from __future__ import annotations import logging import typing from copy import deepcopy import itertools import operator logger = logging.getLogger("Hollow Knight") from .Items import item_table, lookup_type_to_names, item_name_groups from .Regions import create_regions from .Rules import set_rules, cost_terms from .Options import hollow_knight_options, hollow_knight_randomize_options, Goal, WhitePalace, CostSanity, \ shop_to_option from .ExtractedData import locations, starts, multi_locations, location_to_region_lookup, \ event_names, item_effects, connectors, one_ways, vanilla_shop_costs, vanilla_location_costs from .Charms import names as charm_names from BaseClasses import Region, Location, MultiWorld, Item, LocationProgressType, Tutorial, ItemClassification from worlds.AutoWorld import World, LogicMixin, WebWorld path_of_pain_locations = { "Soul_Totem-Path_of_Pain_Below_Thornskip", "Lore_Tablet-Path_of_Pain_Entrance", "Soul_Totem-Path_of_Pain_Left_of_Lever", "Soul_Totem-Path_of_Pain_Hidden", "Soul_Totem-Path_of_Pain_Entrance", "Soul_Totem-Path_of_Pain_Final", "Soul_Totem-Path_of_Pain_Below_Lever", "Soul_Totem-Path_of_Pain_Second", "Journal_Entry-Seal_of_Binding", "Warp-Path_of_Pain_Complete", "Defeated_Path_of_Pain_Arena", "Completed_Path_of_Pain", # Path of Pain transitions "White_Palace_17[right1]", "White_Palace_17[bot1]", "White_Palace_18[top1]", "White_Palace_18[right1]", "White_Palace_19[left1]", "White_Palace_19[top1]", "White_Palace_20[bot1]", } white_palace_transitions = { # Event-Transitions: # "Grubfather_2", "White_Palace_01[left1]", "White_Palace_01[right1]", "White_Palace_01[top1]", "White_Palace_02[left1]", "White_Palace_03_hub[bot1]", "White_Palace_03_hub[left1]", "White_Palace_03_hub[left2]", "White_Palace_03_hub[right1]", "White_Palace_03_hub[top1]", "White_Palace_04[right2]", "White_Palace_04[top1]", "White_Palace_05[left1]", "White_Palace_05[left2]", "White_Palace_05[right1]", "White_Palace_05[right2]", "White_Palace_06[bot1]", "White_Palace_06[left1]", "White_Palace_06[top1]", "White_Palace_07[bot1]", "White_Palace_07[top1]", "White_Palace_08[left1]", "White_Palace_08[right1]", "White_Palace_09[right1]", "White_Palace_11[door2]", "White_Palace_12[bot1]", "White_Palace_12[right1]", "White_Palace_13[left1]", "White_Palace_13[left2]", "White_Palace_13[left3]", "White_Palace_13[right1]", "White_Palace_14[bot1]", "White_Palace_14[right1]", "White_Palace_15[left1]", "White_Palace_15[right1]", "White_Palace_15[right2]", "White_Palace_16[left1]", "White_Palace_16[left2]", } white_palace_checks = { "Soul_Totem-White_Palace_Final", "Soul_Totem-White_Palace_Entrance", "Lore_Tablet-Palace_Throne", "Soul_Totem-White_Palace_Left", "Lore_Tablet-Palace_Workshop", "Soul_Totem-White_Palace_Hub", "Soul_Totem-White_Palace_Right" } white_palace_events = { "White_Palace_03_hub", "White_Palace_13", "White_Palace_01", "Palace_Entrance_Lantern_Lit", "Palace_Left_Lantern_Lit", "Palace_Right_Lantern_Lit", "Palace_Atrium_Gates_Opened", "Warp-White_Palace_Atrium_to_Palace_Grounds", "Warp-White_Palace_Entrance_to_Palace_Grounds", } progression_charms = { # Baldur Killers "Grubberfly's_Elegy", "Weaversong", "Glowing_Womb", # Spore Shroom spots in fungal wastes and elsewhere "Spore_Shroom", # Tuk gives egg, "Defender's_Crest", # Unlocks Grimm Troupe "Grimmchild1", "Grimmchild2" } # Vanilla placements of the following items have no impact on logic, thus we can avoid creating these items and # locations entirely when the option to randomize them is disabled. logicless_options = { "RandomizeVesselFragments", "RandomizeGeoChests", "RandomizeJunkPitChests", "RandomizeRelics", "RandomizeMaps", "RandomizeJournalEntries", "RandomizeGeoRocks", "RandomizeBossGeo", "RandomizeLoreTablets", "RandomizeSoulTotems", } # Options that affect vanilla starting items randomizable_starting_items: typing.Dict[str, typing.Tuple[str, ...]] = { "RandomizeFocus": ("Focus",), "RandomizeSwim": ("Swim",), "RandomizeNail": ('Upslash', 'Leftslash', 'Rightslash') } # Shop cost types. shop_cost_types: typing.Dict[str, typing.Tuple[str, ...]] = { "Egg_Shop": ("RANCIDEGGS",), "Grubfather": ("GRUBS",), "Seer": ("ESSENCE",), "Salubra_(Requires_Charms)": ("CHARMS", "GEO"), "Sly": ("GEO",), "Sly_(Key)": ("GEO",), "Iselda": ("GEO",), "Salubra": ("GEO",), "Leg_Eater": ("GEO",), } class HKWeb(WebWorld): tutorials = [Tutorial( "Mod Setup and Use Guide", "A guide to playing Hollow Knight with Archipelago.", "English", "setup_en.md", "setup/en", ["Ijwu"] )] bug_report_page = "https://github.com/Ijwu/Archipelago.HollowKnight/issues/new?assignees=&labels=bug%2C+needs+investigation&template=bug_report.md&title=" class HKWorld(World): """Beneath the fading town of Dirtmouth sleeps a vast, ancient kingdom. Many are drawn beneath the surface, searching for riches, or glory, or answers to old secrets. As the enigmatic Knight, you’ll traverse the depths, unravel its mysteries and conquer its evils. """ # from https://www.hollowknight.com game: str = "Hollow Knight" option_definitions = hollow_knight_options web = HKWeb() item_name_to_id = {name: data.id for name, data in item_table.items()} location_name_to_id = {location_name: location_id for location_id, location_name in enumerate(locations, start=0x1000000)} item_name_groups = item_name_groups ranges: typing.Dict[str, typing.Tuple[int, int]] charm_costs: typing.List[int] cached_filler_items = {} def __init__(self, world, player): super(HKWorld, self).__init__(world, player) self.created_multi_locations: typing.Dict[str, typing.List[HKLocation]] = { location: list() for location in multi_locations } self.ranges = {} self.created_shop_items = 0 self.vanilla_shop_costs = deepcopy(vanilla_shop_costs) def generate_early(self): world = self.multiworld charm_costs = world.RandomCharmCosts[self.player].get_costs(world.random) self.charm_costs = world.PlandoCharmCosts[self.player].get_costs(charm_costs) # world.exclude_locations[self.player].value.update(white_palace_locations) for term, data in cost_terms.items(): mini = getattr(world, f"Minimum{data.option}Price")[self.player] maxi = getattr(world, f"Maximum{data.option}Price")[self.player] # if minimum > maximum, set minimum to maximum mini.value = min(mini.value, maxi.value) self.ranges[term] = mini.value, maxi.value world.push_precollected(HKItem(starts[world.StartLocation[self.player].current_key], True, None, "Event", self.player)) def white_palace_exclusions(self): exclusions = set() wp = self.multiworld.WhitePalace[self.player] if wp <= WhitePalace.option_nopathofpain: exclusions.update(path_of_pain_locations) if wp <= WhitePalace.option_kingfragment: exclusions.update(white_palace_checks) if wp == WhitePalace.option_exclude: exclusions.add("King_Fragment") if self.multiworld.RandomizeCharms[self.player]: # If charms are randomized, this will be junk-filled -- so transitions and events are not progression exclusions.update(white_palace_transitions) exclusions.update(white_palace_events) return exclusions def create_regions(self): menu_region: Region = create_region(self.multiworld, self.player, 'Menu') self.multiworld.regions.append(menu_region) # wp_exclusions = self.white_palace_exclusions() # check for any goal that godhome events are relevant to all_event_names = event_names.copy() if self.multiworld.Goal[self.player] in [Goal.option_godhome, Goal.option_godhome_flower]: from .GodhomeData import godhome_event_names all_event_names.update(set(godhome_event_names)) # Link regions for event_name in all_event_names: #if event_name in wp_exclusions: # continue loc = HKLocation(self.player, event_name, None, menu_region) loc.place_locked_item(HKItem(event_name, True, #event_name not in wp_exclusions, None, "Event", self.player)) menu_region.locations.append(loc) for entry_transition, exit_transition in connectors.items(): #if entry_transition in wp_exclusions: # continue if exit_transition: # if door logic fulfilled -> award vanilla target as event loc = HKLocation(self.player, entry_transition, None, menu_region) loc.place_locked_item(HKItem(exit_transition, True, #exit_transition not in wp_exclusions, None, "Event", self.player)) menu_region.locations.append(loc) def create_items(self): unfilled_locations = 0 # Generate item pool and associated locations (paired in HK) pool: typing.List[HKItem] = [] wp_exclusions = self.white_palace_exclusions() junk_replace: