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gaithern authored Jul 27, 2024
2 parents 729775b + e5c9b8a commit 0abec09
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Showing 4 changed files with 46 additions and 30 deletions.
2 changes: 1 addition & 1 deletion worlds/ahit/Items.py
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ def create_itempool(world: "HatInTimeWorld") -> List[Item]:
continue
else:
if name == "Scooter Badge":
if world.options.CTRLogic is CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE:
if world.options.CTRLogic == CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE:
item_type = ItemClassification.progression
elif name == "No Bonk Badge" and world.is_dw():
item_type = ItemClassification.progression
Expand Down
12 changes: 10 additions & 2 deletions worlds/ahit/Regions.py
Original file line number Diff line number Diff line change
Expand Up @@ -659,6 +659,10 @@ def is_valid_act_combo(world: "HatInTimeWorld", entrance_act: Region,
if exit_act.name not in chapter_finales:
return False

exit_chapter: str = act_chapters.get(exit_act.name)
# make sure that certain time rift combinations never happen
always_block: bool = exit_chapter != "Mafia Town" and exit_chapter != "Subcon Forest"
if not ignore_certain_rules or always_block:
if entrance_act.name in rift_access_regions and exit_act.name in rift_access_regions[entrance_act.name]:
return False

Expand All @@ -684,9 +688,12 @@ def is_valid_first_act(world: "HatInTimeWorld", act: Region) -> bool:
if act.name not in guaranteed_first_acts:
return False

if world.options.ActRandomizer == ActRandomizer.option_light and "Time Rift" in act.name:
return False

# If there's only a single level in the starting chapter, only allow Mafia Town or Subcon Forest levels
start_chapter = world.options.StartingChapter
if start_chapter is ChapterIndex.ALPINE or start_chapter is ChapterIndex.SUBCON:
if start_chapter == ChapterIndex.ALPINE or start_chapter == ChapterIndex.SUBCON:
if "Time Rift" in act.name:
return False

Expand Down Expand Up @@ -723,7 +730,8 @@ def is_valid_first_act(world: "HatInTimeWorld", act: Region) -> bool:
elif act.name == "Contractual Obligations" and world.options.ShuffleSubconPaintings:
return False

if world.options.ShuffleSubconPaintings and act_chapters.get(act.name, "") == "Subcon Forest":
if world.options.ShuffleSubconPaintings and "Time Rift" not in act.name \
and act_chapters.get(act.name, "") == "Subcon Forest":
# Only allow Subcon levels if painting skips are allowed
if diff < Difficulty.MODERATE or world.options.NoPaintingSkips:
return False
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16 changes: 6 additions & 10 deletions worlds/ahit/Rules.py
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
from worlds.AutoWorld import CollectionState
from worlds.generic.Rules import add_rule, set_rule
from .Locations import location_table, zipline_unlocks, is_location_valid, contract_locations, \
shop_locations, event_locs
from .Locations import location_table, zipline_unlocks, is_location_valid, shop_locations, event_locs
from .Types import HatType, ChapterIndex, hat_type_to_item, Difficulty, HitType
from BaseClasses import Location, Entrance, Region
from typing import TYPE_CHECKING, List, Callable, Union, Dict
Expand Down Expand Up @@ -148,14 +147,14 @@ def set_rules(world: "HatInTimeWorld"):
if world.is_dlc1():
chapter_list.append(ChapterIndex.CRUISE)

if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
if world.is_dlc2() and final_chapter != ChapterIndex.METRO:
chapter_list.append(ChapterIndex.METRO)

chapter_list.remove(starting_chapter)
world.random.shuffle(chapter_list)

# Make sure Alpine is unlocked before any DLC chapters are, as the Alpine door needs to be open to access them
if starting_chapter is not ChapterIndex.ALPINE and (world.is_dlc1() or world.is_dlc2()):
if starting_chapter != ChapterIndex.ALPINE and (world.is_dlc1() or world.is_dlc2()):
index1 = 69
index2 = 69
pos: int
Expand All @@ -165,7 +164,7 @@ def set_rules(world: "HatInTimeWorld"):
if world.is_dlc1():
index1 = chapter_list.index(ChapterIndex.CRUISE)

if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
if world.is_dlc2() and final_chapter != ChapterIndex.METRO:
index2 = chapter_list.index(ChapterIndex.METRO)

lowest_index = min(index1, index2)
Expand Down Expand Up @@ -242,9 +241,6 @@ def set_rules(world: "HatInTimeWorld"):
if not is_location_valid(world, key):
continue

if key in contract_locations.keys():
continue

loc = world.multiworld.get_location(key, world.player)

for hat in data.required_hats:
Expand All @@ -256,7 +252,7 @@ def set_rules(world: "HatInTimeWorld"):
if data.paintings > 0 and world.options.ShuffleSubconPaintings:
add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings))

if data.hit_type is not HitType.none and world.options.UmbrellaLogic:
if data.hit_type != HitType.none and world.options.UmbrellaLogic:
if data.hit_type == HitType.umbrella:
add_rule(loc, lambda state: state.has("Umbrella", world.player))

