86 lines
8.5 KiB
Python
86 lines
8.5 KiB
Python
from .requirements import *
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from .location import Location
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from ..locations.all import *
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class Dungeon4:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=4)
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entrance.add(DungeonChest(0x179)) # stone slab chest
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entrance.add(DungeonChest(0x16A)) # map chest
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right_of_entrance = Location(dungeon=4).add(DungeonChest(0x178)).connect(entrance, AND(SHIELD, r.attack_hookshot_powder)) # 1 zol 2 spike beetles 1 spark chest
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Location(dungeon=4).add(DungeonChest(0x17B)).connect(right_of_entrance, AND(SHIELD, SWORD)) # room with key chest
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rightside_crossroads = Location(dungeon=4).connect(entrance, AND(FEATHER, PEGASUS_BOOTS)) # 2 key chests on the right.
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pushable_block_chest = Location(dungeon=4).add(DungeonChest(0x171)).connect(rightside_crossroads, BOMB) # lower chest
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puddle_crack_block_chest = Location(dungeon=4).add(DungeonChest(0x165)).connect(rightside_crossroads, OR(BOMB, FLIPPERS)) # top right chest
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double_locked_room = Location(dungeon=4).connect(right_of_entrance, AND(KEY4, FOUND(KEY4, 5)), one_way=True)
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right_of_entrance.connect(double_locked_room, KEY4, one_way=True)
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after_double_lock = Location(dungeon=4).connect(double_locked_room, AND(KEY4, FOUND(KEY4, 4), OR(FEATHER, FLIPPERS)), one_way=True)
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double_locked_room.connect(after_double_lock, AND(KEY4, FOUND(KEY4, 2), OR(FEATHER, FLIPPERS)), one_way=True)
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dungeon4_puddle_before_crossroads = Location(dungeon=4).add(DungeonChest(0x175)).connect(after_double_lock, FLIPPERS)
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north_crossroads = Location(dungeon=4).connect(after_double_lock, AND(FEATHER, PEGASUS_BOOTS))
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before_miniboss = Location(dungeon=4).connect(north_crossroads, AND(KEY4, FOUND(KEY4, 3)))
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=4).add(OwlStatue(0x16F)).connect(before_miniboss, STONE_BEAK4)
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sidescroller_key = Location(dungeon=4).add(DroppedKey(0x169)).connect(before_miniboss, AND(r.attack_hookshot_powder, FLIPPERS)) # key that drops in the hole and needs swim to get
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center_puddle_chest = Location(dungeon=4).add(DungeonChest(0x16E)).connect(before_miniboss, FLIPPERS) # chest with 50 rupees
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left_water_area = Location(dungeon=4).connect(before_miniboss, OR(FEATHER, FLIPPERS)) # area left with zol chest and 5 symbol puzzle (water area)
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left_water_area.add(DungeonChest(0x16D)) # gel chest
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left_water_area.add(DungeonChest(0x168)) # key chest near the puzzle
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miniboss = Location(dungeon=4).connect(before_miniboss, AND(KEY4, FOUND(KEY4, 5), r.miniboss_requirements[world_setup.miniboss_mapping[3]]))
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terrace_zols_chest = Location(dungeon=4).connect(before_miniboss, FLIPPERS) # flippers to move around miniboss through 5 tile room
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miniboss = Location(dungeon=4).connect(terrace_zols_chest, POWER_BRACELET, one_way=True) # reach flippers chest through the miniboss room
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terrace_zols_chest.add(DungeonChest(0x160)) # flippers chest
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terrace_zols_chest.connect(left_water_area, r.attack_hookshot_powder, one_way=True) # can move from flippers chest south to push the block to left area
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to_the_nightmare_key = Location(dungeon=4).connect(left_water_area, AND(FEATHER, OR(FLIPPERS, PEGASUS_BOOTS))) # 5 symbol puzzle (does not need flippers with boots + feather)
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to_the_nightmare_key.add(DungeonChest(0x176))
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before_boss = Location(dungeon=4).connect(before_miniboss, AND(r.attack_hookshot, FLIPPERS, KEY4, FOUND(KEY4, 5)))
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boss = Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(before_boss, AND(NIGHTMARE_KEY4, r.boss_requirements[world_setup.boss_mapping[3]]))
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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sidescroller_key.connect(before_miniboss, BOOMERANG) # fall off the bridge and boomerang downwards before hitting the water to grab the item
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sidescroller_key.connect(before_miniboss, AND(r.throw_pot, FLIPPERS)) # kill the zols with the pots in the room to spawn the key
