from collections.abc import Callable from typing import Dict, TYPE_CHECKING from BaseClasses import CollectionState from worlds.generic.Rules import forbid_item from . import Constants if TYPE_CHECKING: from . import ShiversWorld def water_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Water Pot Bottom", "Water Pot Top", "Water Pot Bottom DUPE", "Water Pot Top DUPE"}, player) \ or state.has_all({"Water Pot Complete", "Water Pot Complete DUPE"}, player) def wax_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Wax Pot Bottom", "Wax Pot Top", "Wax Pot Bottom DUPE", "Wax Pot Top DUPE"}, player) \ or state.has_all({"Wax Pot Complete", "Wax Pot Complete DUPE"}, player) def ash_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Ash Pot Bottom", "Ash Pot Top", "Ash Pot Bottom DUPE", "Ash Pot Top DUPE"}, player) \ or state.has_all({"Ash Pot Complete", "Ash Pot Complete DUPE"}, player) def oil_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Oil Pot Bottom", "Oil Pot Top", "Oil Pot Bottom DUPE", "Oil Pot Top DUPE"}, player) \ or state.has_all({"Oil Pot Complete", "Oil Pot Complete DUPE"}, player) def cloth_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Cloth Pot Bottom", "Cloth Pot Top", "Cloth Pot Bottom DUPE", "Cloth Pot Top DUPE"}, player) \ or state.has_all({"Cloth Pot Complete", "Cloth Pot Complete DUPE"}, player) def wood_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Wood Pot Bottom", "Wood Pot Top", "Wood Pot Bottom DUPE", "Wood Pot Top DUPE"}, player) \ or state.has_all({"Wood Pot Complete", "Wood Pot Complete DUPE"}, player) def crystal_capturable(state: CollectionState, player: int) -> bool: return state.has_all( {"Crystal Pot Bottom", "Crystal Pot Top", "Crystal Pot Bottom DUPE", "Crystal Pot Top DUPE"}, player) \ or state.has_all({"Crystal Pot Complete", "Crystal Pot Complete DUPE"}, player) def sand_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Sand Pot Bottom", "Sand Pot Top", "Sand Pot Bottom DUPE", "Sand Pot Top DUPE"}, player) \ or state.has_all({"Sand Pot Complete", "Sand Pot Complete DUPE"}, player) def metal_capturable(state: CollectionState, player: int) -> bool: return state.has_all({"Metal Pot Bottom", "Metal Pot Top", "Metal Pot Bottom DUPE", "Metal Pot Top DUPE"}, player) \ or state.has_all({"Metal Pot Complete", "Metal Pot Complete DUPE"}, player) def lightning_capturable(state: CollectionState, world: "ShiversWorld", player: int) -> bool: return (first_nine_ixupi_capturable(state, player) or world.options.early_lightning) \ and (state.has_all( {"Lightning Pot Bottom", "Lightning Pot Top", "Lightning Pot Bottom DUPE", "Lightning Pot Top DUPE"}, player) or state.has_all({"Lightning Pot Complete", "Lightning Pot Complete DUPE"}, player)) def beths_body_available(state: CollectionState, world: "ShiversWorld", player: int) -> bool: return first_nine_ixupi_capturable(state, player) or world.options.early_beth def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool: return water_capturable(state, player) and wax_capturable(state, player) \ and ash_capturable(state, player) and oil_capturable(state, player) \ and cloth_capturable(state, player) and wood_capturable(state, player) \ and crystal_capturable(state, player) and sand_capturable(state, player) \ and metal_capturable(state, player) def all_skull_dials_set(state: CollectionState, player: int) -> bool: return state.has_all([ "Set Skull Dial: Prehistoric", "Set Skull Dial: Tar River", "Set Skull Dial: Egypt", "Set Skull Dial: Burial", "Set Skull Dial: Gods Room", "Set Skull Dial: Werewolf" ], player) def completion_condition(state: CollectionState, player: int) -> bool: return state.has(f"Mt. Pleasant Tribune: {Constants.years_since_sep_30_1980} year Old Mystery Solved!", player) def get_rules_lookup(world: "ShiversWorld", player: int): rules_lookup: Dict[str, Dict[str, Callable[[CollectionState], bool]]] = { "entrances": { "To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player), "To Office Elevator From Office": lambda state: state.has("Key for Office Elevator", player), "To Bedroom Elevator From Office": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player), "To Office From Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player), "To Three Floor Elevator From Maintenance Tunnels": lambda state: state.has("Key