from typing import List from BaseClasses import MultiWorld, Region, Location from ..AutoWorld import LogicMixin from ..generic.Rules import set_rule class WargrooveLogic(LogicMixin): def _wargroove_has_item(self, player: int, item: str) -> bool: return self.has(item, player) def _wargroove_has_region(self, player: int, region: str) -> bool: return self.can_reach(region, 'Region', player) def _wargroove_has_item_and_region(self, player: int, item: str, region: str) -> bool: return self.can_reach(region, 'Region', player) and self.has(item, player) def set_rules(world: MultiWorld, player: int): # Final Level set_rule(world.get_location('Wargroove Finale: Victory', player), lambda state: state._wargroove_has_item(player, "Final Bridges") and state._wargroove_has_item(player, "Final Walls") and state._wargroove_has_item(player, "Final Sickle")) # Level 1 set_rule(world.get_location('Humble Beginnings: Caesar', player), lambda state: True) set_rule(world.get_location('Humble Beginnings: Chest 1', player), lambda state: True) set_rule(world.get_location('Humble Beginnings: Chest 2', player), lambda state: True) set_rule(world.get_location('Humble Beginnings: Victory', player), lambda state: True) set_region_exit_rules(world.get_region('Humble Beginnings', player), [world.get_location('Humble Beginnings: Victory', player)]) # Levels 2A-2C set_rule(world.get_location('Best Friendssss: Find Sedge', player), lambda state: True) set_rule(world.get_location('Best Friendssss: Victory', player), lambda state: True) set_region_exit_rules(world.get_region('Best Friendssss', player), [world.get_location('Best Friendssss: Victory', player)]) set_rule(world.get_location('A Knight\'s Folly: Caesar', player), lambda state: True) set_rule(world.get_location('A Knight\'s Folly: Victory', player), lambda state: True) set_region_exit_rules(world.get_region('A Knight\'s Folly', player), [world.get_location('A Knight\'s Folly: Victory', player)]) set_rule(world.get_location('Denrunaway: Chest', player), lambda state: True) set_rule(world.get_location('Denrunaway: Victory', player), lambda state: True) set_region_exit_rules(world.get_region('Denrunaway', player), [world.get_location('Denrunaway: Victory', player)]) # Levels 3AA-3AC set_rule(world.get_location('Dragon Freeway: Victory', player), lambda state: state._wargroove_has_item(player, 'Mage')) set_region_exit_rules(world.get_region('Dragon Freeway', player), [world.get_location('Dragon Freeway: Victory', player)]) set_rule(world.get_location('Deep Thicket: Find Sedge', player), lambda state: state._wargroove_has_item(player, 'Mage')) set_rule(world.get_location('Deep Thicket: Victory', player), lambda state: state._wargroove_has_item(player, 'Mage')) set_region_exit_rules(world.get_region('Deep Thicket', player), [world.get_location('Deep Thicket: Victory', player)]) set_rule(world.get_location('Corrupted Inlet: Victory', player), lambda state: state._wargroove_has_item(player, 'Barge') or state._wargroove_has_item(player, 'Merfolk') or state._wargroove_has_item(player, 'Warship')) set_region_exit_rules(world.get_region('Corrupted Inlet', player), [world.get_location('Corrupted Inlet: Victory', player)]) # Levels 3BA-3BC set_rule(world.get_location('Mage Mayhem: Caesar', player), lambda state: state._wargroove_has_item(player, 'Harpy') or state._wargroove_has_item(player, 'Dragon')) set_rule(world.get_location('Mage Mayhem: Victory', player), lambda state: state._wargroove_has_item(player, 'Harpy') or state._wargroove_has_item(player, 'Dragon')) set_region_exit_rules(world.get_region('Mage Mayhem', player), [world.get_location('Mage Mayhem: Victory', player)]) set_rule(world.get_location('Endless Knight: Victory', player), lambda state: state._wargroove_has_item(player, 'Eastern Bridges') and ( state._wargroove_has_item(player, 'Spearman') or state._wargroove_has_item(player, 'Harpy') or state._wargroove_has_item(player, 'Dragon'))) set_region_exit_rules(world.get_region('Endless Knight', player), [world.get_location('Endless Knight: Victory', player)]) set_rule(world.get_location('Ambushed in the Middle: Victory (Blue)', player), lambda state: