Archipelago/worlds/hylics2/Rules.py

581 lines
25 KiB
Python

from worlds.generic.Rules import add_rule
from BaseClasses import CollectionState
def air_dash(state: CollectionState, player: int) -> bool:
return state.has("PNEUMATOPHORE", player)
def airship(state: CollectionState, player: int) -> bool:
return state.has("DOCK KEY", player)
def jail_key(state: CollectionState, player: int) -> bool:
return state.has("JAIL KEY", player)
def paddle(state: CollectionState, player: int) -> bool:
return state.has("PADDLE", player)
def worm_room_key(state: CollectionState, player: int) -> bool:
return state.has("WORM ROOM KEY", player)
def bridge_key(state: CollectionState, player: int) -> bool:
return state.has("BRIDGE KEY", player)
def upper_chamber_key(state: CollectionState, player: int) -> bool:
return state.has("UPPER CHAMBER KEY", player)
def vessel_room_key(state: CollectionState, player: int) -> bool:
return state.has("VESSEL ROOM KEY", player)
def house_key(state: CollectionState, player: int) -> bool:
return state.has("HOUSE KEY", player)
def cave_key(state: CollectionState, player: int) -> bool:
return state.has("CAVE KEY", player)
def skull_bomb(state: CollectionState, player: int) -> bool:
return state.has("SKULL BOMB", player)
def tower_key(state: CollectionState, player: int) -> bool:
return state.has("TOWER KEY", player)
def deep_key(state: CollectionState, player: int) -> bool:
return state.has("DEEP KEY", player)
def upper_house_key(state: CollectionState, player: int) -> bool:
return state.has("UPPER HOUSE KEY", player)
def clicker(state: CollectionState, player: int) -> bool:
return state.has("CLICKER", player)
def all_tokens(state: CollectionState, player: int) -> bool:
return state.has("SAGE TOKEN", player, 3)
def charge_up(state: CollectionState, player: int) -> bool:
return state.has("CHARGE UP", player)
def paper_cup(state: CollectionState, player: int) -> bool:
return state.has("PAPER CUP", player)
def party_1(state: CollectionState, player: int) -> bool:
return state.has_any({"Pongorma", "Dedusmuln", "Somsnosa"}, player)
def party_2(state: CollectionState, player: int) -> bool:
return (
state.has_all({"Pongorma", "Dedusmuln"}, player)
or state.has_all({"Pongorma", "Somsnosa"}, player)
or state.has_all({"Dedusmuln", "Somsnosa"}, player)
)
def party_3(state: CollectionState, player: int) -> bool:
return state.has_all({"Pongorma", "Dedusmuln", "Somsnosa"}, player)
def enter_arcade2(state: CollectionState, player: int) -> bool:
return (
air_dash(state, player)
and airship(state, player)
)
def enter_wormpod(state: CollectionState, player: int) -> bool:
return (
airship(state, player)
and worm_room_key(state, player)
and paddle(state, player)
)
def enter_sageship(state: CollectionState, player: int) -> bool:
return (
skull_bomb(state, player)
and airship(state, player)
and paddle(state, player)
)
def enter_foglast(state: CollectionState, player: int) -> bool:
return enter_wormpod(state, player)
def enter_hylemxylem(state: CollectionState, player: int) -> bool:
return (
air_dash(state, player)
and enter_foglast(state, player)
and bridge_key(state, player)
)
def set_rules(hylics2world):
world = hylics2world.multiworld
player = hylics2world.player
extra = hylics2world.options.extra_items_in_logic
party = hylics2world.options.party_shuffle
medallion = hylics2world.options.medallion_shuffle
start_location = hylics2world.options.start_location
# Afterlife
add_rule(world.get_location("Afterlife: TV", player),
lambda state: cave_key(state, player))
# New Muldul
add_rule(world.get_location("New Muldul: Underground Chest", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("New Muldul: TV", player),
lambda state: house_key(state, player))
add_rule(world.get_location("New Muldul: Upper House Chest 1", player),
lambda state: upper_house_key(state, player))
add_rule(world.get_location("New Muldul: Upper House Chest 2", player),
lambda state: upper_house_key(state, player))
add_rule(world.get_location("New Muldul: Pot above Vault", player),
lambda state: air_dash(state, player))
# New Muldul Vault
add_rule(world.get_location("New Muldul: Rescued Blerol 1", player),
lambda state: (
(
(
jail_key(state, player)
and paddle(state, player)
)
and (
air_dash(state, player)
or airship(state, player)
)
)
or enter_hylemxylem(state, player)
))
add_rule(world.get_location("New Muldul: Rescued Blerol 2", player),
lambda state: (
(
(
jail_key(state, player)
and paddle(state, player)
)
and (
air_dash(state, player)
or airship(state, player)
)
)
or enter_hylemxylem(state, player)
))
add_rule(world.get_location("New Muldul: Vault Left Chest", player),
lambda state: enter_hylemxylem(state, player))
add_rule(world.get_location("New Muldul: Vault Right Chest", player),
lambda state: enter_hylemxylem(state, player))
add_rule(world.get_location("New Muldul: Vault Bomb", player),
lambda state: enter_hylemxylem(state, player))
# Viewax's Edifice
add_rule(world.get_location("Viewax's Edifice: Canopic Jar", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Cave Sarcophagus", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Shielded Key", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Shielded Key", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Tower Pot", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Tower Jar", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Tower Chest", player),
lambda state: (
