from BaseClasses import MultiWorld from ..AutoWorld import LogicMixin from ..generic.Rules import set_rule class RiskOfRainLogic(LogicMixin): def _ror_has_items(self, player: int, amount: int) -> bool: count: int = self.item_count("Common Item", player) + self.item_count("Uncommon Item", player) + \ self.item_count("Legendary Item", player) + self.item_count("Boss Item", player) + \ self.item_count("Lunar Item", player) + self.item_count("Equipment", player) return count >= amount def set_rules(world: MultiWorld, player: int): total_checks = world.total_locations[player] # divide by 5 since 5 levels (then commencement) items_per_level = total_checks / 5 leftover = total_checks % 5 set_rule(world.get_location("Level One", player), lambda state: state._ror_has_items(player, items_per_level + leftover)) set_rule(world.get_location("Level Two", player), lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level One", player)) set_rule(world.get_location("Level Three", player), lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Two", player)) set_rule(world.get_location("Level Four", player), lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Three", player)) set_rule(world.get_location("Level Five", player), lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Four", player)) set_rule(world.get_location("Victory", player), lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Five", player)) world.completion_condition[player] = lambda state: state.has("Victory", player)