for Three Floor Elevator", player), "To Three Floor Elevator From Blue Maze Bottom": lambda state: state.has("Key for Three Floor Elevator", player), "To Three Floor Elevator From Blue Maze Top": lambda state: state.has("Key for Three Floor Elevator", player), "To Workshop": lambda state: state.has("Key for Workshop", player), "To Lobby From Office": lambda state: state.has("Key for Office", player), "To Office From Lobby": lambda state: state.has("Key for Office", player), "To Library From Lobby": lambda state: state.has("Key for Library", player), "To Lobby From Library": lambda state: state.has("Key for Library", player), "To Prehistoric From Lobby": lambda state: state.has("Key for Prehistoric Room", player), "To Lobby From Prehistoric": lambda state: state.has("Key for Prehistoric Room", player), "To Greenhouse": lambda state: state.has("Key for Greenhouse", player), "To Ocean From Prehistoric": lambda state: state.has("Key for Ocean Room", player), "To Prehistoric From Ocean": lambda state: state.has("Key for Ocean Room", player), "To Projector Room": lambda state: state.has("Key for Projector Room", player), "To Generator From Maintenance Tunnels": lambda state: state.has("Key for Generator Room", player), "To Lobby From Egypt": lambda state: state.has("Key for Egypt Room", player), "To Egypt From Lobby": lambda state: state.has("Key for Egypt Room", player), "To Janitor Closet": lambda state: state.has("Key for Janitor Closet", player), "To Shaman From Burial": lambda state: state.has("Key for Shaman Room", player), "To Burial From Shaman": lambda state: state.has("Key for Shaman Room", player), "To Norse Stone From Gods Room": lambda state: state.has("Aligned Planets", player), "To Inventions From UFO": lambda state: state.has("Key for UFO Room", player), "To UFO From Inventions": lambda state: state.has("Key for UFO Room", player), "To Orrery From UFO": lambda state: state.has("Viewed Fortune", player), "To Torture From Inventions": lambda state: state.has("Key for Torture Room", player), "To Inventions From Torture": lambda state: state.has("Key for Torture Room", player), "To Torture": lambda state: state.has("Key for Puzzle Room", player), "To Puzzle Room Mastermind From Torture": lambda state: state.has("Key for Puzzle Room", player), "To Bedroom": lambda state: state.has("Key for Bedroom", player), "To Underground Lake From Underground Tunnels": lambda state: state.has("Key for Underground Lake", player), "To Underground Tunnels From Underground Lake": lambda state: state.has("Key for Underground Lake", player), "To Outside From Lobby": lambda state: state.has("Key for Front Door", player), "To Lobby From Outside": lambda state: state.has("Key for Front Door", player), "To Maintenance Tunnels From Theater Back Hallway": lambda state: state.has("Crawling", player), "To Blue Maze From Egypt": lambda state: state.has("Crawling", player), "To Egypt From Blue Maze": lambda state: state.has("Crawling", player), "To Lobby From Tar River": lambda state: state.has("Crawling", player) and oil_capturable(state, player), "To Tar River From Lobby": lambda state: state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach_region("Tar River", player), "To Burial From Egypt": lambda state: state.can_reach_region("Egypt", player), "To Gods Room From Anansi": lambda state: state.can_reach_region("Gods Room", player), "To Slide Room": lambda state: all_skull_dials_set(state, player), "To Lobby From Slide Room": lambda state: state.has("Lost Your Head", player), "To Water Capture From Janitor Closet": lambda state: cloth_capturable(state, player), "To Victory": lambda state: ( (water_capturable(state, player) + wax_capturable(state, player) + ash_capturable(state, player) + oil_capturable(state, player) + cloth_capturable(state, player) + wood_capturable(state, player) + crystal_capturable(state, player) + sand_capturable(state, player) + metal_capturable(state, player) + lightning_capturable(state, world, player)) >= world.options.ixupi_captures_needed.value ) }, "locations_required": { "Puzzle Solved Anansi Music Box": lambda state: state.has("Set Song", player), "Storage: Anansi Music Box": lambda state: state.has("Set Song", player), "Storage: Clock Tower": lambda state: state.has("Set Time", player), "Storage: Janitor