from BaseClasses import MultiWorld from ..AutoWorld import LogicMixin from typing import Set # TODO: Options may preset certain progress steps (i.e. P_ROCK_SKIP), set in generate_early? from . import pyevermizer # TODO: resolve/flatten/expand rules to get rid of recursion below where possible # Logic.rules are all rules including locations, excluding those with no progress (i.e. locations that only drop items) rules = [rule for rule in pyevermizer.get_logic() if len(rule.provides) > 0] # Logic.items are all items excluding non-progression items and duplicates item_names: Set[str] = set() items = [item for item in filter(lambda item: item.progression, pyevermizer.get_items()) if item.name not in item_names and not item_names.add(item.name)] # when this module is loaded, this mixin will extend BaseClasses.CollectionState class SecretOfEvermoreLogic(LogicMixin): def _soe_count(self, progress: int, world: MultiWorld, player: int, max_count: int = 0) -> int: """ Returns reached count of one of evermizer's progress steps based on collected items. i.e. returns 0-3 for P_DE based on items providing CHECK_BOSS,DIAMOND_EYE_DROP """ n = 0 for item in items: for pvd in item.provides: if pvd[1] == progress: if self.has(item.name, player): n += self.item_count(item.name, player) * pvd[0] if n >= max_count > 0: return n for rule in rules: for pvd in rule.provides: if pvd[1] == progress and pvd[0] > 0: has = True for req in rule.requires: if not self._soe_has(req[1], world, player, req[0]): has = False break if has: n += pvd[0] if n >= max_count > 0: return n return n def _soe_has(self, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool: """ Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE """ return self._soe_count(progress, world, player, count) >= count