Archipelago/worlds/shivers/Rules.py

322 lines
20 KiB
Python

from collections.abc import Callable
from typing import Dict, TYPE_CHECKING
from BaseClasses import CollectionState
from worlds.generic.Rules import forbid_item
from . import Constants
if TYPE_CHECKING:
from . import ShiversWorld
def water_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Water Pot Bottom", "Water Pot Top", "Water Pot Bottom DUPE", "Water Pot Top DUPE"}, player) \
or state.has_all({"Water Pot Complete", "Water Pot Complete DUPE"}, player)
def wax_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Wax Pot Bottom", "Wax Pot Top", "Wax Pot Bottom DUPE", "Wax Pot Top DUPE"}, player) \
or state.has_all({"Wax Pot Complete", "Wax Pot Complete DUPE"}, player)
def ash_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Ash Pot Bottom", "Ash Pot Top", "Ash Pot Bottom DUPE", "Ash Pot Top DUPE"}, player) \
or state.has_all({"Ash Pot Complete", "Ash Pot Complete DUPE"}, player)
def oil_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Oil Pot Bottom", "Oil Pot Top", "Oil Pot Bottom DUPE", "Oil Pot Top DUPE"}, player) \
or state.has_all({"Oil Pot Complete", "Oil Pot Complete DUPE"}, player)
def cloth_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Cloth Pot Bottom", "Cloth Pot Top", "Cloth Pot Bottom DUPE", "Cloth Pot Top DUPE"}, player) \
or state.has_all({"Cloth Pot Complete", "Cloth Pot Complete DUPE"}, player)
def wood_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Wood Pot Bottom", "Wood Pot Top", "Wood Pot Bottom DUPE", "Wood Pot Top DUPE"}, player) \
or state.has_all({"Wood Pot Complete", "Wood Pot Complete DUPE"}, player)
def crystal_capturable(state: CollectionState, player: int) -> bool:
return state.has_all(
{"Crystal Pot Bottom", "Crystal Pot Top", "Crystal Pot Bottom DUPE", "Crystal Pot Top DUPE"}, player) \
or state.has_all({"Crystal Pot Complete", "Crystal Pot Complete DUPE"}, player)
def sand_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Sand Pot Bottom", "Sand Pot Top", "Sand Pot Bottom DUPE", "Sand Pot Top DUPE"}, player) \
or state.has_all({"Sand Pot Complete", "Sand Pot Complete DUPE"}, player)
def metal_capturable(state: CollectionState, player: int) -> bool:
return state.has_all({"Metal Pot Bottom", "Metal Pot Top", "Metal Pot Bottom DUPE", "Metal Pot Top DUPE"}, player) \
or state.has_all({"Metal Pot Complete", "Metal Pot Complete DUPE"}, player)
def lightning_capturable(state: CollectionState, world: "ShiversWorld", player: int) -> bool:
return (first_nine_ixupi_capturable(state, player) or world.options.early_lightning) \
and (state.has_all(
{"Lightning Pot Bottom", "Lightning Pot Top", "Lightning Pot Bottom DUPE", "Lightning Pot Top DUPE"},
player) or state.has_all({"Lightning Pot Complete", "Lightning Pot Complete DUPE"}, player))
def beths_body_available(state: CollectionState, world: "ShiversWorld", player: int) -> bool:
return first_nine_ixupi_capturable(state, player) or world.options.early_beth
def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool:
return water_capturable(state, player) and wax_capturable(state, player) \
and ash_capturable(state, player) and oil_capturable(state, player) \
and cloth_capturable(state, player) and wood_capturable(state, player) \
and crystal_capturable(state, player) and sand_capturable(state, player) \
and metal_capturable(state, player)
def all_skull_dials_set(state: CollectionState, player: int) -> bool:
return state.has_all([
"Set Skull Dial: Prehistoric",
"Set Skull Dial: Tar River",
"Set Skull Dial: Egypt",
"Set Skull Dial: Burial",
"Set Skull Dial: Gods Room",
"Set Skull Dial: Werewolf"
], player)
def completion_condition(state: CollectionState, player: int) -> bool:
return state.has(f"Mt. Pleasant Tribune: {Constants.years_since_sep_30_1980} year Old Mystery Solved!", player)
def get_rules_lookup(world: "ShiversWorld", player: int):
rules_lookup: Dict[str, Dict[str, Callable[[CollectionState], bool]]] = {
"entrances": {
"To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player),
"To Office Elevator From Office": lambda state: state.has("Key for Office Elevator", player),
"To Bedroom Elevator From Office": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player),
"To Office From Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player),
