204 lines
11 KiB
Python
204 lines
11 KiB
Python
from typing import Dict, TYPE_CHECKING
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from BaseClasses import CollectionState
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from worlds.generic.Rules import CollectionRule
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from .data import iname, lname
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from .options import CompletionGoal, IronMaidenBehavior
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if TYPE_CHECKING:
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from . import CVCotMWorld
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class CVCotMRules:
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player: int
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world: "CVCotMWorld"
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rules: Dict[str, CollectionRule]
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required_last_keys: int
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iron_maiden_behavior: int
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nerf_roc_wing: int
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ignore_cleansing: int
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completion_goal: int
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def __init__(self, world: "CVCotMWorld") -> None:
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self.player = world.player
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self.world = world
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self.required_last_keys = world.required_last_keys
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self.iron_maiden_behavior = world.options.iron_maiden_behavior.value
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self.nerf_roc_wing = world.options.nerf_roc_wing.value
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self.ignore_cleansing = world.options.ignore_cleansing.value
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self.completion_goal = world.options.completion_goal.value
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self.location_rules = {
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# Sealed Room
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lname.sr3: self.has_jump_level_5,
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# Catacomb
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lname.cc1: self.has_push,
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lname.cc3: self.has_jump_level_1,
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lname.cc3b: lambda state:
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(self.has_jump_level_1(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state),
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lname.cc5: self.has_tackle,
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lname.cc8b: lambda state: self.has_jump_level_3(state) or self.has_kick(state),
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lname.cc14b: lambda state: self.has_jump_level_1(state) or self.has_kick(state),
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lname.cc25: self.has_jump_level_1,
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# Abyss Staircase
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lname.as4: self.has_jump_level_4,
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# Audience Room
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lname.ar9: self.has_push,
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lname.ar11: self.has_tackle,
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lname.ar14b: self.has_jump_level_4,
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lname.ar17b: lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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lname.ar19: lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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lname.ar26: lambda state: self.has_tackle(state) and self.has_jump_level_5(state),
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lname.ar27: lambda state: self.has_tackle(state) and self.has_push(state),
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lname.ar30: lambda state:
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(self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state),
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lname.ar30b: lambda state:
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(self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state),
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# Outer Wall
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lname.ow0: self.has_jump_level_4,
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lname.ow1: lambda state: self.has_jump_level_5(state) or self.has_ice_or_stone(state),
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# Triumph Hallway
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lname.th3: lambda state:
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(self.has_kick(state) and self.has_ice_or_stone(state)) or self.has_jump_level_2(state),
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# Machine Tower
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lname.mt3: lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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lname.mt6: lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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lname.mt14: self.has_tackle,
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# Chapel Tower
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lname.ct1: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state),
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lname.ct4: self.has_push,
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lname.ct10: self.has_push,
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lname.ct13: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state),
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lname.ct22: self.broke_iron_maidens,
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lname.ct26: lambda state:
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(self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state),
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lname.ct26b: lambda state:
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(self.has_jump_level_3(state) and self.has_ice_or_stone(state)) or self.has_jump_level_4(state),
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# Underground Gallery
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lname.ug1: self.has_push,
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lname.ug2: self.has_push,
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lname.ug3: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state),
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lname.ug3b: lambda state: self.has_jump_level_4(state) or self.has_ice_or_stone(state),
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lname.ug8: self.has_tackle,
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# Underground Warehouse
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lname.uw10: lambda state:
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(self.has_jump_level_4(state) and self.has_ice_or_stone(state)) or self.has_jump_level_5(state),
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lname.uw14: lambda state: self.has_jump_level_2(state) or self.has_ice_or_stone(state),
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lname.uw16b: lambda state:
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(self.has_jump_level_2(state) and self.has_ice_or_stone(state)) or self.has_jump_level_3(state),
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# Underground Waterway
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lname.uy5: lambda state: self.has_jump_level_3(state) or self.has_ice_or_stone(state),
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lname.uy8: self.has_jump_level_2,
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lname.uy12b: self.can_touch_water,
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lname.uy17: self.can_touch_water,
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lname.uy13: self.has_jump_level_3,
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lname.uy18: self.has_jump_level_3,
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# Ceremonial Room
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lname.cr1: lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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lname.dracula: self.has_jump_level_2,
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}
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self.entrance_rules = {
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"Catacomb to Stairway": lambda state: self.has_jump_level_1(state) or self.has_kick(state),
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"Stairway to Audience": self.has_jump_level_1,
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"Audience to Machine Bottom": self.has_tackle,
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"Audience to Machine Top": lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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"Audience to Chapel": lambda state:
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(self.has_jump_level_2(state) and self.has_ice_or_stone(state)) or self.has_jump_level_3(state)
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or self.has_kick(state),
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"Audience to Gallery": lambda state: self.broke_iron_maidens(state) and self.has_push(state),
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"Audience to Warehouse": self.has_push,
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"Audience to Waterway": self.broke_iron_maidens,
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"Audience to Observation": self.has_jump_level_5,
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"Ceremonial Door": self.can_open_ceremonial_door,
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"Corridor to Gallery": self.broke_iron_maidens,
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"Escape the Gallery Pit": lambda state: self.has_jump_level_2(state) or self.has_kick(state),
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"Climb to Chapel Top": lambda state: self.has_jump_level_3(state) or self.has_kick(state),
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"Arena Passage": lambda state: self.has_push(state) and self.has_jump_level_2(state),
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"Dip Into Waterway End": self.has_jump_level_3,
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"Gallery Upper to Lower": self.has_tackle,
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"Gallery Lower to Upper": self.has_tackle,
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"Into Warehouse Main": self.has_tackle,
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"Into Waterway Main": self.can_touch_water,
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}
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def has_jump_level_1(self, state: CollectionState) -> bool:
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"""Double or Roc Wing, regardless of Roc being nerfed or not."""
