from worlds.AutoWorld import World, CollectionState from worlds.generic.Rules import add_rule, set_rule from .Locations import location_table, tihs_locations, zipline_unlocks, is_location_valid, contract_locations, \ shop_locations from .Types import HatType, ChapterIndex from BaseClasses import Location, Entrance, Region import typing act_connections = { "Mafia Town - Act 2": ["Mafia Town - Act 1"], "Mafia Town - Act 3": ["Mafia Town - Act 1"], "Mafia Town - Act 4": ["Mafia Town - Act 2", "Mafia Town - Act 3"], "Mafia Town - Act 6": ["Mafia Town - Act 4"], "Mafia Town - Act 7": ["Mafia Town - Act 4"], "Mafia Town - Act 5": ["Mafia Town - Act 6", "Mafia Town - Act 7"], "Battle of the Birds - Act 2": ["Battle of the Birds - Act 1"], "Battle of the Birds - Act 3": ["Battle of the Birds - Act 1"], "Battle of the Birds - Act 4": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"], "Battle of the Birds - Act 5": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"], "Battle of the Birds - Finale A": ["Battle of the Birds - Act 4", "Battle of the Birds - Act 5"], "Battle of the Birds - Finale B": ["Battle of the Birds - Finale A"], "Subcon Forest - Finale": ["Subcon Forest - Act 1", "Subcon Forest - Act 2", "Subcon Forest - Act 3", "Subcon Forest - Act 4", "Subcon Forest - Act 5"], "The Arctic Cruise - Act 2": ["The Arctic Cruise - Act 1"], "The Arctic Cruise - Finale": ["The Arctic Cruise - Act 2"], } def can_use_hat(state: CollectionState, world: World, hat: HatType) -> bool: return state.count("Yarn", world.player) >= get_hat_cost(world, hat) def get_hat_cost(world: World, hat: HatType) -> int: cost: int = 0 for h in world.get_hat_craft_order(): cost += world.get_hat_yarn_costs().get(h) if h == hat: break return cost def can_sdj(state: CollectionState, world: World): return can_use_hat(state, world, HatType.SPRINT) def can_use_hookshot(state: CollectionState, world: World): return state.has("Hookshot Badge", world.player) def has_relic_combo(state: CollectionState, world: World, relic: str) -> bool: return state.has_group(relic, world.player, len(world.item_name_groups[relic])) def get_relic_count(state: CollectionState, world: World, relic: str) -> int: return state.count_group(relic, world.player) def can_hit_bells(state: CollectionState, world: World): if world.multiworld.UmbrellaLogic[world.player].value == 0: return True return state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING) # Only use for rifts def can_clear_act(state: CollectionState, world: World, act_entrance: str) -> bool: entrance: Entrance = world.multiworld.get_entrance(act_entrance, world.player) if not state.can_reach(entrance.connected_region, player=world.player): return False if "Free Roam" in entrance.connected_region.name: return True name: str = format("Act Completion (%s)" % entrance.connected_region.name) return world.multiworld.get_location(name, world.player).access_rule(state) def can_clear_alpine(state: CollectionState, world: World) -> bool: return state.has("Birdhouse Cleared", world.player) and state.has("Lava Cake Cleared", world.player) \ and state.has("Windmill Cleared", world.player) and state.has("Twilight Bell Cleared", world.player) def can_clear_metro(state: CollectionState, world: World) -> bool: return state.has("Nyakuza Intro Cleared", world.player) \ and state.has("Yellow Overpass Station Cleared", world.player) \ and state.has("Yellow Overpass Manhole Cleared", world.player) \ and state.has("Green Clean Station Cleared", world.player) \ and state.has("Green Clean Manhole Cleared", world.player) \ and state.has("Bluefin Tunnel Cleared", world.player) \ and state.has("Pink Paw Station Cleared", world.player) \ and state.has("Pink Paw Manhole Cleared", world.player) def set_rules(world: World): w = world mw = world.multiworld p = world.player dlc1: bool = bool(mw.EnableDLC1[p].value > 0) dlc2: bool = bool(mw.EnableDLC2[p].value > 0) # First, chapter access starting_chapter = ChapterIndex(mw.StartingChapter[p].value) w.set_chapter_cost(starting_chapter, 0) # Chapter costs increase progressively. Randomly decide the chapter order, except for Finale chapter_list: typing.List[ChapterIndex] = [ChapterIndex.MAFIA, ChapterIndex.BIRDS, ChapterIndex.SUBCON, ChapterIndex.ALPINE] final_chapter = ChapterIndex.FINALE if mw.EndGoal[p].value == 2: final_chapter = ChapterIndex.METRO chapter_list.append(ChapterIndex.FINALE) if