Archipelago/worlds/ror2/Rules.py

153 lines
9.0 KiB
Python

from BaseClasses import MultiWorld, CollectionState
from worlds.generic.Rules import set_rule, add_rule
from .Locations import orderedstage_location
from .RoR2Environments import environment_vanilla_orderedstages_table, environment_sotv_orderedstages_table, \
environment_orderedstages_table
# Rule to see if it has access to the previous stage
def has_entrance_access_rule(multiworld: MultiWorld, stage: str, entrance: str, player: int):
multiworld.get_entrance(entrance, player).access_rule = \
lambda state: state.has(entrance, player) and state.has(stage, player)
# Checks to see if chest/shrine are accessible
def has_location_access_rule(multiworld: MultiWorld, environment: str, player: int, item_number: int, item_type: str):
if item_number == 1:
multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \
lambda state: state.has(environment, player)
if item_type == "Scavenger":
multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \
lambda state: state.has(environment, player) and state.has("Stage_4", player)
else:
multiworld.get_location(f"{environment}: {item_type} {item_number}", player).access_rule = \
lambda state: check_location(state, environment, player, item_number, item_type)
def check_location(state, environment: str, player: int, item_number: int, item_name: str):
return state.can_reach(f"{environment}: {item_name} {item_number - 1}", "Location", player)
# unlock event to next set of stages
def get_stage_event(multiworld: MultiWorld, player: int, stage_number: int):
if not multiworld.dlc_sotv[player]:
environment_name = multiworld.random.choices(list(environment_vanilla_orderedstages_table[stage_number].keys()), k=1)
else:
environment_name = multiworld.random.choices(list(environment_orderedstages_table[stage_number].keys()), k=1)
multiworld.get_location(f"Stage_{stage_number+1}", player).access_rule = \
lambda state: get_one_of_the_stages(state, environment_name[0], player)
def get_one_of_the_stages(state: CollectionState, stage: str, player: int):
return state.has(stage, player)
def set_rules(multiworld: MultiWorld, player: int) -> None:
if multiworld.goal[player] == "classic":
# classic mode
total_locations = multiworld.total_locations[player].value # total locations for current player
else:
# explore mode
total_locations = len(
orderedstage_location.get_locations(
chests=multiworld.chests_per_stage[player].value,
shrines=multiworld.shrines_per_stage[player].value,
scavengers=multiworld.scavengers_per_stage[player].value,
scanners=multiworld.scanner_per_stage[player].value,
altars=multiworld.altars_per_stage[player].value,
dlc_sotv=multiworld.dlc_sotv[player].value
)
)
event_location_step = 25 # set an event location at these locations for "spheres"
divisions = total_locations // event_location_step
total_revivals = multiworld.worlds[player].total_revivals # pulling this info we calculated in generate_basic
if multiworld.goal[player] == "classic":
# classic mode
if divisions:
for i in range(1, divisions + 1): # since divisions is the floor of total_locations / 25
if i * event_location_step != total_locations:
event_loc = multiworld.get_location(f"Pickup{i * event_location_step}", player)
set_rule(event_loc,
lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player))
for n in range(i * event_location_step, (i + 1) * event_location_step + 1): # we want to create a rule for each of the 25 locations per division
if n > total_locations:
break
if n == i * event_location_step:
set_rule(multiworld.get_location(f"ItemPickup{n}", player),
lambda state, event_item=event_loc.item.name: state.has(event_item, player))
else:
set_rule(multiworld.get_location(f"ItemPickup{n}", player),
lambda state, n=n: state.can_reach(f"ItemPickup{n - 1}", "Location", player))
set_rule(multiworld.get_location("Victory", player),
lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player))
if total_revivals or multiworld.start_with_revive[player].value:
add_rule(multiworld.get_location("Victory", player),
lambda state: state.has("Dio's Best Friend", player,
total_revivals + multiworld.start_with_revive[player]))
elif multiworld.goal[player] == "explore":
# When explore_mode is used,
# scavengers need to be locked till after a full loop since that is when they are capable of spawning.
# (While technically the requirement is just beating 5 stages, this will ensure that the player will have
# a long enough run to have enough director credits for scavengers and
# help prevent being stuck in the same stages until that point.)
for location in multiworld.get_locations():
if location.player != player: continue # ignore all checks that don't belong to this player
if "Scavenger" in location.name:
add_rule(location, lambda state: state.has("Stage_5", player))
# Regions
chests = multiworld.chests_per_stage[player]
shrines = multiworld.shrines_per_stage[player]
newts = multiworld.altars_per_stage[player]
scavengers = multiworld.scavengers_per_stage[player]
scanners = multiworld.scanner_per_stage[player]
for i in range(len(environment_vanilla_orderedstages_table)):
for environment_name, _ in environment_vanilla_orderedstages_table[i].items():
# Make sure to go through each location
if scavengers == 1:
has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger")
if scanners == 1:
has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner")
for chest in range(1, chests + 1):
has_location_access_rule(multiworld, environment_name, player, chest, "Chest")
for shrine in range(1, shrines + 1):
has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine")
if newts > 0:
for newt in range(1, newts + 1):
has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar")
if i > 0:
has_entrance_access_rule(multiworld, f"Stage_{i}", environment_name, player)
get_stage_event(multiworld, player, i)
if multiworld.dlc_sotv[player]:
for i in range(len(environment_sotv_orderedstages_table)):
for environment_name, _ in environment_sotv_orderedstages_table[i].items():
# Make sure to go through each location
if scavengers == 1:
has_location_access_rule(multiworld, environment_name, player, scavengers, "Scavenger")
if scanners == 1:
has_location_access_rule(multiworld, environment_name, player, scanners, "Radio Scanner")
for chest in range(1, chests + 1):
has_location_access_rule(multiworld, environment_name, player, chest, "Chest")
for shrine in range(1, shrines + 1):
has_location_access_rule(multiworld, environment_name, player, shrine, "Shrine")
if newts > 0:
for newt in range(1, newts + 1):
has_location_access_rule(multiworld, environment_name, player, newt, "Newt Altar")
if i > 0:
has_entrance_access_rule(multiworld, f"Stage_{i}", environment_name, player)
has_entrance_access_rule(multiworld, f"Hidden Realm: A Moment, Fractured", "Hidden Realm: A Moment, Whole", player)
has_entrance_access_rule(multiworld, f"Stage_1", "Hidden Realm: Bazaar Between Time", player)
has_entrance_access_rule(multiworld, f"Hidden Realm: Bazaar Between Time", "Void Fields", player)
has_entrance_access_rule(multiworld, f"Stage_5", "Commencement", player)
has_entrance_access_rule(multiworld, f"Stage_5", "Hidden Realm: A Moment, Fractured", player)
if multiworld.dlc_sotv[player]:
has_entrance_access_rule(multiworld, f"Stage_5", "Void Locus", player)
has_entrance_access_rule(multiworld, f"Void Locus", "The Planetarium", player)
# Win Condition
multiworld.completion_condition[player] = lambda state: state.has("Victory", player)