60 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import Set
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from .RulesData import location_rules
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from worlds.generic.Rules import set_rule
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from BaseClasses import Location, CollectionState
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# TODO: implement Mapstone counting, Open, OpenWorld, connection rules
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def oribf_has_all(state: CollectionState, items: Set[str], player:int) -> bool:
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    return all(state.prog_items[item, player] if type(item) == str
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               else state.prog_items[item[0], player] >= item[1] for item in items)
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def set_rules(world):
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    temp_base_rule(world.multiworld, world.player)
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    for logicset in world.logic_sets:
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        apply_or_ruleset(world.multiworld, world.player, logicset)
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def tautology(state):
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    return True
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def add_or_rule_check_first(world, location: str, player: int, conditionsets):
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    location = world.get_location(location, player)
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    for set in conditionsets:
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        if "Free" in set:
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            location.access_rule = tautology
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            return
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    rule = lambda state, conditionsets=conditionsets: any(
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        oribf_has_all(state, conditionset, player) for conditionset in conditionsets)
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    if location.access_rule is Location.access_rule:
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        location.access_rule = rule
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    else:
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        old_rule = location.access_rule
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        location.access_rule = lambda state: rule(state) or old_rule(state)
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def temp_base_rule(world, player):
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    world.completion_condition[player] = lambda state: oribf_has_all(state,
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        {"Bash", "ChargeFlame", "ChargeJump", "Climb", "Dash", "DoubleJump", "Glide", "Grenade", "Stomp", "WallJump"},
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        player)
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def base_rule(world, player):
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    if world.logic[player] != 'nologic':
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        # Victory gets placed on Escaped Horu Event
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        world.completion_condition[player] = lambda state: state.has('Victory', player)
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    # Events
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    # Also add: can complete goal
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    set_rule(world.get_location("Escaped Horu", player),
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             lambda state: state.can_reach("HoruEscapeInnerDoor", player)
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                           and state.has_any({"Dash", "Stomp", "ChargeJump", "ChargeFlame"}, player))
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def apply_or_ruleset(world, player, rulesetname):
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    rules = location_rules[rulesetname]
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    for location, conditionsets in rules.items():
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        add_or_rule_check_first(world, location, player, conditionsets)
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