from typing import Optional from BaseClasses import Location, Item, CollectionState from ..AutoWorld import World from .Options import alttp_options class ALTTPWorld(World): game: str = "A Link to the Past" options = alttp_options def collect(self, state: CollectionState, item: Item) -> bool: if item.name.startswith('Progressive '): if 'Sword' in item.name: if state.has('Golden Sword', item.player): pass elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 4: state.prog_items['Golden Sword', item.player] += 1 return True elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 3: state.prog_items['Tempered Sword', item.player] += 1 return True elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2: state.prog_items['Master Sword', item.player] += 1 return True elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1: state.prog_items['Fighter Sword', item.player] += 1 return True elif 'Glove' in item.name: if state.has('Titans Mitts', item.player): pass elif state.has('Power Glove', item.player): state.prog_items['Titans Mitts', item.player] += 1 return True else: state.prog_items['Power Glove', item.player] += 1 return True elif 'Shield' in item.name: if state.has('Mirror Shield', item.player): pass elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3: state.prog_items['Mirror Shield', item.player] += 1 return True elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2: state.prog_items['Red Shield', item.player] += 1 return True elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1: state.prog_items['Blue Shield', item.player] += 1 return True elif 'Bow' in item.name: if state.has('Silver', item.player): pass elif state.has('Bow', item.player) and self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2: state.prog_items['Silver Bow', item.player] += 1 return True elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1: state.prog_items['Bow', item.player] += 1 return True elif item.advancement or item.smallkey or item.bigkey: state.prog_items[item.name, item.player] += 1 return True return False class ALttPLocation(Location): game: str = "A Link to the Past" def __init__(self, player: int, name: str = '', address=None, crystal: bool = False, hint_text: Optional[str] = None, parent=None, player_address=None): super(ALttPLocation, self).__init__(player, name, address, parent) self.crystal = crystal self.player_address = player_address self._hint_text: str = hint_text class ALttPItem(Item): game: str = "A Link to the Past" def __init__(self, name='', advancement=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None): super(ALttPItem, self).__init__(name, advancement, code, player) self.type = type self._pedestal_hint_text = pedestal_hint self.pedestal_credit_text = pedestal_credit self.sickkid_credit_text = sickkid_credit self.zora_credit_text = zora_credit self.magicshop_credit_text = witch_credit self.fluteboy_credit_text = fluteboy_credit self._hint_text = hint_text