from BaseClasses import MultiWorld, CollectionState from worlds.generic.Rules import set_rule, add_rule from .Locations import orderedstage_location from .RoR2Environments import environment_vanilla_orderedstages_table, environment_sotv_orderedstages_table, \ environment_orderedstages_table # Rule to see if it has access to the previous stage def has_entrance_access_rule(multiworld: MultiWorld, stage: str, entrance: str, player: int): multiworld.get_entrance(entrance, player).access_rule = \ lambda state: state.has(entrance, player) and state.has(stage, player) # Checks to see if chest/shrine are accessible def has_location_access_rule(multiworld: MultiWorld, environment: str, player: int, item_number: int, item_type: str): if item_number == 1: multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \ lambda state: state.has(environment, player) if item_type == "Scavenger": multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \ lambda state: state.has(environment, player) and state.has("Stage_4", player) else: multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \ lambda state: check_location(state, environment, player, item_number, item_type) def check_location(state, environment: str, player: int, item_number: int, item_name: str): return state.can_reach(f"{environment}: {item_name} {item_number - 1}", "Location", player) # unlock event to next set of stages def get_stage_event(multiworld: MultiWorld, player: int, stage_number: int): if not multiworld.dlc_sotv[player]: environment_name = multiworld.random.choices(list(environment_vanilla_orderedstages_table[stage_number].keys()), k=1) else: environment_name = multiworld.random.choices(list(environment_orderedstages_table[stage_number].keys()), k=1) multiworld.get_location(f"Stage_{stage_number + 1}", player).access_rule = \ lambda state: get_one_of_the_stages(state, environment_name[0], player) def get_one_of_the_stages(state: CollectionState, stage: str, player: int): return state.has(stage, player) def set_rules(multiworld: MultiWorld, player: int) -> None: if multiworld.goal[player] == "classic": # classic mode total_locations = multiworld.total_locations[player].value # total locations for current player else: # explore mode total_locations = len( orderedstage_location.get_locations( chests=multiworld.chests_per_stage[player].value, shrines=multiworld.shrines_per_stage[player].value, scavengers=multiworld.scavengers_per_stage[player].value, scanners=multiworld.scanner_per_stage[player].value, altars=multiworld.altars_per_stage[player].value, dlc_sotv=multiworld.dlc_sotv[player].value ) ) event_location_step = 25 # set an event location at these locations for "spheres" divisions = total_locations // event_location_step total_revivals = multiworld.worlds[player].total_revivals # pulling this info we calculated in generate_basic if multiworld.goal[player] == "classic": # classic mode if divisions: for i in range(1, divisions + 1): # since divisions is the floor of total_locations / 25 if i * event_location_step != total_locations: event_loc = multiworld.get_location(f"Pickup{i * event_location_step}", player) set_rule(event_loc, lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player)) # we want to create a rule for each of the 25 locations per division for n in range(i * event_location_step, (i + 1) * event_location_step + 1): if n > total_locations: break if n == i * event_location_step: set_rule(multiworld.get_location(f"ItemPickup{n}", player), lambda state, event_item=event_loc.item.name: state.has(event_item, player)) else: set_rule(multiworld.get_location(f"ItemPickup{n}", player), lambda state, n=n: state.can_reach(f"ItemPickup{n - 1}", "Location", player)) set_rule(multiworld.get_location("Victory", player), lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player)) if total_revivals or multiworld.start_with_revive[player].value: add_rule(multiworld.get_location("Victory", player), lambda state: state.has("Dio's Best Friend", player, total_revivals + multiworld.start_with_revive[player])) elif multiworld.goal[player] == "explore": # When explore_mode is used, # scavengers need to be locked till after a full loop since that is when they are capable of spawning. # (While technically the requirement is just beating 5 stages, this will ensure that the player will have # a long enough run to have enough director credits for scavengers and # help prevent being stuck in the same stages until that point.) for location in multiworld.get_locations(): if location.player != player: continue # ignore all checks that don't belong to this player if "Scavenger" in location.name: add_rule(location, lambda state: state.has("Stage_5", player)) # Regions chests = multiworld.chests_per_stage[player] shrines = multiworld.shrines_per_stage[player] newts = multiworld.altars_per_stage[player] scavengers = multiworld.scavengers_per_stage[player] scanners = multiworld.scanner_per_stage[player] for i in range(len(environment_vanilla_orderedstages_table)): for environment_name, _ in environment_vanilla_orderedstages_table[i].items(): # Make sure to go through each location if scavengers == 1: has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger") if scanners == 1: has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner") for chest in range(1, chests + 1): has_location_access_rule(multiworld, environment_name, player, chest, "Chest") for shrine in range(1, shrines + 1): has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine") if newts > 0: for newt in range(1, newts + 1): has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar") if i > 0: has_entrance_access_rule(multiworld, f"Stage_{i}", environment_name, player) get_stage_event(multiworld, player, i) if multiworld.dlc_sotv[player]: for i in range(len(environment_sotv_orderedstages_table)): for environment_name, _ in environment_sotv_orderedstages_table[i].items(): # Make sure to go through each location if scavengers == 1: has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger") if scanners == 1: has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner") for chest in range(1, chests + 1): has_location_access_rule(multiworld, environment_name, player, chest, "Chest") for shrine in range(1, shrines + 1): has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine") if newts > 0: for newt in range(1, newts + 1): has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar") if i > 0: has_entrance_access_rule(multiworld, f"Stage_{i}", environment_name, player) has_entrance_access_rule(multiworld, f"Hidden Realm: A Moment, Fractured", "Hidden Realm: A Moment, Whole", player) has_entrance_access_rule(multiworld, f"Stage_1", "Hidden Realm: Bazaar Between Time", player) has_entrance_access_rule(multiworld, f"Hidden Realm: Bazaar Between Time", "Void Fields", player) has_entrance_access_rule(multiworld, f"Stage_5", "Commencement", player) has_entrance_access_rule(multiworld, f"Stage_5", "Hidden Realm: A Moment, Fractured", player) has_entrance_access_rule(multiworld, "Beads of Fealty", "Hidden Realm: A Moment, Whole", player) if multiworld.dlc_sotv[player]: has_entrance_access_rule(multiworld, f"Stage_5", "Void Locus", player) has_entrance_access_rule(multiworld, f"Void Locus", "The Planetarium", player) # Win Condition multiworld.completion_condition[player] = lambda state: state.has("Victory", player)