Archipelago/worlds/landstalker/Rules.py

135 lines
6.3 KiB
Python

from typing import List, TYPE_CHECKING
from BaseClasses import CollectionState
from .data.world_path import WORLD_PATHS_JSON
from .Locations import LandstalkerLocation
from .Regions import LandstalkerRegion
if TYPE_CHECKING:
from . import LandstalkerWorld
def _landstalker_has_visited_regions(state: CollectionState, player: int, regions):
return all(state.has("event_visited_" + region.code, player) for region in regions)
def _landstalker_has_health(state: CollectionState, player: int, health):
return state.has("Life Stock", player, health)
# multiworld: MultiWorld, player: int, regions_table: Dict[str, Region], dark_region_ids: List[str]
def create_rules(world: "LandstalkerWorld"):
# Item & exploration requirements to take paths
add_path_requirements(world)
add_specific_path_requirements(world)
# Location rules to forbid some item types depending on location types
add_location_rules(world)
# Win condition
world.multiworld.completion_condition[world.player] = lambda state: state.has("King Nole's Treasure", world.player)
# multiworld: MultiWorld, player: int, regions_table: Dict[str, Region],
# dark_region_ids: List[str]
def add_path_requirements(world: "LandstalkerWorld"):
for data in WORLD_PATHS_JSON:
name = data["fromId"] + " -> " + data["toId"]
# Determine required items to reach this region
required_items = data["requiredItems"] if "requiredItems" in data else []
if "itemsPlacedWhenCrossing" in data:
required_items += data["itemsPlacedWhenCrossing"]
if data["toId"] in world.dark_region_ids:
# Make Lantern required to reach the randomly selected dark regions
required_items.append("Lantern")
if world.options.handle_damage_boosting_in_logic:
# If damage boosting is handled in logic, remove all iron boots & fireproof requirements
required_items = [item for item in required_items if item != "Iron Boots" and item != "Fireproof"]
# Determine required other visited regions to reach this region
required_region_ids = data["requiredNodes"] if "requiredNodes" in data else []
required_regions = [world.regions_table[region_id] for region_id in required_region_ids]
if not (required_items or required_regions):
continue
# Create the rule lambda using those requirements
access_rule = make_path_requirement_lambda(world.player, required_items, required_regions)
world.multiworld.get_entrance(name, world.player).access_rule = access_rule
# If two-way, also apply the rule to the opposite path
if "twoWay" in data and data["twoWay"] is True:
reverse_name = data["toId"] + " -> " + data["fromId"]
world.multiworld.get_entrance(reverse_name, world.player).access_rule = access_rule
def add_specific_path_requirements(world: "LandstalkerWorld"):
multiworld = world.multiworld
player = world.player
# Make the jewels required to reach Kazalt
jewel_count = world.options.jewel_count.value
path_to_kazalt = multiworld.get_entrance("king_nole_cave -> kazalt", player)
if jewel_count < 6:
# 5- jewels => the player needs to find as many uniquely named jewel items
required_jewels = ["Red Jewel", "Purple Jewel", "Green Jewel", "Blue Jewel", "Yellow Jewel"]
del required_jewels[jewel_count:]
path_to_kazalt.access_rule = make_path_requirement_lambda(player, required_jewels, [])
else:
# 6+ jewels => the player needs to find as many "Kazalt Jewel" items
path_to_kazalt.access_rule = lambda state: state.has("Kazalt Jewel", player, jewel_count)
# If enemy jumping is enabled, Mir Tower sector first tree can be bypassed to reach the elevated ledge
if world.options.handle_enemy_jumping_in_logic == 1:
remove_requirements_for(world, "mir_tower_sector -> mir_tower_sector_tree_ledge")
# Both trees in Mir Tower sector can be abused using tree cutting glitch
if world.options.handle_tree_cutting_glitch_in_logic == 1:
remove_requirements_for(world, "mir_tower_sector -> mir_tower_sector_tree_ledge")
remove_requirements_for(world, "mir_tower_sector -> mir_tower_sector_tree_coast")
# If Whistle can be used from behind the trees, it adds a new path that requires the whistle as well
if world.options.allow_whistle_usage_behind_trees == 1:
entrance = multiworld.get_entrance("greenmaze_post_whistle -> greenmaze_pre_whistle", player)
entrance.access_rule = make_path_requirement_lambda(player, ["Einstein Whistle"], [])
def make_path_requirement_lambda(player: int, required_items: List[str], required_regions: List[LandstalkerRegion]):
"""
Lambdas are created in a for loop, so values need to be captured
"""
return lambda state: \
state.has_all(set(required_items), player) and _landstalker_has_visited_regions(state, player, required_regions)
def make_shop_location_requirement_lambda(player: int, location: LandstalkerLocation):
"""
Lambdas are created in a for loop, so values need to be captured
"""
# Prevent local golds in shops, as well as duplicates
other_locations_in_shop = [loc for loc in location.parent_region.locations if loc != location]
return lambda item: \
item.player != player \
or (" Gold" not in item.name
and item.name not in [loc.item.name for loc in other_locations_in_shop if loc.item is not None])
def remove_requirements_for(world: "LandstalkerWorld", entrance_name: str):
entrance = world.multiworld.get_entrance(entrance_name, world.player)
entrance.access_rule = lambda state: True
def add_location_rules(world: "LandstalkerWorld"):
location: LandstalkerLocation
for location in world.multiworld.get_locations(world.player):
if location.type_string == "ground":
location.item_rule = lambda item: not (item.player == world.player and " Gold" in item.name)
elif location.type_string == "shop":
location.item_rule = make_shop_location_requirement_lambda(world.player, location)
# Add a special rule for Fahl
fahl_location = world.multiworld.get_location("Mercator: Fahl's dojo challenge reward", world.player)
fahl_location.access_rule = lambda state: _landstalker_has_health(state, world.player, 15)