorder", player)) add_rule(world.get_location("Level 7 Rupee Drop (Dodongos)", player), lambda state: state.has("Recorder", player)) for location in food_locations: if world.ExpandedPool[player] or "Drop" not in location: add_rule(world.get_location(location, player), lambda state: state.has("Food", player)) add_rule(world.get_location("Level 8 Item (Magical Key)", player), lambda state: state.has("Bow", player) and state.has_group("arrows", player)) if world.ExpandedPool[player]: add_rule(world.get_location("Level 8 Bomb Drop (Darknuts North)", player), lambda state: state.has("Bow", player) and state.has_group("arrows", player)) for location in tloz_world.levels[9].locations: add_rule(world.get_location(location.name, player), lambda state: state.has("Triforce Fragment", player, 8) and state.has_group("swords", player)) # Yes we are looping this range again for Triforce locations. No I can't add it to the boss event loop for level in range(1, 9): add_rule(world.get_location(f"Level {level} Triforce", player), lambda state, l=level: state.has(f"Boss {l} Defeated", player)) # Sword, raft, and ladder spots add_rule(world.get_location("White Sword Pond", player), lambda state: state.has("Heart Container", player, 2)) add_rule(world.get_location("Magical Sword Grave", player), lambda state: state.has("Heart Container", player, 9)) stepladder_locations = ["Ocean Heart Container", "Level 4 Triforce", "Level 4 Boss", "Level 4 Map"] stepladder_locations_expanded = ["Level 4 Key Drop (Keese North)"] for location in stepladder_locations: add_rule(world.get_location(location, player), lambda state: state.has("Stepladder", player)) if world.ExpandedPool[player]: for location in stepladder_locations_expanded: add_rule(world.get_location(location, player), lambda state: state.has("Stepladder", player)) # Don't allow Take Any Items until we can actually get in one if world.ExpandedPool[player]: add_rule(world.get_location("Take Any Item Left", player), lambda state: state.has_group("candles", player) or state.has("Raft", player)) add_rule(world.get_location("Take Any Item Middle", player), lambda state: state.has_group("candles", player) or state.has("Raft", player)) add_rule(world.get_location("Take Any Item Right", player), lambda state: state.has_group("candles", player) or state.has("Raft", player)) for location in tloz_world.levels[4].locations: add_rule(world.get_location(location.name, player), lambda state: state.has("Raft", player) or state.has("Recorder", player)) for location in tloz_world.levels[7].locations: add_rule(world.get_location(location.name, player), lambda state: state.has("Recorder", player)) for location in tloz_world.levels[8].locations: add_rule(world.get_location(location.name, player), lambda state: state.has("Bow", player)) add_rule(world.get_location("Potion Shop Item Left", player), lambda state: state.has("Letter", player)) add_rule(world.get_location("Potion Shop Item Middle", player), lambda state: state.has("Letter", player)) add_rule(world.get_location("Potion Shop Item Right", player), lambda state: state.has("Letter", player)) add_rule(world.get_location("Shield Shop Item Left", player), lambda state: state.has_group("candles", player) or state.has("Bomb", player)) add_rule(world.get_location("Shield Shop Item Middle", player), lambda state: state.has_group("candles", player) or state.has("Bomb", player)) add_rule(world.get_location("Shield Shop Item Right", player), lambda state: state.has_group("candles", player) or state.has("Bomb", player))