paddle(state, player)
and tower_key(state, player)
))
add_rule(world.get_location("Viewax's Edifice: Viewax Pot", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Defeat Viewax", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: TV", player),
lambda state: (
paddle(state, player)
and jail_key(state, player)
))
add_rule(world.get_location("Viewax's Edifice: Sage Fridge", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Viewax's Edifice: Sage Item 1", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Viewax's Edifice: Sage Item 2", player),
lambda state: air_dash(state, player))
# Arcade 1
add_rule(world.get_location("Arcade 1: Key", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Coin Dash", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Burrito Alcove 1", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Burrito Alcove 2", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Behind Spikes Banana", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Pyramid Banana", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Moving Platforms Muscle Applique", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Bed Banana", player),
lambda state: paddle(state, player))
# Airship
add_rule(world.get_location("Airship: Talk to Somsnosa", player),
lambda state: worm_room_key(state, player))
# Foglast
add_rule(world.get_location("Foglast: Underground Sarcophagus", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Shielded Key", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: TV", player),
lambda state: (
air_dash(state, player)
and clicker(state, player)
))
add_rule(world.get_location("Foglast: Buy Clicker", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Shielded Chest", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Cave Fridge", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Roof Sarcophagus", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Under Lair Sarcophagus 1", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Under Lair Sarcophagus 2", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Under Lair Sarcophagus 3", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Sage Sarcophagus", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Sage Item 1", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Sage Item 2", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
# Drill Castle
add_rule(world.get_location("Drill Castle: Island Banana", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Drill Castle: Island Pot", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Drill Castle: Cave Sarcophagus", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Drill Castle: TV", player),
lambda state: air_dash(state, player))
# Sage Labyrinth
add_rule(world.get_location("Sage Labyrinth: Sage Item 1", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Item 2", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Left Arm", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Right Arm", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Left Leg", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Right Leg", player),
lambda state: deep_key(state, player))
# Sage Airship
add_rule(world.get_location("Sage Airship: TV", player),
lambda state: all_tokens(state, player))
# Hylemxylem
add_rule(world.get_location("Hylemxylem: Upper Chamber Banana", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Across Upper Reservoir Chest", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Chest", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Burrito 1", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Burrito 2", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 1", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 2", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 3", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Sarcophagus", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 1", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 2", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 3", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Upper Reservoir Hole Key", player),
lambda state: upper_chamber_key(state, player))
# extra rules if Extra Items in Logic is enabled
if extra:
for i in world.get_region("Foglast", player).entrances:
add_rule(i, lambda state: charge_up(state, player))
for i in world.get_region("Sage Airship", player).entrances:
add_rule(i, lambda state: (
charge_up(state, player)
and paper_cup(state, player)
and worm_room_key(state, player)
))
for i in world.get_region("Hylemxylem", player).entrances:
add_rule(i, lambda state: (
charge_up(state, player)
and paper_cup(state, player)
))
add_rule(world.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
lambda state: (
charge_up(state, player)
and paper_cup(state, player)
))
# extra rules if Shuffle Party Members is enabled
if party:
for i in world.get_region("Arcade Island", player).entrances:
add_rule(i, lambda state: party_3(state, player))
for i in world.get_region("Foglast", player).entrances:
add_rule(i, lambda state: (
party_3(state, player)
or (
party_2(state, player)
and jail_key(state, player)
)
))
for i in world.get_region("Sage Airship", player).entrances:
add_rule(i, lambda state: party_3(state, player))
for i in world.get_region("Hylemxylem", player).entrances:
add_rule(i, lambda state: party_3(state, player))
add_rule(world.get_location("Viewax's Edifice: Defeat Viewax", player),
