Archipelago/worlds/ladx/LADXR/logic/requirements.py

374 lines
18 KiB
Python

from typing import Optional
from ..locations.items import *
class OR:
__slots__ = ('__items', '__children')
def __new__(cls, *args):
if True in args:
return True
return super().__new__(cls)
def __init__(self, *args):
self.__items = [item for item in args if isinstance(item, str)]
self.__children = [item for item in args if type(item) not in (bool, str) and item is not None]
assert self.__items or self.__children, args
def __repr__(self) -> str:
return "or%s" % (self.__items+self.__children)
def remove(self, item) -> None:
if item in self.__items:
self.__items.remove(item)
def hasConsumableRequirement(self) -> bool:
for item in self.__items:
if isConsumable(item):
print("Consumable OR requirement? %r" % self)
return True
for child in self.__children:
if child.hasConsumableRequirement():
print("Consumable OR requirement? %r" % self)
return True
return False
def test(self, inventory) -> bool:
for item in self.__items:
if item in inventory:
return True
for child in self.__children:
if child.test(inventory):
return True
return False
def consume(self, inventory) -> bool:
for item in self.__items:
if item in inventory:
if isConsumable(item):
inventory[item] -= 1
if inventory[item] == 0:
del inventory[item]
inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + 1
return True
for child in self.__children:
if child.consume(inventory):
return True
return False
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
for item in self.__items:
target_set.add(item)
for child in self.__children:
child.getItems(inventory, target_set)
def copyWithModifiedItemNames(self, f) -> "OR":
return OR(*(f(item) for item in self.__items), *(child.copyWithModifiedItemNames(f) for child in self.__children))
class AND:
__slots__ = ('__items', '__children')
def __new__(cls, *args):
if False in args:
return False
return super().__new__(cls)
def __init__(self, *args):
self.__items = [item for item in args if isinstance(item, str)]
self.__children = [item for item in args if type(item) not in (bool, str) and item is not None]
def __repr__(self) -> str:
return "and%s" % (self.__items+self.__children)
def remove(self, item) -> None:
if item in self.__items:
self.__items.remove(item)
def hasConsumableRequirement(self) -> bool:
for item in self.__items:
if isConsumable(item):
return True
for child in self.__children:
if child.hasConsumableRequirement():
return True
return False
def test(self, inventory) -> bool:
for item in self.__items:
if item not in inventory:
return False
for child in self.__children:
if not child.test(inventory):
return False
return True
def consume(self, inventory) -> bool:
for item in self.__items:
if isConsumable(item):
inventory[item] -= 1
if inventory[item] == 0:
del inventory[item]
inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + 1
for child in self.__children:
if not child.consume(inventory):
return False
return True
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
for item in self.__items:
target_set.add(item)
for child in self.__children:
child.getItems(inventory, target_set)
def copyWithModifiedItemNames(self, f) -> "AND":
return AND(*(f(item) for item in self.__items), *(child.copyWithModifiedItemNames(f) for child in self.__children))
class COUNT:
__slots__ = ('__item', '__amount')
def __init__(self, item: str, amount: int) -> None:
self.__item = item
self.__amount = amount
def __repr__(self) -> str:
return "<%dx%s>" % (self.__amount, self.__item)
def hasConsumableRequirement(self) -> bool:
if isConsumable(self.__item):
return True
return False
def test(self, inventory) -> bool:
return inventory.get(self.__item, 0) >= self.__amount
def consume(self, inventory) -> None:
if isConsumable(self.__item):
inventory[self.__item] -= self.__amount
if inventory[self.__item] == 0:
del inventory[self.__item]
