from .requirements import * from .location import Location from ..locations.all import * class Dungeon4: def __init__(self, options, world_setup, r): entrance = Location(dungeon=4) entrance.add(DungeonChest(0x179)) # stone slab chest entrance.add(DungeonChest(0x16A)) # map chest right_of_entrance = Location(dungeon=4).add(DungeonChest(0x178)).connect(entrance, AND(SHIELD, r.attack_hookshot_powder)) # 1 zol 2 spike beetles 1 spark chest Location(dungeon=4).add(DungeonChest(0x17B)).connect(right_of_entrance, AND(SHIELD, SWORD)) # room with key chest rightside_crossroads = Location(dungeon=4).connect(entrance, AND(FEATHER, PEGASUS_BOOTS)) # 2 key chests on the right. pushable_block_chest = Location(dungeon=4).add(DungeonChest(0x171)).connect(rightside_crossroads, BOMB) # lower chest puddle_crack_block_chest = Location(dungeon=4).add(DungeonChest(0x165)).connect(rightside_crossroads, OR(BOMB, FLIPPERS)) # top right chest double_locked_room = Location(dungeon=4).connect(right_of_entrance, AND(KEY4, FOUND(KEY4, 5)), one_way=True) right_of_entrance.connect(double_locked_room, KEY4, one_way=True) after_double_lock = Location(dungeon=4).connect(double_locked_room, AND(KEY4, FOUND(KEY4, 4), OR(FEATHER, FLIPPERS)), one_way=True) double_locked_room.connect(after_double_lock, AND(KEY4, FOUND(KEY4, 2), OR(FEATHER, FLIPPERS)), one_way=True) dungeon4_puddle_before_crossroads = Location(dungeon=4).add(DungeonChest(0x175)).connect(after_double_lock, FLIPPERS) north_crossroads = Location(dungeon=4).connect(after_double_lock, AND(FEATHER, PEGASUS_BOOTS)) before_miniboss = Location(dungeon=4).connect(north_crossroads, AND(KEY4, FOUND(KEY4, 3))) if options.owlstatues == "both" or options.owlstatues == "dungeon": Location(dungeon=4).add(OwlStatue(0x16F)).connect(before_miniboss, STONE_BEAK4) sidescroller_key = Location(dungeon=4).add(DroppedKey(0x169)).connect(before_miniboss, AND(r.attack_hookshot_powder, FLIPPERS)) # key that drops in the hole and needs swim to get center_puddle_chest = Location(dungeon=4).add(DungeonChest(0x16E)).connect(before_miniboss, FLIPPERS) # chest with 50 rupees left_water_area = Location(dungeon=4).connect(before_miniboss, OR(FEATHER, FLIPPERS)) # area left with zol chest and 5 symbol puzzle (water area) left_water_area.add(DungeonChest(0x16D)) # gel chest left_water_area.add(DungeonChest(0x168)) # key chest near the puzzle miniboss = Location(dungeon=4).connect(before_miniboss, AND(KEY4, FOUND(KEY4, 5), r.miniboss_requirements[world_setup.miniboss_mapping[3]])) terrace_zols_chest = Location(dungeon=4).connect(before_miniboss, FLIPPERS) # flippers to move around miniboss through 5 tile room miniboss = Location(dungeon=4).connect(terrace_zols_chest, POWER_BRACELET, one_way=True) # reach flippers chest through the miniboss room terrace_zols_chest.add(DungeonChest(0x160)) # flippers chest terrace_zols_chest.connect(left_water_area, r.attack_hookshot_powder, one_way=True) # can move from flippers chest south to push the block to left area to_the_nightmare_key = Location(dungeon=4).connect(left_water_area, AND(FEATHER, OR(FLIPPERS, PEGASUS_BOOTS))) # 5 symbol puzzle (does not need flippers with boots + feather) to_the_nightmare_key.add(DungeonChest(0x176)) before_boss = Location(dungeon=4).connect(before_miniboss, AND(r.attack_hookshot, FLIPPERS, KEY4, FOUND(KEY4, 5))) boss = Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(before_boss, AND(NIGHTMARE_KEY4, r.boss_requirements[world_setup.boss_mapping[3]])) if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell': sidescroller_key.connect(before_miniboss, BOOMERANG) # fall off the bridge and boomerang downwards before hitting the water to grab the item sidescroller_key.connect(before_miniboss, AND(r.throw_pot, FLIPPERS)) # kill the zols with the pots in the room to spawn the key rightside_crossroads.connect(entrance, r.tight_jump) # jump