from ..generic.Rules import add_rule from .Regions import connect_regions, sm64courses def set_rules(world, player: int, area_connections): courseshuffle = list(range(len(sm64courses))) if world.AreaRandomizer[player]: world.random.shuffle(courseshuffle) area_connections.update({index: value for index, value in enumerate(courseshuffle)}) connect_regions(world, player, "Menu", sm64courses[area_connections[0]]) connect_regions(world, player, "Menu", sm64courses[area_connections[1]], lambda state: state.has("Power Star", player, 1)) connect_regions(world, player, "Menu", sm64courses[area_connections[2]], lambda state: state.has("Power Star", player, 3)) connect_regions(world, player, "Menu", sm64courses[area_connections[3]], lambda state: state.has("Power Star", player, 3)) connect_regions(world, player, "Menu", "Bowser in the Dark World", lambda state: state.has("Power Star", player, 8)) connect_regions(world, player, "Menu", sm64courses[area_connections[4]], lambda state: state.has("Power Star", player, 12)) connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1)) connect_regions(world, player, "Basement", sm64courses[area_connections[5]]) connect_regions(world, player, "Basement", sm64courses[area_connections[6]]) connect_regions(world, player, "Basement", sm64courses[area_connections[7]]) connect_regions(world, player, "Basement", sm64courses[area_connections[8]], lambda state: state.has("Power Star", player, 30)) connect_regions(world, player, "Basement", "Bowser in the Fire Sea", lambda state: state.has("Power Star", player, 30) and state.can_reach("DDD: Board Bowser's Sub", 'Location', player)) connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2)) connect_regions(world, player, "Second Floor", sm64courses[area_connections[9]]) connect_regions(world, player, "Second Floor", sm64courses[area_connections[10]]) connect_regions(world, player, "Second Floor", sm64courses[area_connections[11]]) connect_regions(world, player, "Second Floor", sm64courses[area_connections[12]]) connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, 50)) connect_regions(world, player, "Third Floor", sm64courses[area_connections[13]]) connect_regions(world, player, "Third Floor", sm64courses[area_connections[14]]) #Special Rules for some Locations add_rule(world.get_location("Tower of the Wing Cap Switch", player), lambda state: state.has("Power Star", player, 10)) add_rule(world.get_location("Cavern of the Metal Cap Switch", player), lambda state: state.can_reach("Hazy Maze Cave", 'Region', player)) add_rule(world.get_location("Vanish Cap Under the Moat Switch", player), lambda state: state.can_reach("Basement", 'Region', player)) add_rule(world.get_location("BoB: Mario Wings to the Sky", player), lambda state: state.has("Cannon Unlock BoB", player)) add_rule(world.get_location("BBH: Eye to Eye in the Secret Room", player), lambda state: state.has("Vanish Cap", player)) add_rule(world.get_location("DDD: Collect the Caps...", player), lambda state: state.has("Vanish Cap", player)) add_rule(world.get_location("DDD: Pole-Jumping for Red Coins", player), lambda state: state.can_reach("Bowser in the Fire Sea", 'Region', player)) if world.EnableCoinStars[player]: add_rule(world.get_location("DDD: 100 Coins", player), lambda state: state.can_reach("Bowser in the Fire Sea", 'Region', player)) add_rule(world.get_location("SL: Into the Igloo", player), lambda state: state.has("Vanish Cap", player)) add_rule(world.get_location("WDW: Quick Race Through Downtown!", player), lambda state: state.has("Vanish Cap", player)) add_rule(world.get_location("RR: Somewhere Over the Rainbow", player), lambda state: state.has("Cannon Unlock RR", player)) if world.AreaRandomizer[player] or world.StrictCannonRequirements[player]: # If area rando is on, it may not be possible to modify WDW's starting water level, # which would make it impossible to reach downtown area without the cannon. add_rule(world.get_location("WDW: Quick Race Through Downtown!", player), lambda state: state.has("Cannon Unlock WDW", player)) add_rule(world.get_location("WDW: Go to Town for Red Coins", player), lambda state: state.has("Cannon Unlock WDW", player)) if world.StrictCapRequirements[player]: add_rule(world.get_location("BoB: Mario Wings to the Sky", player), lambda state: state.has("Wing Cap", player)) add_rule(world.get_location("HMC: Metal-Head Mario Can Move!", player), lambda state: state.has("Metal Cap", player)) add_rule(world.get_location("JRB: Through the Jet Stream", player), lambda state: state.has("Metal Cap", player)) add_rule(world.get_location("SSL: Free Flying for 8 Red Coins", player), lambda state: state.has("Wing Cap", player)) add_rule(world.get_location("DDD: Through the Jet Stream", player), lambda state: state.has("Metal Cap", player)) add_rule(world.get_location("DDD: Collect the Caps...", player), lambda state: state.has("Metal Cap", player)) add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.has("Vanish Cap", player)) add_rule(world.get_location("Cavern of the Metal Cap Red Coins", player), lambda state: state.has("Metal Cap", player)) if world.StrictCannonRequirements[player]: add_rule(world.get_location("WF: Blast Away the Wall", player), lambda state: state.has("Cannon Unlock WF", player)) add_rule(world.get_location("JRB: Blast to the Stone Pillar", player), lambda state: state.has("Cannon Unlock JRB", player)) add_rule(world.get_location("CCM: Wall Kicks Will Work", player), lambda state: state.has("Cannon Unlock CCM", player)) add_rule(world.get_location("TTM: Blast to the Lonely Mushroom", player), lambda state: state.has("Cannon Unlock TTM", player)) if world.StrictCapRequirements[player] and world.StrictCannonRequirements[player]: # Ability to reach the floating island. Need some of those coins to get 100 coin star as well. add_rule(world.get_location("BoB: Find the 8 Red Coins", player), lambda state: state.has("Cannon Unlock BoB", player) or state.has("Wing Cap", player)) add_rule(world.get_location("BoB: Shoot to the Island in the Sky", player), lambda state: state.has("Cannon Unlock BoB", player) or state.has("Wing Cap", player)) if world.EnableCoinStars[player]: add_rule(world.get_location("BoB: 100 Coins", player), lambda state: state.has("Cannon Unlock BoB", player) or state.has("Wing Cap", player)) #Rules for Secret Stars add_rule(world.get_location("Bowser in the Sky Red Coins", player), lambda state: state.can_reach("Third Floor", 'Region',player) and state.has("Power Star", player, world.StarsToFinish[player].value)) add_rule(world.get_location("The Princess's Secret Slide Block", player), lambda state: state.has("Power Star", player, 1)) add_rule(world.get_location("The Princess's Secret Slide Fast", player), lambda state: state.has("Power Star", player, 1)) add_rule(world.get_location("Cavern of the Metal Cap Red Coins", player), lambda state: state.can_reach("Cavern of the Metal Cap Switch", 'Location', player)) add_rule(world.get_location("Tower of the Wing Cap Red Coins", player), lambda state: state.can_reach("Tower of the Wing Cap Switch", 'Location', player)) add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.can_reach("Vanish Cap Under the Moat Switch", 'Location', player)) add_rule(world.get_location("Wing Mario Over the Rainbow", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Wing Cap", player)) add_rule(world.get_location("The Secret Aquarium", player), lambda state: state.has("Power Star", player, 3)) add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 12)) add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor", 'Region', player) and state.has("Power Star", player, 25)) add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Power Star", player, 35)) add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 15)) add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 50)) world.completion_condition[player] = lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Power Star", player, world.StarsToFinish[player].value)