inventory["%s_USED" % self.__item] = inventory.get("%s_USED" % self.__item, 0) + self.__amount
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
target_set.add(self.__item)
def copyWithModifiedItemNames(self, f) -> "COUNT":
return COUNT(f(self.__item), self.__amount)
class COUNTS:
__slots__ = ('__items', '__amount')
def __init__(self, items, amount):
self.__items = items
self.__amount = amount
def __repr__(self) -> str:
return "<%dx%s>" % (self.__amount, self.__items)
def hasConsumableRequirement(self) -> bool:
for item in self.__items:
if isConsumable(item):
print("Consumable COUNTS requirement? %r" % (self))
return True
return False
def test(self, inventory) -> bool:
count = 0
for item in self.__items:
count += inventory.get(item, 0)
return count >= self.__amount
def consume(self, inventory) -> None:
for item in self.__items:
if isConsumable(item):
inventory[item] -= self.__amount
if inventory[item] == 0:
del inventory[item]
inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + self.__amount
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
for item in self.__items:
target_set.add(item)
def copyWithModifiedItemNames(self, f) -> "COUNTS":
return COUNTS([f(item) for item in self.__items], self.__amount)
class FOUND:
__slots__ = ('__item', '__amount')
def __init__(self, item: str, amount: int) -> None:
self.__item = item
self.__amount = amount
def __repr__(self) -> str:
return "{%dx%s}" % (self.__amount, self.__item)
def hasConsumableRequirement(self) -> bool:
return False
def test(self, inventory) -> bool:
return inventory.get(self.__item, 0) + inventory.get("%s_USED" % self.__item, 0) >= self.__amount
def consume(self, inventory) -> None:
pass
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
target_set.add(self.__item)
def copyWithModifiedItemNames(self, f) -> "FOUND":
return FOUND(f(self.__item), self.__amount)
def hasConsumableRequirement(requirements) -> bool:
if isinstance(requirements, str):
return isConsumable(requirements)
if requirements is None:
return False
return requirements.hasConsumableRequirement()
def isConsumable(item) -> bool:
if item is None:
return False
#if item.startswith("RUPEES_") or item == "RUPEES":
# return True
if item.startswith("KEY"):
return True
return False
class RequirementsSettings:
def __init__(self, options):
self.bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, POWER_BRACELET, BOOMERANG)
self.pit_bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, BOOMERANG, BOMB) # unique
self.attack = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG)
self.attack_hookshot = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # hinox, shrouded stalfos
self.hit_switch = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # hit switches in dungeons
self.attack_hookshot_powder = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT, MAGIC_POWDER) # zols, keese, moldorm
self.attack_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # ?
self.attack_hookshot_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # vire
self.attack_no_boomerang = OR(SWORD, BOMB, BOW, MAGIC_ROD, HOOKSHOT) # teleporting owls
self.attack_skeleton = OR(SWORD, BOMB, BOW, BOOMERANG, HOOKSHOT) # cannot kill skeletons with the fire rod
self.attack_gibdos = OR(SWORD, BOMB, BOW, BOOMERANG, AND(MAGIC_ROD, HOOKSHOT)) # gibdos are only stunned with hookshot, but can be burnt to jumping stalfos first with magic rod
self.attack_pols_voice = OR(BOMB, MAGIC_ROD, AND(OCARINA, SONG1)) # BOW works, but isn't as reliable as it needs 4 arrows.
self.attack_wizrobe = OR(BOMB, MAGIC_ROD) # BOW works, but isn't as reliable as it needs 4 arrows.
self.stun_wizrobe = OR(BOOMERANG, MAGIC_POWDER, HOOKSHOT)
self.rear_attack = OR(SWORD, BOMB) # mimic
self.rear_attack_range = OR(MAGIC_ROD, BOW) # mimic
self.fire = OR(MAGIC_POWDER, MAGIC_ROD) # torches
self.push_hardhat = OR(SHIELD, SWORD, HOOKSHOT, BOOMERANG)
