154 lines
6.3 KiB
Python
154 lines
6.3 KiB
Python
from typing import List, NamedTuple, Set
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from BaseClasses import CollectionState, MultiWorld
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from . import Items, Locations
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from .Options import BossesAsChecks, VictoryCondition
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from worlds.generic import Rules as GenericRules
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class EntranceLock(NamedTuple):
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source: str
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destination: str
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event: str
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items_needed: int
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entrance_locks: List[EntranceLock] = [
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EntranceLock("Mines", "Coal Pits Holy Mountain", "Portal to Holy Mountain 1", 1),
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EntranceLock("Coal Pits", "Snowy Depths Holy Mountain", "Portal to Holy Mountain 2", 2),
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EntranceLock("Snowy Depths", "Hiisi Base Holy Mountain", "Portal to Holy Mountain 3", 3),
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EntranceLock("Hiisi Base", "Underground Jungle Holy Mountain", "Portal to Holy Mountain 4", 4),
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EntranceLock("Underground Jungle", "Vault Holy Mountain", "Portal to Holy Mountain 5", 5),
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EntranceLock("The Vault", "Temple of the Art Holy Mountain", "Portal to Holy Mountain 6", 6),
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EntranceLock("Temple of the Art", "Laboratory Holy Mountain", "Portal to Holy Mountain 7", 7),
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]
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holy_mountain_regions: List[str] = [
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"Coal Pits Holy Mountain",
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"Snowy Depths Holy Mountain",
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"Hiisi Base Holy Mountain",
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"Underground Jungle Holy Mountain",
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"Vault Holy Mountain",
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"Temple of the Art Holy Mountain",
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"Laboratory Holy Mountain",
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]
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wand_tiers: List[str] = [
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"Wand (Tier 1)", # Coal Pits
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"Wand (Tier 2)", # Snowy Depths
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"Wand (Tier 3)", # Hiisi Base
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"Wand (Tier 4)", # Underground Jungle
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"Wand (Tier 5)", # The Vault
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"Wand (Tier 6)", # Temple of the Art
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]
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items_hidden_from_shops: Set[str] = {"Gold (200)", "Gold (1000)", "Potion", "Random Potion", "Secret Potion",
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"Chaos Die", "Greed Die", "Kammi", "Refreshing Gourd", "Sädekivi", "Broken Wand",
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"Powder Pouch"}
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perk_list: List[str] = list(filter(Items.item_is_perk, Items.item_table.keys()))
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# ----------------
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# Helper Functions
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# ----------------
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def has_perk_count(state: CollectionState, player: int, amount: int) -> bool:
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return sum(state.item_count(perk, player) for perk in perk_list) >= amount
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def has_orb_count(state: CollectionState, player: int, amount: int) -> bool:
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return state.item_count("Orb", player) >= amount
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def forbid_items_at_location(multiworld: MultiWorld, location_name: str, items: Set[str], player: int):
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location = multiworld.get_location(location_name, player)
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GenericRules.forbid_items_for_player(location, items, player)
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# ----------------
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# Rule Functions
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# ----------------
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# Prevent gold and potions from appearing as purchasable items in shops (because physics will destroy them)
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def ban_items_from_shops(multiworld: MultiWorld, player: int) -> None:
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for location_name in Locations.location_name_to_id.keys():
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if "Shop Item" in location_name:
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forbid_items_at_location(multiworld, location_name, items_hidden_from_shops, player)
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# Prevent high tier wands from appearing in early Holy Mountain shops
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def ban_early_high_tier_wands(multiworld: MultiWorld, player: int) -> None:
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for i, region_name in enumerate(holy_mountain_regions):
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wands_to_forbid = wand_tiers[i+1:]
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locations_in_region = Locations.location_region_mapping[region_name].keys()
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for location_name in locations_in_region:
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forbid_items_at_location(multiworld, location_name, wands_to_forbid, player)
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# Prevent high tier wands from appearing in the Secret shop
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wands_to_forbid = wand_tiers[3:]
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locations_in_region = Locations.location_region_mapping["Secret Shop"].keys()
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for location_name in locations_in_region:
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forbid_items_at_location(multiworld, location_name, wands_to_forbid, player)
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def lock_holy_mountains_into_spheres(multiworld: MultiWorld, player: int) -> None:
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for lock in entrance_locks:
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location = multiworld.get_entrance(f"From {lock.source} To {lock.destination}", player)
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GenericRules.set_rule(location, lambda state, evt=lock.event: state.has(evt, player))
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def holy_mountain_unlock_conditions(multiworld: MultiWorld, player: int) -> None:
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victory_condition = multiworld.victory_condition[player].value
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for lock in entrance_locks:
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location = multiworld.get_location(lock.event, player)
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if victory_condition == VictoryCondition.option_greed_ending:
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location.access_rule = lambda state, items_needed=lock.items_needed: (
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has_perk_count(state, player, items_needed//2)
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)
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elif victory_condition == VictoryCondition.option_pure_ending:
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location.access_rule = lambda state, items_needed=lock.items_needed: (
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has_perk_count(state, player, items_needed//2) and
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has_orb_count(state, player, items_needed)
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)
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elif victory_condition == VictoryCondition.option_peaceful_ending:
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location.access_rule = lambda state, items_needed=lock.items_needed: (
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has_perk_count(state, player, items_needed//2) and
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has_orb_count(state, player, items_needed * 3)
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)
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def victory_unlock_conditions(multiworld: MultiWorld, player: int) -> None:
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victory_condition = multiworld.victory_condition[player].value
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victory_location = multiworld.get_location("Victory", player)
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if victory_condition == VictoryCondition.option_pure_ending:
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victory_location.access_rule = lambda state: has_orb_count(state, player, 11)
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elif victory_condition == VictoryCondition.option_peaceful_ending:
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victory_location.access_rule = lambda state: has_orb_count(state, player, 33)
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# ----------------
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# Main Function
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# ----------------
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def create_all_rules(multiworld: MultiWorld, player: int) -> None:
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ban_items_from_shops(multiworld, player)
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ban_early_high_tier_wands(multiworld, player)
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lock_holy_mountains_into_spheres(multiworld, player)
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holy_mountain_unlock_conditions(multiworld, player)
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victory_unlock_conditions(multiworld, player)
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# Prevent the Map perk (used to find Toveri) from being on Toveri (boss)
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if multiworld.bosses_as_checks[player].value >= BossesAsChecks.option_all_bosses:
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forbid_items_at_location(multiworld, "Toveri", {"Spatial Awareness Perk"}, player)
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