diff --git a/worlds/tunic/combat_logic.py b/worlds/tunic/combat_logic.py index abbbf78f7f..2048e83744 100644 --- a/worlds/tunic/combat_logic.py +++ b/worlds/tunic/combat_logic.py @@ -3,12 +3,6 @@ from BaseClasses import CollectionState from .rules import has_sword, has_melee -class EncounterData(NamedTuple): - power_required: int # how strong you need to be to do the encounter - items_required: List[List[str]] = [] # any(all(requirements)) - stick_required: bool = True # by default, you need a stick. but for some, you may not need one if you have alts - - # the vanilla stats you are expected to have to get through an area, based on where they are in vanilla class AreaStats(NamedTuple): att_level: int @@ -25,7 +19,8 @@ class AreaStats(NamedTuple): area_data: Dict[str, AreaStats] = { # The upgrade page is right by the Well entrance. Upper Overworld by the chest in the top right might need something "Overworld": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]), - "East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]), + "East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Sword"]), + "Before Well": AreaStats(1, 1, 1, 1, 1, 1, 3, ["Sword", "Shield"]), # learn how to upgrade "Beneath the Well": AreaStats(2, 1, 3, 3, 1, 1, 3, ["Sword", "Shield"]), "Dark Tomb": AreaStats(2, 2, 3, 3, 1, 1, 3, ["Sword", "Shield"]), diff --git a/worlds/tunic/er_rules.py b/worlds/tunic/er_rules.py index 90df9f47d8..80af56c196 100644 --- a/worlds/tunic/er_rules.py +++ b/worlds/tunic/er_rules.py @@ -1420,18 +1420,38 @@ def set_er_location_rules(world: "TunicWorld") -> None: if world.options.combat_logic == CombatLogic.option_on: set_rule(multiworld.get_location("Overworld - [East] Between Ladders Near Ruined Passage", player), lambda state: has_combat_reqs("Overworld", state, player)) - set_rule(multiworld.get_location("Overworld - [East] Chest Near Pots", player), + add_rule(multiworld.get_location("Overworld - [East] Chest Near Pots", player), lambda state: has_combat_reqs("Overworld", state, player)) add_rule(multiworld.get_location("Overworld - [Northeast] Flowers Holy Cross", player), lambda state: has_combat_reqs("Garden Knight", state, player)) - set_rule(multiworld.get_location("Overworld - [Northwest] Chest Near Quarry Gate", player), - lambda state: has_combat_reqs("East Forest", state, player)) - set_rule(multiworld.get_location("Overworld - [Northeast] Chest Above Patrol Cave", player), + add_rule(multiworld.get_location("Overworld - [Northwest] Chest Near Quarry Gate", player), + lambda state: has_combat_reqs("Before Well", state, player)) + add_rule(multiworld.get_location("Overworld - [Northeast] Chest Above Patrol Cave", player), lambda state: has_combat_reqs("Garden Knight", state, player)) - set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret", player), + add_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret", player), lambda state: has_combat_reqs("Overworld", state, player)) add_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player), lambda state: has_combat_reqs("Overworld", state, player)) + add_rule(multiworld.get_location("Overworld - [Southwest] Bombable Wall Near Fountain", player), + lambda state: has_combat_reqs("East Forest", state, player)) + add_rule(multiworld.get_location("Overworld - [Southwest] Bombable Wall Near Fountain", player), + lambda state: has_combat_reqs("East Forest", state, player)) + add_rule(multiworld.get_location("Overworld - [Southwest] Fountain Holy Cross", player), + lambda state: has_combat_reqs("East Forest", state, player)) + add_rule(multiworld.get_location("Overworld - [Southwest] South Chest Near Guard", player), + lambda state: has_combat_reqs("East Forest", state, player)) + add_rule(multiworld.get_location("Overworld - [Southwest] Tunnel Guarded By Turret", player), + lambda state: has_combat_reqs("East Forest", state, player)) + add_rule(multiworld.get_location("Overworld - [Northwest] Chest Near Turret", player), + lambda state: has_combat_reqs("Before Well", state, player)) + + add_rule(multiworld.get_location("Hourglass Cave - Hourglass Chest", player), + lambda state: has_sword(state, player) and (state.has("Shield", player) + # kill the turrets through the wall with a longer sword + or state.has("Sword Upgrade", player, 3))) + add_rule(multiworld.get_location("Hourglass Cave - Holy Cross Chest", player), + lambda state: has_sword(state, player) and (state.has("Shield", player) + or state.has("Sword Upgrade", player, 3))) # could add it to the other fuse events but that's just wasteful imo add_rule(multiworld.get_location("Eastern Vault West Fuses", player), @@ -1442,27 +1462,27 @@ def set_er_location_rules(world: "TunicWorld") -> None: # replace the sword rule with this one set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [South Graveyard] Above Big Skeleton", player), + add_rule(multiworld.get_location("Swamp - [South Graveyard] Above Big Skeleton", player), lambda state: has_combat_reqs("Swamp", state, player)) # the tentacles deal with everything else reasonably, so you just have to fight them # todo: revisit, should it be fine since this is a knowledge check (get on island to stop tentacles) set_rule(multiworld.get_location("Swamp - [South Graveyard] Guarded By Tentacles", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [South Graveyard] Obscured Beneath Telescope", player), + add_rule(multiworld.get_location("Swamp - [South Graveyard] Obscured Beneath Telescope", player), lambda state: state.has(laurels, player) # can dash from swamp mid to here and grab it or has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [Central] South Secret Passage", player), + add_rule(multiworld.get_location("Swamp - [Central] South Secret Passage", player), lambda state: state.has(laurels, player) # can dash from swamp front to here and grab it or has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway On Pedestal", player), + add_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway On Pedestal", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [Central] Beneath Memorial", player), + add_rule(multiworld.get_location("Swamp - [Central] Beneath Memorial", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [Central] Near Ramps Up", player), + add_rule(multiworld.get_location("Swamp - [Central] Near Ramps Up", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [Upper Graveyard] Near Telescope", player), + add_rule(multiworld.get_location("Swamp - [Upper Graveyard] Near Telescope", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [Upper Graveyard] Near Shield Fleemers", player), + add_rule(multiworld.get_location("Swamp - [Upper Graveyard] Near Shield Fleemers", player), lambda state: has_combat_reqs("Swamp", state, player)) - set_rule(multiworld.get_location("Swamp - [Upper Graveyard] Obscured Behind Hill", player), + add_rule(multiworld.get_location("Swamp - [Upper Graveyard] Obscured Behind Hill", player), lambda state: has_combat_reqs("Swamp", state, player))