from worlds.adventure import location_table from worlds.adventure.Options import BatLogic, DifficultySwitchB, DifficultySwitchA from worlds.generic.Rules import add_rule, set_rule, forbid_item from BaseClasses import LocationProgressType def set_rules(self) -> None: world = self.multiworld use_bat_logic = world.bat_logic[self.player].value == BatLogic.option_use_logic set_rule(world.get_entrance("YellowCastlePort", self.player), lambda state: state.has("Yellow Key", self.player)) set_rule(world.get_entrance("BlackCastlePort", self.player), lambda state: state.has("Black Key", self.player)) set_rule(world.get_entrance("WhiteCastlePort", self.player), lambda state: state.has("White Key", self.player)) # a future thing would be to make the bat an actual item, or at least allow it to # be placed in a castle, which would require some additions to the rules when # use_bat_logic is true if not use_bat_logic: set_rule(world.get_entrance("WhiteCastleSecretPassage", self.player), lambda state: state.has("Bridge", self.player)) set_rule(world.get_entrance("WhiteCastlePeekPassage", self.player), lambda state: state.has("Bridge", self.player) or state.has("Magnet", self.player)) set_rule(world.get_entrance("BlackCastleVaultEntrance", self.player), lambda state: state.has("Bridge", self.player) or state.has("Magnet", self.player)) dragon_slay_check = world.dragon_slay_check[self.player].value if dragon_slay_check: if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item: set_rule(world.get_location("Slay Yorgle", self.player), lambda state: state.has("Sword", self.player) and state.has("Right Difficulty Switch", self.player)) set_rule(world.get_location("Slay Grundle", self.player), lambda state: state.has("Sword", self.player) and state.has("Right Difficulty Switch", self.player)) set_rule(world.get_location("Slay Rhindle", self.player), lambda state: state.has("Sword", self.player) and state.has("Right Difficulty Switch", self.player)) else: set_rule(world.get_location("Slay Yorgle", self.player), lambda state: state.has("Sword", self.player)) set_rule(world.get_location("Slay Grundle", self.player), lambda state: state.has("Sword", self.player)) set_rule(world.get_location("Slay Rhindle", self.player), lambda state: state.has("Sword", self.player)) # really this requires getting the dot item, and having another item or enemy # in the room, but the dot would be *super evil* # to actually make randomized, since it is invisible. May add some options # for how that works in the distant future, but for now, just say you need # the bridge and black key to get to it, as that simplifies things a lot set_rule(world.get_entrance("CreditsWall", self.player), lambda state: state.has("Bridge", self.player) and state.has("Black Key", self.player)) if not use_bat_logic: set_rule(world.get_entrance("CreditsToFarSide", self.player), lambda state: state.has("Magnet", self.player)) # bridge literally does not fit in this space, I think. I'll just exclude it forbid_item(world.get_location("Dungeon Vault", self.player), "Bridge", self.player) # don't put magnet in locations that can pull in-logic items out of reach unless the bat is in play if not use_bat_logic: forbid_item(world.get_location("Dungeon Vault", self.player), "Magnet", self.player) forbid_item(world.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player) forbid_item(world.get_location("Credits Right Side", self.player), "Magnet", self.player) # and obviously we don't want to start with the game already won forbid_item(world.get_location("Inside Yellow Castle", self.player), "Chalice", self.player) overworld = world.get_region("Overworld", self.player) for loc in overworld.locations: forbid_item(loc, "Chalice", self.player) add_rule(world.get_location("Chalice Home", self.player), lambda state: state.has("Chalice", self.player) and state.has("Yellow Key", self.player)) # world.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY # all_locations = world.get_locations(self.player).copy() # while priority_count < get_num_items(): # loc = world.random.choice(all_locations) # if loc.progress_type == LocationProgressType.DEFAULT: # loc.progress_type = LocationProgressType.PRIORITY # priority_count += 1 # all_locations.remove(loc) # TODO: Add events for dragon_slay_check and trap_bat_check. Here? Elsewhere? # if self.dragon_slay_check == 1: # TODO - Randomize bat and dragon start rooms and use those to determine rules # TODO - for the requirements for the slay event (since we have to get to the # TODO - dragons and sword to kill them). Unless the dragons are set to be items, # TODO - which might be a funny option, then they can just be randoed like normal # TODO - just forbidden from the vaults and all credits room locations