Closet": lambda state: cloth_capturable(state, player), "Storage: Tar River": lambda state: oil_capturable(state, player), "Storage: Theater": lambda state: state.has("Viewed Theater Movie", player), "Storage: Slide": lambda state: state.has("Lost Your Head", player) and state.can_reach_region("Slide Room", player), "Ixupi Captured Water": lambda state: water_capturable(state, player), "Ixupi Captured Wax": lambda state: wax_capturable(state, player), "Ixupi Captured Ash": lambda state: ash_capturable(state, player), "Ixupi Captured Oil": lambda state: oil_capturable(state, player), "Ixupi Captured Cloth": lambda state: cloth_capturable(state, player), "Ixupi Captured Wood": lambda state: wood_capturable(state, player), "Ixupi Captured Crystal": lambda state: crystal_capturable(state, player), "Ixupi Captured Sand": lambda state: sand_capturable(state, player), "Ixupi Captured Metal": lambda state: metal_capturable(state, player), "Puzzle Solved Skull Dial Door": lambda state: all_skull_dials_set(state, player), }, "puzzle_hints_required": { "Puzzle Solved Clock Tower Door": lambda state: state.can_reach_region("Three Floor Elevator", player), "Puzzle Solved Shaman Drums": lambda state: state.can_reach_region("Clock Tower", player), "Puzzle Solved Red Door": lambda state: state.can_reach_region("Maintenance Tunnels", player), "Puzzle Solved UFO Symbols": lambda state: state.can_reach_region("Library", player), "Storage: UFO": lambda state: state.can_reach_region("Library", player), "Puzzle Solved Maze Door": lambda state: state.has("Viewed Theater Movie", player), "Puzzle Solved Theater Door": lambda state: state.has("Viewed Egyptian Hieroglyphics Explained", player), "Puzzle Solved Columns of RA": lambda state: state.has("Viewed Egyptian Hieroglyphics Explained", player), "Puzzle Solved Atlantis": lambda state: state.can_reach_region("Office", player), }, "elevators": { "Puzzle Solved Office Elevator": lambda state: (state.can_reach_region("Underground Lake", player) or state.can_reach_region("Office", player)) and state.has("Key for Office Elevator", player), "Puzzle Solved Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player), "Puzzle Solved Three Floor Elevator": lambda state: (state.can_reach_region("Maintenance Tunnels", player) or state.can_reach_region("Blue Maze", player)) and state.has("Key for Three Floor Elevator", player) }, "lightning": { "Ixupi Captured Lightning": lambda state: lightning_capturable(state, world, player) } } return rules_lookup def set_rules(world: "ShiversWorld") -> None: multiworld = world.multiworld player = world.player rules_lookup = get_rules_lookup(world, player) # Set required entrance rules for entrance_name, rule in rules_lookup["entrances"].items(): world.get_entrance(entrance_name).access_rule = rule world.get_region("Clock Tower Staircase").connect( world.get_region("Clock Chains"), "To Clock Chains From Clock Tower Staircase", lambda state: state.can_reach_region("Bedroom", player) if world.options.puzzle_hints_required.value else True ) world.get_region("Generator").connect( world.get_region("Beth's Body"), "To Beth's Body From Generator", lambda state: beths_body_available(state, world, player) and ( (state.has("Viewed Norse Stone", player) and state.can_reach_region("Theater", player)) if world.options.puzzle_hints_required.value else True ) ) world.get_region("Torture").connect( world.get_region("Guillotine"), "To Guillotine From Torture", lambda state: state.has("Viewed Page 17", player) and ( state.has("Viewed Egyptian Hieroglyphics Explained", player) if world.options.puzzle_hints_required.value else True ) ) # Set required location rules for location_name, rule in rules_lookup["locations_required"].items(): world.get_location(location_name).access_rule = rule world.get_location("Jukebox").access_rule = lambda state: ( state.can_reach_region("Clock Tower", player) and ( state.can_reach_region("Anansi", player) if world.options.puzzle_hints_required.value else True ) ) # Set option location rules if world.options.puzzle_hints_required.value: for location_name, rule in rules_lookup["puzzle_hints_required"].items(): world.get_location(location_name).access_rule = rule world.get_entrance("To Theater From Lobby").access_rule = lambda state: state.has( "Viewed Egyptian Hieroglyphics