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Archipelago/worlds/jakanddaxter/Rules.py
2024-04-18 16:42:33 -04:00

226 lines
11 KiB
Python

from BaseClasses import MultiWorld
from .GameID import game_id, cell_offset, fly_offset
from .Options import JakAndDaxterOptions
from .Regions import JakAndDaxterLevel, JakAndDaxterSubLevel, level_table, subLevel_table
from .Locations import location_table as item_table
from .locs.CellLocations import locGR_cellTable
def set_rules(multiworld: MultiWorld, options: JakAndDaxterOptions, player: int):
# Setting up some useful variables here because the offset numbers can get confusing
# for access rules. Feel free to add more variables here to keep the code more readable.
gr_cells = {game_id + cell_offset + k for k in locGR_cellTable}
fj_temple_top = game_id + cell_offset + 4
fj_blue_switch = game_id + cell_offset + 2
fj_plant_boss = game_id + cell_offset + 6
fj_fisherman = game_id + cell_offset + 5
sb_flut_flut = game_id + cell_offset + 17
fc_end = game_id + cell_offset + 69
pb_purple_rings = game_id + cell_offset + 58
lpc_sunken = game_id + cell_offset + 47
lpc_helix = game_id + cell_offset + 50
mp_klaww = game_id + cell_offset + 86
mp_end = game_id + cell_offset + 87
sm_yellow_switch = game_id + cell_offset + 60
sm_fort_gate = game_id + cell_offset + 63
lt_end = game_id + cell_offset + 89
gmc_blue_sage = game_id + cell_offset + 71
gmc_red_sage = game_id + cell_offset + 72
gmc_yellow_sage = game_id + cell_offset + 73
gmc_green_sage = game_id + cell_offset + 70
# Start connecting regions and set their access rules.
connect_start(multiworld, player, JakAndDaxterLevel.GEYSER_ROCK)
connect_regions(multiworld, player,
JakAndDaxterLevel.GEYSER_ROCK,
JakAndDaxterLevel.SANDOVER_VILLAGE,
lambda state: state.has_all({item_table[k] for k in gr_cells}, player))
connect_regions(multiworld, player,
JakAndDaxterLevel.SANDOVER_VILLAGE,
JakAndDaxterLevel.FORBIDDEN_JUNGLE)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.FORBIDDEN_JUNGLE,
JakAndDaxterSubLevel.FORBIDDEN_JUNGLE_SWITCH_ROOM,
lambda state: state.has(item_table[fj_temple_top], player))
connect_subregions(multiworld, player,
JakAndDaxterSubLevel.FORBIDDEN_JUNGLE_SWITCH_ROOM,
JakAndDaxterSubLevel.FORBIDDEN_JUNGLE_PLANT_ROOM,
lambda state: state.has(item_table[fj_blue_switch], player))
connect_sub_to_region(multiworld, player,
JakAndDaxterSubLevel.FORBIDDEN_JUNGLE_PLANT_ROOM,
JakAndDaxterLevel.FORBIDDEN_JUNGLE,
lambda state: state.has(item_table[fj_plant_boss], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.SANDOVER_VILLAGE,
JakAndDaxterLevel.SENTINEL_BEACH)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.SENTINEL_BEACH,
JakAndDaxterSubLevel.SENTINEL_BEACH_CANNON_TOWER,
lambda state: state.has(item_table[fj_blue_switch], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.SANDOVER_VILLAGE,
JakAndDaxterLevel.MISTY_ISLAND,
lambda state: state.has(item_table[fj_fisherman], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.SANDOVER_VILLAGE,
JakAndDaxterLevel.FIRE_CANYON,
lambda state: state.count_group("Power Cell", player) >= 20)
connect_regions(multiworld, player,
JakAndDaxterLevel.FIRE_CANYON,
JakAndDaxterLevel.ROCK_VILLAGE,
lambda state: state.has(item_table[fc_end], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.ROCK_VILLAGE,
JakAndDaxterLevel.PRECURSOR_BASIN)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.PRECURSOR_BASIN,
JakAndDaxterSubLevel.PRECURSOR_BASIN_BLUE_RINGS,
lambda state: state.has(item_table[pb_purple_rings], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.ROCK_VILLAGE,
JakAndDaxterLevel.LOST_PRECURSOR_CITY)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.LOST_PRECURSOR_CITY,
JakAndDaxterSubLevel.LOST_PRECURSOR_CITY_SUNKEN_ROOM)
connect_subregions(multiworld, player,
JakAndDaxterSubLevel.LOST_PRECURSOR_CITY_SUNKEN_ROOM,
JakAndDaxterSubLevel.LOST_PRECURSOR_CITY_HELIX_ROOM)
connect_sub_to_region(multiworld, player,
JakAndDaxterSubLevel.LOST_PRECURSOR_CITY_HELIX_ROOM,
JakAndDaxterLevel.LOST_PRECURSOR_CITY,
lambda state: state.has(item_table[lpc_helix], player))
connect_sub_to_region(multiworld, player,
JakAndDaxterSubLevel.LOST_PRECURSOR_CITY_SUNKEN_ROOM,
JakAndDaxterLevel.ROCK_VILLAGE,