typing.Set[str] = set() if self.multiworld.RemoveSpellUpgrades[self.player]: junk_replace.update(("Abyss_Shriek", "Shade_Soul", "Descending_Dark")) randomized_starting_items = set() for attr, items in randomizable_starting_items.items(): if getattr(self.multiworld, attr)[self.player]: randomized_starting_items.update(items) # noinspection PyShadowingNames def _add(item_name: str, location_name: str, randomized: bool): """ Adds a pairing of an item and location, doing appropriate checks to see if it should be vanilla or not. """ nonlocal unfilled_locations vanilla = not randomized excluded = False if not vanilla and location_name in wp_exclusions: if location_name == 'King_Fragment': excluded = True else: vanilla = True if item_name in junk_replace: item_name = self.get_filler_item_name() item = self.create_item(item_name) if not vanilla or location_name == "Start" or self.multiworld.AddUnshuffledLocations[self.player] else self.create_event(item_name) if location_name == "Start": if item_name in randomized_starting_items: if item_name == "Focus": self.create_location("Focus") unfilled_locations += 1 pool.append(item) else: self.multiworld.push_precollected(item) return if vanilla: location = self.create_vanilla_location(location_name, item) else: pool.append(item) if location_name in multi_locations: # Create shop locations later. return location = self.create_location(location_name) unfilled_locations += 1 if excluded: location.progress_type = LocationProgressType.EXCLUDED for option_key, option in hollow_knight_randomize_options.items(): randomized = getattr(self.multiworld, option_key)[self.player] if all([not randomized, option_key in logicless_options, not self.multiworld.AddUnshuffledLocations[self.player]]): continue for item_name, location_name in zip(option.items, option.locations): if item_name in junk_replace: item_name = self.get_filler_item_name() if (item_name == "Crystal_Heart" and self.multiworld.SplitCrystalHeart[self.player]) or \ (item_name == "Mothwing_Cloak" and self.multiworld.SplitMothwingCloak[self.player]): _add("Left_" + item_name, location_name, randomized) _add("Right_" + item_name, "Split_" + location_name, randomized) continue if item_name == "Mantis_Claw" and self.multiworld.SplitMantisClaw[self.player]: _add("Left_" + item_name, "Left_" + location_name, randomized) _add("Right_" + item_name, "Right_" + location_name, randomized) continue if item_name == "Shade_Cloak" and self.multiworld.SplitMothwingCloak[self.player]: if self.multiworld.random.randint(0, 1): item_name = "Left_Mothwing_Cloak" else: item_name = "Right_Mothwing_Cloak" if item_name == "Grimmchild2" and self.multiworld.RandomizeGrimmkinFlames[self.player] and self.multiworld.RandomizeCharms[self.player]: _add("Grimmchild1", location_name, randomized) continue _add(item_name, location_name, randomized) if self.multiworld.RandomizeElevatorPass[self.player]: randomized = True _add("Elevator_Pass", "Elevator_Pass", randomized) for shop, locations in self.created_multi_locations.items(): for _ in range(len(locations), getattr(self.multiworld, shop_to_option[shop])[self.player].value): loc = self.create_location(shop) unfilled_locations += 1 # Balance the pool item_count = len(pool) additional_shop_items = max(item_count - unfilled_locations, self.multiworld.ExtraShopSlots[self.player].value) # Add additional shop items, as needed. if additional_shop_items > 0: shops = list(shop for shop, locations in self.created_multi_locations.items() if len(locations) < 16) if not self.multiworld.EggShopSlots[self.player].value: # No eggshop, so don't place items there shops.remove('Egg_Shop') if shops: for _ in range(additional_shop_items): shop = self.multiworld.random.choice(shops) loc = self.create_location(shop) unfilled_locations += 1 if len(self.created_multi_locations[shop]) >= 16: shops.remove(shop) if not shops: break # Create filler items, if needed if item_count < unfilled_locations: pool.extend(self.create_item(self.get_filler_item_name()) for _ in range(unfilled_locations - item_count)) self.multiworld.itempool += pool self.apply_costsanity() self.sort_shops_by_cost() def sort_shops_by_cost(self): for