dlc1: chapter_list.append(ChapterIndex.CRUISE) if dlc2 and final_chapter is not ChapterIndex.METRO: chapter_list.append(ChapterIndex.METRO) chapter_list.remove(starting_chapter) mw.random.shuffle(chapter_list) if starting_chapter is not ChapterIndex.ALPINE and dlc1 or dlc2: index1: int = 69 index2: int = 69 lowest_index: int chapter_list.remove(ChapterIndex.ALPINE) if dlc1: index1 = chapter_list.index(ChapterIndex.CRUISE) if dlc2 and final_chapter is not ChapterIndex.METRO: index2 = chapter_list.index(ChapterIndex.METRO) lowest_index = min(index1, index2) if lowest_index == 0: pos = 0 else: pos = mw.random.randint(0, lowest_index) chapter_list.insert(pos, ChapterIndex.ALPINE) lowest_cost: int = mw.LowestChapterCost[p].value highest_cost: int = mw.HighestChapterCost[p].value cost_increment: int = mw.ChapterCostIncrement[p].value min_difference: int = mw.ChapterCostMinDifference[p].value last_cost: int = 0 cost: int loop_count: int = 0 for chapter in chapter_list: min_range: int = lowest_cost + (cost_increment * loop_count) if min_range >= highest_cost: min_range = highest_cost-1 value: int = mw.random.randint(min_range, min(highest_cost, max(lowest_cost, last_cost + cost_increment))) cost = mw.random.randint(value, min(value + cost_increment, highest_cost)) if loop_count >= 1: if last_cost + min_difference > cost: cost = last_cost + min_difference cost = min(cost, highest_cost) w.set_chapter_cost(chapter, cost) last_cost = cost loop_count += 1 w.set_chapter_cost(final_chapter, mw.random.randint(mw.FinalChapterMinCost[p].value, mw.FinalChapterMaxCost[p].value)) add_rule(mw.get_entrance("Telescope -> Mafia Town", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.MAFIA))) add_rule(mw.get_entrance("Telescope -> Battle of the Birds", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.BIRDS))) add_rule(mw.get_entrance("Telescope -> Subcon Forest", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.SUBCON))) add_rule(mw.get_entrance("Telescope -> Alpine Skyline", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.ALPINE))) add_rule(mw.get_entrance("Telescope -> Time's End", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.FINALE)) and can_use_hat(state, w, HatType.BREWING) and can_use_hat(state, w, HatType.DWELLER)) if dlc1: add_rule(mw.get_entrance("Telescope -> The Arctic Cruise", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.ALPINE)) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.CRUISE))) if dlc2: add_rule(mw.get_entrance("Telescope -> Nyakuza Metro", p), lambda state: state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.ALPINE)) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.METRO)) and can_use_hat(state, w, HatType.DWELLER) and can_use_hat(state, w, HatType.ICE)) if mw.ActRandomizer[p].value == 0: set_default_rift_rules(w) location: Location for (key, data) in location_table.items(): if not is_location_valid(w, key): continue if key in contract_locations.keys(): continue location = mw.get_location(key, p) # Not all locations in Alpine can be reached from The Illness has Spread # as many of the ziplines are blocked off if data.region == "Alpine Skyline Area": if key not in tihs_locations: add_rule(location, lambda state: state.can_reach("Alpine Free Roam", "Region", p), "and") else: add_rule(location, lambda state: can_use_hookshot(state, w)) if data.region == "The Birdhouse" or data.region == "The Lava Cake" \ or data.region == "The Windmill" or data.region == "The Twilight Bell": add_rule(location, lambda state: state.can_reach("Alpine Free Roam", "Region", p), "and") for hat in data.required_hats: if hat is not HatType.NONE: add_rule(location, lambda state, hat=hat: can_use_hat(state, w, hat)) if data.hookshot: add_rule(location, lambda state: can_use_hookshot(state, w)) if data.umbrella and mw.UmbrellaLogic[p].value > 0: add_rule(location, lambda state: state.has("Umbrella", p)) if data.dweller_bell > 0: if data.dweller_bell == 1: # Required to be hit regardless of Dweller Mask add_rule(location, lambda state: can_hit_bells(state, w)) else: # Can bypass with Dweller Mask add_rule(location, lambda state: can_hit_bells(state, w) or can_use_hat(state, w, HatType.DWELLER)) set_specific_rules(w) if mw.LogicDifficulty[p].value >= 1: mw.SDJLogic[p].value = 1 if mw.SDJLogic[p].value > 0: set_sdj_rules(world) if mw.ShuffleAlpineZiplines[p].value > 0: set_alps_zipline_rules(w) if