from BaseClasses import MultiWorld from .Names import LocationName, ItemName from ..AutoWorld import LogicMixin from ..generic.Rules import set_rule class LegacyLogic(LogicMixin): def _legacy_has_any_vendors(self, player: int) -> bool: return self.has_any({ItemName.blacksmith, ItemName.enchantress}, player) def _legacy_has_all_vendors(self, player: int) -> bool: return self.has_all({ItemName.blacksmith, ItemName.enchantress}, player) def _legacy_has_stat_upgrades(self, player: int, amount: int) -> bool: return self._legacy_stat_upgrade_count(player) >= amount def _legacy_total_stat_upgrades_count(self, player: int) -> int: return int(self.world.health_pool[player]) + \ int(self.world.mana_pool[player]) + \ int(self.world.attack_pool[player]) + \ int(self.world.magic_damage_pool[player]) + \ int(self.world.armor_pool[player]) + \ int(self.world.equip_pool[player]) def _legacy_stat_upgrade_count(self, player: int) -> int: return self.item_count(ItemName.health, player) + self.item_count(ItemName.mana, player) + \ self.item_count(ItemName.attack, player) + self.item_count(ItemName.magic_damage, player) + \ self.item_count(ItemName.armor, player) + self.item_count(ItemName.equip, player) def set_rules(world: MultiWorld, player: int): # Check for duplicate names. if len(set(world.additional_lady_names[player].value)) != len(world.additional_lady_names[player].value): raise Exception(f"Duplicate values are not allowed in additional_lady_names.") if len(set(world.additional_sir_names[player].value)) != len(world.additional_sir_names[player].value): raise Exception(f"Duplicate values are not allowed in additional_sir_names.") if not world.allow_default_names[player]: # Check for quantity. name_count = len(world.additional_lady_names[player].value) if name_count < int(world.number_of_children[player]): raise Exception(f"allow_default_names is off, but not enough names are defined in additional_lady_names. Expected {int(world.number_of_children[player])}, Got {name_count}") name_count = len(world.additional_sir_names[player].value) if name_count < int(world.number_of_children[player]): raise Exception(f"allow_default_names is off, but not enough names are defined in additional_sir_names. Expected {int(world.number_of_children[player])}, Got {name_count}") # Chests if world.universal_chests[player]: for i in range(0, world.chests_per_zone[player]): set_rule(world.get_location(f"Chest {i + 1 + (world.chests_per_zone[player] * 1)}", player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(f"Chest {i + 1 + (world.chests_per_zone[player] * 2)}", player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(f"Chest {i + 1 + (world.chests_per_zone[player] * 3)}", player), lambda state: state.has(ItemName.boss_tower, player)) else: for i in range(0, world.chests_per_zone[player]): set_rule(world.get_location(f"{LocationName.garden} - Chest {i + 1}", player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(f"{LocationName.tower} - Chest {i + 1}", player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(f"{LocationName.dungeon} - Chest {i + 1}", player), lambda state: state.has(ItemName.boss_tower, player)) # Fairy Chests if world.universal_fairy_chests[player]: for i in range(0, world.fairy_chests_per_zone[player]): set_rule(world.get_location(f"Fairy Chest {i + 1 + (world.fairy_chests_per_zone[player] * 1)}", player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(f"Fairy Chest {i + 1 + (world.fairy_chests_per_zone[player] * 2)}", player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(f"Fairy Chest {i + 1 + (world.fairy_chests_per_zone[player] * 3)}", player), lambda state: state.has(ItemName.boss_tower, player)) else: for i in range(0, world.fairy_chests_per_zone[player]): set_rule(world.get_location(f"{LocationName.garden} - Fairy Chest {i + 1}", player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(f"{LocationName.tower} - Fairy Chest {i + 1}", player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(f"{LocationName.dungeon} - Fairy Chest {i + 1}", player), lambda state: state.has(ItemName.boss_tower, player)) # Vendors if world.vendors[player] == "early": set_rule(world.get_location(LocationName.boss_castle, player), lambda state: state._legacy_has_all_vendors(player)) elif world.vendors[player] == "normal": set_rule(world.get_location(LocationName.garden, player), lambda state: state._legacy_has_any_vendors(player)) # Diaries for i in range(0, 5): set_rule(world.get_location(f"Diary {i + 6}", player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(f"Diary {i + 11}", player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(f"Diary {i + 16}", player), lambda state: state.has(ItemName.boss_tower, player)) set_rule(world.get_location(f"Diary {i + 21}", player), lambda state: state.has(ItemName.boss_dungeon, player)) # Scale each manor location. set_rule(world.get_location(LocationName.manor_left_wing_window, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_left_wing_roof, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_right_wing_window, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_right_wing_roof, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_left_big_base, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_right_big_base, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_left_tree1, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_left_tree2, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_right_tree, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.manor_left_big_upper1, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_left_big_upper2, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_left_big_windows, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_left_big_roof, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_left_far_base, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_left_far_roof, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_left_extension, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_right_big_upper, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_right_big_roof, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_right_extension, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.manor_right_high_base, player), lambda state: state.has(ItemName.boss_tower, player)) set_rule(world.get_location(LocationName.manor_right_high_upper, player), lambda state: state.has(ItemName.boss_tower, player)) set_rule(world.get_location(LocationName.manor_right_high_tower, player), lambda state: state.has(ItemName.boss_tower, player)) set_rule(world.get_location(LocationName.manor_observatory_base, player), lambda state: state.has(ItemName.boss_tower, player)) set_rule(world.get_location(LocationName.manor_observatory_scope, player), lambda state: state.has(ItemName.boss_tower, player)) # Standard Zone Progression set_rule(world.get_location(LocationName.garden, player), lambda state: state._legacy_has_stat_upgrades(player, 0.125 * state._legacy_total_stat_upgrades_count(player)) and state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.tower, player), lambda state: state._legacy_has_stat_upgrades(player, 0.3125 * state._legacy_total_stat_upgrades_count(player)) and state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.dungeon, player), lambda state: state._legacy_has_stat_upgrades(player, 0.5 * state._legacy_total_stat_upgrades_count(player)) and state.has(ItemName.boss_tower, player)) # Bosses set_rule(world.get_location(LocationName.boss_castle, player), lambda state: state.has(ItemName.boss_castle, player)) set_rule(world.get_location(LocationName.boss_forest, player), lambda state: state.has(ItemName.boss_forest, player)) set_rule(world.get_location(LocationName.boss_tower, player), lambda state: state.has(ItemName.boss_tower, player)) set_rule(world.get_location(LocationName.boss_dungeon, player), lambda state: state.has(ItemName.boss_dungeon, player)) set_rule(world.get_location(LocationName.fountain, player), lambda state: state._legacy_has_stat_upgrades(player, 0.625 * state._legacy_total_stat_upgrades_count(player)) and state.has(ItemName.boss_castle, player) and state.has(ItemName.boss_forest, player) and state.has(ItemName.boss_tower, player) and state.has(ItemName.boss_dungeon, player)) world.completion_condition[player] = lambda state: state.has(ItemName.boss_fountain, player)