Archipelago/worlds/ror2/rules.py

153 lines
8.7 KiB
Python

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