153 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			153 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Python
		
	
	
	
| from worlds.generic.Rules import set_rule, add_rule
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| from BaseClasses import MultiWorld
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| from .locations import get_locations
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| from .ror2environments import environment_vanilla_orderedstages_table, environment_sotv_orderedstages_table
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| from typing import Set, TYPE_CHECKING
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| 
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| if TYPE_CHECKING:
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|     from . import RiskOfRainWorld
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| 
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| 
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| # Rule to see if it has access to the previous stage
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| def has_entrance_access_rule(multiworld: MultiWorld, stage: str, region: str, player: int) -> None:
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|     rule = lambda state: state.has(region, player) and state.has(stage, player)
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|     for entrance in multiworld.get_region(region, player).entrances:
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|         entrance.access_rule = rule
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| 
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| 
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| def has_stage_access_rule(multiworld: MultiWorld, stage: str, amount: int, region: str, player: int) -> None:
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|     rule = lambda state: state.has(region, player) and \
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|         (state.has(stage, player) or state.count("Progressive Stage", player) >= amount)
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|     for entrance in multiworld.get_region(region, player).entrances:
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|         entrance.access_rule = rule
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| 
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| 
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| def has_all_items(multiworld: MultiWorld, items: Set[str], region: str, player: int) -> None:
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|     rule = lambda state: state.has_all(items, player) and state.has(region, player)
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|     for entrance in multiworld.get_region(region, player).entrances:
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|         entrance.access_rule = rule
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| 
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| 
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| # Checks to see if chest/shrine are accessible
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| def has_location_access_rule(multiworld: MultiWorld, environment: str, player: int, item_number: int, item_type: str)\
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|         -> None:
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|     location_name = f"{environment}: {item_type} {item_number}"
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|     if item_type == "Scavenger":
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|         #  scavengers need to be locked till after a full loop since that is when they are capable of spawning.
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|         # (While technically the requirement is just beating 5 stages, this will ensure that the player will have
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|         #  a long enough run to have enough director credits for scavengers and
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|         #  help prevent being stuck in the same stages until that point).
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|         multiworld.get_location(location_name, player).access_rule = \
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|             lambda state: state.has(environment, player) and state.has("Stage 5", player)
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|     else:
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|         multiworld.get_location(location_name, player).access_rule = \
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|             lambda state: state.has(environment, player)
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| 
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| 
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| def set_rules(ror2_world: "RiskOfRainWorld") -> None:
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|     player = ror2_world.player
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|     multiworld = ror2_world.multiworld
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|     ror2_options = ror2_world.options
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|     if ror2_options.goal == "classic":
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|         # classic mode
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|         total_locations = ror2_options.total_locations.value  # total locations for current player
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|     else:
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|         # explore mode
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|         total_locations = len(
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|             get_locations(
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|                 chests=ror2_options.chests_per_stage.value,
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|                 shrines=ror2_options.shrines_per_stage.value,
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|                 scavengers=ror2_options.scavengers_per_stage.value,
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|                 scanners=ror2_options.scanner_per_stage.value,
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|                 altars=ror2_options.altars_per_stage.value,
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|                 dlc_sotv=bool(ror2_options.dlc_sotv.value)
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|             )
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|         )
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| 
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|     event_location_step = 25  # set an event location at these locations for "spheres"
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|     divisions = total_locations // event_location_step
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|     total_revivals = multiworld.worlds[player].total_revivals  # pulling this info we calculated in generate_basic
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| 
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|     if ror2_options.goal == "classic":
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|         # classic mode
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|         if divisions:
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|             for i in range(1, divisions + 1):  # since divisions is the floor of total_locations / 25
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|                 if i * event_location_step != total_locations:
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|                     event_loc = multiworld.get_location(f"Pickup{i * event_location_step}", player)
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|                     set_rule(event_loc,
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|                              lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}",
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|                                                                 "Location", player))
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|                     # we want to create a rule for each of the 25 locations per division
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|                 for n in range(i * event_location_step, (i + 1) * event_location_step + 1):