shop, locations in self.created_multi_locations.items(): randomized_locations = list(loc for loc in locations if not loc.vanilla) prices = sorted( (loc.costs for loc in randomized_locations), key=lambda costs: (len(costs),) + tuple(costs.values()) ) for loc, costs in zip(randomized_locations, prices): loc.costs = costs def apply_costsanity(self): setting = self.multiworld.CostSanity[self.player].value if not setting: return # noop def _compute_weights(weights: dict, desc: str) -> typing.Dict[str, int]: if all(x == 0 for x in weights.values()): logger.warning( f"All {desc} weights were zero for {self.multiworld.player_name[self.player]}." f" Setting them to one instead." ) weights = {k: 1 for k in weights} return {k: v for k, v in weights.items() if v} random = self.multiworld.random hybrid_chance = getattr(self.multiworld, f"CostSanityHybridChance")[self.player].value weights = { data.term: getattr(self.multiworld, f"CostSanity{data.option}Weight")[self.player].value for data in cost_terms.values() } weights_geoless = dict(weights) del weights_geoless["GEO"] weights = _compute_weights(weights, "CostSanity") weights_geoless = _compute_weights(weights_geoless, "Geoless CostSanity") if hybrid_chance > 0: if len(weights) == 1: logger.warning( f"Only one cost type is available for CostSanity in {self.multiworld.player_name[self.player]}'s world." f" CostSanityHybridChance will not trigger." ) if len(weights_geoless) == 1: logger.warning( f"Only one cost type is available for CostSanity in {self.multiworld.player_name[self.player]}'s world." f" CostSanityHybridChance will not trigger in geoless locations." ) for region in self.multiworld.get_regions(self.player): for location in region.locations: if location.vanilla: continue if not location.costs: continue if location.name == "Vessel_Fragment-Basin": continue if setting == CostSanity.option_notshops and location.basename in multi_locations: continue if setting == CostSanity.option_shopsonly and location.basename not in multi_locations: continue if location.basename in {'Grubfather', 'Seer', 'Egg_Shop'}: our_weights = dict(weights_geoless) else: our_weights = dict(weights) rolls = 1 if random.randrange(100) < hybrid_chance: rolls = 2 if rolls > len(our_weights): terms = list(our_weights.keys()) # Can't randomly choose cost types, using all of them. else: terms = [] for _ in range(rolls): term = random.choices(list(our_weights.keys()), list(our_weights.values()))[0] del our_weights[term] terms.append(term) location.costs = {term: random.randint(*self.ranges[term]) for term in terms} location.sort_costs() def set_rules(self): world = self.multiworld player = self.player goal = world.Goal[player] if goal == Goal.option_hollowknight: world.completion_condition[player] = lambda state: state._hk_can_beat_thk(player) elif goal == Goal.option_siblings: world.completion_condition[player] = lambda state: state._hk_siblings_ending(player) elif goal == Goal.option_radiance: world.completion_condition[player] = lambda state: state._hk_can_beat_radiance(player) elif goal == Goal.option_godhome: world.completion_condition[player] = lambda state: state.count("Defeated_Pantheon_5", player) elif goal == Goal.option_godhome_flower: world.completion_condition[player] = lambda state: state.count("Godhome_Flower_Quest", player) else: # Any goal world.completion_condition[player] = lambda state: state._hk_can_beat_thk(player) or state._hk_can_beat_radiance(player) set_rules(self) def fill_slot_data(self): slot_data = {} options = slot_data["options"] = {} for option_name in self.option_definitions: option = getattr(self.multiworld, option_name)[self.player] try: optionvalue = int(option.value) except TypeError: pass # C# side is currently typed as dict[str, int], drop what doesn't fit else: options[option_name] = optionvalue # 32 bit int slot_data["seed"] = self.multiworld.per_slot_randoms[self.player].randint(-2147483647, 2147483646) # Backwards compatibility for shop cost data (HKAP < 0.1.0) if not self.multiworld.CostSanity[self.player]: for shop, terms in shop_cost_types.items(): unit = cost_terms[next(iter(terms))].option if unit == "Geo": continue slot_data[f"{unit}_costs"] = { loc.name: