Archipelago/worlds/adventure/Rules.py

99 lines
5.5 KiB
Python

from worlds.adventure import location_table
from worlds.adventure.Options import BatLogic, DifficultySwitchB, DifficultySwitchA
from worlds.generic.Rules import add_rule, set_rule, forbid_item
from BaseClasses import LocationProgressType
def set_rules(self) -> None:
world = self.multiworld
use_bat_logic = self.options.bat_logic.value == BatLogic.option_use_logic
set_rule(world.get_entrance("YellowCastlePort", self.player),
lambda state: state.has("Yellow Key", self.player))
set_rule(world.get_entrance("BlackCastlePort", self.player),
lambda state: state.has("Black Key", self.player))
set_rule(world.get_entrance("WhiteCastlePort", self.player),
lambda state: state.has("White Key", self.player))
# a future thing would be to make the bat an actual item, or at least allow it to
# be placed in a castle, which would require some additions to the rules when
# use_bat_logic is true
if not use_bat_logic:
set_rule(world.get_entrance("WhiteCastleSecretPassage", self.player),
lambda state: state.has("Bridge", self.player))
set_rule(world.get_entrance("WhiteCastlePeekPassage", self.player),
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
set_rule(world.get_entrance("BlackCastleVaultEntrance", self.player),
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
dragon_slay_check = self.options.dragon_slay_check.value
if dragon_slay_check:
if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
set_rule(world.get_location("Slay Yorgle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
set_rule(world.get_location("Slay Grundle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
set_rule(world.get_location("Slay Rhindle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
else:
set_rule(world.get_location("Slay Yorgle", self.player),
lambda state: state.has("Sword", self.player))
set_rule(world.get_location("Slay Grundle", self.player),
lambda state: state.has("Sword", self.player))
set_rule(world.get_location("Slay Rhindle", self.player),
lambda state: state.has("Sword", self.player))
# really this requires getting the dot item, and having another item or enemy
# in the room, but the dot would be *super evil*
# to actually make randomized, since it is invisible. May add some options
# for how that works in the distant future, but for now, just say you need
# the bridge and black key to get to it, as that simplifies things a lot
set_rule(world.get_entrance("CreditsWall", self.player),
lambda state: state.has("Bridge", self.player) and
state.has("Black Key", self.player))
if not use_bat_logic:
set_rule(world.get_entrance("CreditsToFarSide", self.player),
lambda state: state.has("Magnet", self.player))
# bridge literally does not fit in this space, I think. I'll just exclude it
forbid_item(world.get_location("Dungeon Vault", self.player), "Bridge", self.player)
# don't put magnet in locations that can pull in-logic items out of reach unless the bat is in play
if not use_bat_logic:
forbid_item(world.get_location("Dungeon Vault", self.player), "Magnet", self.player)
forbid_item(world.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player)
forbid_item(world.get_location("Credits Right Side", self.player), "Magnet", self.player)
# and obviously we don't want to start with the game already won
forbid_item(world.get_location("Inside Yellow Castle", self.player), "Chalice", self.player)
overworld = world.get_region("Overworld", self.player)
for loc in overworld.locations:
forbid_item(loc, "Chalice", self.player)
add_rule(world.get_location("Chalice Home", self.player),
lambda state: state.has("Chalice", self.player) and state.has("Yellow Key", self.player))
# world.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY
# all_locations = world.get_locations(self.player).copy()
# while priority_count < get_num_items():
# loc = world.random.choice(all_locations)
# if loc.progress_type == LocationProgressType.DEFAULT:
# loc.progress_type = LocationProgressType.PRIORITY
# priority_count += 1
# all_locations.remove(loc)
# TODO: Add events for dragon_slay_check and trap_bat_check. Here? Elsewhere?
# if self.dragon_slay_check == 1:
# TODO - Randomize bat and dragon start rooms and use those to determine rules
# TODO - for the requirements for the slay event (since we have to get to the
# TODO - dragons and sword to kill them). Unless the dragons are set to be items,
# TODO - which might be a funny option, then they can just be randoed like normal
# TODO - just forbidden from the vaults and all credits room locations