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|                     if n > total_locations:
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|                         break
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|                     if n == i * event_location_step:
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|                         set_rule(multiworld.get_location(f"ItemPickup{n}", player),
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|                                  lambda state, event_item=event_loc.item.name: state.has(event_item, player))
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|                     else:
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|                         set_rule(multiworld.get_location(f"ItemPickup{n}", player),
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|                                  lambda state, n=n: state.can_reach(f"ItemPickup{n - 1}", "Location", player))
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|         set_rule(multiworld.get_location("Victory", player),
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|                  lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player))
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|         if total_revivals or ror2_options.start_with_revive.value:
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|             add_rule(multiworld.get_location("Victory", player),
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|                      lambda state: state.has("Dio's Best Friend", player,
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|                                              total_revivals + ror2_options.start_with_revive))
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| 
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|     else:
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|         # explore mode
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|         chests = ror2_options.chests_per_stage.value
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|         shrines = ror2_options.shrines_per_stage.value
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|         newts = ror2_options.altars_per_stage.value
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|         scavengers = ror2_options.scavengers_per_stage.value
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|         scanners = ror2_options.scanner_per_stage.value
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|         for i in range(len(environment_vanilla_orderedstages_table)):
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|             for environment_name, _ in environment_vanilla_orderedstages_table[i].items():
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|                 # Make sure to go through each location
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|                 if scavengers == 1:
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|                     has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger")
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|                 if scanners == 1:
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|                     has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner")
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|                 for chest in range(1, chests + 1):
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|                     has_location_access_rule(multiworld, environment_name, player, chest, "Chest")
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|                 for shrine in range(1, shrines + 1):
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|                     has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine")
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|                 if newts > 0:
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|                     for newt in range(1, newts + 1):
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|                         has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar")
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|                 if i > 0:
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|                     has_stage_access_rule(multiworld, f"Stage {i}", i, environment_name, player)
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| 
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|         if ror2_options.dlc_sotv:
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|             for i in range(len(environment_sotv_orderedstages_table)):
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|                 for environment_name, _ in environment_sotv_orderedstages_table[i].items():
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|                     # Make sure to go through each location
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|                     if scavengers == 1:
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|                         has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger")
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|                     if scanners == 1:
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|                         has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner")
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|                     for chest in range(1, chests + 1):
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|                         has_location_access_rule(multiworld, environment_name, player, chest, "Chest")
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|                     for shrine in range(1, shrines + 1):
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|                         has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine")
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|                     if newts > 0:
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|                         for newt in range(1, newts + 1):
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|                             has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar")
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|                     if i > 0:
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|                         has_stage_access_rule(multiworld, f"Stage {i}", i, environment_name, player)
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|         has_entrance_access_rule(multiworld, "Hidden Realm: A Moment, Fractured", "Hidden Realm: A Moment, Whole",
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|                                  player)
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|         has_stage_access_rule(multiworld, "Stage 1", 1, "Hidden Realm: Bazaar Between Time", player)
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|         has_entrance_access_rule(multiworld, "Hidden Realm: Bazaar Between Time", "Void Fields", player)
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|         has_entrance_access_rule(multiworld, "Stage 5", "Commencement", player)
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|         has_entrance_access_rule(multiworld, "Stage 5", "Hidden Realm: A Moment, Fractured", player)
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|         has_entrance_access_rule(multiworld, "Beads of Fealty", "Hidden Realm: A Moment, Whole", player)
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|         if ror2_options.dlc_sotv:
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|             has_entrance_access_rule(multiworld, "Stage 5", "The Planetarium", player)
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|             has_entrance_access_rule(multiworld, "Stage 5", "Void Locus", player)
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|             if ror2_options.victory == "voidling":
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|                 has_all_items(multiworld, {"Stage 5", "The Planetarium"}, "Commencement", player)
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| 
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|     # Win Condition
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|     multiworld.completion_condition[player] = lambda state: state.has("Victory", player)
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