mw.ShuffleSubconPaintings[p].value > 0: set_painting_rules(w) for (key, acts) in act_connections.items(): if "Arctic Cruise" in key and not dlc1: continue i: int = 1 entrance: Entrance = mw.get_entrance(key, p) region: Region = entrance.connected_region access_rules: typing.List[typing.Callable[[CollectionState], bool]] = [] entrance.parent_region.exits.remove(entrance) del entrance.parent_region # Entrances to this act that we have to set access_rules on entrances: typing.List[Entrance] = [] for act in acts: act_entrance: Entrance = mw.get_entrance(act, p) access_rules.append(act_entrance.access_rule) required_region = act_entrance.connected_region name: str = format("%s: Connection %i" % (key, i)) new_entrance: Entrance = connect_regions(required_region, region, name, p) entrances.append(new_entrance) # Copy access rules from act completions if "Free Roam" not in required_region.name: rule: typing.Callable[[CollectionState], bool] name = format("Act Completion (%s)" % required_region.name) rule = mw.get_location(name, p).access_rule access_rules.append(rule) i += 1 for e in entrances: for rules in access_rules: add_rule(e, rules) for entrance in mw.get_region("Alpine Free Roam", p).entrances: add_rule(entrance, lambda state: can_use_hookshot(state, w)) if mw.UmbrellaLogic[p].value > 0: add_rule(entrance, lambda state: state.has("Umbrella", p)) if mw.EndGoal[p].value == 1: mw.completion_condition[p] = lambda state: state.has("Time Piece Cluster", p) elif mw.EndGoal[p].value == 2: mw.completion_condition[p] = lambda state: state.has("Rush Hour Cleared", p) def set_specific_rules(world: World): mw = world.multiworld w = world p = world.player dlc1: bool = bool(mw.EnableDLC1[p].value > 0) add_rule(mw.get_entrance("Alpine Skyline - Finale", p), lambda state: can_clear_alpine(state, w)) add_rule(mw.get_location("Mafia Boss Shop Item", p), lambda state: state.has("Time Piece", p, 12) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.BIRDS))) add_rule(mw.get_location("Spaceship - Rumbi Abuse", p), lambda state: state.has("Time Piece", p, 4)) # Normal logic if mw.LogicDifficulty[p].value == 0: add_rule(mw.get_entrance("-> The Birdhouse", p), lambda state: can_use_hat(state, w, HatType.BREWING)) add_rule(mw.get_location("Alpine Skyline - Yellow Band Hills", p), lambda state: can_use_hat(state, w, HatType.BREWING)) if dlc1: add_rule(mw.get_location("Act Completion (Time Rift - Deep Sea)", p), lambda state: can_use_hat(state, w, HatType.DWELLER)) add_rule(mw.get_location("Rock the Boat - Post Captain Rescue", p), lambda state: can_use_hat(state, w, HatType.ICE)) add_rule(mw.get_location("Act Completion (Rock the Boat)", p), lambda state: can_use_hat(state, w, HatType.ICE)) # Hard logic, includes SDJ stuff if mw.LogicDifficulty[p].value >= 1: add_rule(mw.get_location("Act Completion (Time Rift - The Twilight Bell)", p), lambda state: can_use_hat(state, w, HatType.SPRINT) and state.has("Scooter Badge", p), "or") # Expert logic if mw.LogicDifficulty[p].value >= 2: set_rule(mw.get_location("Alpine Skyline - The Twilight Path", p), lambda state: True) else: add_rule(mw.get_entrance("-> The Twilight Bell", p), lambda state: can_use_hat(state, w, HatType.DWELLER)) add_rule(mw.get_location("Mafia Town - Behind HQ Chest", p), lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", p) or state.can_reach("Down with the Mafia!", "Region", p) or state.can_reach("Cheating the Race", "Region", p) or state.can_reach("The Golden Vault", "Region", p)) # Old guys don't appear in SCFOS add_rule(mw.get_location("Mafia Town - Old Man (Steel Beams)", p), lambda state: state.can_reach("Welcome to Mafia Town", "Region", p) or state.can_reach("Barrel Battle", "Region", p) or state.can_reach("Cheating the Race", "Region", p) or state.can_reach("The Golden Vault", "Region", p) or state.can_reach("Down with the Mafia!", "Region", p)) add_rule(mw.get_location("Mafia Town - Old Man (Seaside Spaghetti)", p), lambda state: state.can_reach("Welcome to Mafia Town", "Region", p) or state.can_reach("Barrel Battle", "Region", p) or state.can_reach("Cheating the Race", "Region", p) or state.can_reach("The Golden Vault", "Region", p) or state.can_reach("Down with the Mafia!", "Region", p)) # Only available outside She Came from Outer Space add_rule(mw.get_location("Mafia Town - Mafia Geek Platform", p), lambda state: state.can_reach("Welcome to Mafia