Archipelago/worlds/oribf/Rules.py

54 lines
1.9 KiB
Python

from .RulesData import location_rules
from ..generic.Rules import set_rule
from BaseClasses import Location
# TODO: implement Mapstone counting, Open, OpenWorld, connection rules
def set_rules(world):
temp_base_rule(world.world, world.player)
for logicset in world.logic_sets:
apply_or_ruleset(world.world, world.player, logicset)
def tautology(state):
return True
def add_or_rule_check_first(world, location: str, player: int, conditionsets):
location = world.get_location(location, player)
for set in conditionsets:
if "Free" in set:
location.access_rule = tautology
return
rule = lambda state, conditionsets=conditionsets: any(
state._oribf_has_all(conditionset, player) for conditionset in conditionsets)
if location.access_rule is Location.access_rule:
location.access_rule = rule
else:
old_rule = location.access_rule
location.access_rule = lambda state: rule(state) or old_rule(state)
def temp_base_rule(world, player):
world.completion_condition[player] = lambda state: state._oribf_has_all(
{"Bash", "ChargeFlame", "ChargeJump", "Climb", "Dash", "DoubleJump", "Glide", "Grenade", "Stomp", "WallJump"},
player)
def base_rule(world, player):
if world.logic[player] != 'nologic':
# Victory gets placed on Escaped Horu Event
world.completion_condition[player] = lambda state: state.has('Victory', player)
# Events
# Also add: can complete goal
set_rule(world.get_location("Escaped Horu", player),
lambda state: state.can_reach("HoruEscapeInnerDoor", player)
and state.has_any({"Dash", "Stomp", "ChargeJump", "ChargeFlame"}, player))
def apply_or_ruleset(world, player, rulesetname):
rules = location_rules[rulesetname]
for location, conditionsets in rules.items():
add_or_rule_check_first(world, location, player, conditionsets)