from ..generic.Rules import add_rule from .Regions import connect_regions, SM64Levels, sm64_level_to_paintings, sm64_paintings_to_level, sm64_level_to_secrets, sm64_secrets_to_level, sm64_entrances_to_level, sm64_level_to_entrances def shuffle_dict_keys(world, obj: dict) -> dict: keys = list(obj.keys()) values = list(obj.values()) world.random.shuffle(keys) return dict(zip(keys,values)) def fix_reg(entrance_map: dict, entrance: SM64Levels, invalid_regions: set, swapdict: dict, world): if entrance_map[entrance] in invalid_regions: # Unlucky :C replacement_regions = [(rand_region, rand_entrance) for rand_region, rand_entrance in swapdict.items() if rand_region not in invalid_regions] rand_region, rand_entrance = world.random.choice(replacement_regions) old_dest = entrance_map[entrance] entrance_map[entrance], entrance_map[rand_entrance] = rand_region, old_dest swapdict[rand_region] = entrance swapdict.pop(entrance_map[entrance]) # Entrance now fixed to rand_region def set_rules(world, player: int, area_connections: dict): randomized_level_to_paintings = sm64_level_to_paintings.copy() randomized_level_to_secrets = sm64_level_to_secrets.copy() if world.AreaRandomizer[player].value >= 1: # Some randomization is happening, randomize Courses randomized_level_to_paintings = shuffle_dict_keys(world,sm64_level_to_paintings) if world.AreaRandomizer[player].value == 2: # Randomize Secrets as well randomized_level_to_secrets = shuffle_dict_keys(world,sm64_level_to_secrets) randomized_entrances = { **randomized_level_to_paintings, **randomized_level_to_secrets } if world.AreaRandomizer[player].value == 3: # Randomize Courses and Secrets in one pool randomized_entrances = shuffle_dict_keys(world,randomized_entrances) swapdict = { entrance: level for (level,entrance) in randomized_entrances.items() } # Guarantee first entrance is a course fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, sm64_secrets_to_level.keys(), swapdict, world) # Guarantee BITFS is not mapped to DDD fix_reg(randomized_entrances, SM64Levels.BOWSER_IN_THE_FIRE_SEA, {"Dire, Dire Docks"}, swapdict, world) # Guarantee COTMC is not mapped to HMC, cuz thats impossible. If BitFS -> HMC, also no COTMC -> DDD. if randomized_entrances[SM64Levels.BOWSER_IN_THE_FIRE_SEA] == "Hazy Maze Cave": fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave", "Dire, Dire Docks"}, swapdict, world) else: fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave"}, swapdict, world) # Destination Format: LVL | AREA with LVL = LEVEL_x, AREA = Area as used in sm64 code # Cast to int to not rely on availability of SM64Levels enum. Will cause crash in MultiServer otherwise area_connections.update({int(entrance_lvl): int(sm64_entrances_to_level[destination]) for (entrance_lvl,destination) in randomized_entrances.items()}) randomized_entrances_s = {sm64_level_to_entrances[entrance_lvl]: destination for (entrance_lvl,destination) in randomized_entrances.items()} connect_regions(world, player, "Menu", randomized_entrances_s["Bob-omb Battlefield"]) connect_regions(world, player, "Menu", randomized_entrances_s["Whomp's Fortress"], lambda state: state.has("Power Star", player, 1)) connect_regions(world, player, "Menu", randomized_entrances_s["Jolly Roger Bay"], lambda state: state.has("Power Star", player, 3)) connect_regions(world, player, "Menu", randomized_entrances_s["Cool, Cool Mountain"], lambda state: state.has("Power Star", player, 3)) connect_regions(world, player, "Menu", randomized_entrances_s["Big Boo's Haunt"], lambda state: state.has("Power Star", player, 12)) connect_regions(world, player, "Menu", randomized_entrances_s["The Princess's Secret Slide"], lambda state: state.has("Power Star", player, 1)) connect_regions(world, player, "Menu", randomized_entrances_s["The Secret Aquarium"], lambda state: state.has("Power Star", player, 3)) connect_regions(world, player, "Menu", randomized_entrances_s["Tower of the Wing Cap"], lambda state: state.has("Power Star", player, 10)) connect_regions(world, player, "Menu", randomized_entrances_s["Bowser in the Dark World"], lambda state: state.has("Power Star", player, world.FirstBowserStarDoorCost[player].value)) 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", randomized_entrances_s["Hazy Maze Cave"]) connect_regions(world, player, "Basement", randomized_entrances_s["Lethal Lava Land"]) connect_regions(world, player, "Basement", randomized_entrances_s["Shifting Sand Land"]) connect_regions(world, player, "Basement", randomized_entrances_s["Dire, Dire Docks"], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value)) connect_regions(world, player, "Hazy Maze Cave", randomized_entrances_s["Cavern of the Metal Cap"]) connect_regions(world, player, "Basement", randomized_entrances_s["Vanish Cap under the Moat"]) connect_regions(world, player, "Basement", randomized_entrances_s["Bowser in the Fire Sea"], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value) 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", randomized_entrances_s["Snowman's Land"]) connect_regions(world, player, "Second Floor", randomized_entrances_s["Wet-Dry World"]) connect_regions(world, player, "Second Floor", randomized_entrances_s["Tall, Tall Mountain"]) connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Tiny)"]) connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Huge)"]) connect_regions(world, player, "Tiny-Huge Island (Tiny)", "Tiny-Huge Island (Huge)") connect_regions(world, player, "Tiny-Huge Island (Huge)", "Tiny-Huge Island (Tiny)") connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, world.SecondFloorStarDoorCost[player].value)) connect_regions(world, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"]) connect_regions(world, player, "Third Floor", randomized_entrances_s["Rainbow Ride"]) connect_regions(world, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"]) connect_regions(world, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, world.StarsToFinish[player].value)) #Special Rules for some Locations 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)) add_rule(world.get_location("WDW: 1Up Block in Downtown", 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("Wing Mario Over the Rainbow Red Coins", player), lambda state: state.has("Wing Cap", player)) add_rule(world.get_location("Wing Mario Over the Rainbow 1Up Block", player), lambda state: state.has("Wing Cap", player)) 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)) if world.MIPS1Cost[player].value > world.MIPS2Cost[player].value: (world.MIPS2Cost[player].value, world.MIPS1Cost[player].value) = (world.MIPS1Cost[player].value, world.MIPS2Cost[player].value) add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, world.MIPS1Cost[player].value)) add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, world.MIPS2Cost[player].value)) if world.CompletionType[player] == "last_bowser_stage": world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Sky", 'Region', player) elif world.CompletionType[player] == "all_bowser_stages": world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Dark World", 'Region', player) and \ state.can_reach("Bowser in the Fire Sea", 'Region', player) and \ state.can_reach("Bowser in the Sky", 'Region', player)