Files
Archipelago/worlds/ahit/Rules.py
2023-08-31 21:59:51 -04:00

849 lines
43 KiB
Python

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 painting_logic(world: World) -> bool:
return world.multiworld.ShuffleSubconPaintings[world.player].value > 0
def is_player_knowledgeable(world: World) -> bool:
return world.multiworld.KnowledgeChecks[world.player].value > 0
# 0 = Normal, 1 = Hard, 2 = Expert
def get_difficulty(world: World) -> int:
return world.multiworld.LogicDifficulty[world.player].value
def has_paintings(state: CollectionState, world: World, count: int) -> bool:
if not painting_logic(world):
return True
# Cherry Hover
if get_difficulty(world) == 2:
return True
# All paintings can be skipped with No Bonk, very easily, if the player knows
if is_player_knowledgeable(world) and can_surf(state, world):
return True
paintings: int = state.count("Progressive Painting Unlock", world.player)
if is_player_knowledgeable(world):
# Green paintings can also be skipped very easily without No Bonk
if paintings >= 1 and count == 3:
return True
return paintings >= count
def zipline_logic(world: World) -> bool:
return world.multiworld.ShuffleAlpineZiplines[world.player].value > 0
def can_use_hookshot(state: CollectionState, world: World):
return state.has("Hookshot Badge", world.player)
def can_hit(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)
def can_surf(state: CollectionState, world: World):
return state.has("No Bonk 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)
# 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):
# First, chapter access
starting_chapter = ChapterIndex(world.multiworld.StartingChapter[world.player].value)
world.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 world.multiworld.EndGoal[world.player].value == 2:
final_chapter = ChapterIndex.METRO
chapter_list.append(ChapterIndex.FINALE)
if world.is_dlc1():
chapter_list.append(ChapterIndex.CRUISE)
if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
chapter_list.append(ChapterIndex.METRO)
chapter_list.remove(starting_chapter)
world.multiworld.random.shuffle(chapter_list)
if starting_chapter is not ChapterIndex.ALPINE and (world.is_dlc1() or world.is_dlc2()):
index1: int = 69
index2: int = 69
pos: int
lowest_index: int
chapter_list.remove(ChapterIndex.ALPINE)
if world.is_dlc1():
index1 = chapter_list.index(ChapterIndex.CRUISE)
if world.is_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 = world.multiworld.random.randint(0, lowest_index)
chapter_list.insert(pos, ChapterIndex.ALPINE)
if world.is_dlc1() and world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
chapter_list.remove(ChapterIndex.METRO)
index = chapter_list.index(ChapterIndex.CRUISE)
if index >= len(chapter_list):
chapter_list.append(ChapterIndex.METRO)
else:
chapter_list.insert(world.multiworld.random.randint(index+1, len(chapter_list)), ChapterIndex.METRO)
lowest_cost: int = world.multiworld.LowestChapterCost[world.player].value
highest_cost: int = world.multiworld.HighestChapterCost[world.player].value
cost_increment: int = world.multiworld.ChapterCostIncrement[world.player].value
min_difference: int = world.multiworld.ChapterCostMinDifference[world.player].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 = world.multiworld.random.randint(min_range, min(highest_cost,
max(lowest_cost, last_cost + cost_increment)))
cost = world.multiworld.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)
world.set_chapter_cost(chapter, cost)
last_cost = cost
loop_count += 1
world.set_chapter_cost(final_chapter, world.multiworld.random.randint(
world.multiworld.FinalChapterMinCost[world.player].value,
world.multiworld.FinalChapterMaxCost[world.player].value))
add_rule(world.multiworld.get_entrance("Telescope -> Mafia Town", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.MAFIA)))
add_rule(world.multiworld.get_entrance("Telescope -> Battle of the Birds", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.BIRDS)))
add_rule(world.multiworld.get_entrance("Telescope -> Subcon Forest", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.SUBCON)))
add_rule(world.multiworld.get_entrance("Telescope -> Alpine Skyline", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.ALPINE)))
add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.FINALE))
and can_use_hat(state, world, HatType.BREWING) and can_use_hat(state, world, HatType.DWELLER))
if world.is_dlc1():
