from typing import Dict, TYPE_CHECKING from collections.abc import Callable from BaseClasses import CollectionState from worlds.generic.Rules import forbid_item if TYPE_CHECKING: from . import ShiversWorld def water_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Water Pot Bottom", "Water Pot Top", "Water Pot Bottom DUPE", "Water Pot Top DUPE"}, player) or \ state.has_all({"Water Pot Complete", "Water Pot Complete DUPE"}, player) def wax_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Wax Pot Bottom", "Wax Pot Top", "Wax Pot Bottom DUPE", "Wax Pot Top DUPE"}, player) or \ state.has_all({"Wax Pot Complete", "Wax Pot Complete DUPE"}, player) def ash_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Ash Pot Bottom", "Ash Pot Top", "Ash Pot Bottom DUPE", "Ash Pot Top DUPE"}, player) or \ state.has_all({"Ash Pot Complete", "Ash Pot Complete DUPE"}, player) def oil_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Oil Pot Bottom", "Oil Pot Top", "Oil Pot Bottom DUPE", "Oil Pot Top DUPE"}, player) or \ state.has_all({"Oil Pot Complete", "Oil Pot Complete DUPE"}, player) def cloth_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Cloth Pot Bottom", "Cloth Pot Top", "Cloth Pot Bottom DUPE", "Cloth Pot Top DUPE"}, player) or \ state.has_all({"Cloth Pot Complete", "Cloth Pot Complete DUPE"}, player) def wood_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Wood Pot Bottom", "Wood Pot Top", "Wood Pot Bottom DUPE", "Wood Pot Top DUPE"}, player) or \ state.has_all({"Wood Pot Complete", "Wood Pot Complete DUPE"}, player) def crystal_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Crystal Pot Bottom", "Crystal Pot Top", "Crystal Pot Bottom DUPE", "Crystal Pot Top DUPE"}, player) or \ state.has_all({"Crystal Pot Complete", "Crystal Pot Complete DUPE"}, player) def sand_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Sand Pot Bottom", "Sand Pot Top", "Sand Pot Bottom DUPE", "Sand Pot Top DUPE"}, player) or \ state.has_all({"Sand Pot Complete", "Sand Pot Complete DUPE"}, player) def metal_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Metal Pot Bottom", "Metal Pot Top", "Metal Pot Bottom DUPE", "Metal Pot Top DUPE"}, player) or \ state.has_all({"Metal Pot Complete", "Metal Pot Complete DUPE"}, player) def lightning_capturable(state: CollectionState, player: int) -> bool: return (first_nine_ixupi_capturable(state, player) or state.multiworld.worlds[player].options.early_lightning.value) \ and (state.has_all({"Lightning Pot Bottom", "Lightning Pot Top", "Lightning Pot Bottom DUPE", "Lightning Pot Top DUPE"}, player) or \ state.has_all({"Lightning Pot Complete", "Lightning Pot Complete DUPE"}, player)) def beths_body_available(state: CollectionState, player: int) -> bool: return (first_nine_ixupi_capturable(state, player) or state.multiworld.worlds[player].options.early_beth.value) \ and state.can_reach("Generator", "Region", player) def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool: return water_capturable(state, player) and wax_capturable(state, player) \ and ash_capturable(state, player) and oil_capturable(state, player) \ and cloth_capturable(state, player) and wood_capturable(state, player) \ and crystal_capturable(state, player) and sand_capturable(state, player) \ and metal_capturable(state, player) def all_skull_dials_available(state: CollectionState, player: int) -> bool: return state.can_reach("Prehistoric", "Region", player) and state.can_reach("Tar River", "Region", player) \ and state.can_reach("Egypt", "Region", player) and state.can_reach("Burial", "Region", player) \ and state.can_reach("Gods Room", "Region", player) and state.can_reach("Werewolf", "Region", player) def get_rules_lookup(player: int): rules_lookup: Dict[str, Dict[str, Callable[[CollectionState], bool]]] = { "entrances": { "To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player), "To Office Elevator From Office": lambda state: state.has("Key for Office Elevator", player), "To Bedroom Elevator From Office": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player), "To Office From Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player), "To Three Floor Elevator From Maintenance Tunnels": lambda state: state.has("Key for Three Floor Elevator", player), "To Three Floor Elevator From Blue Maze Bottom": lambda state: state.has("Key for Three Floor Elevator", player), "To Three Floor Elevator From Blue Maze Top": lambda state: state.has("Key for Three Floor Elevator", player), "To Workshop": lambda state: state.has("Key for Workshop", player), "To Lobby From Office": lambda state: state.has("Key for Office", player), "To Office From Lobby": lambda state: state.has("Key for Office", player), "To Library From Lobby": lambda state: state.has("Key for Library Room", player), "To Lobby From Library": lambda state: state.has("Key for Library Room", player), "To Prehistoric From Lobby": lambda state: state.has("Key for Prehistoric Room", player), "To Lobby From Prehistoric": lambda state: state.has("Key for Prehistoric Room", player), "To Greenhouse": lambda state: state.has("Key for Greenhouse Room", player), "To Ocean From Prehistoric": lambda state: state.has("Key for Ocean Room", player), "To Prehistoric From Ocean": lambda state: state.has("Key for Ocean Room", player), "To