from random import Random from typing import Dict, TYPE_CHECKING from worlds.generic.Rules import set_rule, forbid_item from BaseClasses import CollectionState from .options import TunicOptions if TYPE_CHECKING: from . import TunicWorld laurels = "Hero's Laurels" grapple = "Magic Orb" ice_dagger = "Magic Dagger" fire_wand = "Magic Wand" lantern = "Lantern" fairies = "Fairy" coins = "Golden Coin" prayer = "Pages 24-25 (Prayer)" holy_cross = "Pages 42-43 (Holy Cross)" icebolt = "Pages 52-53 (Icebolt)" key = "Key" house_key = "Old House Key" vault_key = "Fortress Vault Key" mask = "Scavenger Mask" red_hexagon = "Red Questagon" green_hexagon = "Green Questagon" blue_hexagon = "Blue Questagon" gold_hexagon = "Gold Questagon" def randomize_ability_unlocks(random: Random, options: TunicOptions) -> Dict[str, int]: ability_requirement = [1, 1, 1] if options.hexagon_quest.value: hexagon_goal = options.hexagon_goal.value # Set ability unlocks to 25, 50, and 75% of goal amount ability_requirement = [hexagon_goal // 4, hexagon_goal // 2, hexagon_goal * 3 // 4] abilities = [prayer, holy_cross, icebolt] random.shuffle(abilities) return dict(zip(abilities, ability_requirement)) def has_ability(state: CollectionState, player: int, ability: str, options: TunicOptions, ability_unlocks: Dict[str, int]) -> bool: if not options.ability_shuffling: return True if options.hexagon_quest: return state.has(gold_hexagon, player, ability_unlocks[ability]) return state.has(ability, player) # a check to see if you can whack things in melee at all def has_stick(state: CollectionState, player: int) -> bool: return state.has("Stick", player) or state.has("Sword Upgrade", player, 1) or state.has("Sword", player) def has_sword(state: CollectionState, player: int) -> bool: return state.has("Sword", player) or state.has("Sword Upgrade", player, 2) def has_ice_grapple_logic(long_range: bool, state: CollectionState, player: int, options: TunicOptions, ability_unlocks: Dict[str, int]) -> bool: if not options.logic_rules: return False if not long_range: return state.has_all({ice_dagger, grapple}, player) else: return state.has_all({ice_dagger, fire_wand, grapple}, player) and \ has_ability(state, player, icebolt, options, ability_unlocks) def can_ladder_storage(state: CollectionState, player: int, options: TunicOptions) -> bool: if options.logic_rules == "unrestricted" and has_stick(state, player): return True else: return False def has_mask(state: CollectionState, player: int, options: TunicOptions) -> bool: if options.maskless: return True else: return state.has(mask, player) def has_lantern(state: CollectionState, player: int, options: TunicOptions) -> bool: if options.lanternless: return True else: return state.has(lantern, player) def set_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None: multiworld = world.multiworld player = world.player options = world.options multiworld.get_entrance("Overworld -> Overworld Holy Cross", player).access_rule = \ lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) multiworld.get_entrance("Overworld -> Beneath the Well", player).access_rule = \ lambda state: has_stick(state, player) or state.has(fire_wand, player) multiworld.get_entrance("Overworld -> Dark Tomb", player).access_rule = \ lambda state: has_lantern(state, player, options) multiworld.get_entrance("Overworld -> West Garden", player).access_rule = \ lambda state: state.has(laurels, player) \ or can_ladder_storage(state, player, options) multiworld.get_entrance("Overworld -> Eastern Vault Fortress", player).access_rule = \ lambda state: state.has(laurels, player) \ or has_ice_grapple_logic(True, state, player, options, ability_unlocks) \ or can_ladder_storage(state, player, options) # using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules multiworld.get_entrance("Overworld -> Beneath the Vault", player).access_rule = \ lambda state: has_lantern(state, player, options) and \ has_ability(state, player, prayer, options, ability_unlocks) multiworld.get_entrance("Ruined Atoll -> Library", player).access_rule = \ lambda state: state.has_any({grapple, laurels}, player) and \ has_ability(state, player, prayer, options, ability_unlocks) multiworld.get_entrance("Overworld -> Quarry", player).access_rule = \ lambda state: (has_sword(state, player) or state.has(fire_wand, player)) \ and (state.has_any({grapple, laurels}, player) or can_ladder_storage(state, player, options)) multiworld.get_entrance("Quarry Back -> Quarry", player).access_rule = \ lambda state: has_sword(state, player) or state.has(fire_wand, player) multiworld.get_entrance("Quarry -> Lower Quarry", player).access_rule = \ lambda state: has_mask(state, player, options) multiworld.get_entrance("Lower Quarry -> Rooted Ziggurat", player).access_rule = \ lambda state: state.has(grapple, player) and has_ability(state, player, prayer, options, ability_unlocks) multiworld.get_entrance("Swamp -> Cathedral", player).access_rule = \ lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks) \ or has_ice_grapple_logic(False, state, player, options, ability_unlocks) multiworld.get_entrance("Overworld -> Spirit Arena", player).access_rule = \ lambda state: (state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)) and \ has_ability(state, player, prayer, options, ability_unlocks) and has_sword(state, player) and \ state.has_any({lantern, laurels}, player) def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None: multiworld = world.multiworld player = world.player options = world.options forbid_item(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), fairies, player) # Ability Shuffle Exclusive Rules set_rule(multiworld.get_location("Far Shore - Page Pickup", player), lambda state: has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Fortress Courtyard - Chest Near Cave", player), lambda state: has_ability(state, player, prayer, options, ability_unlocks) or state.has(laurels, player) or can_ladder_storage(state, player, options) or (has_ice_grapple_logic(True, state, player, options, ability_unlocks) and has_lantern(state, player, options))) set_rule(multiworld.get_location("Fortress Courtyard - Page Near Cave", player), lambda state: has_ability(state, player, prayer, options, ability_unlocks) or state.has(laurels, player) or can_ladder_storage(state, player, options) or (has_ice_grapple_logic(True, state, player, options, ability_unlocks) and has_lantern(state, player, options))) set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player), lambda state: has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) # Overworld set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Overworld - [Southwest] Grapple Chest Over