Expand Down Expand Up @@ -518,7 +514,7 @@ def set_hard_rules(world: "HatInTimeWorld"):
lambda state: can_use_hat(state, world, HatType.ICE))

# Hard: clear Rush Hour with Brewing Hat only
if world.options.NoTicketSkips is not NoTicketSkips.option_true:
if world.options.NoTicketSkips != NoTicketSkips.option_true:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING))
else:
Expand Down
46 changes: 29 additions & 17 deletions worlds/ahit/__init__.py
Original file line number Diff line number Diff line change
@@ -1,15 +1,16 @@
from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \
calculate_yarn_costs
calculate_yarn_costs, alps_hooks
from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
get_total_locations
from .Rules import set_rules
from .Rules import set_rules, has_paintings
from .Options import AHITOptions, slot_data_options, adjust_options, RandomizeHatOrder, EndGoal, create_option_groups
from .Types import HatType, ChapterIndex, HatInTimeItem, hat_type_to_item
from .Types import HatType, ChapterIndex, HatInTimeItem, hat_type_to_item, Difficulty
from .DeathWishLocations import create_dw_regions, dw_classes, death_wishes
from .DeathWishRules import set_dw_rules, create_enemy_events, hit_list, bosses
from worlds.AutoWorld import World, WebWorld, CollectionState
from worlds.generic.Rules import add_rule
from typing import List, Dict, TextIO
from worlds.LauncherComponents import Component, components, icon_paths, launch_subprocess, Type
from Utils import local_path
Expand Down Expand Up @@ -86,19 +87,27 @@ def generate_early(self):
if self.is_dw_only():
return

# If our starting chapter is 4 and act rando isn't on, force hookshot into inventory
# If starting chapter is 3 and painting shuffle is enabled, and act rando isn't, give one free painting unlock
start_chapter: ChapterIndex = ChapterIndex(self.options.StartingChapter)

if start_chapter == ChapterIndex.ALPINE or start_chapter == ChapterIndex.SUBCON:
if not self.options.ActRandomizer:
if start_chapter == ChapterIndex.ALPINE:
self.multiworld.push_precollected(self.create_item("Hookshot Badge"))
if self.options.UmbrellaLogic:
self.multiworld.push_precollected(self.create_item("Umbrella"))

if start_chapter == ChapterIndex.SUBCON and self.options.ShuffleSubconPaintings:
# Take care of some extremely restrictive starts in other chapters with act shuffle off
if not self.options.ActRandomizer:
start_chapter = self.options.StartingChapter
if start_chapter == ChapterIndex.ALPINE:
self.multiworld.push_precollected(self.create_item("Hookshot Badge"))
if self.options.UmbrellaLogic:
self.multiworld.push_precollected(self.create_item("Umbrella"))

if self.options.ShuffleAlpineZiplines:
ziplines = list(alps_hooks.keys())
ziplines.remove("Zipline Unlock - The Twilight Bell Path") # not enough checks from this one
self.multiworld.push_precollected(self.create_item(self.random.choice(ziplines)))
elif start_chapter == ChapterIndex.SUBCON:
if self.options.ShuffleSubconPaintings:
self.multiworld.push_precollected(self.create_item("Progressive Painting Unlock"))
elif start_chapter == ChapterIndex.BIRDS:
if self.options.UmbrellaLogic:
if self.options.LogicDifficulty < Difficulty.EXPERT:
self.multiworld.push_precollected(self.create_item("Umbrella"))
elif self.options.LogicDifficulty < Difficulty.MODERATE:
self.multiworld.push_precollected(self.create_item("Umbrella"))

def create_regions(self):
# noinspection PyClassVar
Expand All @@ -119,7 +128,10 @@ def create_regions(self):
# place vanilla contract locations if contract shuffle is off
if not self.options.ShuffleActContracts:
for name in contract_locations.keys():
self.multiworld.get_location(name, self.player).place_locked_item(create_item(self, name))
loc = self.get_location(name)
loc.place_locked_item(create_item(self, name))
if self.options.ShuffleSubconPaintings and loc.name != "Snatcher's Contract - The Subcon Well":
add_rule(loc, lambda state: has_paintings(state, self, 1))

def create_items(self):
if self.has_yarn():
Expand Down Expand Up @@ -317,7 +329,7 @@ def collect(self, state: "CollectionState", item: "Item") -> bool:

def remove(self, state: "CollectionState", item: "Item") -> bool:
old_count: int = state.count(item.name, self.player)
change = super().collect(state, item)
change = super().remove(state, item)
if change and old_count == 1:
if "Stamp" in item.name:
if "2 Stamp" in item.name:
Expand Down

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