from BaseClasses import CollectionState from typing import TYPE_CHECKING if TYPE_CHECKING: from . import RLWorld def get_upgrade_total(world: "RLWorld") -> int: return int(world.options.health_pool) + int(world.options.mana_pool) + \ int(world.options.attack_pool) + int(world.options.magic_damage_pool) def get_upgrade_count(state: CollectionState, player: int) -> int: return state.count("Health Up", player) + state.count("Mana Up", player) + \ state.count("Attack Up", player) + state.count("Magic Damage Up", player) def has_vendors(state: CollectionState, player: int) -> bool: return state.has_all({"Blacksmith", "Enchantress"}, player) def has_upgrade_amount(state: CollectionState, player: int, amount: int) -> bool: return get_upgrade_count(state, player) >= amount def has_upgrades_percentage(state: CollectionState, world: "RLWorld", percentage: float) -> bool: return has_upgrade_amount(state, world.player, round(get_upgrade_total(world) * (percentage / 100))) def has_movement_rune(state: CollectionState, player: int) -> bool: return state.has("Vault Runes", player) or state.has("Sprint Runes", player) or state.has("Sky Runes", player) def has_fairy_progression(state: CollectionState, player: int) -> bool: return state.has("Dragons", player) or (state.has("Enchantress", player) and has_movement_rune(state, player)) def has_defeated_castle(state: CollectionState, player: int) -> bool: return state.has("Defeat Khidr", player) or state.has("Defeat Neo Khidr", player) def has_defeated_forest(state: CollectionState, player: int) -> bool: return state.has("Defeat Alexander", player) or state.has("Defeat Alexander IV", player) def has_defeated_tower(state: CollectionState, player: int) -> bool: return state.has("Defeat Ponce de Leon", player) or state.has("Defeat Ponce de Freon", player) def has_defeated_dungeon(state: CollectionState, player: int) -> bool: return state.has("Defeat Herodotus", player) or state.has("Defeat Astrodotus", player) def set_rules(world: "RLWorld", player: int): # If 'vendors' are 'normal', then expect it to show up in the first half(ish) of the spheres. if world.options.vendors == "normal": world.get_location("Forest Abkhazia Boss Reward").access_rule = \ lambda state: has_vendors(state, player) # Gate each manor location so everything isn't dumped into sphere 1. manor_rules = { "Defeat Khidr" if world.options.khidr == "vanilla" else "Defeat Neo Khidr": [ "Manor - Left Wing Window", "Manor - Left Wing Rooftop", "Manor - Right Wing Window", "Manor - Right Wing Rooftop", "Manor - Left Big Base", "Manor - Right Big Base", "Manor - Left Tree 1", "Manor - Left Tree 2", "Manor - Right Tree", ], "Defeat Alexander" if world.options.alexander == "vanilla" else "Defeat Alexander IV": [ "Manor - Left Big Upper 1", "Manor - Left Big Upper 2", "Manor - Left Big Windows", "Manor - Left Big Rooftop", "Manor - Left Far Base", "Manor - Left Far Roof", "Manor - Left Extension", "Manor - Right Big Upper", "Manor - Right Big Rooftop", "Manor - Right Extension", ], "Defeat Ponce de Leon" if world.options.leon == "vanilla" else "Defeat Ponce de Freon": [ "Manor - Right High Base", "Manor - Right High Upper", "Manor - Right High Tower", "Manor - Observatory Base", "Manor - Observatory Telescope", ] } # Set rules for manor locations. for event, locations in manor_rules.items(): for location in locations: world.get_location(location).access_rule = lambda state: state.has(event, player) # Set rules for fairy chests to decrease headache of expectation to find non-movement fairy chests. for fairy_location in [location for location in world.multiworld.get_locations(player) if "Fairy" in location.name]: fairy_location.access_rule = lambda state: has_fairy_progression(state, player) # Region rules. world.get_entrance("Forest Abkhazia").access_rule = \ lambda state: has_upgrades_percentage(state, world, 12.5) and has_defeated_castle(state, player) world.get_entrance("The Maya").access_rule = \ lambda state: has_upgrades_percentage(state, world, 25) and has_defeated_forest(state, player) world.get_entrance("Land of Darkness").access_rule = \ lambda state: has_upgrades_percentage(state, world, 37.5) and has_defeated_tower(state, player) world.get_entrance("The Fountain Room").access_rule = \ lambda state: has_upgrades_percentage(state, world, 50) and has_defeated_dungeon(state, player) # Win condition. world.multiworld.completion_condition[player] = lambda state: state.has("Defeat The Fountain", player)