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232 lines
10 KiB
Python
232 lines
10 KiB
Python
from BaseClasses import MultiWorld, CollectionState
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from .Options import JakAndDaxterOptions
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from .Regions import Jak1Level, Jak1SubLevel, level_table, subLevel_table
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from .Locations import location_table as item_table
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from .locs import CellLocations as Cells, ScoutLocations as Scouts
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# Helper function for a handful of special cases
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# where we need "at least any N" number of a specific set of cells.
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def has_count_of(cell_list: set, required_count: int, player: int, state: CollectionState) -> bool:
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c: int = 0
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for k in cell_list:
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if state.has(item_table[k], player):
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c += 1
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if c >= required_count:
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return True
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return False
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def set_rules(multiworld: MultiWorld, options: JakAndDaxterOptions, player: int):
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# Setting up some useful variables here because the offset numbers can get confusing
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# for access rules. Feel free to add more variables here to keep the code more readable.
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# You DO need to convert the game ID's to AP ID's here.
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gr_cells = {Cells.to_ap_id(k) for k in Cells.locGR_cellTable}
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fj_temple_top = Cells.to_ap_id(4)
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fj_blue_switch = Cells.to_ap_id(2)
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fj_plant_boss = Cells.to_ap_id(6)
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fj_fisherman = Cells.to_ap_id(5)
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sb_flut_flut = Cells.to_ap_id(17)
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fc_end = Cells.to_ap_id(69)
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pb_purple_rings = Cells.to_ap_id(58)
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lpc_sunken = Cells.to_ap_id(47)
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lpc_helix = Cells.to_ap_id(50)
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mp_klaww = Cells.to_ap_id(86)
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mp_end = Cells.to_ap_id(87)
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pre_sm_cells = {Cells.to_ap_id(k) for k in {**Cells.locVC_cellTable, **Cells.locSC_cellTable}}
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sm_yellow_switch = Cells.to_ap_id(60)
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sm_fort_gate = Cells.to_ap_id(63)
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lt_end = Cells.to_ap_id(89)
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gmc_rby_sages = {Cells.to_ap_id(k) for k in {71, 72, 73}}
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gmc_green_sage = Cells.to_ap_id(70)
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# Start connecting regions and set their access rules.
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connect_start(multiworld, player, Jak1Level.GEYSER_ROCK)
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connect_regions(multiworld, player,
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Jak1Level.GEYSER_ROCK,
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Jak1Level.SANDOVER_VILLAGE,
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lambda state: has_count_of(gr_cells, 4, player, state))
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connect_regions(multiworld, player,
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Jak1Level.SANDOVER_VILLAGE,
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Jak1Level.FORBIDDEN_JUNGLE)
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connect_region_to_sub(multiworld, player,
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Jak1Level.FORBIDDEN_JUNGLE,
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Jak1SubLevel.FORBIDDEN_JUNGLE_SWITCH_ROOM,
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lambda state: state.has(item_table[fj_temple_top], player))
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connect_subregions(multiworld, player,
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Jak1SubLevel.FORBIDDEN_JUNGLE_SWITCH_ROOM,
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Jak1SubLevel.FORBIDDEN_JUNGLE_PLANT_ROOM,
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lambda state: state.has(item_table[fj_blue_switch], player))
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connect_sub_to_region(multiworld, player,
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Jak1SubLevel.FORBIDDEN_JUNGLE_PLANT_ROOM,
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Jak1Level.FORBIDDEN_JUNGLE,
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lambda state: state.has(item_table[fj_plant_boss], player))
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connect_regions(multiworld, player,
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Jak1Level.SANDOVER_VILLAGE,
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Jak1Level.SENTINEL_BEACH)
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connect_region_to_sub(multiworld, player,
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Jak1Level.SENTINEL_BEACH,
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Jak1SubLevel.SENTINEL_BEACH_CANNON_TOWER,
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lambda state: state.has(item_table[fj_blue_switch], player))
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connect_regions(multiworld, player,
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Jak1Level.SANDOVER_VILLAGE,
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Jak1Level.MISTY_ISLAND,
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lambda state: state.has(item_table[fj_fisherman], player))
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connect_regions(multiworld, player,
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Jak1Level.SANDOVER_VILLAGE,
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Jak1Level.FIRE_CANYON,
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lambda state: state.count_group("Power Cell", player) >= 20)
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connect_regions(multiworld, player,
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Jak1Level.FIRE_CANYON,
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Jak1Level.ROCK_VILLAGE,
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lambda state: state.has(item_table[fc_end], player))
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connect_regions(multiworld, player,
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Jak1Level.ROCK_VILLAGE,
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Jak1Level.PRECURSOR_BASIN)
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connect_region_to_sub(multiworld, player,
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Jak1Level.PRECURSOR_BASIN,
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Jak1SubLevel.PRECURSOR_BASIN_BLUE_RINGS,
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lambda state: state.has(item_table[pb_purple_rings], player))
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connect_regions(multiworld, player,
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Jak1Level.ROCK_VILLAGE,
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Jak1Level.LOST_PRECURSOR_CITY)
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connect_region_to_sub(multiworld, player,
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Jak1Level.LOST_PRECURSOR_CITY,
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Jak1SubLevel.LOST_PRECURSOR_CITY_SUNKEN_ROOM)
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connect_subregions(multiworld, player,
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Jak1SubLevel.LOST_PRECURSOR_CITY_SUNKEN_ROOM,
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Jak1SubLevel.LOST_PRECURSOR_CITY_HELIX_ROOM)
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connect_sub_to_region(multiworld, player,