Explained", player ) world.get_entrance("To Clock Tower Staircase From Theater Back Hallway").access_rule = lambda state: state.can_reach_region("Three Floor Elevator", player) multiworld.register_indirect_condition( world.get_region("Three Floor Elevator"), world.get_entrance("To Clock Tower Staircase From Theater Back Hallway") ) world.get_entrance("To Gods Room From Shaman").access_rule = lambda state: state.can_reach_region( "Clock Tower", player ) multiworld.register_indirect_condition( world.get_region("Clock Tower"), world.get_entrance("To Gods Room From Shaman") ) world.get_entrance("To Anansi From Gods Room").access_rule = lambda state: state.can_reach_region( "Maintenance Tunnels", player ) multiworld.register_indirect_condition( world.get_region("Maintenance Tunnels"), world.get_entrance("To Anansi From Gods Room") ) world.get_entrance("To Maze From Maze Staircase").access_rule = lambda \ state: state.can_reach_region("Projector Room", player) multiworld.register_indirect_condition( world.get_region("Projector Room"), world.get_entrance("To Maze From Maze Staircase") ) multiworld.register_indirect_condition( world.get_region("Bedroom"), world.get_entrance("To Clock Chains From Clock Tower Staircase") ) multiworld.register_indirect_condition( world.get_region("Theater"), world.get_entrance("To Beth's Body From Generator") ) if world.options.elevators_stay_solved.value: for location_name, rule in rules_lookup["elevators"].items(): world.get_location(location_name).access_rule = rule if world.options.early_lightning.value: for location_name, rule in rules_lookup["lightning"].items(): world.get_location(location_name).access_rule = rule # Register indirect conditions multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Tar River From Lobby")) # forbid cloth in janitor closet and oil in tar river forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Bottom DUPE", player) forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Top DUPE", player) forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Complete DUPE", player) forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Bottom DUPE", player) forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Top DUPE", player) forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Complete DUPE", player) # Filler Item Forbids forbid_item(world.get_location("Puzzle Solved Lyre"), "Easier Lyre", player) forbid_item(world.get_location("Ixupi Captured Water"), "Water Always Available in Lobby", player) forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Library", player) forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Anansi Room", player) forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Shaman Room", player) forbid_item(world.get_location("Ixupi Captured Ash"), "Ash Always Available in Office", player) forbid_item(world.get_location("Ixupi Captured Ash"), "Ash Always Available in Burial Room", player) forbid_item(world.get_location("Ixupi Captured Oil"), "Oil Always Available in Prehistoric Room", player) forbid_item(world.get_location("Ixupi Captured Cloth"), "Cloth Always Available in Egypt", player) forbid_item(world.get_location("Ixupi Captured Cloth"), "Cloth Always Available in Burial Room", player) forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Workshop", player) forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Blue Maze", player) forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Pegasus Room", player) forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Gods Room", player) forbid_item(world.get_location("Ixupi Captured Crystal"), "Crystal Always Available in Lobby", player) forbid_item(world.get_location("Ixupi Captured Crystal"), "Crystal Always Available in Ocean", player) forbid_item(world.get_location("Ixupi Captured Sand"), "Sand Always Available in Plants Room", player) forbid_item(world.get_location("Ixupi Captured Sand"), "Sand Always Available in Ocean", player) forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Projector Room", player) forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Bedroom", player) forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Prehistoric", player) # Set completion condition multiworld.completion_condition[player] = lambda state: completion_condition(state, player)