Archipelago/worlds/rogue-legacy/Rules.py

132 lines
7.9 KiB
Python

from BaseClasses import MultiWorld
from .Names import LocationName, ItemName
from ..AutoWorld import LogicMixin
from ..generic.Rules import set_rule
class LegacyLogic(LogicMixin):
def _legacy_has_any_vendors(self, player: int) -> bool:
return self.has_any({ItemName.blacksmith, ItemName.enchantress}, player)
def _legacy_has_all_vendors(self, player: int) -> bool:
return self.has_all({ItemName.blacksmith, ItemName.enchantress}, player)
def _legacy_has_stat_upgrades(self, player: int, amount: int) -> bool:
count: int = self.item_count(ItemName.health, player) + self.item_count(ItemName.mana, player) + \
self.item_count(ItemName.attack, player) + self.item_count(ItemName.magic_damage, player) + \
self.item_count(ItemName.armor, player) + self.item_count(ItemName.equip, player)
return count >= amount
def set_rules(world: MultiWorld, player: int):
# Chests
for i in range(0, world.chests_per_zone[player]):
set_rule(world.get_location(f"{LocationName.garden} - Chest {i + 1}", player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(f"{LocationName.tower} - Chest {i + 1}", player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(f"{LocationName.dungeon} - Chest {i + 1}", player),
lambda state: state.has(ItemName.boss_leon, player))
# Fairy Chests
for i in range(0, world.fairy_chests_per_zone[player]):
set_rule(world.get_location(f"{LocationName.garden} - Fairy Chest {i + 1}", player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(f"{LocationName.tower} - Fairy Chest {i + 1}", player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(f"{LocationName.dungeon} - Fairy Chest {i + 1}", player),
lambda state: state.has(ItemName.boss_leon, player))
# Vendors
if world.vendors[player] == "early":
set_rule(world.get_location(LocationName.castle, player),
lambda state: state._legacy_has_all_vendors(player))
elif world.vendors[player] == "normal":
set_rule(world.get_location(LocationName.garden, player),
lambda state: state._legacy_has_any_vendors(player))
elif world.vendors[player] == "anywhere":
pass # it can be anywhere, so no rule for this!
# Diaries
for i in range(0, 5):
set_rule(world.get_location(f"Diary {i + 6}", player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(f"Diary {i + 11}", player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(f"Diary {i + 16}", player),
lambda state: state.has(ItemName.boss_leon, player))
set_rule(world.get_location(f"Diary {i + 21}", player),
lambda state: state.has(ItemName.boss_herodotus, player))
# Scale each manor location.
set_rule(world.get_location(LocationName.manor_left_wing_window, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_left_wing_roof, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_right_wing_window, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_right_wing_roof, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_left_big_base, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_right_big_base, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_left_tree1, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_left_tree2, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_right_tree, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.manor_left_big_upper1, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_left_big_upper2, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_left_big_windows, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_left_big_roof, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_left_far_base, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_left_far_roof, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_left_extension, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_right_big_upper, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_right_big_roof, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_right_extension, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.manor_right_high_base, player),
lambda state: state.has(ItemName.boss_leon, player))
set_rule(world.get_location(LocationName.manor_right_high_upper, player),
lambda state: state.has(ItemName.boss_leon, player))
set_rule(world.get_location(LocationName.manor_right_high_tower, player),
lambda state: state.has(ItemName.boss_leon, player))
set_rule(world.get_location(LocationName.manor_observatory_base, player),
lambda state: state.has(ItemName.boss_leon, player))
set_rule(world.get_location(LocationName.manor_observatory_scope, player),
lambda state: state.has(ItemName.boss_leon, player))
# Standard Zone Progression
set_rule(world.get_location(LocationName.garden, player),
lambda state: state._legacy_has_stat_upgrades(player, 10) and state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.tower, player),
lambda state: state._legacy_has_stat_upgrades(player, 25) and state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.dungeon, player),
lambda state: state._legacy_has_stat_upgrades(player, 40) and state.has(ItemName.boss_leon, player))
# Bosses
set_rule(world.get_location(LocationName.boss_khindr, player),
lambda state: state.has(ItemName.boss_khindr, player))
set_rule(world.get_location(LocationName.boss_alexander, player),
lambda state: state.has(ItemName.boss_alexander, player))
set_rule(world.get_location(LocationName.boss_leon, player),
lambda state: state.has(ItemName.boss_leon, player))
set_rule(world.get_location(LocationName.boss_herodotus, player),
lambda state: state.has(ItemName.boss_herodotus, player))
set_rule(world.get_location(LocationName.fountain, player),
lambda state: state._legacy_has_stat_upgrades(player, 50) and state.has(ItemName.boss_herodotus, player))
world.completion_condition[player] = lambda state: state.has(ItemName.boss_fountain, player)