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Jak1SubLevel.LOST_PRECURSOR_CITY_HELIX_ROOM,
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Jak1Level.LOST_PRECURSOR_CITY,
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lambda state: state.has(item_table[lpc_helix], player))
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connect_sub_to_region(multiworld, player,
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Jak1SubLevel.LOST_PRECURSOR_CITY_SUNKEN_ROOM,
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Jak1Level.ROCK_VILLAGE,
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lambda state: state.has(item_table[lpc_sunken], player))
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connect_regions(multiworld, player,
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Jak1Level.ROCK_VILLAGE,
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Jak1Level.BOGGY_SWAMP)
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connect_region_to_sub(multiworld, player,
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Jak1Level.BOGGY_SWAMP,
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Jak1SubLevel.BOGGY_SWAMP_FLUT_FLUT,
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lambda state: state.has(item_table[sb_flut_flut], player))
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connect_regions(multiworld, player,
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Jak1Level.ROCK_VILLAGE,
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Jak1Level.MOUNTAIN_PASS,
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lambda state: state.count_group("Power Cell", player) >= 45)
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connect_region_to_sub(multiworld, player,
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Jak1Level.MOUNTAIN_PASS,
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Jak1SubLevel.MOUNTAIN_PASS_RACE,
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lambda state: state.has(item_table[mp_klaww], player))
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connect_subregions(multiworld, player,
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Jak1SubLevel.MOUNTAIN_PASS_RACE,
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Jak1SubLevel.MOUNTAIN_PASS_SHORTCUT,
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lambda state: state.has(item_table[sm_yellow_switch], player))
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connect_sub_to_region(multiworld, player,
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Jak1SubLevel.MOUNTAIN_PASS_RACE,
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Jak1Level.VOLCANIC_CRATER,
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lambda state: state.has(item_table[mp_end], player))
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connect_regions(multiworld, player,
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Jak1Level.VOLCANIC_CRATER,
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Jak1Level.SPIDER_CAVE)
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connect_regions(multiworld, player,
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Jak1Level.VOLCANIC_CRATER,
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Jak1Level.SNOWY_MOUNTAIN,
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lambda state: has_count_of(pre_sm_cells, 2, player, state))
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connect_region_to_sub(multiworld, player,
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Jak1Level.SNOWY_MOUNTAIN,
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Jak1SubLevel.SNOWY_MOUNTAIN_FROZEN_BOX,
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lambda state: state.has(item_table[sm_yellow_switch], player))
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connect_region_to_sub(multiworld, player,
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Jak1Level.SNOWY_MOUNTAIN,
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Jak1SubLevel.SNOWY_MOUNTAIN_FLUT_FLUT,
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lambda state: state.has(item_table[sb_flut_flut], player))
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connect_region_to_sub(multiworld, player,
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Jak1Level.SNOWY_MOUNTAIN,
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Jak1SubLevel.SNOWY_MOUNTAIN_LURKER_FORT,
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lambda state: state.has(item_table[sm_fort_gate], player))
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connect_regions(multiworld, player,
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Jak1Level.VOLCANIC_CRATER,
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Jak1Level.LAVA_TUBE,
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lambda state: state.count_group("Power Cell", player) >= 72)
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connect_regions(multiworld, player,
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Jak1Level.LAVA_TUBE,
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Jak1Level.GOL_AND_MAIAS_CITADEL,
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lambda state: state.has(item_table[lt_end], player))
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connect_region_to_sub(multiworld, player,
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Jak1Level.GOL_AND_MAIAS_CITADEL,
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Jak1SubLevel.GOL_AND_MAIAS_CITADEL_ROTATING_TOWER,
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lambda state: has_count_of(gmc_rby_sages, 3, player, state))
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connect_subregions(multiworld, player,
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Jak1SubLevel.GOL_AND_MAIAS_CITADEL_ROTATING_TOWER,
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Jak1SubLevel.GOL_AND_MAIAS_CITADEL_FINAL_BOSS,
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lambda state: state.has(item_table[gmc_green_sage], player))
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multiworld.completion_condition[player] = lambda state: state.can_reach(
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multiworld.get_region(subLevel_table[Jak1SubLevel.GOL_AND_MAIAS_CITADEL_FINAL_BOSS], player),
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"Region",
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player)
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def connect_start(multiworld: MultiWorld, player: int, target: Jak1Level):
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menu_region = multiworld.get_region("Menu", player)
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start_region = multiworld.get_region(level_table[target], player)
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menu_region.connect(start_region)
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def connect_regions(multiworld: MultiWorld, player: int, source: Jak1Level, target: Jak1Level, rule=None):
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source_region = multiworld.get_region(level_table[source], player)
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target_region = multiworld.get_region(level_table[target], player)
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source_region.connect(target_region, rule=rule)
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def connect_region_to_sub(multiworld: MultiWorld, player: int, source: Jak1Level, target: Jak1SubLevel, rule=None):
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source_region = multiworld.get_region(level_table[source], player)
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target_region = multiworld.get_region(subLevel_table[target], player)
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source_region.connect(target_region, rule=rule)
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def connect_sub_to_region(multiworld: MultiWorld, player: int, source: Jak1SubLevel, target: Jak1Level, rule=None):
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source_region = multiworld.get_region(subLevel_table[source], player)
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target_region = multiworld.get_region(level_table[target], player)
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source_region.connect(target_region, rule=rule)
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def connect_subregions(multiworld: MultiWorld, player: int, source: Jak1SubLevel, target: Jak1SubLevel, rule=None):
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source_region = multiworld.get_region(subLevel_table[source], player)
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target_region = multiworld.get_region(subLevel_table[target], player)
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source_region.connect(target_region, rule=rule)
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