Town", "Region", p) or state.can_reach("Barrel Battle", "Region", p) or state.can_reach("Down with the Mafia!", "Region", p) or state.can_reach("Cheating the Race", "Region", p) or state.can_reach("Heating Up Mafia Town", "Region", p) or state.can_reach("The Golden Vault", "Region", p)) # Only available outside Down with the Mafia! (for some reason) add_rule(mw.get_location("Mafia Town - On Scaffolding", p), lambda state: state.can_reach("Welcome to Mafia Town", "Region", p) or state.can_reach("Barrel Battle", "Region", p) or state.can_reach("She Came from Outer Space", "Region", p) or state.can_reach("Cheating the Race", "Region", p) or state.can_reach("Heating Up Mafia Town", "Region", p) or state.can_reach("The Golden Vault", "Region", p)) # For some reason, the brewing crate is removed in HUMT set_rule(mw.get_location("Mafia Town - Secret Cave", p), lambda state: state.can_reach("Heating Up Mafia Town", "Region", p) or can_use_hat(state, w, HatType.BREWING)) # Can bounce across the lava to get this without Hookshot (need to die though :P) set_rule(mw.get_location("Mafia Town - Above Boats", p), lambda state: state.can_reach("Heating Up Mafia Town", "Region", p) or can_use_hookshot(state, w)) set_rule(mw.get_location("Act Completion (Cheating the Race)", p), lambda state: can_use_hat(state, w, HatType.TIME_STOP) or mw.CTRWithSprint[p].value > 0 and can_use_hat(state, w, HatType.SPRINT)) set_rule(mw.get_location("Subcon Forest - Boss Arena Chest", p), lambda state: state.can_reach("Toilet of Doom", "Region", p) and (mw.ShuffleSubconPaintings[p].value == 0 or state.has("Progressive Painting Unlock", p, 1)) or state.can_reach("Your Contract has Expired", "Region", p)) if mw.UmbrellaLogic[p].value > 0: add_rule(mw.get_location("Act Completion (Toilet of Doom)", p), lambda state: state.has("Umbrella", p) or can_use_hat(state, w, HatType.BREWING)) set_rule(mw.get_location("Act Completion (Time Rift - Village)", p), lambda state: can_use_hat(state, w, HatType.BREWING) or state.has("Umbrella", p) or can_use_hat(state, w, HatType.DWELLER)) add_rule(mw.get_entrance("Subcon Forest - Act 2", p), lambda state: state.has("Snatcher's Contract - The Subcon Well", p)) add_rule(mw.get_entrance("Subcon Forest - Act 3", p), lambda state: state.has("Snatcher's Contract - Toilet of Doom", p)) add_rule(mw.get_entrance("Subcon Forest - Act 4", p), lambda state: state.has("Snatcher's Contract - Queen Vanessa's Manor", p)) add_rule(mw.get_entrance("Subcon Forest - Act 5", p), lambda state: state.has("Snatcher's Contract - Mail Delivery Service", p)) if mw.ShuffleSubconPaintings[p].value > 0: for key in contract_locations: if key == "Snatcher's Contract - The Subcon Well": continue add_rule(mw.get_location(key, p), lambda state: state.has("Progressive Painting Unlock", p, 1)) add_rule(mw.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", p), lambda state: can_use_hat(state, w, HatType.SPRINT) or can_use_hat(state, w, HatType.TIME_STOP)) if mw.EnableDLC1[p].value > 0: add_rule(mw.get_entrance("Cruise Ship Entrance BV", p), lambda state: can_use_hookshot(state, w)) # This particular item isn't present in Act 3 for some reason, yes in vanilla too add_rule(mw.get_location("The Arctic Cruise - Toilet", p), lambda state: state.can_reach("Bon Voyage!", "Region", p) or state.can_reach("Ship Shape", "Region", p)) if mw.EnableDLC2[p].value > 0: add_rule(mw.get_entrance("-> Bluefin Tunnel", p), lambda state: state.has("Metro Ticket - Green", p) or state.has("Metro Ticket - Blue", p)) add_rule(mw.get_entrance("-> Pink Paw Station", p), lambda state: state.has("Metro Ticket - Pink", p) or state.has("Metro Ticket - Yellow", p) and state.has("Metro Ticket - Blue", p)) add_rule(mw.get_entrance("Nyakuza Metro - Finale", p), lambda state: can_clear_metro(state, w)) add_rule(mw.get_location("Act Completion (Rush Hour)", p), lambda state: state.has("Metro Ticket - Yellow", p) and state.has("Metro Ticket - Blue", p) and state.has("Metro Ticket - Pink", p)) for key in shop_locations.keys(): if "Green Clean Station Thug B" in key and is_location_valid(w, key): add_rule(mw.get_location(key, p), lambda state: state.has("Metro Ticket - Yellow", p), "or") def set_sdj_rules(world: World): add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player), lambda state: can_sdj(state, world), "or") add_rule(world.multiworld.get_location("Subcon Forest - Green