add_rule(world.multiworld.get_entrance("Telescope -> The Arctic Cruise", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.ALPINE))
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.CRUISE)))
if world.is_dlc2():
add_rule(world.multiworld.get_entrance("Telescope -> Nyakuza Metro", world.player),
lambda state: state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.ALPINE))
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.METRO))
and can_use_hat(state, world, HatType.DWELLER) and can_use_hat(state, world, HatType.ICE))
if world.multiworld.ActRandomizer[world.player].value == 0:
set_default_rift_rules(world)
location: Location
for (key, data) in location_table.items():
if not is_location_valid(world, key):
continue
if key in contract_locations.keys():
continue
location = world.multiworld.get_location(key, world.player)
# 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", world.player), "and")
else:
add_rule(location, lambda state: can_use_hookshot(state, world))
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", world.player), "and")
for hat in data.required_hats:
if hat is not HatType.NONE:
add_rule(location, lambda state, hat=hat: can_use_hat(state, world, hat))
if data.hookshot:
add_rule(location, lambda state: can_use_hookshot(state, world))
if data.umbrella and world.multiworld.UmbrellaLogic[world.player].value > 0:
add_rule(location, lambda state: state.has("Umbrella", world.player))
if data.paintings > 0 and world.multiworld.ShuffleSubconPaintings[world.player].value > 0:
add_rule(location, lambda state, paintings=data.paintings: has_paintings(state, world, paintings))
if data.hit_requirement > 0:
if data.hit_requirement == 1:
add_rule(location, lambda state: can_hit(state, world))
else: # Can bypass with Dweller Mask (dweller bells)
add_rule(location, lambda state: can_hit(state, world) or can_use_hat(state, world, HatType.DWELLER))
if get_difficulty(world) >= 1:
world.multiworld.KnowledgeChecks[world.player].value = 1
set_specific_rules(world)
for (key, acts) in act_connections.items():
if "Arctic Cruise" in key and not world.is_dlc1():
continue
i: int = 1
entrance: Entrance = world.multiworld.get_entrance(key, world.player)
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 = world.multiworld.get_entrance(act, world.player)
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, world.player)
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 = world.multiworld.get_location(name, world.player).access_rule
access_rules.append(rule)
i += 1
for e in entrances:
for rules in access_rules:
add_rule(e, rules)
for entrance in world.multiworld.get_region("Alpine Free Roam", world.player).entrances:
add_rule(entrance, lambda state: can_use_hookshot(state, world))
if world.multiworld.UmbrellaLogic[world.player].value > 0:
add_rule(entrance, lambda state: state.has("Umbrella", world.player))
if world.multiworld.EndGoal[world.player].value == 1:
world.multiworld.completion_condition[world.player] = lambda state: state.has("Time Piece Cluster", world.player)
elif world.multiworld.EndGoal[world.player].value == 2:
world.multiworld.completion_condition[world.player] = lambda state: state.has("Rush Hour Cleared", world.player)
def set_specific_rules(world: World):
add_rule(world.multiworld.get_location("Mafia Boss Shop Item", world.player),
lambda state: state.has("Time Piece", world.player, 12)
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.BIRDS)))
add_rule(world.multiworld.get_location("Spaceship - Rumbi Abuse", world.player),
lambda state: state.has("Time Piece", world.player, 4))
set_mafia_town_rules(world)
set_subcon_rules(world)
set_alps_rules(world)
if world.is_dlc1():
set_dlc1_rules(world)
if world.is_dlc2():
set_dlc2_rules(world)
difficulty: int = get_difficulty(world)
if is_player_knowledgeable(world) or difficulty >= 1:
set_knowledge_rules(world)
if difficulty == 0:
set_normal_rules(world)
if difficulty >= 1:
set_hard_rules(world)
if difficulty >= 2:
set_expert_rules(world)
def set_normal_rules(world: World):
# Hard: get to Birdhouse without Brewing Hat
add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING))
add_rule(world.multiworld.get_location("Alpine Skyline - Yellow Band Hills", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING))
# Hard: gallery without Brewing Hat
add_rule(world.multiworld.get_location("Act Completion (Time Rift - Gallery)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING))
if world.is_dlc1():