next(iter(loc.costs.values())) for loc in self.created_multi_locations[shop] } # HKAP 0.1.0 and later cost data. location_costs = {} for region in self.multiworld.get_regions(self.player): for location in region.locations: if location.costs: location_costs[location.name] = location.costs slot_data["location_costs"] = location_costs slot_data["notch_costs"] = self.charm_costs return slot_data def create_item(self, name: str) -> HKItem: item_data = item_table[name] return HKItem(name, item_data.advancement, item_data.id, item_data.type, self.player) def create_event(self, name: str) -> HKItem: item_data = item_table[name] return HKItem(name, item_data.advancement, None, item_data.type, self.player) def create_location(self, name: str, vanilla=False) -> HKLocation: costs = None basename = name if name in shop_cost_types: costs = { term: self.multiworld.random.randint(*self.ranges[term]) for term in shop_cost_types[name] } elif name in vanilla_location_costs: costs = vanilla_location_costs[name] multi = self.created_multi_locations.get(name) if multi is not None: i = len(multi) + 1 name = f"{name}_{i}" region = self.multiworld.get_region("Menu", self.player) if vanilla and not self.multiworld.AddUnshuffledLocations[self.player]: loc = HKLocation(self.player, name, None, region, costs=costs, vanilla=vanilla, basename=basename) else: loc = HKLocation(self.player, name, self.location_name_to_id[name], region, costs=costs, vanilla=vanilla, basename=basename) if multi is not None: multi.append(loc) region.locations.append(loc) return loc def create_vanilla_location(self, location: str, item: Item): costs = self.vanilla_shop_costs.get((location, item.name)) location = self.create_location(location, vanilla=True) location.place_locked_item(item) if costs: location.costs = costs.pop() return location def collect(self, state, item: HKItem) -> bool: change = super(HKWorld, self).collect(state, item) if change: for effect_name, effect_value in item_effects.get(item.name, {}).items(): state.prog_items[item.player][effect_name] += effect_value if item.name in {"Left_Mothwing_Cloak", "Right_Mothwing_Cloak"}: if state.prog_items[item.player].get('RIGHTDASH', 0) and \ state.prog_items[item.player].get('LEFTDASH', 0): (state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"]) = \ ([max(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"])] * 2) return change def remove(self, state, item: HKItem) -> bool: change = super(HKWorld, self).remove(state, item) if change: for effect_name, effect_value in item_effects.get(item.name, {}).items(): if state.prog_items[item.player][effect_name] == effect_value: del state.prog_items[item.player][effect_name] else: state.prog_items[item.player][effect_name] -= effect_value return change @classmethod def stage_write_spoiler(cls, world: MultiWorld, spoiler_handle): hk_players = world.get_game_players(cls.game) spoiler_handle.write('\n\nCharm Notches:') for player in hk_players: name = world.get_player_name(player) spoiler_handle.write(f'\n{name}\n') hk_world: HKWorld = world.worlds[player] for charm_number, cost in enumerate(hk_world.charm_costs): spoiler_handle.write(f"\n{charm_names[charm_number]}: {cost}") spoiler_handle.write('\n\nShop Prices:') for player in hk_players: name = world.get_player_name(player) spoiler_handle.write(f'\n{name}\n') hk_world: HKWorld = world.worlds[player] if world.CostSanity[player].value: for loc in sorted( ( loc for loc in itertools.chain(*(region.locations for region in world.get_regions(player))) if loc.costs ), key=operator.attrgetter('name') ): spoiler_handle.write(f"\n{loc}: {loc.item} costing {loc.cost_text()}") else: for shop_name, locations in hk_world.created_multi_locations.items(): for loc in locations: spoiler_handle.write(f"\n{loc}: {loc.item} costing {loc.cost_text()}") def get_multi_location_name(self, base: str, i: typing.Optional[int]) -> str: if i is None: i = len(self.created_multi_locations[base]) + 1 assert 1 <= 16, "limited number of multi location IDs reserved." return f"{base}_{i}" def get_filler_item_name(self) -> str: if self.player not in self.cached_filler_items: fillers = ["One_Geo", "Soul_Refill"] exclusions = self.white_palace_exclusions() for group in ( 'RandomizeGeoRocks', 'RandomizeSoulTotems', 'RandomizeLoreTablets', 'RandomizeJunkPitChests', 'RandomizeRancidEggs' ): if getattr(self.multiworld, group): fillers.extend(item for item in hollow_knight_randomize_options[group].items if item not in exclusions) self.cached_filler_items[self.player] = fillers return self.multiworld.random.choice(self.cached_filler_items[self.player]) def create_region(world: MultiWorld, player: int, name: str, location_names=None) -> Region: ret = Region(name, player, world) if location_names: for location in location_names: loc_id = HKWorld.location_name_to_id.get(location, None) location = HKLocation(player, location, loc_id, ret) ret.locations.append(location) return ret class HKLocation(Location): game: str = "Hollow Knight" costs: typing.Dict[str, int] = None unit: typing.Optional[str] = None vanilla = False basename: str def sort_costs(self): if self.costs is None: return self.costs = {k: self.costs[k] for k in sorted(self.costs.keys(), key=lambda x: cost_terms[x].sort)} def __init__( self, player: int, name: str, code=None, parent=None, costs: typing.Dict[str, int] = None, vanilla: bool = False, basename: str = None ): self.basename = basename or name super(HKLocation, self).__init__(player, name, code if code else None, parent) self.vanilla = vanilla if costs: self.costs = dict(costs) self.sort_costs() def cost_text(self, separator=" and "): if self.costs is None: return None return separator.join( f"{value} {cost_terms[term].singular if value == 1 else cost_terms[term].plural}" for term, value in self.costs.items() ) class HKItem(Item): game = "Hollow Knight" type: str def __init__(self, name, advancement, code, type: str, player: int = None): if name == "Mimic_Grub": classification = ItemClassification.trap elif name == "Godtuner": classification = ItemClassification.progression elif type in ("Grub", "DreamWarrior", "Root", "Egg", "Dreamer"): classification = ItemClassification.progression_skip_balancing elif type == "Charm" and name not in progression_charms: classification = ItemClassification.progression_skip_balancing elif type in ("Map", "Journal"): classification = ItemClassification.filler elif type in ("Ore", "Vessel"): classification = ItemClassification.useful elif advancement: classification = ItemClassification.progression else: classification = ItemClassification.filler super(HKItem, self).__init__(name, classification, code if code else None, player) self.type = type class HKLogicMixin(LogicMixin): multiworld: MultiWorld def _hk_notches(self, player: int, *notches: int) -> int: return sum(self.multiworld.worlds[player].charm_costs[notch] for notch in notches) def _hk_option(self, player: int, option_name: str) -> int: return getattr(self.multiworld, option_name)[player].value def _hk_start(self, player, start_location: str) -> bool: return self.multiworld.StartLocation[player] == start_location def _hk_nail_combat(self, player: int) -> bool: return self.has_any({'LEFTSLASH', 'RIGHTSLASH', 'UPSLASH'}, player) def _hk_can_beat_thk(self, player: int) -> bool: return ( self.has('Opened_Black_Egg_Temple', player) and (self.count('FIREBALL', player) + self.count('SCREAM', player) + self.count('QUAKE', player)) > 1 and self._hk_nail_combat(player) and ( self.has_any({'LEFTDASH', 'RIGHTDASH'}, player) or self._hk_option(player, 'ProficientCombat') ) and self.has('FOCUS', player) ) def _hk_siblings_ending(self, player: int) -> bool: return self._hk_can_beat_thk(player) and self.has('WHITEFRAGMENT', player, 3) def _hk_can_beat_radiance(self, player: int) -> bool: return ( self.has('Opened_Black_Egg_Temple', player) and self._hk_nail_combat(player) and self.has('WHITEFRAGMENT', player, 3) and self.has('DREAMNAIL', player) and ( (self.has('LEFTCLAW', player) and self.has('RIGHTCLAW', player)) or self.has('WINGS', player) ) and (self.count('FIREBALL', player) + self.count('SCREAM', player) + self.count('QUAKE', player)) > 1 and ( (self.has('LEFTDASH', player, 2) and self.has('RIGHTDASH', player, 2)) # Both Shade Cloaks or (self._hk_option(player, 'ProficientCombat') and self.has('QUAKE', player)) # or Dive ) )