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State.py
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State.py
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from collections import Counter
import copy
from Item import ItemInfo
from Region import Region, TimeOfDay
class State(object):
def __init__(self, parent):
self.prog_items = Counter()
self.world = parent
self.search = None
self._won = self.won_triforce_hunt if self.world.triforce_hunt else self.won_normal
## Ensure that this will always have a value
@property
def is_glitched(self):
return self.world.logic_rules != 'glitchless'
def copy(self, new_world=None):
if not new_world:
new_world = self.world
new_state = State(new_world)
new_state.prog_items = copy.copy(self.prog_items)
return new_state
def item_name(self, location):
location = self.world.get_location(location)
if location.item is None:
return None
return location.item.name
def won(self):
return self._won()
def won_triforce_hunt(self):
return self.has('Triforce Piece', self.world.triforce_count)
def won_normal(self):
return self.has('Triforce')
def has(self, item, count=1):
return self.prog_items[item] >= count
def has_any_of(self, items):
return any(map(self.prog_items.__contains__, items))
def has_all_of(self, items):
return all(map(self.prog_items.__contains__, items))
def item_count(self, item):
return self.prog_items[item]
def has_bottle(self, **kwargs):
# Extra Ruto's Letter are automatically emptied
return self.has_any_of(ItemInfo.bottles) or self.has('Rutos Letter', 2)
def has_hearts(self, count):
# Warning: This only considers items that are marked as advancement items
return self.heart_count() >= count
def heart_count(self):
# Warning: This only considers items that are marked as advancement items
return (
self.item_count('Heart Container')
+ self.item_count('Piece of Heart') // 4
+ 3 # starting hearts
)
def had_night_start(self):
stod = self.world.starting_tod
# These are all not between 6:30 and 18:00
if (stod == 'sunset' or # 18
stod == 'evening' or # 21
stod == 'midnight' or # 00
stod == 'witching-hour'): # 03
return True
else:
return False
# Used for fall damage and other situations where damage is unavoidable
def can_live_dmg(self, hearts):
mult = self.world.damage_multiplier
if hearts*4 >= 3:
return mult != 'ohko' and mult != 'quadruple'
elif hearts*4 < 3:
return mult != 'ohko'
else:
return True
# Use the guarantee_hint rule defined in json.
def guarantee_hint(self):
return self.world.parser.parse_rule('guarantee_hint')(self)
# Be careful using this function. It will not collect any
# items that may be locked behind the item, only the item itself.
def collect(self, item):
if item.advancement:
self.prog_items[item.name] += 1
# Be careful using this function. It will not uncollect any
# items that may be locked behind the item, only the item itself.
def remove(self, item):
if self.prog_items[item.name] > 0:
self.prog_items[item.name] -= 1
if self.prog_items[item.name] <= 0:
del self.prog_items[item.name]
def __getstate__(self):
return self.__dict__.copy()
def __setstate__(self, state):
self.__dict__.update(state)