"To Three Floor Elevator From Maintenance Tunnels": lambda state: state.has("Key for Three Floor Elevator", player),
"To Three Floor Elevator From Blue Maze Bottom": lambda state: state.has("Key for Three Floor Elevator", player),
"To Three Floor Elevator From Blue Maze Top": lambda state: state.has("Key for Three Floor Elevator", player),
"To Workshop": lambda state: state.has("Key for Workshop", player),
"To Lobby From Office": lambda state: state.has("Key for Office", player),
"To Office From Lobby": lambda state: state.has("Key for Office", player),
"To Library From Lobby": lambda state: state.has("Key for Library", player),
"To Lobby From Library": lambda state: state.has("Key for Library", player),
"To Prehistoric From Lobby": lambda state: state.has("Key for Prehistoric Room", player),
"To Lobby From Prehistoric": lambda state: state.has("Key for Prehistoric Room", player),
"To Greenhouse": lambda state: state.has("Key for Greenhouse", player),
"To Ocean From Prehistoric": lambda state: state.has("Key for Ocean Room", player),
"To Prehistoric From Ocean": lambda state: state.has("Key for Ocean Room", player),
"To Projector Room": lambda state: state.has("Key for Projector Room", player),
"To Generator From Maintenance Tunnels": lambda state: state.has("Key for Generator Room", player),
"To Lobby From Egypt": lambda state: state.has("Key for Egypt Room", player),
"To Egypt From Lobby": lambda state: state.has("Key for Egypt Room", player),
"To Janitor Closet": lambda state: state.has("Key for Janitor Closet", player),
"To Shaman From Burial": lambda state: state.has("Key for Shaman Room", player),
"To Burial From Shaman": lambda state: state.has("Key for Shaman Room", player),
"To Norse Stone From Gods Room": lambda state: state.has("Aligned Planets", player),
"To Inventions From UFO": lambda state: state.has("Key for UFO Room", player),
"To UFO From Inventions": lambda state: state.has("Key for UFO Room", player),
"To Orrery From UFO": lambda state: state.has("Viewed Fortune", player),
"To Torture From Inventions": lambda state: state.has("Key for Torture Room", player),
"To Inventions From Torture": lambda state: state.has("Key for Torture Room", player),
"To Torture": lambda state: state.has("Key for Puzzle Room", player),
"To Puzzle Room Mastermind From Torture": lambda state: state.has("Key for Puzzle Room", player),
"To Bedroom": lambda state: state.has("Key for Bedroom", player),
"To Underground Lake From Underground Tunnels": lambda state: state.has("Key for Underground Lake", player),
"To Underground Tunnels From Underground Lake": lambda state: state.has("Key for Underground Lake", player),
"To Outside From Lobby": lambda state: state.has("Key for Front Door", player),
"To Lobby From Outside": lambda state: state.has("Key for Front Door", player),
"To Maintenance Tunnels From Theater Back Hallway": lambda state: state.has("Crawling", player),
"To Blue Maze From Egypt": lambda state: state.has("Crawling", player),
"To Egypt From Blue Maze": lambda state: state.has("Crawling", player),
"To Lobby From Tar River": lambda state: state.has("Crawling", player) and oil_capturable(state, player),
"To Tar River From Lobby": lambda state: state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach_region("Tar River", player),
"To Burial From Egypt": lambda state: state.can_reach_region("Egypt", player),
"To Gods Room From Anansi": lambda state: state.can_reach_region("Gods Room", player),
"To Slide Room": lambda state: all_skull_dials_set(state, player),
"To Lobby From Slide Room": lambda state: state.has("Lost Your Head", player),
"To Water Capture From Janitor Closet": lambda state: cloth_capturable(state, player),
"To Victory": lambda state: (
(water_capturable(state, player) + wax_capturable(state, player) + ash_capturable(state, player)
+ oil_capturable(state, player) + cloth_capturable(state, player) + wood_capturable(state, player)
+ crystal_capturable(state, player) + sand_capturable(state, player) + metal_capturable(state, player)
+ lightning_capturable(state, world, player)) >= world.options.ixupi_captures_needed.value
)
},
"locations_required": {
"Puzzle Solved Anansi Music Box": lambda state: state.has("Set Song", player),
"Storage: Anansi Music Box": lambda state: state.has("Set Song", player),
"Storage: Clock Tower": lambda state: state.has("Set Time", player),