state._wargroove_has_item(player, 'Spearman')) set_rule(world.get_location('Ambushed in the Middle: Victory (Green)', player), lambda state: state._wargroove_has_item(player, 'Spearman')) set_region_exit_rules(world.get_region('Ambushed in the Middle', player), [world.get_location('Ambushed in the Middle: Victory (Blue)', player), world.get_location('Ambushed in the Middle: Victory (Green)', player)]) # Levels 3CA-3CC set_rule(world.get_location('The Churning Sea: Victory', player), lambda state: (state._wargroove_has_item(player, 'Merfolk') or state._wargroove_has_item(player, 'Turtle')) and state._wargroove_has_item(player, 'Harpoon Ship')) set_region_exit_rules(world.get_region('The Churning Sea', player), [world.get_location('The Churning Sea: Victory', player)]) set_rule(world.get_location('Frigid Archery: Light the Torch', player), lambda state: state._wargroove_has_item(player, 'Archer') and state._wargroove_has_item(player, 'Southern Walls')) set_rule(world.get_location('Frigid Archery: Victory', player), lambda state: state._wargroove_has_item(player, 'Archer')) set_region_exit_rules(world.get_region('Frigid Archery', player), [world.get_location('Frigid Archery: Victory', player)]) set_rule(world.get_location('Archery Lessons: Chest', player), lambda state: state._wargroove_has_item(player, 'Knight') and state._wargroove_has_item(player, 'Southern Walls')) set_rule(world.get_location('Archery Lessons: Victory', player), lambda state: state._wargroove_has_item(player, 'Knight') and state._wargroove_has_item(player, 'Southern Walls')) set_region_exit_rules(world.get_region('Archery Lessons', player), [world.get_location('Archery Lessons: Victory', player)]) # Levels 4AA-4AC set_rule(world.get_location('Surrounded: Caesar', player), lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Surrounded')) set_rule(world.get_location('Surrounded: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Surrounded')) set_rule(world.get_location('Darkest Knight: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Spearman', 'Darkest Knight')) set_rule(world.get_location('Robbed: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Thief', 'Robbed') and state._wargroove_has_item(player, 'Rifleman')) # Levels 4BA-4BC set_rule(world.get_location('Open Season: Caesar', player), lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Open Season') and state._wargroove_has_item(player, 'Knight')) set_rule(world.get_location('Open Season: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Open Season') and state._wargroove_has_item(player, 'Knight')) set_rule(world.get_location('Doggo Mountain: Find all the Dogs', player), lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Doggo Mountain')) set_rule(world.get_location('Doggo Mountain: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Doggo Mountain')) set_rule(world.get_location('Tenri\'s Fall: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Tenri\'s Fall') and state._wargroove_has_item(player, 'Thief')) set_rule(world.get_location('Foolish Canal: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Foolish Canal') and state._wargroove_has_item(player, 'Spearman')) # Levels 4CA-4CC set_rule(world.get_location('Master of the Lake: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Warship', 'Master of the Lake')) set_rule(world.get_location('A Ballista\'s Revenge: Victory', player), lambda state: state._wargroove_has_item_and_region(player, 'Ballista', 'A Ballista\'s Revenge')) set_rule(world.get_location('Rebel Village: Victory (Pink)', player), lambda state: state._wargroove_has_item_and_region(player, 'Spearman', 'Rebel Village')) set_rule(world.get_location('Rebel Village: Victory (Red)', player), lambda state: state._wargroove_has_item_and_region(player, 'Spearman', 'Rebel Village')) def set_region_exit_rules(region: Region, locations: List[Location], operator: str = "or"): if operator == "or": exit_rule = lambda state: any(location.access_rule(state) for location in locations) else: exit_rule = lambda state: all(location.access_rule(state) for location in locations) for region_exit in region.exits: region_exit.access_rule = exit_rule