from typing import TYPE_CHECKING from BaseClasses import CollectionState, Location, Entrance from worlds.generic.Rules import set_rule from .Constants import * if TYPE_CHECKING: from . import SavingPrincessWorld def set_rules(world: "SavingPrincessWorld"): def get_location(name: str) -> Location: return world.get_location(name) def get_region_entrance(name: str) -> Entrance: return world.get_entrance(f"{name} entrance") def can_hover(state: CollectionState) -> bool: # portia can hover if she has a weapon other than the powered blaster and 4 reload speed upgrades return ( state.has(ITEM_RELOAD_SPEED, world.player, 4) and state.has_any({ITEM_WEAPON_FIRE, ITEM_WEAPON_ICE, ITEM_WEAPON_VOLT}, world.player) ) # guarantees that the player will have some upgrades before having to face the area bosses, except for cave def nice_check(state: CollectionState) -> bool: return ( state.has(ITEM_MAX_HEALTH, world.player) and state.has(ITEM_MAX_AMMO, world.player) and state.has(ITEM_RELOAD_SPEED, world.player, 2) ) # same as above, but for the final area def super_nice_check(state: CollectionState) -> bool: return ( state.has(ITEM_MAX_HEALTH, world.player, 2) and state.has(ITEM_MAX_AMMO, world.player, 2) and state.has(ITEM_RELOAD_SPEED, world.player, 4) and state.has(ITEM_WEAPON_CHARGE, world.player) # at least one special weapon, other than powered blaster and state.has_any({ITEM_WEAPON_FIRE, ITEM_WEAPON_ICE, ITEM_WEAPON_VOLT}, world.player) ) # all special weapons required so that the boss' weapons can be targeted def all_weapons(state: CollectionState) -> bool: return state.has_all({ITEM_WEAPON_FIRE, ITEM_WEAPON_ICE, ITEM_WEAPON_VOLT}, world.player) def is_gate_unlocked(state: CollectionState) -> bool: # the gate unlocks with all 4 boss keys, although this only applies to extended pool if world.is_pool_expanded: # in expanded, the final area requires all the boss keys return ( state.has_all( {EP_ITEM_GUARD_GONE, EP_ITEM_CLIFF_GONE, EP_ITEM_ACE_GONE, EP_ITEM_SNAKE_GONE}, world.player ) and super_nice_check(state) ) else: # in base pool, check that the main area bosses can be defeated return state.has_all( {EVENT_ITEM_GUARD_GONE, EVENT_ITEM_CLIFF_GONE, EVENT_ITEM_ACE_GONE, EVENT_ITEM_SNAKE_GONE}, world.player ) and super_nice_check(state) def is_power_on(state: CollectionState) -> bool: # in expanded pool, the power item is what determines this, else it happens when the generator is powered return state.has(EP_ITEM_POWER_ON if world.is_pool_expanded else EVENT_ITEM_POWER_ON, world.player) # set the location rules # this is behind the blast door to arctic set_rule(get_location(LOCATION_HUB_AMMO), lambda state: state.has(ITEM_WEAPON_CHARGE, world.player)) # these are behind frozen doors for location_name in [LOCATION_ARCTIC_HEALTH, LOCATION_JACKET]: set_rule(get_location(location_name), lambda state: state.has(ITEM_WEAPON_FIRE, world.player)) # these would require damage boosting otherwise set_rule(get_location(LOCATION_VOLCANIC_RELOAD), lambda state: state.has(ITEM_WEAPON_ICE, world.player) or can_hover(state)) set_rule(get_location(LOCATION_SWAMP_AMMO), lambda state: can_hover(state)) if world.is_pool_expanded: # does not spawn until the guard has been defeated set_rule(get_location(EP_LOCATION_HUB_NINJA_SCARE), lambda state: state.has(EP_ITEM_GUARD_GONE, world.player)) # generator cannot be turned on without the volt laser set_rule( get_location(EP_LOCATION_ELECTRICAL_EXTRA if world.is_pool_expanded else EVENT_LOCATION_POWER_ON), lambda state: state.has(ITEM_WEAPON_VOLT, world.player) ) # the roller is not very intuitive to get past without 4 ammo set_rule(get_location(LOCATION_CAVE_WEAPON), lambda state: state.has(ITEM_MAX_AMMO, world.player)) set_rule( get_location(EP_LOCATION_CAVE_BOSS if world.is_pool_expanded else EVENT_LOCATION_GUARD_GONE), lambda state: state.has(ITEM_MAX_AMMO, world.player) ) # guarantee some upgrades to be found before bosses boss_locations = [LOCATION_VOLCANIC_WEAPON, LOCATION_ARCTIC_WEAPON, LOCATION_SWAMP_SPECIAL] if world.is_pool_expanded: boss_locations += [EP_LOCATION_VOLCANIC_BOSS, EP_LOCATION_ARCTIC_BOSS, EP_LOCATION_SWAMP_BOSS] else: boss_locations += [EVENT_LOCATION_CLIFF_GONE, EVENT_LOCATION_ACE_GONE, EVENT_LOCATION_SNAKE_GONE] for location_name in boss_locations: set_rule(get_location(location_name), lambda state: nice_check(state)) # set the basic access rules for the regions, these are all behind blast doors for region_name in [REGION_VOLCANIC, REGION_ARCTIC, REGION_SWAMP]: set_rule(get_region_entrance(region_name), lambda state: state.has(ITEM_WEAPON_CHARGE, world.player)) # now for the final area regions, which have different rules based on if ep is on set_rule(get_region_entrance(REGION_ELECTRICAL), lambda state: is_gate_unlocked(state)) set_rule(get_region_entrance(REGION_ELECTRICAL_POWERED), lambda state: is_power_on(state)) # brainos requires all weapons, cannot destroy the cannons otherwise if world.is_pool_expanded: set_rule(get_location(EP_LOCATION_ELECTRICAL_FINAL_BOSS), lambda state: all_weapons(state)) # and we need to beat brainos to beat the game set_rule(get_location(EVENT_LOCATION_VICTORY), lambda state: all_weapons(state)) # if not expanded pool, place the events for the boss kills and generator if not world.is_pool_expanded: # accessible with no items cave_item = world.create_item(EVENT_ITEM_GUARD_GONE) get_location(EVENT_LOCATION_GUARD_GONE).place_locked_item(cave_item) volcanic_item = world.create_item(EVENT_ITEM_CLIFF_GONE) get_location(EVENT_LOCATION_CLIFF_GONE).place_locked_item(volcanic_item) arctic_item = world.create_item(EVENT_ITEM_ACE_GONE) get_location(EVENT_LOCATION_ACE_GONE).place_locked_item(arctic_item) swamp_item = world.create_item(EVENT_ITEM_SNAKE_GONE) get_location(EVENT_LOCATION_SNAKE_GONE).place_locked_item(swamp_item) power_item = world.create_item(EVENT_ITEM_POWER_ON) get_location(EVENT_LOCATION_POWER_ON).place_locked_item(power_item) # and, finally, set the victory event victory_item = world.create_item(EVENT_ITEM_VICTORY) get_location(EVENT_LOCATION_VICTORY).place_locked_item(victory_item) world.multiworld.completion_condition[world.player] = lambda state: state.has(EVENT_ITEM_VICTORY, world.player)