from typing import Dict, Callable, TYPE_CHECKING from BaseClasses import CollectionState, MultiWorld from worlds.generic.Rules import set_rule, allow_self_locking_items, add_rule from .Options import MessengerAccessibility, Goal from .Constants import NOTES, PHOBEKINS if TYPE_CHECKING: from . import MessengerWorld else: MessengerWorld = object class MessengerRules: player: int world: MessengerWorld region_rules: Dict[str, Callable[[CollectionState], bool]] location_rules: Dict[str, Callable[[CollectionState], bool]] def __init__(self, world: MessengerWorld) -> None: self.player = world.player self.world = world self.region_rules = { "Ninja Village": self.has_wingsuit, "Autumn Hills": self.has_wingsuit, "Catacombs": self.has_wingsuit, "Bamboo Creek": self.has_wingsuit, "Searing Crags Upper": self.has_vertical, "Cloud Ruins": lambda state: self.has_wingsuit(state) and state.has("Ruxxtin's Amulet", self.player), "Underworld": self.has_tabi, "Forlorn Temple": lambda state: state.has_all({"Wingsuit", *PHOBEKINS}, self.player), "Glacial Peak": self.has_vertical, "Elemental Skylands": lambda state: state.has("Fairy Bottle", self.player), "Music Box": lambda state: state.has_all(set(NOTES), self.player) and self.has_vertical(state), } self.location_rules = { # ninja village "Ninja Village Seal - Tree House": self.has_dart, # autumn hills "Key of Hope": self.has_dart, # howling grotto "Howling Grotto Seal - Windy Saws and Balls": self.has_wingsuit, "Howling Grotto Seal - Crushing Pits": lambda state: self.has_wingsuit(state) and self.has_dart(state), # searing crags "Astral Tea Leaves": lambda state: state.can_reach("Astral Seed", "Location", self.player), "Key of Strength": lambda state: state.has("Power Thistle", self.player), # glacial peak "Glacial Peak Seal - Ice Climbers": self.has_dart, "Glacial Peak Seal - Projectile Spike Pit": self.has_vertical, "Glacial Peak Seal - Glacial Air Swag": self.has_vertical, # tower of time "Tower of Time Seal - Time Waster Seal": self.has_dart, "Tower of Time Seal - Lantern Climb": self.has_wingsuit, "Tower of Time Seal - Arcane Orbs": lambda state: self.has_wingsuit(state) and self.has_dart(state), # underworld "Underworld Seal - Sharp and Windy Climb": self.has_wingsuit, "Underworld Seal - Fireball Wave": self.has_wingsuit, "Underworld Seal - Rising Fanta": self.has_dart, # sunken shrine "Sun Crest": self.has_tabi, "Moon Crest": self.has_tabi, "Key of Love": lambda state: state.has_all({"Sun Crest", "Moon Crest"}, self.player), "Sunken Shrine Seal - Waterfall Paradise": self.has_tabi, "Sunken Shrine Seal - Tabi Gauntlet": self.has_tabi, # riviere turquoise "Fairy Bottle": self.has_vertical, "Riviere Turquoise Seal - Flower Power": self.has_vertical, # elemental skylands "Key of Symbiosis": self.has_dart, "Elemental Skylands Seal - Air": self.has_wingsuit, "Elemental Skylands Seal - Water": self.has_dart, "Elemental Skylands Seal - Fire": self.has_dart, # corrupted future "Key of Courage": lambda state: state.has_all({"Demon King Crown", "Fairy Bottle"}, self.player), # the shop "Shop Chest": self.has_enough_seals, } def has_wingsuit(self, state: CollectionState) -> bool: return state.has("Wingsuit", self.player) def has_dart(self, state: CollectionState) -> bool: return state.has("Rope Dart", self.player) def has_tabi(self, state: CollectionState) -> bool: return state.has("Ninja Tabi", self.player) def has_vertical(self, state: CollectionState) -> bool: return self.has_wingsuit(state) or self.has_dart(state) def has_enough_seals(self, state: CollectionState) -> bool: return not self.world.required_seals or state.has("Power Seal", self.player, self.world.required_seals) def true(self, state: CollectionState) -> bool: """I know this is stupid, but it's easier to read in the dicts.""" return True def set_messenger_rules(self) -> None: multiworld = self.world.multiworld for region in multiworld.get_regions(self.player): if region.name in self.region_rules: for entrance in region.entrances: entrance.access_rule = self.region_rules[region.name] for loc in region.locations: if loc.name in self.location_rules: loc.access_rule = self.location_rules[loc.name] if multiworld.goal[self.player] == Goal.option_power_seal_hunt: set_rule(multiworld.get_entrance("Tower HQ -> Music Box", self.player), lambda state: state.has("Shop Chest", self.player)) multiworld.completion_condition[self.player] = lambda state: state.has("Rescue Phantom", self.player) if multiworld.accessibility[self.player] > MessengerAccessibility.option_locations: set_self_locking_items(multiworld, self.player) class MessengerHardRules(MessengerRules): extra_rules: Dict[str, Callable[[CollectionState], bool]] def __init__(self, world: MessengerWorld) -> None: super().