# Hard: clear Deep Sea without Dweller Mask
add_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player),
lambda state: can_use_hat(state, world, HatType.DWELLER))
# Hard: clear Rock the Boat without Ice Hat
add_rule(world.multiworld.get_location("Rock the Boat - Post Captain Rescue", world.player),
lambda state: can_use_hat(state, world, HatType.ICE))
add_rule(world.multiworld.get_location("Act Completion (Rock the Boat)", world.player),
lambda state: can_use_hat(state, world, HatType.ICE))
if world.is_dlc2():
# Hard: clear Green Clean Manhole without Dweller Mask
add_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player),
lambda state: can_use_hat(state, world, HatType.DWELLER))
def set_hard_rules(world: World):
# Hard: clear Time Rift - The Twilight Bell with Sprint+Scooter only
add_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT)
and state.has("Scooter Badge", world.player), "or")
# Hard: Cross Subcon boss arena gap with No Bonk + SDJ,
# allowing access to the boss arena chest, and Toilet of Doom without Hookshot
# Doing this in reverse from YCHE is expert logic, which expects you to cherry hover
add_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_surf(state, world) and can_sdj(state, world) and can_hit(state, world), "or")
add_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: can_surf(state, world) and can_sdj(state, world), "or")
add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
lambda state: can_sdj(state, world)
and has_paintings(state, world, 2), "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 - Curly Tail Trail)", world.player),
lambda state: can_sdj(state, world), "or")
def set_expert_rules(world: World):
# Expert: get to and clear Twilight Bell without Dweller Mask using SDJ. Brewing Hat required to complete act.
add_rule(world.multiworld.get_location("Alpine Skyline - The Twilight Path", world.player),
lambda state: can_sdj(state, world)
and (not zipline_logic(world) or state.has("Zipline Unlock - The Twilight Bell Path", world.player)), "or")
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
lambda state: can_sdj(state, world) and can_use_hookshot(state, world)
and (not zipline_logic(world) or state.has("Zipline Unlock - The Twilight Bell Path", world.player)), "or")
add_rule(world.multiworld.get_location("Act Completion (The Twilight Bell)", world.player),
lambda state: can_sdj(state, world) and can_use_hat(state, world, HatType.BREWING), "or")
# Expert: enter and clear The Subcon Well with No Bonk Badge only
for loc in world.multiworld.get_region("The Subcon Well", world.player).locations:
add_rule(loc, lambda state: can_surf(state, world), "or")
# Expert: Cherry Hovering
connect_regions(world.multiworld.get_region("Your Contract has Expired", world.player),
world.multiworld.get_region("Subcon Forest Area", world.player),
"Subcon Forest Entrance YCHE", world.player)
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_hit(state, world))
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player), lambda state: True)
# Manor hover with 1 painting unlock
for loc in world.multiworld.get_region("Queen Vanessa's Manor", world.player).locations:
set_rule(loc, lambda state: not painting_logic(world)
or state.count("Progressive Painting Unlock", world.player) >= 1)
set_rule(world.multiworld.get_location("Subcon Forest - Manor Rooftop", world.player),
lambda state: not painting_logic(world)
or state.count("Progressive Painting Unlock", world.player) >= 1)
def set_knowledge_rules(world: World):
# Can jump down from HQ to get these
add_rule(world.multiworld.get_location("Mafia Town - Clock Tower Chest", world.player),
lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player), "or")
add_rule(world.multiworld.get_location("Mafia Town - Top of Ruined Tower", world.player),
lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player), "or")
# Dweller Mask requirement in Pink Paw can also be skipped by jumping on lamp post.
# The item behind the Time Stop fan can be walked past without Time Stop hat as well.
# (just set hookshot rule, because dweller requirement is skipped, but hookshot is still necessary)
if world.is_dlc2():
# There is a glitched fall damage volume near the Yellow Overpass time piece that warps the player to Pink Paw
add_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player),
lambda state: can_use_hookshot(state, world), "or")
for loc in world.multiworld.get_region("Pink Paw Station", world.player).locations:
# Can't jump back down to the manhole due to a fall damage trigger.
if loc.name == "Act Completion (Pink Paw Manhole)":
set_rule(loc, lambda state: (state.has("Metro Ticket - Pink", world.player)
or state.has("Metro Ticket - Yellow", world.player)
and state.has("Metro Ticket - Blue", world.player))
and can_use_hat(state, world, HatType.ICE))
continue
set_rule(loc, lambda state: can_use_hookshot(state, world))
def set_mafia_town_rules(world: World):
add_rule(world.multiworld.get_location("Mafia Town - Behind HQ Chest", world.player),
lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player))
# Old guys don't appear in SCFOS
add_rule(world.multiworld.get_location("Mafia Town - Old Man (Steel Beams)", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player))
add_rule(world.multiworld.get_location("Mafia Town - Old Man (Seaside Spaghetti)", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player))
# Only available outside She Came from Outer Space
add_rule(world.multiworld.get_location("Mafia Town - Mafia Geek Platform", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("Heating Up Mafia Town", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player))
# Only available outside Down with the Mafia! (for some reason)
add_rule(world.multiworld.get_location("Mafia Town - On Scaffolding", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("She Came from Outer Space", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("Heating Up Mafia Town", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player))
# For some reason, the brewing crate is removed in HUMT
add_rule(world.multiworld.get_location("Mafia Town - Secret Cave", world.player),
lambda state: state.has("HUMT Access", world.player), "or")
# Can bounce across the lava to get this without Hookshot (need to die though)
add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player),
lambda state: state.has("HUMT Access", world.player), "or")
set_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player),
lambda state: can_use_hat(state, world, HatType.TIME_STOP)
or world.multiworld.CTRWithSprint[world.player].value > 0 and can_use_hat(state, world, HatType.SPRINT))
def set_subcon_rules(world: World):
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: state.can_reach("Toilet of Doom", "Region", world.player)
and (not painting_logic(world) or has_paintings(state, world, 1))
or state.can_reach("Your Contract has Expired", "Region", world.player))
if world.multiworld.UmbrellaLogic[world.player].value > 0:
add_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_hit(state, world))
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING) or state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.DWELLER))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 2", world.player),
lambda state: state.has("Snatcher's Contract - The Subcon Well", world.player))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 3", world.player),
lambda state: state.has("Snatcher's Contract - Toilet of Doom", world.player))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 4", world.player),
lambda state: state.has("Snatcher's Contract - Queen Vanessa's Manor", world.player))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 5", world.player),
lambda state: state.has("Snatcher's Contract - Mail Delivery Service", world.player))
if painting_logic(world):
for key in contract_locations:
if key == "Snatcher's Contract - The Subcon Well":
continue
add_rule(world.multiworld.get_location(key, world.player), lambda state: has_paintings(state, world, 1))
def set_alps_rules(world: World):
add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
lambda state: can_use_hookshot(state, world))
add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player),
lambda state: can_use_hookshot(state, world))
add_rule(world.multiworld.get_entrance("-> The Windmill", world.player),
lambda state: can_use_hookshot(state, world))
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
lambda state: can_use_hat(state, world, HatType.DWELLER) and can_use_hookshot(state, world))
add_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT) or can_use_hat(state, world, HatType.TIME_STOP))
add_rule(world.multiworld.get_entrance("Alpine Skyline - Finale", world.player),
lambda state: can_clear_alpine(state, world))
if zipline_logic(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 set_dlc1_rules(world: World):
add_rule(world.multiworld.get_entrance("Cruise Ship Entrance BV", world.player),
lambda state: can_use_hookshot(state, world))
# This particular item isn't present in Act 3 for some reason, yes in vanilla too
add_rule(world.multiworld.get_location("The Arctic Cruise - Toilet", world.player),
lambda state: state.can_reach("Bon Voyage!", "Region", world.player)
or state.can_reach("Ship Shape", "Region", world.player))
def set_dlc2_rules(world: World):
add_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player),
lambda state: state.has("Metro Ticket - Green", world.player)
or state.has("Metro Ticket - Blue", world.player))
add_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player),
lambda state: state.has("Metro Ticket - Pink", world.player)
or state.has("Metro Ticket - Yellow", world.player) and state.has("Metro Ticket - Blue", world.player))
add_rule(world.multiworld.get_entrance("Nyakuza Metro - Finale", world.player),
lambda state: can_clear_metro(state, world))
add_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: state.has("Metro Ticket - Yellow", world.player)
and state.has("Metro Ticket - Blue", world.player)
and state.has("Metro Ticket - Pink", world.player))
for key in shop_locations.keys():
if "Green Clean Station Thug B" in key and is_location_valid(world, key):
add_rule(world.multiworld.get_location(key, world.player),
lambda state: state.has("Metro Ticket - Yellow", world.player), "or")
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]):
# 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, world, HatType.BREWING)
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.BIRDS)))