Projector Room": lambda state: state.has("Key for Projector Room", player), "To Generator": lambda state: state.has("Key for Generator Room", player), "To Lobby From Egypt": lambda state: state.has("Key for Egypt Room", player), "To Egypt From Lobby": lambda state: state.has("Key for Egypt Room", player), "To Janitor Closet": lambda state: state.has("Key for Janitor Closet", player), "To Shaman From Burial": lambda state: state.has("Key for Shaman Room", player), "To Burial From Shaman": lambda state: state.has("Key for Shaman Room", player), "To Inventions From UFO": lambda state: state.has("Key for UFO Room", player), "To UFO From Inventions": lambda state: state.has("Key for UFO Room", player), "To Torture From Inventions": lambda state: state.has("Key for Torture Room", player), "To Inventions From Torture": lambda state: state.has("Key for Torture Room", player), "To Torture": lambda state: state.has("Key for Puzzle Room", player), "To Puzzle Room Mastermind From Torture": lambda state: state.has("Key for Puzzle Room", player), "To Bedroom": lambda state: state.has("Key for Bedroom", player), "To Underground Lake From Underground Tunnels": lambda state: state.has("Key for Underground Lake Room", player), "To Underground Tunnels From Underground Lake": lambda state: state.has("Key for Underground Lake Room", player), "To Outside From Lobby": lambda state: state.has("Key for Front Door", player), "To Lobby From Outside": lambda state: state.has("Key for Front Door", player), "To Maintenance Tunnels From Theater Back Hallways": lambda state: state.has("Crawling", player), "To Blue Maze From Egypt": lambda state: state.has("Crawling", player), "To Egypt From Blue Maze": lambda state: state.has("Crawling", player), "To Lobby From Tar River": lambda state: (state.has("Crawling", player) and oil_capturable(state, player)), "To Tar River From Lobby": lambda state: (state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach("Tar River", "Region", player)), "To Burial From Egypt": lambda state: state.can_reach("Egypt", "Region", player), "To Gods Room From Anansi": lambda state: state.can_reach("Gods Room", "Region", player), "To Slide Room": lambda state: all_skull_dials_available(state, player), "To Lobby From Slide Room": lambda state: beths_body_available(state, player), "To Water Capture From Janitor Closet": lambda state: cloth_capturable(state, player) }, "locations_required": { "Puzzle Solved Anansi Musicbox": lambda state: state.can_reach("Clock Tower", "Region", player), "Accessible: Storage: Janitor Closet": lambda state: cloth_capturable(state, player), "Accessible: Storage: Tar River": lambda state: oil_capturable(state, player), "Accessible: Storage: Theater": lambda state: state.can_reach("Projector Room", "Region", player), "Accessible: Storage: Slide": lambda state: beths_body_available(state, player) and state.can_reach("Slide Room", "Region", player), "Ixupi Captured Water": lambda state: water_capturable(state, player), "Ixupi Captured Wax": lambda state: wax_capturable(state, player), "Ixupi Captured Ash": lambda state: ash_capturable(state, player), "Ixupi Captured Oil": lambda state: oil_capturable(state, player), "Ixupi Captured Cloth": lambda state: cloth_capturable(state, player), "Ixupi Captured Wood": lambda state: wood_capturable(state, player), "Ixupi Captured Crystal": lambda state: crystal_capturable(state, player), "Ixupi Captured Sand": lambda state: sand_capturable(state, player), "Ixupi Captured Metal": lambda state: metal_capturable(state, player), "Final Riddle: Planets Aligned": lambda state: state.can_reach("Fortune Teller", "Region", player), "Final Riddle: Norse God Stone Message": lambda state: (state.can_reach("Fortune Teller", "Region", player) and state.can_reach("UFO", "Region", player)), "Final Riddle: Beth's Body Page 17": lambda state: beths_body_available(state, player), "Final Riddle: Guillotine Dropped": lambda state: beths_body_available(state, player), "Puzzle Solved Skull Dial Door": lambda state: all_skull_dials_available(state, player), }, "locations_puzzle_hints": { "Puzzle Solved Clock Tower Door": lambda state: state.can_reach("Three Floor Elevator", "Region", player), "Puzzle Solved Clock Chains": lambda state: state.can_reach("Bedroom", "Region", player), "Puzzle Solved Shaman Drums": lambda state: state.can_reach("Clock Tower", "Region", player), "Puzzle Solved Red Door": lambda state: state.can_reach("Maintenance Tunnels", "Region", player), "Puzzle Solved UFO Symbols": lambda state: state.can_reach("Library", "Region", player), "Puzzle Solved Maze Door": lambda state: state.can_reach("Projector Room", "Region", player), "Puzzle Solved Theater Door": lambda state: state.can_reach("Underground Lake", "Region", player), "Puzzle Solved Columns of RA": lambda state: state.can_reach("Underground Lake", "Region", player), "Final Riddle: Guillotine Dropped": lambda state: (beths_body_available(state, player) and state.can_reach("Underground Lake", "Region", player)) }, "elevators": { "Puzzle Solved Office Elevator": lambda state: ((state.can_reach("Underground Lake", "Region", player) or state.can_reach("Office", "Region", player)) and state.has("Key for Office Elevator", player)), "Puzzle Solved Bedroom Elevator": lambda state: (state.can_reach("Office", "Region", player) and state.has_all({"Key for Bedroom Elevator","Crawling"}, player)), "Puzzle Solved Three Floor Elevator": lambda state: ((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player)) and state.has("Key for Three Floor Elevator", player)) }, "lightning": { "Ixupi Captured Lightning": lambda state: lightning_capturable(state, player) } } return rules_lookup def set_rules(world: "ShiversWorld") -> None: multiworld = world.multiworld player = world.player rules_lookup = get_rules_lookup(player) # Set required entrance rules for entrance_name, rule in rules_lookup["entrances"].items(): multiworld.get_entrance(entrance_name, player).access_rule = rule # Set required location rules for location_name, rule in rules_lookup["locations_required"].items(): multiworld.get_location(location_name, player).access_rule = rule # Set option location rules if world.options.puzzle_hints_required.value: for location_name, rule in rules_lookup["locations_puzzle_hints"].items(): multiworld.get_location(location_name, player).access_rule = rule if world.options.elevators_stay_solved.value: for location_name, rule in rules_lookup["elevators"].items(): multiworld.get_location(location_name, player).access_rule = rule if world.options.early_lightning.value: for location_name, rule in rules_lookup["lightning"].items(): multiworld.get_location(location_name, player).access_rule = rule # Register indirect conditions multiworld.register_indirect_condition(world.get_region("Burial"), world.get_entrance("To Slide Room")) multiworld.register_indirect_condition(world.get_region("Egypt"), world.get_entrance("To Slide Room")) multiworld.register_indirect_condition(world.get_region("Gods Room"), world.get_entrance("To Slide Room")) multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Slide Room")) multiworld.register_indirect_condition(world.get_region("Tar River"), world.get_entrance("To Slide Room")) multiworld.register_indirect_condition(world.get_region("Werewolf"), world.get_entrance("To Slide Room")) multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Tar River From Lobby")) # forbid cloth in janitor closet and oil in tar river forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Bottom DUPE", player) forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Top DUPE", player) forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Complete DUPE", player) forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Bottom DUPE", player) forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Top DUPE", player) forbid_item(multiworld.get_location("Accessible: Storage: Tar River", player), "Oil Pot Complete DUPE", player) # Filler Item Forbids forbid_item(multiworld.get_location("Puzzle Solved Lyre", player), "Easier Lyre", player) forbid_item(multiworld.get_location("Ixupi Captured Water", player), "Water Always Available in Lobby", player) forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Library", player) forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Anansi Room", player) forbid_item(multiworld.get_location("Ixupi Captured Wax", player), "Wax Always Available in Shaman Room", player) forbid_item(multiworld.get_location("Ixupi Captured Ash", player), "Ash Always Available in Office", player) forbid_item(multiworld.get_location("Ixupi Captured Ash", player), "Ash Always Available in Burial Room", player) forbid_item(multiworld.get_location("Ixupi Captured Oil", player), "Oil Always Available in Prehistoric Room", player) forbid_item(multiworld.get_location("Ixupi Captured Cloth", player), "Cloth Always Available in Egypt", player) forbid_item(multiworld.get_location("Ixupi Captured Cloth", player), "Cloth Always Available in Burial Room", player) forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Workshop", player) forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Blue Maze", player) forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Pegasus Room", player) forbid_item(multiworld.get_location("Ixupi Captured Wood", player), "Wood Always Available in Gods Room", player) forbid_item(multiworld.get_location("Ixupi Captured Crystal", player), "Crystal Always Available in Lobby", player) forbid_item(multiworld.get_location("Ixupi Captured Crystal", player), "Crystal Always Available in Ocean", player) forbid_item(multiworld.get_location("Ixupi Captured Sand", player), "Sand Always Available in Plants Room", player) forbid_item(multiworld.get_location("Ixupi Captured Sand", player), "Sand Always Available in Ocean", player) forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Projector Room", player) forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Bedroom", player) forbid_item(multiworld.get_location("Ixupi Captured Metal", player), "Metal Always Available in Prehistoric", player) # Set completion condition multiworld.completion_condition[player] = lambda state: (( water_capturable(state, player) + wax_capturable(state, player) + ash_capturable(state, player) \ + oil_capturable(state, player) + cloth_capturable(state, player) + wood_capturable(state, player) \ + crystal_capturable(state, player) + sand_capturable(state, player) + metal_capturable(state, player) \ + lightning_capturable(state, player)) >= world.options.ixupi_captures_needed.value)