__init__(world) self.region_rules.update({ "Ninja Village": self.has_vertical, "Autumn Hills": self.has_vertical, "Catacombs": self.has_vertical, "Bamboo Creek": self.has_vertical, "Forlorn Temple": lambda state: self.has_vertical(state) and state.has_all(set(PHOBEKINS), self.player), "Searing Crags Upper": self.true, "Glacial Peak": self.true, }) self.location_rules.update({ "Howling Grotto Seal - Windy Saws and Balls": self.true, "Glacial Peak Seal - Projectile Spike Pit": self.true, "Claustro": self.has_wingsuit, }) self.extra_rules = { "Key of Strength": lambda state: self.has_dart(state) or self.has_windmill(state), "Key of Symbiosis": self.has_windmill, "Autumn Hills Seal - Spike Ball Darts": lambda state: (self.has_dart(state) and self.has_windmill(state)) or self.has_wingsuit(state), "Glacial Peak Seal - Glacial Air Swag": self.has_windmill, "Underworld Seal - Fireball Wave": lambda state: state.has_all({"Ninja Tabi", "Windmill Shuriken"}, self.player), } def has_windmill(self, state: CollectionState) -> bool: return state.has("Windmill Shuriken", self.player) def set_messenger_rules(self) -> None: super().set_messenger_rules() for loc, rule in self.extra_rules.items(): if not self.world.multiworld.shuffle_seals[self.player] and "Seal" in loc: continue add_rule(self.world.multiworld.get_location(loc, self.player), rule, "or") class MessengerChallengeRules(MessengerHardRules): def __init__(self, world: MessengerWorld) -> None: super().__init__(world) self.region_rules.update({ "Forlorn Temple": lambda state: (self.has_vertical(state) and state.has_all(set(PHOBEKINS), self.player)) or state.has_all({"Wingsuit", "Windmill Shuriken"}, self.player), "Elemental Skylands": lambda state: self.has_wingsuit(state) or state.has("Fairy Bottle", self.player), }) self.location_rules.update({ "Fairy Bottle": self.true, "Howling Grotto Seal - Crushing Pits": self.true, "Underworld Seal - Sharp and Windy Climb": self.true, "Riviere Turquoise Seal - Flower Power": self.true, }) self.extra_rules.update({ "Key of Hope": self.has_vertical, "Key of Symbiosis": lambda state: self.has_vertical(state) or self.has_windmill(state), }) class MessengerOOBRules(MessengerRules): def __init__(self, world: MessengerWorld) -> None: self.world = world self.player = world.player self.region_rules = { "Elemental Skylands": lambda state: state.has_any({"Wingsuit", "Rope Dart", "Fairy Bottle"}, self.player), "Music Box": lambda state: state.has_all(set(NOTES), self.player), } self.location_rules = { "Claustro": self.has_wingsuit, "Key of Strength": lambda state: self.has_vertical(state) or state.has("Power Thistle", self.player), "Key of Love": lambda state: state.has_all({"Sun Crest", "Moon Crest"}, self.player), "Pyro": self.has_tabi, "Key of Chaos": self.has_tabi, "Key of Courage": lambda state: state.has_all({"Demon King Crown", "Fairy Bottle"}, self.player), "Autumn Hills Seal - Spike Ball Darts": self.has_dart, "Ninja Village Seal - Tree House": self.has_dart, "Underworld Seal - Fireball Wave": lambda state: state.has_any({"Wingsuit", "Windmill Shuriken"}, self.player), "Tower of Time Seal - Time Waster Seal": self.has_dart, "Shop Chest": self.has_enough_seals, } def set_messenger_rules(self) -> None: super().set_messenger_rules() self.world.multiworld.completion_condition[self.player] = lambda state: True self.world.multiworld.accessibility[self.player].value = MessengerAccessibility.option_minimal def set_self_locking_items(multiworld: MultiWorld, player: int) -> None: # do the ones for seal shuffle on and off first allow_self_locking_items(multiworld.get_location("Key of Strength", player), "Power Thistle") allow_self_locking_items(multiworld.get_location("Key of Love", player), "Sun Crest", "Moon Crest") allow_self_locking_items(multiworld.get_location("Key of Courage", player), "Demon King Crown") # add these locations when seals aren't shuffled if not multiworld.shuffle_seals[player]: allow_self_locking_items(multiworld.get_region("Cloud Ruins", player), "Ruxxtin's Amulet") allow_self_locking_items(multiworld.get_region("Forlorn Temple", player), *PHOBEKINS)