from .requirements import * from .location import Location from ..locations.all import * class Dungeon3: def __init__(self, options, world_setup, r): entrance = Location(dungeon=3) dungeon3_reverse_eye = Location(dungeon=3).add(DungeonChest(0x153)).connect(entrance, PEGASUS_BOOTS) # Right side reverse eye area2 = Location(dungeon=3).connect(entrance, POWER_BRACELET) Location(dungeon=3).add(DungeonChest(0x151)).connect(area2, r.attack_hookshot_powder) # First chest with key area2.add(DungeonChest(0x14F)) # Second chest with slime area3 = Location(dungeon=3).connect(area2, OR(r.attack_hookshot_powder, PEGASUS_BOOTS)) # need to kill slimes to continue or pass through left path dungeon3_zol_stalfos = Location(dungeon=3).add(DungeonChest(0x14E)).connect(area3, AND(PEGASUS_BOOTS, r.attack_skeleton)) # 3th chest requires killing the slime behind the crystal pillars # now we can go 4 directions, area_up = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8))) dungeon3_north_key_drop = Location(dungeon=3).add(DroppedKey(0x154)).connect(area_up, r.attack_skeleton) # north key drop if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=3).add(OwlStatue(0x154)).connect(area_up, STONE_BEAK3) dungeon3_raised_blocks_north = Location(dungeon=3).add(DungeonChest(0x14C)) # chest locked behind raised blocks near staircase dungeon3_raised_blocks_east = Location(dungeon=3).add(DungeonChest(0x150)) # chest locked behind raised blocks next to slime chest area_up.connect(dungeon3_raised_blocks_north, r.attack_hookshot, one_way=True) # hit switch to reach north chest area_up.connect(dungeon3_raised_blocks_east, r.attack_hookshot, one_way=True) # hit switch to reach east chest area_left = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8))) area_left_key_drop = Location(dungeon=3).add(DroppedKey(0x155)).connect(area_left, r.attack_hookshot) # west key drop (no longer requires feather to get across hole), can use boomerang to knock owls into pit area_down = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8))) dungeon3_south_key_drop = Location(dungeon=3).add(DroppedKey(0x158)).connect(area_down, r.attack_hookshot) # south keydrop, can use boomerang to knock owls into pit area_right = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 4))) # We enter the top part of the map here. Location(dungeon=3).add(DroppedKey(0x14D)).connect(area_right, r.attack_hookshot_powder) # key after the stairs. dungeon3_nightmare_key_chest = Location(dungeon=3).add(DungeonChest(0x147)).connect(area_right, AND(BOMB, FEATHER, PEGASUS_BOOTS)) # nightmare key chest dungeon3_post_dodongo_chest = Location(dungeon=3).add(DungeonChest(0x146)).connect(area_right, AND(r.attack_hookshot_powder, r.miniboss_requirements[world_setup.miniboss_mapping[2]])) # boots after the miniboss compass_chest = Location(dungeon=3).add(DungeonChest(0x142)).connect(area_right, OR(SWORD, BOMB, AND(SHIELD, r.attack_hookshot_powder))) # bomb only activates with sword, bomb or shield dungeon3_3_bombite_room = Location(dungeon=3).add(DroppedKey(0x141)).connect(compass_chest, BOMB) # 3 bombite room Location(dungeon=3).add(DroppedKey(0x148)).connect(area_right, r.attack_no_boomerang) # 2 zol 2 owl drop key Location(dungeon=3).add(DungeonChest(0x144)).connect(area_right, r.attack_skeleton) # map chest if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=3).add(OwlStatue(0x140), OwlStatue(0x147)).connect(area_right, STONE_BEAK3) towards_boss1 = Location(dungeon=3).connect(area_right, AND(KEY3, FOUND(KEY3, 5))) towards_boss2 = Location(dungeon=3).connect(towards_boss1, AND(KEY3, FOUND(KEY3, 6))) towards_boss3 = Location(dungeon=3).connect(towards_boss2, AND(KEY3, FOUND(KEY3, 7))) towards_boss4 = Location(dungeon=3).connect(towards_boss3, AND(KEY3, FOUND(KEY3, 8))) # Just the whole area before