Walkway", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Far Shore - Secret Chest", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Old House - Normal Chest", player), lambda state: state.has(house_key, player) or has_ice_grapple_logic(False, state, player, options, ability_unlocks) or (state.has(laurels, player) and options.logic_rules)) set_rule(multiworld.get_location("Old House - Holy Cross Chest", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) and (state.has(house_key, player) or has_ice_grapple_logic(False, state, player, options, ability_unlocks) or (state.has(laurels, player) and options.logic_rules))) set_rule(multiworld.get_location("Old House - Shield Pickup", player), lambda state: state.has(house_key, player) or has_ice_grapple_logic(False, state, player, options, ability_unlocks) or (state.has(laurels, player) and options.logic_rules)) set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Overworld - [Southwest] From West Garden", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Overworld - [West] Chest After Bell", player), lambda state: state.has(laurels, player) or (has_lantern(state, player, options) and has_sword(state, player)) or can_ladder_storage(state, player, options)) set_rule(multiworld.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate", player), lambda state: state.has_any({grapple, laurels}, player) or options.logic_rules) set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player), lambda state: state.has(grapple, player)) set_rule(multiworld.get_location("Special Shop - Secret Page Pickup", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player), lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) and (state.has(laurels, player) or (has_lantern(state, player, options) and (has_sword(state, player) or state.has(fire_wand, player))) or has_ice_grapple_logic(False, state, player, options, ability_unlocks))) set_rule(multiworld.get_location("Sealed Temple - Page Pickup", player), lambda state: state.has(laurels, player) or (has_lantern(state, player, options) and (has_sword(state, player) or state.has(fire_wand, player))) or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) set_rule(multiworld.get_location("West Furnace - Lantern Pickup", player), lambda state: has_stick(state, player) or state.has_any({fire_wand, laurels}, player)) set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player), lambda state: state.has(fairies, player, 10)) set_rule(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), lambda state: state.has(fairies, player, 20)) set_rule(multiworld.get_location("Coins in the Well - 3 Coins", player), lambda state: state.has(coins, player, 3)) set_rule(multiworld.get_location("Coins in the Well - 6 Coins", player), lambda state: state.has(coins, player, 6)) set_rule(multiworld.get_location("Coins in the Well - 10 Coins", player), lambda state: state.has(coins, player, 10)) set_rule(multiworld.get_location("Coins in the Well - 15 Coins", player), lambda state: state.has(coins, player, 15)) # East Forest set_rule(multiworld.get_location("East Forest - Lower Grapple Chest", player), lambda state: state.has(grapple, player)) set_rule(multiworld.get_location("East Forest - Lower Dash Chest", player), lambda state: state.has_all({grapple, laurels}, player)) set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player), lambda state: state.has_all({grapple, ice_dagger, fire_wand}, player) and has_ability(state, player, icebolt, options, ability_unlocks)) # West Garden set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player), lambda state: state.has(laurels, player) and has_ability(state, player, holy_cross, options, ability_unlocks)) set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player), lambda state: (state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("West Garden - [Central Highlands] After Garden Knight", player), lambda state: state.has(laurels, player) or (has_lantern(state, player, options) and has_sword(state, player)) or can_ladder_storage(state, player, options)) # Ruined Atoll set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Lower Chest", player), lambda state: state.has(laurels, player) or state.has(key, player, 2)) set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Upper Chest", player), lambda state: state.has(laurels, player) or state.has(key, player, 2)) set_rule(multiworld.get_location("Librarian - Hexagon Green", player), lambda state: has_sword(state, player) or options.logic_rules) # Frog's Domain set_rule(multiworld.get_location("Frog's Domain - Side Room Grapple Secret", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Frog's Domain - Grapple Above Hot Tub", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Frog's Domain - Escape Chest", player), lambda state: state.has_any({grapple, laurels}, player)) # Eastern Vault Fortress set_rule(multiworld.get_location("Fortress Leaf Piles - Secret Chest", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player), lambda state: has_sword(state, player) and (has_ability(state, player, prayer, options, ability_unlocks) or has_ice_grapple_logic(False, state, player, options, ability_unlocks))) set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player), lambda state: state.has(vault_key, player) and (has_ability(state, player, prayer, options, ability_unlocks) or has_ice_grapple_logic(False, state, player, options, ability_unlocks))) # Beneath the Vault set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player), lambda state: has_stick(state, player) or state.has_any({laurels, fire_wand}, player)) set_rule(multiworld.get_location("Beneath the Fortress - Obscured Behind Waterfall", player), lambda state: has_stick(state, player) and has_lantern(state, player, options)) # Quarry set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Quarry - [West] Upper Area Bombable Wall", player), lambda state: has_mask(state, player, options)) # nmg - kill boss scav with orb + firecracker, or similar set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player), lambda state: has_sword(state, player) or (state.has(grapple, player) and options.logic_rules)) # Swamp set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player), lambda state: state.has(laurels, player) and state.has(fire_wand, player) and has_sword(state, player)) set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Swamp - [Outside Cathedral] Obscured Behind Memorial", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player), lambda state: has_sword(state, player)) # Hero's Grave set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player), lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))