from .SubClasses import LTTPRegion from BaseClasses import CollectionState def is_not_bunny(state: CollectionState, region: LTTPRegion, player: int) -> bool: if state.has('Moon Pearl', player): return True return region.is_light_world if state.multiworld.mode[player] != 'inverted' else region.is_dark_world def can_bomb_clip(state: CollectionState, region: LTTPRegion, player: int) -> bool: return can_use_bombs(state, player) and is_not_bunny(state, region, player) and state.has('Pegasus Boots', player) def can_buy_unlimited(state: CollectionState, item: str, player: int) -> bool: return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(state) for shop in state.multiworld.shops) def can_buy(state: CollectionState, item: str, player: int) -> bool: return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(state) for shop in state.multiworld.shops) def can_shoot_arrows(state: CollectionState, player: int) -> bool: if state.multiworld.retro_bow[player]: return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_buy(state, 'Single Arrow', player) return state.has('Bow', player) or state.has('Silver Bow', player) def has_triforce_pieces(state: CollectionState, player: int) -> bool: count = state.multiworld.worlds[player].treasure_hunt_required return state.count('Triforce Piece', player) + state.count('Power Star', player) >= count def has_crystals(state: CollectionState, count: int, player: int) -> bool: found = state.count_group("Crystals", player) return found >= count def can_lift_rocks(state: CollectionState, player: int): return state.has('Power Glove', player) or state.has('Titans Mitts', player) def can_lift_heavy_rocks(state: CollectionState, player: int) -> bool: return state.has('Titans Mitts', player) def bottle_count(state: CollectionState, player: int) -> int: return min(state.multiworld.worlds[player].difficulty_requirements.progressive_bottle_limit, state.count_group("Bottles", player)) def has_hearts(state: CollectionState, player: int, count: int) -> int: # Warning: This only considers items that are marked as advancement items return heart_count(state, player) >= count def heart_count(state: CollectionState, player: int) -> int: # Warning: This only considers items that are marked as advancement items diff = state.multiworld.worlds[player].difficulty_requirements return min(state.count('Boss Heart Container', player), diff.boss_heart_container_limit) \ + state.count('Sanctuary Heart Container', player) \ + min(state.count('Piece of Heart', player), diff.heart_piece_limit) // 4 \ + 3 # starting hearts def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16, fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has. basemagic = 8 if state.has('Magic Upgrade (1/4)', player): basemagic = 32 elif state.has('Magic Upgrade (1/2)', player): basemagic = 16 if can_buy_unlimited(state, 'Green Potion', player) or can_buy_unlimited(state, 'Blue Potion', player): if state.multiworld.item_functionality[player] == 'hard' and not fullrefill: basemagic = basemagic + int(basemagic * 0.5 * bottle_count(state, player)) elif state.multiworld.item_functionality[player] == 'expert' and not fullrefill: basemagic = basemagic + int(basemagic * 0.25 * bottle_count(state, player)) else: basemagic = basemagic + basemagic * bottle_count(state, player) return basemagic >= smallmagic def can_hold_arrows(state: CollectionState, player: int, quantity: int): arrows = 30 + ((state.count("Arrow Upgrade (+5)", player) * 5) + (state.count("Arrow Upgrade (+10)", player) * 10) + (state.count("Bomb Upgrade (50)", player) * 50)) # Arrow Upgrade (+5) beyond the 6th gives +10 arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10)) return min(70, arrows) >= quantity def can_use_bombs(state: CollectionState, player: int, quantity: int = 1) -> bool: bombs = 0 if state.multiworld.bombless_start[player] else 10 bombs += ((state.count("Bomb Upgrade (+5)", player) * 5) + (state.count("Bomb Upgrade (+10)", player) * 10) + (state.count("Bomb Upgrade (50)", player) * 50)) # Bomb Upgrade (+5) beyond the 6th gives +10 bombs += max(0, ((state.count("Bomb