"Storage: Janitor Closet": lambda state: cloth_capturable(state, player),
"Storage: Tar River": lambda state: oil_capturable(state, player),
"Storage: Theater": lambda state: state.has("Viewed Theater Movie", player),
"Storage: Slide": lambda state: state.has("Lost Your Head", player) and state.can_reach_region("Slide Room", player),
"Ixupi Captured Water": lambda state: water_capturable(state, player),
"Ixupi Captured Wax": lambda state: wax_capturable(state, player),
"Ixupi Captured Ash": lambda state: ash_capturable(state, player),
"Ixupi Captured Oil": lambda state: oil_capturable(state, player),
"Ixupi Captured Cloth": lambda state: cloth_capturable(state, player),
"Ixupi Captured Wood": lambda state: wood_capturable(state, player),
"Ixupi Captured Crystal": lambda state: crystal_capturable(state, player),
"Ixupi Captured Sand": lambda state: sand_capturable(state, player),
"Ixupi Captured Metal": lambda state: metal_capturable(state, player),
"Puzzle Solved Skull Dial Door": lambda state: all_skull_dials_set(state, player),
},
"puzzle_hints_required": {
"Puzzle Solved Clock Tower Door": lambda state: state.can_reach_region("Three Floor Elevator", player),
"Puzzle Solved Shaman Drums": lambda state: state.can_reach_region("Clock Tower", player),
"Puzzle Solved Red Door": lambda state: state.can_reach_region("Maintenance Tunnels", player),
"Puzzle Solved UFO Symbols": lambda state: state.can_reach_region("Library", player),
"Storage: UFO": lambda state: state.can_reach_region("Library", player),
"Puzzle Solved Maze Door": lambda state: state.has("Viewed Theater Movie", player),
"Puzzle Solved Theater Door": lambda state: state.has("Viewed Egyptian Hieroglyphics Explained", player),
"Puzzle Solved Columns of RA": lambda state: state.has("Viewed Egyptian Hieroglyphics Explained", player),
"Puzzle Solved Atlantis": lambda state: state.can_reach_region("Office", player),
},
"elevators": {
"Puzzle Solved Office Elevator": lambda state: (state.can_reach_region("Underground Lake", player) or state.can_reach_region("Office", player))
and state.has("Key for Office Elevator", player),
"Puzzle Solved Bedroom Elevator": lambda state: state.has_all({"Key for Bedroom Elevator", "Crawling"}, player),
"Puzzle Solved Three Floor Elevator": lambda state: (state.can_reach_region("Maintenance Tunnels", player) or state.can_reach_region("Blue Maze", player))
and state.has("Key for Three Floor Elevator", player)
},
"lightning": {
"Ixupi Captured Lightning": lambda state: lightning_capturable(state, world, player)
}
}
return rules_lookup
def set_rules(world: "ShiversWorld") -> None:
multiworld = world.multiworld
player = world.player
rules_lookup = get_rules_lookup(world, player)
# Set required entrance rules
for entrance_name, rule in rules_lookup["entrances"].items():
world.get_entrance(entrance_name).access_rule = rule
world.get_region("Clock Tower Staircase").connect(
world.get_region("Clock Chains"),
"To Clock Chains From Clock Tower Staircase",
lambda state: state.can_reach_region("Bedroom", player) if world.options.puzzle_hints_required.value else True
)
world.get_region("Generator").connect(
world.get_region("Beth's Body"),
"To Beth's Body From Generator",
lambda state: beths_body_available(state, world, player) and (
(state.has("Viewed Norse Stone", player) and state.can_reach_region("Theater", player))
if world.options.puzzle_hints_required.value else True
)
)
world.get_region("Torture").connect(
world.get_region("Guillotine"),
"To Guillotine From Torture",
lambda state: state.has("Viewed Page 17", player) and (
state.has("Viewed Egyptian Hieroglyphics Explained", player)
if world.options.puzzle_hints_required.value else True
)
)
# Set required location rules
for location_name, rule in rules_lookup["locations_required"].items():
world.get_location(location_name).access_rule = rule
world.get_location("Jukebox").access_rule = lambda state: (
state.can_reach_region("Clock Tower", player) and (
state.can_reach_region("Anansi", player)
if world.options.puzzle_hints_required.value else True
)
)
# Set option location rules
if world.options.puzzle_hints_required.value:
for location_name, rule in rules_lookup["puzzle_hints_required"].items():
world.get_location(location_name).access_rule = rule
world.get_entrance("To Theater From Lobby").access_rule = lambda state: state.has(
"Viewed Egyptian Hieroglyphics Explained", player