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rightside_crossroads.connect(entrance, r.tight_jump) # jump across the corners
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puddle_crack_block_chest.connect(rightside_crossroads, r.tight_jump) # jump around the bombable block
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north_crossroads.connect(entrance, r.tight_jump) # jump across the corners
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after_double_lock.connect(entrance, r.tight_jump) # jump across the corners
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dungeon4_puddle_before_crossroads.connect(after_double_lock, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers
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center_puddle_chest.connect(before_miniboss, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers
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miniboss = Location(dungeon=4).connect(terrace_zols_chest, None, one_way=True) # reach flippers chest through the miniboss room without pulling the lever
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to_the_nightmare_key.connect(left_water_area, r.tight_jump) # With a tight jump feather is enough to reach the top left switch without flippers, or use flippers for puzzle and boots to get through 2d section
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before_boss.connect(left_water_area, r.tight_jump) # jump to the bottom right corner of boss door room
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if options.logic == 'glitched' or options.logic == 'hell':
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pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, FLIPPERS)) # sideways block push to skip bombs
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sidescroller_key.connect(before_miniboss, AND(r.super_jump_feather, OR(r.attack_hookshot_powder, r.throw_pot))) # superjump into the hole to grab the key while falling into the water
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miniboss.connect(before_miniboss, r.jesus_jump) # use jesus jump to transition over the water left of miniboss
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if options.logic == 'hell':
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rightside_crossroads.connect(entrance, AND(r.pit_buffer_boots, r.hookshot_spam_pit)) # pit buffer into the wall of the first pit, then boots bonk across the center, hookshot to get to the rightmost pit to a second villa buffer on the rightmost pit
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rightside_crossroads.connect(after_double_lock, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zols for more entities, and clip through the block against the right wall
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pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, OR(r.jesus_buffer, r.jesus_jump))) # use feather to water clip into the top right corner of the bombable block, and sideways block push to gain access. Can boots bonk of top right wall, then water buffer to top of chest and boots bonk to water buffer next to chest
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after_double_lock.connect(double_locked_room, AND(FOUND(KEY4, 4), r.pit_buffer_boots), one_way=True) # use boots bonks to cross the water gaps
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after_double_lock.connect(entrance, r.pit_buffer_boots) # boots bonk + pit buffer to the bottom
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after_double_lock.connect(entrance, AND(r.pit_buffer, r.hookshot_spam_pit)) # hookshot spam over the first pit of crossroads, then buffer down
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dungeon4_puddle_before_crossroads.connect(after_double_lock, AND(r.pit_buffer_boots, HOOKSHOT)) # boots bonk across the water bottom wall to the bottom left corner, then hookshot up
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north_crossroads.connect(entrance, AND(PEGASUS_BOOTS, HOOKSHOT)) # pit buffer into wall of the first pit, then boots bonk towards the top and hookshot spam to get across (easier with Piece of Power)
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before_miniboss.connect(north_crossroads, AND(r.shaq_jump, r.hookshot_clip_block)) # push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
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before_miniboss.connect(north_crossroads, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zol for more entities, and clip through the block left of keyblock by hookshot spam
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to_the_nightmare_key.connect(left_water_area, AND(FLIPPERS, r.boots_bonk)) # use flippers for puzzle and boots bonk to get through 2d section
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before_boss.connect(left_water_area, r.pit_buffer_boots) # boots bonk across bottom wall then boots bonk to the platform before boss door
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self.entrance = entrance
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class NoDungeon4:
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def __init__(self, options, world_setup, r):
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entrance = Location(dungeon=4)
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Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(entrance, r.boss_requirements[
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world_setup.boss_mapping[3]])
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self.entrance = entrance
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