from .requirements import * from .location import Location from ..locations.all import * class Dungeon7: def __init__(self, options, world_setup, r): entrance = Location(dungeon=7) first_key = Location(dungeon=7).add(DroppedKey(0x210)).connect(entrance, r.attack_hookshot_powder) topright_pillar_area = Location(dungeon=7).connect(entrance, KEY7) if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=7).add(OwlStatue(0x216)).connect(topright_pillar_area, STONE_BEAK7) topright_pillar = Location(dungeon=7).add(DungeonChest(0x212)).connect(topright_pillar_area, POWER_BRACELET) # map chest if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=7).add(OwlStatue(0x204)).connect(topright_pillar_area, STONE_BEAK7) topright_pillar_area.add(DungeonChest(0x209)) # stone slab chest can be reached by dropping down a hole three_of_a_kind_north = Location(dungeon=7).add(DungeonChest(0x211)).connect(topright_pillar_area, OR(r.attack_hookshot, AND(FEATHER, SHIELD))) # compass chest; path without feather with hitting switch by falling on the raised blocks. No bracelet because ball does not reset bottomleftF2_area = Location(dungeon=7).connect(topright_pillar_area, r.attack_hookshot) # area with hinox, be able to hit a switch to reach that area topleftF1_chest = Location(dungeon=7).add(DungeonChest(0x201)) # top left chest on F1 bottomleftF2_area.connect(topleftF1_chest, None, one_way = True) # drop down in left most holes of hinox room or tile room Location(dungeon=7).add(DroppedKey(0x21B)).connect(bottomleftF2_area, r.attack_hookshot) # hinox drop key # Most of the dungeon can be accessed at this point. if options.owlstatues == "both" or options.owlstatues == "dungeon": bottomleft_owl = Location(dungeon=7).add(OwlStatue(0x21C)).connect(bottomleftF2_area, AND(BOMB, STONE_BEAK7)) nightmare_key = Location(dungeon=7).add(DungeonChest(0x224)).connect(bottomleftF2_area, r.miniboss_requirements[world_setup.miniboss_mapping[6]]) # nightmare key after the miniboss mirror_shield_chest = Location(dungeon=7).add(DungeonChest(0x21A)).connect(bottomleftF2_area, r.attack_hookshot) # mirror shield chest, need to be able to hit a switch to reach or bottomleftF2_area.connect(mirror_shield_chest, AND(KEY7, FOUND(KEY7, 3)), one_way = True) # reach mirror shield chest from hinox area by opening keyblock toprightF1_chest = Location(dungeon=7).add(DungeonChest(0x204)).connect(bottomleftF2_area, r.attack_hookshot) # chest on the F1 right ledge. Added attack_hookshot since switch needs to be hit to get back up final_pillar_area = Location(dungeon=7).add(DungeonChest(0x21C)).connect(bottomleftF2_area, AND(BOMB, HOOKSHOT)) # chest that needs to spawn to get to the last pillar final_pillar = Location(dungeon=7).connect(final_pillar_area, POWER_BRACELET) # decouple chest from pillar beamos_horseheads_area = Location(dungeon=7).connect(final_pillar, NIGHTMARE_KEY7) # area behind boss door beamos_horseheads = Location(dungeon=7).add(DungeonChest(0x220)).connect(beamos_horseheads_area, POWER_BRACELET) # 100 rupee chest / medicine chest (DX) behind boss door pre_boss = Location(dungeon=7).connect(beamos_horseheads_area, HOOKSHOT) # raised plateau before boss staircase boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(pre_boss, r.boss_requirements[world_setup.boss_mapping[6]]) if options.logic == 'glitched' or options.logic == 'hell': topright_pillar_area.connect(entrance, AND(FEATHER, SWORD)) # superjump in the center to get on raised blocks, superjump in switch room to right side to walk down. center superjump has to be low so sword added toprightF1_chest.connect(topright_pillar_area, FEATHER) # superjump from F1 switch room topleftF2_area = Location(dungeon=7).connect(topright_pillar_area, FEATHER) # superjump in top left pillar room over the blocks from right to left, to reach tile room topleftF2_area.connect(topleftF1_chest, None, one_way = True) # fall down tile room holes on left side to reach top left chest on ground floor topleftF1_chest.connect(bottomleftF2_area, AND(PEGASUS_BOOTS, FEATHER), one_way = True) # without hitting the switch, jump on raised blocks at f1 pegs chest (0x209), and boots jump to stairs to reach hinox area final_pillar_area.connect(bottomleftF2_area, OR(r.attack_hookshot, POWER_BRACELET, AND(FEATHER, SHIELD))) # sideways block push to get to the chest and pillar, kill requirement for 3 of a kind enemies to access chest. Assumes you do not get ball stuck on raised pegs for bracelet path if options.owlstatues == "both" or options.owlstatues == "dungeon": bottomleft_owl.connect(bottomleftF2_area, STONE_BEAK7) # sideways block push to get to the owl statue final_pillar.connect(bottomleftF2_area, BOMB) # bomb trigger pillar pre_boss.connect(final_pillar, FEATHER) # superjump on top of goomba to extend superjump to boss door plateau pre_boss.connect(beamos_horseheads_area, None, one_way=True) # can drop down from raised plateau to beamos horseheads area if options.logic == 'hell': topright_pillar_area.connect(entrance, FEATHER) # superjump in the center to get on raised blocks, has to be low topright_pillar_area.connect(entrance, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop in the center to get on raised blocks toprightF1_chest.connect(topright_pillar_area, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop from F1 switch room pre_boss.connect(final_pillar, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop on top of goomba to extend superhop to boss door plateau self.entrance = entrance class NoDungeon7: def __init__(self, options, world_setup, r): entrance = Location(dungeon=7) boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(entrance, r.boss_requirements[ world_setup.boss_mapping[6]]) self.entrance = entrance