across the corners puddle_crack_block_chest.connect(rightside_crossroads, r.tight_jump) # jump around the bombable block north_crossroads.connect(entrance, r.tight_jump) # jump across the corners after_double_lock.connect(entrance, r.tight_jump) # jump across the corners dungeon4_puddle_before_crossroads.connect(after_double_lock, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers center_puddle_chest.connect(before_miniboss, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers miniboss = Location(dungeon=4).connect(terrace_zols_chest, None, one_way=True) # reach flippers chest through the miniboss room without pulling the lever to_the_nightmare_key.connect(left_water_area, r.tight_jump) # With a tight jump feather is enough to reach the top left switch without flippers, or use flippers for puzzle and boots to get through 2d section before_boss.connect(left_water_area, r.tight_jump) # jump to the bottom right corner of boss door room if options.logic == 'glitched' or options.logic == 'hell': pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, FLIPPERS)) # sideways block push to skip bombs sidescroller_key.connect(before_miniboss, AND(r.super_jump_feather, OR(r.attack_hookshot_powder, r.throw_pot))) # superjump into the hole to grab the key while falling into the water miniboss.connect(before_miniboss, r.jesus_jump) # use jesus jump to transition over the water left of miniboss if options.logic == 'hell': rightside_crossroads.connect(entrance, AND(r.pit_buffer_boots, r.hookshot_spam_pit)) # pit buffer into the wall of the first pit, then boots bonk across the center, hookshot to get to the rightmost pit to a second villa buffer on the rightmost pit rightside_crossroads.connect(after_double_lock, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zols for more entities, and clip through the block against the right wall pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, OR(r.jesus_buffer, r.jesus_jump))) # use feather to water clip into the top right corner of the bombable block, and sideways block push to gain access. Can boots bonk of top right wall, then water buffer to top of chest and boots bonk to water buffer next to chest after_double_lock.connect(double_locked_room, AND(FOUND(KEY4, 4), r.pit_buffer_boots), one_way=True) # use boots bonks to cross the water gaps after_double_lock.connect(entrance, r.pit_buffer_boots) # boots bonk + pit buffer to the bottom after_double_lock.connect(entrance, AND(r.pit_buffer, r.hookshot_spam_pit)) # hookshot spam over the first pit of crossroads, then buffer down dungeon4_puddle_before_crossroads.connect(after_double_lock, AND(r.pit_buffer_boots, HOOKSHOT)) # boots bonk across the water bottom wall to the bottom left corner, then hookshot up north_crossroads.connect(entrance, AND(PEGASUS_BOOTS, HOOKSHOT)) # pit buffer into wall of the first pit, then boots bonk towards the top and hookshot spam to get across (easier with Piece of Power) before_miniboss.connect(north_crossroads, AND(r.shaq_jump, r.hookshot_clip_block)) # push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock. before_miniboss.connect(north_crossroads, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zol for more entities, and clip through the block left of keyblock by hookshot spam to_the_nightmare_key.connect(left_water_area, AND(FLIPPERS, r.boots_bonk)) # use flippers for puzzle and boots bonk to get through 2d section before_boss.connect(left_water_area, r.pit_buffer_boots) # boots bonk across bottom wall then boots bonk to the platform before boss door self.entrance = entrance class NoDungeon4: def __init__(self, options, world_setup, r): entrance = Location(dungeon=4) Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(entrance, r.boss_requirements[ world_setup.boss_mapping[3]]) self.entrance = entrance