and Purple Dweller Rocks", world.player), lambda state: can_sdj(state, world), "or") add_rule(world.multiworld.get_location("Alpine Skyline - The Birdhouse: Dweller Platforms Relic", world.player), lambda state: can_sdj(state, world), "or") add_rule(world.multiworld.get_location("Act Completion (Time Rift - Gallery)", world.player), lambda state: can_sdj(state, world), "or") add_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player), lambda state: can_sdj(state, world), "or") def set_alps_zipline_rules(world: World): add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player), lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player)) add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player), lambda state: state.has("Zipline Unlock - The Lava Cake Path", world.player)) add_rule(world.multiworld.get_entrance("-> The Windmill", world.player), lambda state: state.has("Zipline Unlock - The Windmill Path", world.player)) add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player), lambda state: state.has("Zipline Unlock - The Twilight Bell Path", world.player)) add_rule(world.multiworld.get_location("Act Completion (The Illness has Spread)", world.player), lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player) and state.has("Zipline Unlock - The Lava Cake Path", world.player) and state.has("Zipline Unlock - The Windmill Path", world.player)) for (loc, zipline) in zipline_unlocks.items(): add_rule(world.multiworld.get_location(loc, world.player), lambda state: state.has(zipline, world.player)) def reg_act_connection(world: World, region: typing.Union[str, Region], unlocked_entrance: typing.Union[str, Entrance]): reg: Region entrance: Entrance if isinstance(region, str): reg = world.multiworld.get_region(region, world.player) else: reg = region if isinstance(unlocked_entrance, str): entrance = world.multiworld.get_entrance(unlocked_entrance, world.player) else: entrance = unlocked_entrance world.multiworld.register_indirect_condition(reg, entrance) # See randomize_act_entrances in Regions.py # Called BEFORE set_rules! def set_rift_rules(world: World, regions: typing.Dict[str, Region]): w = world mw = world.multiworld p = world.player # This is accessing the regions in place of these time rifts, so we can set the rules on all the entrances. for entrance in regions["Time Rift - Gallery"].entrances: add_rule(entrance, lambda state: can_use_hat(state, w, HatType.BREWING) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.BIRDS))) for entrance in regions["Time Rift - The Lab"].entrances: add_rule(entrance, lambda state: can_use_hat(state, w, HatType.DWELLER) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.ALPINE))) for entrance in regions["Time Rift - Sewers"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "Mafia Town - Act 4")) reg_act_connection(w, mw.get_entrance("Mafia Town - Act 4", p).connected_region, entrance) for entrance in regions["Time Rift - Bazaar"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "Mafia Town - Act 6")) reg_act_connection(w, mw.get_entrance("Mafia Town - Act 6", p).connected_region, entrance) for entrance in regions["Time Rift - Mafia of Cooks"].entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Burger")) for entrance in regions["Time Rift - The Owl Express"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "Battle of the Birds - Act 2")) add_rule(entrance, lambda state: can_clear_act(state, w, "Battle of the Birds - Act 3")) reg_act_connection(w, mw.get_entrance("Battle of the Birds - Act 2", p).connected_region, entrance) reg_act_connection(w, mw.get_entrance("Battle of the Birds - Act 3", p).connected_region, entrance) for entrance in regions["Time Rift - The Moon"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "Battle of the Birds - Act 4")) add_rule(entrance, lambda state: can_clear_act(state, w, "Battle of the Birds - Act 5")) reg_act_connection(w, mw.get_entrance("Battle of the Birds - Act 4", p).connected_region, entrance) reg_act_connection(w, mw.get_entrance("Battle of the Birds - Act 5", p).connected_region, entrance) for entrance in regions["Time Rift - Dead Bird Studio"].entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Train")) for entrance in regions["Time Rift - Pipe"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "Subcon Forest - Act 2")) reg_act_connection(w, mw.get_entrance("Subcon Forest - Act 