Files
dockipelago/worlds/alttp/StateHelpers.py
Silvris 3c819ec781 LttP: logic fixes and missing bombs (#5645)
3 logic issues:
* #3046 made it so that prizes were included in LttP's pre_fill items. It accounted for it in regular pre_fill, but missed stage_pre_fill.
* LttP defines a maximum number of heart pieces and heart containers logically within each difficulty. Item condensing did not account for this, and could reduce the number of heart pieces below the required amount logically. Notably, this makes some combination of settings much harder to generate, so another solution may end up ideal.
* Current logic rules do not properly account for the case of standard start and enemizer, requiring a large amount of items logically within a short number of locations. However, the behavior of Enemizer in this situation is well-defined, as the guards during the standard starting sequence are not changed. Thus the required items can be safely minimized.
2025-11-16 06:57:47 +01:00

222 lines
11 KiB
Python

from .SubClasses import LTTPRegion
from BaseClasses import CollectionState
def is_not_bunny(state: CollectionState, region: LTTPRegion, player: int) -> bool:
if state.has('Moon Pearl', player):
return True
return region.is_light_world if state.multiworld.worlds[player].options.mode != 'inverted' else region.is_dark_world
def can_bomb_clip(state: CollectionState, region: LTTPRegion, player: int) -> bool:
return can_use_bombs(state, player) and is_not_bunny(state, region, player) and state.has('Pegasus Boots', player)
def can_buy_unlimited(state: CollectionState, item: str, player: int) -> bool:
return any(shop.has_unlimited(item) and shop.region.can_reach(state) for
shop in state.multiworld.worlds[player].shops)
def can_buy(state: CollectionState, item: str, player: int) -> bool:
return any(shop.has(item) and shop.region.can_reach(state) for
shop in state.multiworld.worlds[player].shops)
def can_shoot_arrows(state: CollectionState, player: int, count: int = 0) -> bool:
if state.multiworld.worlds[player].options.retro_bow:
return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_buy(state, 'Single Arrow', player)
return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_hold_arrows(state, player, count)
def has_triforce_pieces(state: CollectionState, player: int) -> bool:
count = state.multiworld.worlds[player].treasure_hunt_required
return state.count('Triforce Piece', player) + state.count('Power Star', player) >= count
def has_crystals(state: CollectionState, count: int, player: int) -> bool:
found = state.count_group("Crystals", player)
return found >= count
def can_lift_rocks(state: CollectionState, player: int):
return state.has('Power Glove', player) or state.has('Titans Mitts', player)
def can_lift_heavy_rocks(state: CollectionState, player: int) -> bool:
return state.has('Titans Mitts', player)
def bottle_count(state: CollectionState, player: int) -> int:
return min(state.multiworld.worlds[player].difficulty_requirements.progressive_bottle_limit,
state.count_group("Bottles", player))
def has_hearts(state: CollectionState, player: int, count: int) -> int:
# Warning: This only considers items that are marked as advancement items
return heart_count(state, player) >= count
def heart_count(state: CollectionState, player: int) -> int:
# Warning: This only considers items that are marked as advancement items
max_heart_pieces = state.multiworld.worlds[player].logical_heart_pieces
max_heart_containers = state.multiworld.worlds[player].logical_heart_containers
return min(state.count('Boss Heart Container', player), max_heart_containers) \
+ state.count('Sanctuary Heart Container', player) \
+ min(state.count('Piece of Heart', player), max_heart_pieces) // 4 \
+ 3 # starting hearts
def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if state.has('Magic Upgrade (1/4)', player):
basemagic = 32
elif state.has('Magic Upgrade (1/2)', player):
basemagic = 16
if can_buy_unlimited(state, 'Green Potion', player) or can_buy_unlimited(state, 'Blue Potion', player):
if state.multiworld.worlds[player].options.item_functionality == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * bottle_count(state, player))
elif state.multiworld.worlds[player].options.item_functionality == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * bottle_count(state, player))
else:
basemagic = basemagic + basemagic * bottle_count(state, player)
return basemagic >= smallmagic
def can_hold_arrows(state: CollectionState, player: int, quantity: int):
if state.multiworld.worlds[player].options.shuffle_capacity_upgrades:
if quantity == 0:
return True
if state.has("Arrow Upgrade (70)", player):
arrows = 70
else:
arrows = (30 + (state.count("Arrow Upgrade (+5)", player) * 5)
+ (state.count("Arrow Upgrade (+10)", player) * 10))
# Arrow Upgrade (+5) beyond the 6th gives +10
arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10))
return min(70, arrows) >= quantity
return quantity <= 30 or state.has("Capacity Upgrade Shop", player)
def can_use_bombs(state: CollectionState, player: int, quantity: int = 1) -> bool:
bombs = 0 if state.multiworld.worlds[player].options.bombless_start else 10
bombs += ((state.count("Bomb Upgrade (+5)", player) * 5) + (state.count("Bomb Upgrade (+10)", player) * 10)
+ (state.count("Bomb Upgrade (50)", player) * 50))
# Bomb Upgrade (+5) beyond the 6th gives +10
bombs += max(0, ((state.count("Bomb Upgrade (+5)", player) - 6) * 10))
if (not state.multiworld.worlds[player].options.shuffle_capacity_upgrades) and state.has("Capacity Upgrade Shop", player):
bombs += 40
return bombs >= min(quantity, 50)
def can_bomb_or_bonk(state: CollectionState, player: int) -> bool:
return state.has("Pegasus Boots", player) or can_use_bombs(state, player)
def can_activate_crystal_switch(state: CollectionState, player: int) -> bool:
return (has_melee_weapon(state, player) or can_use_bombs(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Hookshot", "Cane of Somaria", "Cane of Byrna", "Fire Rod", "Ice Rod", "Blue Boomerang",
"Red Boomerang"], player))
def can_kill_most_things(state: CollectionState, player: int, enemies: int = 5) -> bool:
if state.multiworld.worlds[player].options.enemy_shuffle:
# I don't fully understand Enemizer's logic for placing enemies in spots where they need to be killable, if any.
# Just go with maximal requirements for now.
return (has_melee_weapon(state, player)
and state.has('Cane of Somaria', player)
and state.has('Cane of Byrna', player) and can_extend_magic(state, player)
and can_shoot_arrows(state, player)
and state.has('Fire Rod', player)
and can_use_bombs(state, player, enemies * 4))
else:
return (has_melee_weapon(state, player)
or state.has('Cane of Somaria', player)
or (state.has('Cane of Byrna', player) and (enemies < 6 or can_extend_magic(state, player)))
or can_shoot_arrows(state, player)
or state.has('Fire Rod', player)
or (state.multiworld.worlds[player].options.enemy_health in ("easy", "default")
and can_use_bombs(state, player, enemies * 4)))
def can_kill_standard_start(state: CollectionState, player: int, enemies: int = 5) -> bool:
# Enemizer does not randomize standard start enemies
return (has_melee_weapon(state, player)
or state.has('Cane of Somaria', player)
or (state.has('Cane of Byrna', player) and (enemies < 6 or can_extend_magic(state, player)))
or state.has_any(["Bow", "Progressive Bow"], player)
or state.has('Fire Rod', player)
or can_use_bombs(state, player, enemies)) # Escape assist is set
def can_get_good_bee(state: CollectionState, player: int) -> bool:
cave = state.multiworld.get_region('Good Bee Cave', player)
return (
state.has_group("Bottles", player) and
state.has('Bug Catching Net', player) and
(state.has('Pegasus Boots', player) or (has_sword(state, player) and state.has('Quake', player))) and
cave.can_reach(state) and
is_not_bunny(state, cave, player)
)
def can_retrieve_tablet(state: CollectionState, player: int) -> bool:
return state.has('Book of Mudora', player) and (has_beam_sword(state, player) or
(state.multiworld.worlds[player].options.swordless and
state.has("Hammer", player)))
def has_sword(state: CollectionState, player: int) -> bool:
return state.has('Fighter Sword', player) \
or state.has('Master Sword', player) \
or state.has('Tempered Sword', player) \
or state.has('Golden Sword', player)
def has_beam_sword(state: CollectionState, player: int) -> bool:
return state.has('Master Sword', player) or state.has('Tempered Sword', player) or state.has('Golden Sword',
player)
def has_melee_weapon(state: CollectionState, player: int) -> bool:
return has_sword(state, player) or state.has('Hammer', player)
def has_fire_source(state: CollectionState, player: int) -> bool:
return state.has('Fire Rod', player) or state.has('Lamp', player)
def can_melt_things(state: CollectionState, player: int) -> bool:
return state.has('Fire Rod', player) or \
(state.has('Bombos', player) and
(state.multiworld.worlds[player].options.swordless or
has_sword(state, player)))
def has_misery_mire_medallion(state: CollectionState, player: int) -> bool:
return state.has(state.multiworld.worlds[player].required_medallions[0], player)
def has_turtle_rock_medallion(state: CollectionState, player: int) -> bool:
return state.has(state.multiworld.worlds[player].required_medallions[1], player)
def can_boots_clip_lw(state: CollectionState, player: int) -> bool:
if state.multiworld.worlds[player].options.mode == 'inverted':
return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player)
return state.has('Pegasus Boots', player)
def can_boots_clip_dw(state: CollectionState, player: int) -> bool:
if state.multiworld.worlds[player].options.mode != 'inverted':
return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player)
return state.has('Pegasus Boots', player)
def can_get_glitched_speed_dw(state: CollectionState, player: int) -> bool:
rules = [state.has('Pegasus Boots', player), any([state.has('Hookshot', player), has_sword(state, player)])]
if state.multiworld.worlds[player].options.mode != 'inverted':
rules.append(state.has('Moon Pearl', player))
return all(rules)