the boss, requirements for the boss itself and the rooms before it are the same. pre_boss = Location(dungeon=3).connect(towards_boss4, AND(r.attack_no_boomerang, FEATHER, PEGASUS_BOOTS)) pre_boss.add(DroppedKey(0x15B)) boss = Location(dungeon=3).add(HeartContainer(0x15A), Instrument(0x159)).connect(pre_boss, AND(NIGHTMARE_KEY3, r.boss_requirements[world_setup.boss_mapping[2]])) if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell': dungeon3_3_bombite_room.connect(area_right, BOOMERANG) # 3 bombite room from the left side, grab item with boomerang dungeon3_reverse_eye.connect(entrance, HOOKSHOT) # hookshot the chest to get to the right side dungeon3_north_key_drop.connect(area_up, POWER_BRACELET) # use pots to kill the enemies dungeon3_south_key_drop.connect(area_down, POWER_BRACELET) # use pots to kill enemies if options.logic == 'glitched' or options.logic == 'hell': area2.connect(dungeon3_raised_blocks_east, AND(r.attack_hookshot_powder, FEATHER), one_way=True) # use superjump to get over the bottom left block area3.connect(dungeon3_raised_blocks_north, AND(OR(PEGASUS_BOOTS, HOOKSHOT), FEATHER), one_way=True) # use shagjump (unclipped superjump next to movable block) from north wall to get on the blocks. Instead of boots can also get to that area with a hookshot clip past the movable block area3.connect(dungeon3_zol_stalfos, HOOKSHOT, one_way=True) # hookshot clip through the northern push block next to raised blocks chest to get to the zol dungeon3_nightmare_key_chest.connect(area_right, AND(FEATHER, BOMB)) # superjump to right side 3 gap via top wall and jump the 2 gap dungeon3_post_dodongo_chest.connect(area_right, AND(FEATHER, FOUND(KEY3, 6))) # superjump from keyblock path. use 2 keys to open enough blocks TODO: nag messages to skip a key if options.logic == 'hell': area2.connect(dungeon3_raised_blocks_east, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD)), one_way=True) # use boots superhop to get over the bottom left block area3.connect(dungeon3_raised_blocks_north, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD)), one_way=True) # use boots superhop off top wall or left wall to get on raised blocks area_up.connect(dungeon3_zol_stalfos, AND(FEATHER, OR(BOW, MAGIC_ROD, SWORD)), one_way=True) # use superjump near top blocks chest to get to zol without boots, keep wall clip on right wall to get a clip on left wall or use obstacles area_left_key_drop.connect(area_left, SHIELD) # knock everything into the pit including the teleporting owls dungeon3_south_key_drop.connect(area_down, SHIELD) # knock everything into the pit including the teleporting owls dungeon3_nightmare_key_chest.connect(area_right, AND(FEATHER, SHIELD)) # superjump into jumping stalfos and shield bump to right ledge dungeon3_nightmare_key_chest.connect(area_right, AND(BOMB, PEGASUS_BOOTS, HOOKSHOT)) # boots bonk across the pits with pit buffering and hookshot to the chest compass_chest.connect(dungeon3_3_bombite_room, OR(BOW, MAGIC_ROD, AND(OR(FEATHER, PEGASUS_BOOTS), OR(SWORD, MAGIC_POWDER))), one_way=True) # 3 bombite room from the left side, use a bombite to blow open the wall without bombs pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, FEATHER, POWER_BRACELET)) # use bracelet super bounce glitch to pass through first part underground section pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, PEGASUS_BOOTS, "MEDICINE2")) # use medicine invulnerability to pass through the 2d section with a boots bonk to reach the staircase self.entrance = entrance class NoDungeon3: def __init__(self, options, world_setup, r): entrance = Location(dungeon=3) Location(dungeon=3).add(HeartContainer(0x15A), Instrument(0x159)).connect(entrance, AND(POWER_BRACELET, r.boss_requirements[ world_setup.boss_mapping[2]])) self.entrance = entrance