)
world.get_entrance("To Clock Tower Staircase From Theater Back Hallway").access_rule = lambda state: state.can_reach_region("Three Floor Elevator", player)
multiworld.register_indirect_condition(
world.get_region("Three Floor Elevator"),
world.get_entrance("To Clock Tower Staircase From Theater Back Hallway")
)
world.get_entrance("To Gods Room From Shaman").access_rule = lambda state: state.can_reach_region(
"Clock Tower", player
)
multiworld.register_indirect_condition(
world.get_region("Clock Tower"), world.get_entrance("To Gods Room From Shaman")
)
world.get_entrance("To Anansi From Gods Room").access_rule = lambda state: state.can_reach_region(
"Maintenance Tunnels", player
)
multiworld.register_indirect_condition(
world.get_region("Maintenance Tunnels"), world.get_entrance("To Anansi From Gods Room")
)
world.get_entrance("To Maze From Maze Staircase").access_rule = lambda \
state: state.can_reach_region("Projector Room", player)
multiworld.register_indirect_condition(
world.get_region("Projector Room"), world.get_entrance("To Maze From Maze Staircase")
)
multiworld.register_indirect_condition(
world.get_region("Bedroom"), world.get_entrance("To Clock Chains From Clock Tower Staircase")
)
multiworld.register_indirect_condition(
world.get_region("Theater"), world.get_entrance("To Beth's Body From Generator")
)
if world.options.elevators_stay_solved.value:
for location_name, rule in rules_lookup["elevators"].items():
world.get_location(location_name).access_rule = rule
if world.options.early_lightning.value:
for location_name, rule in rules_lookup["lightning"].items():
world.get_location(location_name).access_rule = rule
# Register indirect conditions
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Tar River From Lobby"))
# forbid cloth in janitor closet and oil in tar river
forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Bottom DUPE", player)
forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Top DUPE", player)
forbid_item(world.get_location("Storage: Janitor Closet"), "Cloth Pot Complete DUPE", player)
forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Bottom DUPE", player)
forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Top DUPE", player)
forbid_item(world.get_location("Storage: Tar River"), "Oil Pot Complete DUPE", player)
# Filler Item Forbids
forbid_item(world.get_location("Puzzle Solved Lyre"), "Easier Lyre", player)
forbid_item(world.get_location("Ixupi Captured Water"), "Water Always Available in Lobby", player)
forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Library", player)
forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Anansi Room", player)
forbid_item(world.get_location("Ixupi Captured Wax"), "Wax Always Available in Shaman Room", player)
forbid_item(world.get_location("Ixupi Captured Ash"), "Ash Always Available in Office", player)
forbid_item(world.get_location("Ixupi Captured Ash"), "Ash Always Available in Burial Room", player)
forbid_item(world.get_location("Ixupi Captured Oil"), "Oil Always Available in Prehistoric Room", player)
forbid_item(world.get_location("Ixupi Captured Cloth"), "Cloth Always Available in Egypt", player)
forbid_item(world.get_location("Ixupi Captured Cloth"), "Cloth Always Available in Burial Room", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Workshop", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Blue Maze", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Pegasus Room", player)
forbid_item(world.get_location("Ixupi Captured Wood"), "Wood Always Available in Gods Room", player)
forbid_item(world.get_location("Ixupi Captured Crystal"), "Crystal Always Available in Lobby", player)
forbid_item(world.get_location("Ixupi Captured Crystal"), "Crystal Always Available in Ocean", player)
forbid_item(world.get_location("Ixupi Captured Sand"), "Sand Always Available in Plants Room", player)
forbid_item(world.get_location("Ixupi Captured Sand"), "Sand Always Available in Ocean", player)
forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Projector Room", player)
forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Bedroom", player)
forbid_item(world.get_location("Ixupi Captured Metal"), "Metal Always Available in Prehistoric", player)
# Set completion condition
multiworld.completion_condition[player] = lambda state: completion_condition(state, player)