Upgrade (+5)", player) - 6) * 10)) if (not state.multiworld.shuffle_capacity_upgrades[player]) and state.has("Capacity Upgrade Shop", player): bombs += 40 return bombs >= min(quantity, 50) def can_bomb_or_bonk(state: CollectionState, player: int) -> bool: return state.has("Pegasus Boots", player) or can_use_bombs(state, player) def can_activate_crystal_switch(state: CollectionState, player: int) -> bool: return (has_melee_weapon(state, player) or can_use_bombs(state, player) or can_shoot_arrows(state, player) or state.has_any(["Hookshot", "Cane of Somaria", "Cane of Byrna", "Fire Rod", "Ice Rod", "Blue Boomerang", "Red Boomerang"], player)) def can_kill_most_things(state: CollectionState, player: int, enemies: int = 5) -> bool: if state.multiworld.enemy_shuffle[player]: # I don't fully understand Enemizer's logic for placing enemies in spots where they need to be killable, if any. # Just go with maximal requirements for now. return (has_melee_weapon(state, player) and state.has('Cane of Somaria', player) and state.has('Cane of Byrna', player) and can_extend_magic(state, player) and can_shoot_arrows(state, player) and state.has('Fire Rod', player) and can_use_bombs(state, player, enemies * 4)) else: return (has_melee_weapon(state, player) or state.has('Cane of Somaria', player) or (state.has('Cane of Byrna', player) and (enemies < 6 or can_extend_magic(state, player))) or can_shoot_arrows(state, player) or state.has('Fire Rod', player) or (state.multiworld.enemy_health[player] in ("easy", "default") and can_use_bombs(state, player, enemies * 4))) def can_get_good_bee(state: CollectionState, player: int) -> bool: cave = state.multiworld.get_region('Good Bee Cave', player) return ( state.has_group("Bottles", player) and state.has('Bug Catching Net', player) and (state.has('Pegasus Boots', player) or (has_sword(state, player) and state.has('Quake', player))) and cave.can_reach(state) and is_not_bunny(state, cave, player) ) def can_retrieve_tablet(state: CollectionState, player: int) -> bool: return state.has('Book of Mudora', player) and (has_beam_sword(state, player) or (state.multiworld.swordless[player] and state.has("Hammer", player))) def has_sword(state: CollectionState, player: int) -> bool: return state.has('Fighter Sword', player) \ or state.has('Master Sword', player) \ or state.has('Tempered Sword', player) \ or state.has('Golden Sword', player) def has_beam_sword(state: CollectionState, player: int) -> bool: return state.has('Master Sword', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) def has_melee_weapon(state: CollectionState, player: int) -> bool: return has_sword(state, player) or state.has('Hammer', player) def has_fire_source(state: CollectionState, player: int) -> bool: return state.has('Fire Rod', player) or state.has('Lamp', player) def can_melt_things(state: CollectionState, player: int) -> bool: return state.has('Fire Rod', player) or \ (state.has('Bombos', player) and (state.multiworld.swordless[player] or has_sword(state, player))) def has_misery_mire_medallion(state: CollectionState, player: int) -> bool: return state.has(state.multiworld.worlds[player].required_medallions[0], player) def has_turtle_rock_medallion(state: CollectionState, player: int) -> bool: return state.has(state.multiworld.worlds[player].required_medallions[1], player) def can_boots_clip_lw(state: CollectionState, player: int) -> bool: if state.multiworld.mode[player] == 'inverted': return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player) return state.has('Pegasus Boots', player) def can_boots_clip_dw(state: CollectionState, player: int) -> bool: if state.multiworld.mode[player] != 'inverted': return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player) return state.has('Pegasus Boots', player) def can_get_glitched_speed_dw(state: CollectionState, player: int) -> bool: rules = [state.has('Pegasus Boots', player), any([state.has('Hookshot', player), has_sword(state, player)])] if state.multiworld.mode[player] != 'inverted': rules.append(state.has('Moon Pearl', player)) return all(rules)