for entrance in regions["Time Rift - The Lab"].entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER)
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.ALPINE)))
for entrance in regions["Time Rift - Sewers"].entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Mafia Town - Act 4"))
reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 4",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - Bazaar"].entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Mafia Town - Act 6"))
reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 6",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - Mafia of Cooks"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger"))
for entrance in regions["Time Rift - The Owl Express"].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(world, world.multiworld.get_entrance("Battle of the Birds - Act 2",
world.player).connected_region, entrance)
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 3",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - The Moon"].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(world, world.multiworld.get_entrance("Battle of the Birds - Act 4",
world.player).connected_region, entrance)
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 5",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - Dead Bird Studio"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Train"))
for entrance in regions["Time Rift - Pipe"].entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Subcon Forest - Act 2"))
reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 2",
world.player).connected_region, entrance)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in regions["Time Rift - Village"].entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Subcon Forest - Act 4"))
reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 4",
world.player).connected_region, entrance)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in regions["Time Rift - Sleepy Subcon"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 3))
for entrance in regions["Time Rift - Curly Tail Trail"].entrances:
add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player))
for entrance in regions["Time Rift - The Twilight Bell"].entrances:
add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player))
for entrance in regions["Time Rift - Alpine Skyline"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
if world.is_dlc1() > 0:
for entrance in regions["Time Rift - Balcony"].entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "The Arctic Cruise - Finale"))
for entrance in regions["Time Rift - Deep Sea"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake"))
if world.is_dlc2() > 0:
for entrance in regions["Time Rift - Rumbi Factory"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "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):
for entrance in world.multiworld.get_region("Time Rift - Gallery", world.player).entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING)
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.BIRDS)))
for entrance in world.multiworld.get_region("Time Rift - The Lab", world.player).entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER)
and state.has("Time Piece", world.player, world.get_chapter_cost(ChapterIndex.ALPINE)))
for entrance in world.multiworld.get_region("Time Rift - Sewers", world.player).entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Mafia Town - Act 4"))
reg_act_connection(world, "Down with the Mafia!", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - Bazaar", world.player).entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Mafia Town - Act 6"))
reg_act_connection(world, "Heating Up Mafia Town", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - Mafia of Cooks", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger"))
for entrance in world.multiworld.get_region("Time Rift - The Owl Express", world.player).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(world, "Murder on the Owl Express", entrance.name)
reg_act_connection(world, "Picture Perfect", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - The Moon", world.player).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(world, "Train Rush", entrance.name)
reg_act_connection(world, "The Big Parade", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - Dead Bird Studio", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Train"))
for entrance in world.multiworld.get_region("Time Rift - Pipe", world.player).entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Subcon Forest - Act 2"))
reg_act_connection(world, "The Subcon Well", entrance.name)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in world.multiworld.get_region("Time Rift - Village", world.player).entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "Subcon Forest - Act 4"))
reg_act_connection(world, "Queen Vanessa's Manor", entrance.name)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in world.multiworld.get_region("Time Rift - Sleepy Subcon", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 3))
for entrance in world.multiworld.get_region("Time Rift - Curly Tail Trail", world.player).entrances:
add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player))
for entrance in world.multiworld.get_region("Time Rift - The Twilight Bell", world.player).entrances:
add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player))
for entrance in world.multiworld.get_region("Time Rift - Alpine Skyline", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
if world.is_dlc1():
for entrance in world.multiworld.get_region("Time Rift - Balcony", world.player).entrances:
add_rule(entrance, lambda state: can_clear_act(state, world, "The Arctic Cruise - Finale"))
for entrance in world.multiworld.get_region("Time Rift - Deep Sea", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake"))
if world.is_dlc2():
for entrance in world.multiworld.get_region("Time Rift - Rumbi Factory", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "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