self.shuffled_magnifier = TRADING_ITEM_MAGNIFYING_GLASS # overwritten if vanilla trade items
self.throw_pot = POWER_BRACELET # grab pots to kill enemies
self.throw_enemy = POWER_BRACELET # grab stunned enemies to kill enemies
self.tight_jump = FEATHER # jumps that are possible but are tight to make it across
self.super_jump = AND(FEATHER, OR(SWORD, BOW, MAGIC_ROD)) # standard superjump for glitch logic
self.super_jump_boots = AND(PEGASUS_BOOTS, FEATHER, OR(SWORD, BOW, MAGIC_ROD)) # boots dash into wall for unclipped superjump
self.super_jump_feather = FEATHER # using only feather to align and jump off walls
self.super_jump_sword = AND(FEATHER, SWORD) # unclipped superjumps
self.super_jump_rooster = AND(ROOSTER, OR(SWORD, BOW, MAGIC_ROD)) # use rooster instead of feather to superjump off walls (only where rooster is allowed to be used)
self.shaq_jump = FEATHER # use interactable objects (keyblocks / pushable blocks)
self.boots_superhop = AND(PEGASUS_BOOTS, OR(MAGIC_ROD, BOW)) # dash into walls, pause, unpause and use weapon + hold direction away from wall. Only works in peg rooms
self.boots_roosterhop = AND(PEGASUS_BOOTS, ROOSTER) # dash towards a wall, pick up the rooster and throw it away from the wall before hitting the wall to get a superjump
self.jesus_jump = FEATHER # pause on the frame of hitting liquid (water / lava) to be able to jump again on unpause
self.jesus_buffer = PEGASUS_BOOTS # use a boots bonk to get on top of liquid (water / lava), then use buffers to get into positions
self.damage_boost_special = options.hardmode == "none" # use damage to cross pits / get through forced barriers without needing an enemy that can be eaten by bowwow
self.damage_boost = (options.bowwow == "normal") & (options.hardmode == "none") # Use damage to cross pits / get through forced barriers
self.sideways_block_push = True # wall clip pushable block, get against the edge and push block to move it sideways
self.wall_clip = True # push into corners to get further into walls, to avoid collision with enemies along path (see swamp flowers for example) or just getting a better position for jumps
self.pit_buffer_itemless = True # walk on top of pits and buffer down
self.pit_buffer = FEATHER # jump on top of pits and buffer to cross vertical gaps
self.pit_buffer_boots = OR(PEGASUS_BOOTS, FEATHER) # use boots or feather to cross gaps
self.boots_jump = AND(PEGASUS_BOOTS, FEATHER) # use boots jumps to cross 4 gap spots or other hard to reach spots
self.boots_bonk = PEGASUS_BOOTS # bonk against walls in 2d sections to get to higher places (no pits involved usually)
self.boots_bonk_pit = PEGASUS_BOOTS # use boots bonks to cross 1 tile gaps
self.boots_bonk_2d_spikepit = AND(PEGASUS_BOOTS, "MEDICINE2") # use iframes from medicine to get a boots dash going in 2d spike pits (kanalet secret passage, d3 2d section to boss)
self.boots_bonk_2d_hell = PEGASUS_BOOTS # seperate boots bonks from hell logic which are harder?
self.boots_dash_2d = PEGASUS_BOOTS # use boots to dash over 1 tile gaps in 2d sections
self.hookshot_spam_pit = HOOKSHOT # use hookshot with spam to cross 1 tile gaps
self.hookshot_clip = AND(HOOKSHOT, options.superweapons == False) # use hookshot at specific angles to hookshot past blocks (see forest north log cave, dream shrine entrance for example)
self.hookshot_clip_block = HOOKSHOT # use hookshot spam with enemies to clip through entire blocks (d5 room before gohma, d2 pots room before boss)
self.hookshot_over_pit = HOOKSHOT # use hookshot while over a pit to reach certain areas (see d3 vacuum room, d5 north of crossroads for example)
self.hookshot_jump = AND(HOOKSHOT, FEATHER) # while over pits, on the first frame after the hookshot is retracted you can input a jump to cross big pit gaps
self.bookshot = AND(FEATHER, HOOKSHOT) # use feather on A, hookshot on B on the same frame to get a speedy hookshot that can be used to clip past blocks