lambda state: party_2(state, player))
add_rule(world.get_location("New Muldul: Rescued Blerol 1", player),
lambda state: party_2(state, player))
add_rule(world.get_location("New Muldul: Rescued Blerol 2", player),
lambda state: party_2(state, player))
add_rule(world.get_location("New Muldul: Vault Left Chest", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Right Chest", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Bomb", player),
lambda state: party_3(state, player))
add_rule(world.get_location("Juice Ranch: Battle with Somsnosa", player),
lambda state: party_2(state, player))
add_rule(world.get_location("Juice Ranch: Somsnosa Joins", player),
lambda state: party_2(state, player))
add_rule(world.get_location("Airship: Talk to Somsnosa", player),
lambda state: party_3(state, player))
add_rule(world.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
lambda state: party_3(state, player))
# extra rules if Shuffle Red Medallions is enabled
if medallion:
add_rule(world.get_location("New Muldul: Upper House Medallion", player),
lambda state: upper_house_key(state, player))
add_rule(world.get_location("New Muldul: Vault Rear Left Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Rear Right Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Center Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Front Left Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Front Right Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("Viewax's Edifice: Fort Wall Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Jar Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Sage Chair Medallion", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Arcade 1: Lonely Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Alcove Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Lava Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Foglast: Under Lair Medallion", player),
lambda state: bridge_key(state, player))
add_rule(world.get_location("Foglast: Mid-Air Medallion", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Top of Tower Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Medallion", player),
lambda state: upper_chamber_key(state, player))
# extra rules if Shuffle Red Medallions and Party Shuffle are enabled
if party and medallion:
add_rule(world.get_location("New Muldul: Vault Rear Left Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Rear Right Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Center Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Front Left Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Front Right Medallion", player),
lambda state: party_3(state, player))
# entrances
for i in world.get_region("Airship", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Arcade Island", player).entrances:
add_rule(i, lambda state: (
airship(state, player)
and air_dash(state, player)
))
for i in world.get_region("Worm Pod", player).entrances:
add_rule(i, lambda state: enter_wormpod(state, player))
for i in world.get_region("Foglast", player).entrances:
add_rule(i, lambda state: enter_foglast(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: skull_bomb(state, player))
for i in world.get_region("Sage Airship", player).entrances:
add_rule(i, lambda state: enter_sageship(state, player))
for i in world.get_region("Hylemxylem", player).entrances:
add_rule(i, lambda state: enter_hylemxylem(state, player))
# random start logic (default)
if start_location == "waynehouse":
# entrances
for i in world.get_region("Viewax", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
and airship(state, player)
))
for i in world.get_region("TV Island", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Shield Facility", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Juice Ranch", player).entrances:
add_rule(i, lambda state: airship(state, player))
# random start logic (Viewax's Edifice)
elif start_location == "viewaxs_edifice":
for i in world.get_region("Waynehouse", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("New Muldul", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("New Muldul Vault", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("Drill Castle", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("TV Island", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Shield Facility", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Juice Ranch", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: airship(state, player))
# start logic (TV Island)
elif start_location == "tv_island":
for i in world.get_region("Waynehouse", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul Vault", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Drill Castle", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Viewax", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Shield Facility", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Juice Ranch", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: airship(state, player))
# start logic (Shield Facility)
elif start_location == "shield_facility":
for i in world.get_region("Waynehouse", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul Vault", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Drill Castle", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Viewax", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("TV Island", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: airship(state, player))