from .requirements import * from .location import Location from ..locations.all import * class Dungeon1: def __init__(self, options, world_setup, r): entrance = Location(dungeon=1) entrance.add(DungeonChest(0x113), DungeonChest(0x115), DungeonChest(0x10E)) Location(dungeon=1).add(DroppedKey(0x116)).connect(entrance, OR(BOMB, r.push_hardhat)) # hardhat beetles (can kill with bomb) Location(dungeon=1).add(DungeonChest(0x10D)).connect(entrance, OR(r.attack_hookshot_powder, SHIELD)) # moldorm spawn chest stalfos_keese_room = Location(dungeon=1).add(DungeonChest(0x114)).connect(entrance, AND(OR(r.attack_skeleton, SHIELD),r.attack_hookshot_powder)) # 2 stalfos 2 keese room Location(dungeon=1).add(DungeonChest(0x10C)).connect(entrance, BOMB) # hidden seashell room dungeon1_upper_left = Location(dungeon=1).connect(entrance, AND(KEY1, FOUND(KEY1, 3))) if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=1).add(OwlStatue(0x103), OwlStatue(0x104)).connect(dungeon1_upper_left, STONE_BEAK1) feather_chest = Location(dungeon=1).add(DungeonChest(0x11D)).connect(dungeon1_upper_left, SHIELD) # feather location, behind spike enemies. can shield bump into pit (only shield works) boss_key = Location(dungeon=1).add(DungeonChest(0x108)).connect(entrance, AND(FEATHER, KEY1, FOUND(KEY1, 3))) # boss key dungeon1_right_side = Location(dungeon=1).connect(entrance, AND(KEY1, FOUND(KEY1, 3))) if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=1).add(OwlStatue(0x10A)).connect(dungeon1_right_side, STONE_BEAK1) dungeon1_3_of_a_kind = Location(dungeon=1).add(DungeonChest(0x10A)).connect(dungeon1_right_side, OR(r.attack_hookshot_no_bomb, SHIELD)) # three of a kind, shield stops the suit from changing dungeon1_miniboss = Location(dungeon=1).connect(dungeon1_right_side, AND(r.miniboss_requirements[world_setup.miniboss_mapping[0]], FEATHER)) dungeon1_boss = Location(dungeon=1).connect(dungeon1_miniboss, NIGHTMARE_KEY1) boss = Location(dungeon=1).add(HeartContainer(0x106), Instrument(0x102)).connect(dungeon1_boss, r.boss_requirements[world_setup.boss_mapping[0]]) if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell': stalfos_keese_room.connect(entrance, r.attack_hookshot_powder) # stalfos jump away when you press a button. dungeon1_3_of_a_kind.connect(dungeon1_right_side, BOMB) # use timed bombs to match the 3 of a kinds if options.logic == 'glitched' or options.logic == 'hell': boss_key.connect(entrance, r.super_jump_feather) # super jump dungeon1_miniboss.connect(dungeon1_right_side, r.miniboss_requirements[world_setup.miniboss_mapping[0]]) # damage boost or buffer pause over the pit to cross or mushroom if options.logic == 'hell': feather_chest.connect(dungeon1_upper_left, SWORD) # keep slashing the spiked beetles until they keep moving 1 pixel close towards you and the pit, to get them to fall boss_key.connect(entrance, AND(r.damage_boost, FOUND(KEY1,3))) # damage boost off the hardhat to cross the pit self.entrance = entrance class NoDungeon1: def __init__(self, options, world_setup, r): entrance = Location(dungeon=1) Location(dungeon=1).add(HeartContainer(0x106), Instrument(0x102)).connect(entrance, r.boss_requirements[ world_setup.boss_mapping[0]]) self.entrance = entrance