Archipelago/worlds/ladx/LADXR/logic/dungeon4.py

82 lines
7.6 KiB
Python

from .requirements import *
from .location import Location
from ..locations.all import *
class Dungeon4:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=4)
entrance.add(DungeonChest(0x179)) # stone slab chest
entrance.add(DungeonChest(0x16A)) # map chest
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
Location(dungeon=4).add(DungeonChest(0x17B)).connect(right_of_entrance, AND(SHIELD, SWORD)) # room with key chest
rightside_crossroads = Location(dungeon=4).connect(entrance, AND(FEATHER, PEGASUS_BOOTS)) # 2 key chests on the right.
pushable_block_chest = Location(dungeon=4).add(DungeonChest(0x171)).connect(rightside_crossroads, BOMB) # lower chest
puddle_crack_block_chest = Location(dungeon=4).add(DungeonChest(0x165)).connect(rightside_crossroads, OR(BOMB, FLIPPERS)) # top right chest
double_locked_room = Location(dungeon=4).connect(right_of_entrance, AND(KEY4, FOUND(KEY4, 5)), one_way=True)
right_of_entrance.connect(double_locked_room, KEY4, one_way=True)
after_double_lock = Location(dungeon=4).connect(double_locked_room, AND(KEY4, FOUND(KEY4, 4), OR(FEATHER, FLIPPERS)), one_way=True)
double_locked_room.connect(after_double_lock, AND(KEY4, FOUND(KEY4, 2), OR(FEATHER, FLIPPERS)), one_way=True)
dungeon4_puddle_before_crossroads = Location(dungeon=4).add(DungeonChest(0x175)).connect(after_double_lock, FLIPPERS)
north_crossroads = Location(dungeon=4).connect(after_double_lock, AND(FEATHER, PEGASUS_BOOTS))
before_miniboss = Location(dungeon=4).connect(north_crossroads, AND(KEY4, FOUND(KEY4, 3)))
if options.owlstatues == "both" or options.owlstatues == "dungeon":
Location(dungeon=4).add(OwlStatue(0x16F)).connect(before_miniboss, STONE_BEAK4)
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
center_puddle_chest = Location(dungeon=4).add(DungeonChest(0x16E)).connect(before_miniboss, FLIPPERS) # chest with 50 rupees
left_water_area = Location(dungeon=4).connect(before_miniboss, OR(FEATHER, FLIPPERS)) # area left with zol chest and 5 symbol puzzle (water area)
left_water_area.add(DungeonChest(0x16D)) # gel chest
left_water_area.add(DungeonChest(0x168)) # key chest near the puzzle
miniboss = Location(dungeon=4).connect(before_miniboss, AND(KEY4, FOUND(KEY4, 5), r.miniboss_requirements[world_setup.miniboss_mapping[3]]))
terrace_zols_chest = Location(dungeon=4).connect(before_miniboss, FLIPPERS) # flippers to move around miniboss through 5 tile room
miniboss = Location(dungeon=4).connect(terrace_zols_chest, POWER_BRACELET, one_way=True) # reach flippers chest through the miniboss room
terrace_zols_chest.add(DungeonChest(0x160)) # flippers chest
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
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)
to_the_nightmare_key.add(DungeonChest(0x176))
before_boss = Location(dungeon=4).connect(before_miniboss, AND(r.attack_hookshot, FLIPPERS, KEY4, FOUND(KEY4, 5)))
boss = Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(before_boss, AND(NIGHTMARE_KEY4, r.boss_requirements[world_setup.boss_mapping[3]]))
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
sidescroller_key.connect(before_miniboss, AND(FEATHER, BOOMERANG)) # grab the key jumping over the water and boomerang downwards
sidescroller_key.connect(before_miniboss, AND(POWER_BRACELET, FLIPPERS)) # kill the zols with the pots in the room to spawn the key
rightside_crossroads.connect(entrance, FEATHER) # jump across the corners
puddle_crack_block_chest.connect(rightside_crossroads, FEATHER) # jump around the bombable block
north_crossroads.connect(entrance, FEATHER) # jump across the corners
after_double_lock.connect(entrance, FEATHER) # jump across the corners
dungeon4_puddle_before_crossroads.connect(after_double_lock, FEATHER) # With a tight jump feather is enough to cross the puddle without flippers
center_puddle_chest.connect(before_miniboss, FEATHER) # With a tight jump feather is enough to cross the puddle without flippers
miniboss = Location(dungeon=4).connect(terrace_zols_chest, None, one_way=True) # reach flippers chest through the miniboss room without pulling the lever
to_the_nightmare_key.connect(left_water_area, FEATHER) # 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
before_boss.connect(left_water_area, FEATHER) # jump to the bottom right corner of boss door room
if options.logic == 'glitched' or options.logic == 'hell':
pushable_block_chest.connect(rightside_crossroads, FLIPPERS) # sideways block push to skip bombs
sidescroller_key.connect(before_miniboss, AND(FEATHER, OR(r.attack_hookshot_powder, POWER_BRACELET))) # superjump into the hole to grab the key while falling into the water
miniboss.connect(before_miniboss, FEATHER) # use jesus jump to transition over the water left of miniboss
if options.logic == 'hell':
rightside_crossroads.connect(entrance, AND(PEGASUS_BOOTS, HOOKSHOT)) # 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
pushable_block_chest.connect(rightside_crossroads, OR(PEGASUS_BOOTS, FEATHER)) # 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
after_double_lock.connect(double_locked_room, AND(FOUND(KEY4, 4), PEGASUS_BOOTS), one_way=True) # use boots bonks to cross the water gaps
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)
after_double_lock.connect(entrance, PEGASUS_BOOTS) # boots bonk + pit buffer to the bottom
dungeon4_puddle_before_crossroads.connect(after_double_lock, AND(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk across the water bottom wall to the bottom left corner, then hookshot up
to_the_nightmare_key.connect(left_water_area, AND(FLIPPERS, PEGASUS_BOOTS)) # Use flippers for puzzle and boots bonk to get through 2d section
before_boss.connect(left_water_area, PEGASUS_BOOTS) # boots bonk across bottom wall then boots bonk to the platform before boss door
self.entrance = entrance
class NoDungeon4:
def __init__(self, options, world_setup, r):
entrance = Location(dungeon=4)
Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(entrance, r.boss_requirements[
world_setup.boss_mapping[3]])
self.entrance = entrance