self.bomb_trigger = BOMB # drop two bombs at the same time to trigger cutscenes or pickup items (can use pits, or screen transitions
self.shield_bump = SHIELD # use shield to knock back enemies or knock off enemies when used in combination with superjumps
self.text_clip = False & options.nagmessages # trigger a text box on keyblock or rock or obstacle while holding diagonal to clip into the side. Removed from logic for now
self.jesus_rooster = AND(ROOSTER, options.hardmode != "oracle") # when transitioning on top of water, buffer the rooster out of sq menu to spawn it. Then do an unbuffered pickup of the rooster as soon as you spawn again to pick it up
self.zoomerang = AND(PEGASUS_BOOTS, FEATHER, BOOMERANG) # after starting a boots dash, buffer boomerang (on b), feather and the direction you're dashing in to get boosted in certain directions
self.boss_requirements = [
SWORD, # D1 boss
AND(OR(SWORD, MAGIC_ROD), POWER_BRACELET), # D2 boss
AND(PEGASUS_BOOTS, SWORD), # D3 boss
AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW)), # D4 boss
AND(HOOKSHOT, SWORD), # D5 boss
BOMB, # D6 boss
AND(OR(MAGIC_ROD, SWORD, HOOKSHOT), COUNT(SHIELD, 2)), # D7 boss
MAGIC_ROD, # D8 boss
self.attack_hookshot_no_bomb, # D9 boss
]
self.miniboss_requirements = {
"ROLLING_BONES": self.attack_hookshot,
"HINOX": self.attack_hookshot,
"DODONGO": BOMB,
"CUE_BALL": SWORD,
"GHOMA": OR(BOW, HOOKSHOT, MAGIC_ROD, BOOMERANG),
"SMASHER": POWER_BRACELET,
"GRIM_CREEPER": self.attack_hookshot_no_bomb,
"BLAINO": SWORD,
"AVALAUNCH": self.attack_hookshot,
"GIANT_BUZZ_BLOB": MAGIC_POWDER,
"MOBLIN_KING": SWORD,
"ARMOS_KNIGHT": OR(BOW, MAGIC_ROD, SWORD),
}
# Adjust for options
if not options.tradequest:
self.shuffled_magnifier = True # completing trade quest not required
if options.hardmode == "ohko":
self.miniboss_requirements["ROLLING_BONES"] = OR(BOW, MAGIC_ROD, BOOMERANG, AND(FEATHER, self.attack_hookshot)) # should not deal with roller damage
if options.bowwow != "normal":
# We cheat in bowwow mode, we pretend we have the sword, as bowwow can pretty much do all what the sword ca$ # Except for taking out bushes (and crystal pillars are removed)
self.bush.remove(SWORD)
self.pit_bush.remove(SWORD)
self.hit_switch.remove(SWORD)
if options.logic == "casual":
# In casual mode, remove the more complex kill methods
self.bush.remove(MAGIC_POWDER)
self.attack_hookshot_powder.remove(MAGIC_POWDER)
self.attack.remove(BOMB)
self.attack_hookshot.remove(BOMB)
self.attack_hookshot_powder.remove(BOMB)
self.attack_no_boomerang.remove(BOMB)
self.attack_skeleton.remove(BOMB)
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
self.boss_requirements[1] = AND(OR(SWORD, MAGIC_ROD, BOMB), POWER_BRACELET) # bombs + bracelet genie
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
self.boss_requirements[6] = OR(MAGIC_ROD, AND(BOMB, BOW), COUNT(SWORD, 2), AND(OR(SWORD, HOOKSHOT, BOW), SHIELD)) # evil eagle 3 cycle magic rod / bomb arrows / l2 sword, and bow kill
self.attack_pols_voice = OR(BOMB, MAGIC_ROD, AND(OCARINA, SONG1), AND(self.stun_wizrobe, self.throw_enemy, BOW)) # wizrobe stun has same req as pols voice stun
self.attack_wizrobe = OR(BOMB, MAGIC_ROD, AND(self.stun_wizrobe, self.throw_enemy, BOW))
if options.logic == 'glitched' or options.logic == 'hell':
self.boss_requirements[6] = OR(MAGIC_ROD, BOMB, BOW, HOOKSHOT, COUNT(SWORD, 2), AND(SWORD, SHIELD)) # evil eagle off screen kill or 3 cycle with bombs
if options.logic == "hell":
self.boss_requirements[7] = OR(MAGIC_ROD, COUNT(SWORD, 2)) # hot head sword beams
self.miniboss_requirements["GHOMA"] = OR(BOW, HOOKSHOT, MAGIC_ROD, BOOMERANG, AND(OCARINA, BOMB, OR(SONG1, SONG3))) # use bombs to kill gohma, with ocarina to get good timings
self.miniboss_requirements["GIANT_BUZZ_BLOB"] = OR(MAGIC_POWDER, COUNT(SWORD,2)) # use sword beams to damage buzz blob