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: count: int = 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) return count >= amount def set_rules(world: MultiWorld, player: int): # Chests 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_khindr, player)) set_rule(world.get_location(f"{LocationName.tower} - Chest {i + 1}", player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(f"{LocationName.dungeon} - Chest {i + 1}", player), lambda state: state.has(ItemName.boss_leon, player)) # Fairy Chests 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_khindr, player)) set_rule(world.get_location(f"{LocationName.tower} - Fairy Chest {i + 1}", player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(f"{LocationName.dungeon} - Fairy Chest {i + 1}", player), lambda state: state.has(ItemName.boss_leon, player)) # Vendors if world.vendors[player] == "early": set_rule(world.get_location(LocationName.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)) elif world.vendors[player] == "anywhere": pass # it can be anywhere, so no rule for this! # Diaries for i in range(0, 5): set_rule(world.get_location(f"Diary {i + 6}", player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(f"Diary {i + 11}", player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(f"Diary {i + 16}", player), lambda state: state.has(ItemName.boss_leon, player)) set_rule(world.get_location(f"Diary {i + 21}", player), lambda state: state.has(ItemName.boss_herodotus, player)) # Scale each manor location. set_rule(world.get_location(LocationName.manor_left_wing_window, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_left_wing_roof, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_right_wing_window, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_right_wing_roof, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_left_big_base, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_right_big_base, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_left_tree1, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_left_tree2, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_right_tree, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.manor_left_big_upper1, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_left_big_upper2, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_left_big_windows, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_left_big_roof, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_left_far_base, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_left_far_roof, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_left_extension, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_right_big_upper, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_right_big_roof, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_right_extension, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.manor_right_high_base, player), lambda state: state.has(ItemName.boss_leon, player)) set_rule(world.get_location(LocationName.manor_right_high_upper, player), lambda state: state.has(ItemName.boss_leon, player)) set_rule(world.get_location(LocationName.manor_right_high_tower, player), lambda state: state.has(ItemName.boss_leon, player)) set_rule(world.get_location(LocationName.manor_observatory_base, player), lambda state: state.has(ItemName.boss_leon, player)) set_rule(world.get_location(LocationName.manor_observatory_scope, player), lambda state: state.has(ItemName.boss_leon, player)) # Standard Zone Progression set_rule(world.get_location(LocationName.garden, player), lambda state: state._legacy_has_stat_upgrades(player, 10) and state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.tower, player), lambda state: state._legacy_has_stat_upgrades(player, 25) and state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.dungeon, player), lambda state: state._legacy_has_stat_upgrades(player, 40) and state.has(ItemName.boss_leon, player)) # Bosses set_rule(world.get_location(LocationName.boss_khindr, player), lambda state: state.has(ItemName.boss_khindr, player)) set_rule(world.get_location(LocationName.boss_alexander, player), lambda state: state.has(ItemName.boss_alexander, player)) set_rule(world.get_location(LocationName.boss_leon, player), lambda state: state.has(ItemName.boss_leon, player)) set_rule(world.get_location(LocationName.boss_herodotus, player), lambda state: state.has(ItemName.boss_herodotus, player)) set_rule(world.get_location(LocationName.fountain, player), lambda state: state._legacy_has_stat_upgrades(player, 50) and state.has(ItemName.boss_herodotus, player)) world.completion_condition[player] = lambda state: state.has(ItemName.boss_fountain, player)