lambda state: state.has(item_table[lpc_sunken], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.ROCK_VILLAGE,
JakAndDaxterLevel.BOGGY_SWAMP)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.BOGGY_SWAMP,
JakAndDaxterSubLevel.BOGGY_SWAMP_FLUT_FLUT,
lambda state: state.has(item_table[sb_flut_flut], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.ROCK_VILLAGE,
JakAndDaxterLevel.MOUNTAIN_PASS,
lambda state: state.count_group("Power Cell", player) >= 45)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.MOUNTAIN_PASS,
JakAndDaxterSubLevel.MOUNTAIN_PASS_RACE,
lambda state: state.has(item_table[mp_klaww], player))
connect_subregions(multiworld, player,
JakAndDaxterSubLevel.MOUNTAIN_PASS_RACE,
JakAndDaxterSubLevel.MOUNTAIN_PASS_SHORTCUT,
lambda state: state.has(item_table[sm_yellow_switch], player))
connect_sub_to_region(multiworld, player,
JakAndDaxterSubLevel.MOUNTAIN_PASS_RACE,
JakAndDaxterLevel.VOLCANIC_CRATER,
lambda state: state.has(item_table[mp_end], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.VOLCANIC_CRATER,
JakAndDaxterLevel.SPIDER_CAVE)
connect_regions(multiworld, player,
JakAndDaxterLevel.VOLCANIC_CRATER,
JakAndDaxterLevel.SNOWY_MOUNTAIN)
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.SNOWY_MOUNTAIN,
JakAndDaxterSubLevel.SNOWY_MOUNTAIN_FROZEN_BOX,
lambda state: state.has(item_table[sm_yellow_switch], player))
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.SNOWY_MOUNTAIN,
JakAndDaxterSubLevel.SNOWY_MOUNTAIN_FLUT_FLUT,
lambda state: state.has(item_table[sb_flut_flut], player))
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.SNOWY_MOUNTAIN,
JakAndDaxterSubLevel.SNOWY_MOUNTAIN_LURKER_FORT,
lambda state: state.has(item_table[sm_fort_gate], player))
connect_regions(multiworld, player,
JakAndDaxterLevel.VOLCANIC_CRATER,
JakAndDaxterLevel.LAVA_TUBE,
lambda state: state.count_group("Power Cell", player) >= 72)
connect_regions(multiworld, player,
JakAndDaxterLevel.LAVA_TUBE,
JakAndDaxterLevel.GOL_AND_MAIAS_CITADEL,
lambda state: state.has(item_table[lt_end], player))
connect_region_to_sub(multiworld, player,
JakAndDaxterLevel.GOL_AND_MAIAS_CITADEL,
JakAndDaxterSubLevel.GOL_AND_MAIAS_CITADEL_ROTATING_TOWER,
lambda state: state.has(item_table[gmc_blue_sage], player)
and state.has(item_table[gmc_red_sage], player)
and state.has(item_table[gmc_yellow_sage], player))
connect_subregions(multiworld, player,
JakAndDaxterSubLevel.GOL_AND_MAIAS_CITADEL_ROTATING_TOWER,
JakAndDaxterSubLevel.GOL_AND_MAIAS_CITADEL_FINAL_BOSS,
lambda state: state.has(item_table[gmc_green_sage], player))
multiworld.completion_condition[player] = lambda state: state.can_reach(
multiworld.get_region(subLevel_table[JakAndDaxterSubLevel.GOL_AND_MAIAS_CITADEL_FINAL_BOSS], player),
"Region",
player)
def connect_start(multiworld: MultiWorld, player: int, target: JakAndDaxterLevel):
menu_region = multiworld.get_region("Menu", player)
start_region = multiworld.get_region(level_table[target], player)
menu_region.connect(start_region)
def connect_regions(multiworld: MultiWorld, player: int, source: JakAndDaxterLevel, target: JakAndDaxterLevel,
rule=None):
source_region = multiworld.get_region(level_table[source], player)
target_region = multiworld.get_region(level_table[target], player)
source_region.connect(target_region, rule=rule)
def connect_region_to_sub(multiworld: MultiWorld, player: int, source: JakAndDaxterLevel, target: JakAndDaxterSubLevel,
rule=None):
source_region = multiworld.get_region(level_table[source], player)
target_region = multiworld.get_region(subLevel_table[target], player)
source_region.connect(target_region, rule=rule)
def connect_sub_to_region(multiworld: MultiWorld, player: int, source: JakAndDaxterSubLevel, target: JakAndDaxterLevel,
rule=None):
source_region = multiworld.get_region(subLevel_table[source], player)
target_region = multiworld.get_region(level_table[target], player)
source_region.connect(target_region, rule=rule)
def connect_subregions(multiworld: MultiWorld, player: int, source: JakAndDaxterSubLevel, target: JakAndDaxterSubLevel,
rule=None):
source_region = multiworld.get_region(subLevel_table[source], player)
target_region = multiworld.get_region(subLevel_table[target], player)
source_region.connect(target_region, rule=rule)