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return state.has_any([iname.double, iname.roc_wing], self.player)
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def has_jump_level_2(self, state: CollectionState) -> bool:
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"""Specifically Roc Wing, regardless of Roc being nerfed or not."""
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return state.has(iname.roc_wing, self.player)
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def has_jump_level_3(self, state: CollectionState) -> bool:
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"""Roc Wing and Double OR Kick Boots if Roc is nerfed. Otherwise, just Roc."""
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if self.nerf_roc_wing:
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return state.has(iname.roc_wing, self.player) and \
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state.has_any([iname.double, iname.kick_boots], self.player)
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else:
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return state.has(iname.roc_wing, self.player)
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def has_jump_level_4(self, state: CollectionState) -> bool:
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"""Roc Wing and Kick Boots specifically if Roc is nerfed. Otherwise, just Roc."""
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if self.nerf_roc_wing:
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return state.has_all([iname.roc_wing, iname.kick_boots], self.player)
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else:
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return state.has(iname.roc_wing, self.player)
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def has_jump_level_5(self, state: CollectionState) -> bool:
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"""Roc Wing, Double, AND Kick Boots if Roc is nerfed. Otherwise, just Roc."""
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if self.nerf_roc_wing:
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return state.has_all([iname.roc_wing, iname.double, iname.kick_boots], self.player)
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else:
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return state.has(iname.roc_wing, self.player)
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def has_tackle(self, state: CollectionState) -> bool:
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return state.has(iname.tackle, self.player)
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def has_push(self, state: CollectionState) -> bool:
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return state.has(iname.heavy_ring, self.player)
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def has_kick(self, state: CollectionState) -> bool:
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return state.has(iname.kick_boots, self.player)
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def has_ice_or_stone(self, state: CollectionState) -> bool:
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"""Valid DSS combo that allows freezing or petrifying enemies to use as platforms."""
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return state.has_any([iname.serpent, iname.cockatrice], self.player) and \
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state.has_any([iname.mercury, iname.mars], self.player)
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def can_touch_water(self, state: CollectionState) -> bool:
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"""Cleansing unless it's ignored, in which case this will always return True."""
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return self.ignore_cleansing or state.has(iname.cleansing, self.player)
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def broke_iron_maidens(self, state: CollectionState) -> bool:
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"""Maiden Detonator unless the Iron Maidens start broken, in which case this will always return True."""
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return (self.iron_maiden_behavior == IronMaidenBehavior.option_start_broken
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or state.has(iname.ironmaidens, self.player))
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def can_open_ceremonial_door(self, state: CollectionState) -> bool:
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"""The required number of Last Keys. If 0 keys are required, this should always return True."""
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return state.has(iname.last_key, self.player, self.required_last_keys)
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def set_cvcotm_rules(self) -> None:
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multiworld = self.world.multiworld
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for region in multiworld.get_regions(self.player):
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# Set each Entrance's rule if it should have one.
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for ent in region.entrances:
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if ent.name in self.entrance_rules:
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ent.access_rule = self.entrance_rules[ent.name]
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# Set each Location's rule if it should have one.
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for loc in region.locations:
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if loc.name in self.location_rules:
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loc.access_rule = self.location_rules[loc.name]
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# Set the World's completion condition depending on what its Completion Goal option is.
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if self.completion_goal == CompletionGoal.option_dracula:
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multiworld.completion_condition[self.player] = lambda state: state.has(iname.dracula, self.player)
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elif self.completion_goal == CompletionGoal.option_battle_arena:
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multiworld.completion_condition[self.player] = lambda state: state.has(iname.shinning_armor, self.player)
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else:
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multiworld.completion_condition[self.player] = \
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lambda state: state.has_all([iname.dracula, iname.shinning_armor], self.player)
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