2", p).connected_region, entrance) if mw.ShuffleSubconPaintings[p].value > 0: add_rule(entrance, lambda state: state.has("Progressive Painting Unlock", p, 2)) for entrance in regions["Time Rift - Village"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "Subcon Forest - Act 4")) reg_act_connection(w, mw.get_entrance("Subcon Forest - Act 4", p).connected_region, entrance) if mw.ShuffleSubconPaintings[p].value > 0: add_rule(entrance, lambda state: state.has("Progressive Painting Unlock", p, 2)) for entrance in regions["Time Rift - Sleepy Subcon"].entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "UFO")) if mw.ShuffleSubconPaintings[p].value > 0: add_rule(entrance, lambda state: state.has("Progressive Painting Unlock", p, 3)) for entrance in regions["Time Rift - Curly Tail Trail"].entrances: add_rule(entrance, lambda state: state.has("Windmill Cleared", p)) for entrance in regions["Time Rift - The Twilight Bell"].entrances: add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", p)) for entrance in regions["Time Rift - Alpine Skyline"].entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Crayon")) if mw.EnableDLC1[p].value > 0: for entrance in regions["Time Rift - Balcony"].entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "The Arctic Cruise - Finale")) for entrance in regions["Time Rift - Deep Sea"].entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Cake")) if mw.EnableDLC2[p].value > 0: for entrance in regions["Time Rift - Rumbi Factory"].entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Necklace")) # Basically the same as above, but without the need of the dict since we are just setting defaults # Called if Act Rando is disabled def set_default_rift_rules(world: World): w = world mw = world.multiworld p = world.player for entrance in mw.get_region("Time Rift - Gallery", p).entrances: add_rule(entrance, lambda state: can_use_hat(state, w, HatType.BREWING) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.BIRDS))) for entrance in mw.get_region("Time Rift - The Lab", p).entrances: add_rule(entrance, lambda state: can_use_hat(state, w, HatType.DWELLER) and state.has("Time Piece", p, w.get_chapter_cost(ChapterIndex.ALPINE))) for entrance in mw.get_region("Time Rift - Sewers", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, world, "Mafia Town - Act 4")) reg_act_connection(w, "Down with the Mafia!", entrance.name) for entrance in mw.get_region("Time Rift - Bazaar", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, world, "Mafia Town - Act 6")) reg_act_connection(w, "Heating Up Mafia Town", entrance.name) for entrance in mw.get_region("Time Rift - Mafia of Cooks", p).entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Burger")) for entrance in mw.get_region("Time Rift - The Owl Express", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, world, "Battle of the Birds - Act 2")) add_rule(entrance, lambda state: can_clear_act(state, world, "Battle of the Birds - Act 3")) reg_act_connection(w, "Murder on the Owl Express", entrance.name) reg_act_connection(w, "Picture Perfect", entrance.name) for entrance in mw.get_region("Time Rift - The Moon", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, world, "Battle of the Birds - Act 4")) add_rule(entrance, lambda state: can_clear_act(state, world, "Battle of the Birds - Act 5")) reg_act_connection(w, "Train Rush", entrance.name) reg_act_connection(w, "The Big Parade", entrance.name) for entrance in mw.get_region("Time Rift - Dead Bird Studio", p).entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Train")) for entrance in mw.get_region("Time Rift - Pipe", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, world, "Subcon Forest - Act 2")) reg_act_connection(w, "The Subcon Well", entrance.name) if mw.ShuffleSubconPaintings[p].value > 0: add_rule(entrance, lambda state: state.has("Progressive Painting Unlock", p, 2)) for entrance in mw.get_region("Time Rift - Village", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, world, "Subcon Forest - Act 4")) reg_act_connection(w, "Queen Vanessa's Manor", entrance.name) if mw.ShuffleSubconPaintings[p].value > 0: add_rule(entrance, lambda state: state.has("Progressive Painting Unlock", p, 2)) for entrance in mw.get_region("Time Rift - Sleepy Subcon", p).entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "UFO")) if mw.ShuffleSubconPaintings[p].value > 0: add_rule(entrance, lambda state: state.has("Progressive Painting Unlock", p, 3)) for entrance in mw.get_region("Time Rift - Curly Tail Trail", p).entrances: add_rule(entrance, lambda state: state.has("Windmill Cleared", p)) for entrance in mw.get_region("Time Rift - The Twilight Bell", p).entrances: add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", p)) for entrance in mw.get_region("Time Rift - Alpine Skyline", p).entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Crayon")) if mw.EnableDLC1[p].value > 0: for entrance in mw.get_region("Time Rift - Balcony", p).entrances: add_rule(entrance, lambda state: can_clear_act(state, w, "The Arctic Cruise - Finale")) for entrance in mw.get_region("Time Rift - Deep Sea", p).entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Cake")) if mw.EnableDLC2[p].value > 0: for entrance in mw.get_region("Time Rift - Rumbi Factory", p).entrances: add_rule(entrance, lambda state: has_relic_combo(state, w, "Necklace")) def connect_regions(start_region: Region, exit_region: Region, entrancename: str, player: int) -> Entrance: entrance = Entrance(player, entrancename, start_region) start_region.exits.append(entrance) entrance.connect(exit_region) return entrance def set_painting_rules(world: World): add_rule(world.multiworld.get_location("Subcon Village - Snatcher Statue Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Gravestone", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Near Well", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Tree A", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Tree B", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Ice Wall", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Treehouse", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Swamp Tree Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Ice Cube Shack", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Manor Rooftop", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Well - Hookshot Badge Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Well - Above Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Well - On Pipe", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Well - Mushroom", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Queen Vanessa's Manor - Cellar", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Queen Vanessa's Manor - Bedroom Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Queen Vanessa's Manor - Hall Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Queen Vanessa's Manor - Chandelier", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Subcon Forest - Burning House", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Burning Tree Climb", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Burning Stump Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Burning Forest Treehouse", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Spider Bone Cage A", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Spider Bone Cage B", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Triple Spider Bounce", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Noose Treehouse", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Infinite Yarn Bush", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 2)) add_rule(world.multiworld.get_location("Subcon Forest - Dweller Stump", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Dweller Floating Rocks", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree A", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree B", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Giant Time Piece", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Gallows", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Green and Purple Dweller Rocks", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Dweller Shack", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Tall Tree Hookshot Swing", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Subcon Forest - Magnet Badge Bush", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 3)) add_rule(world.multiworld.get_location("Act Completion (Contractual Obligations)", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Act Completion (The Subcon Well)", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1)) add_rule(world.multiworld.get_location("Act Completion (Queen Vanessa's Manor)", world.player), lambda state: state.has("Progressive Painting Unlock", world.player, 1))