Add Torvus Logic#5
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Torvus: - Transport to Temple Grounds - Temple Transport Access - Torvus Lagoon - Save Station A - Ruined Alcove - Path of Roots - Portal Chamber (Light) - Great Bridge - Forgotten Bridge - Torvus Map Station - Abandoned Worksite - Plaza Access add tricks to Options.py (some have yet to be added for the rooms specified)
- controller_access.py - grove_access.py - temple_access.py - torvus_energy_controller.py - torvus_temple.py - transport_to_agon_wastes.py Added tricks for those rooms
- Underground Transport - Underground Tunnel - Torvus Grove - Meditation Vista Added tricks logic for: - all the above - Torvus Temple Added tricks to Options.py to support tricks logic for these rooms
- hydrochamber_storage.py - main_hydrochamber.py - save_station_b.py - hydrodynamo_shaft.py - hydrodynamo_station.py Added options to Options.py to support tricks in these locations
- gathering_access.py - training_access.py - catacombs_access.py Added options to Options.py to support tricks in these locations
… files Added Training Chamber, Transit Tunnel West, Transport to Sanctuary Fortress, Gathering Hall, Fortress Transport Access rooms Adjusted class names of any Torvus rooms that aren't unique to be unique (in order to prevent conflicts later on)
Add Catacombs parts to __init__.py Add Options relating to Catacombs to Options.py
Also update Abandoned Worksite to the new imports format Signed-off-by: hopesgit <hope.gochnour@gmail.com>
…ew format for rooms where that applies.
…the changes from a couple of rooms outside of Torvus that somehow ended up in here
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Also no need to mention |
| - One white door | ||
| - Grenchler or Dark Pirate Commando enemies | ||
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| Logic assumes that the bomb slot in Dark Forgotten Bridge has already been activated. |
| destination="Torvus Bog - Forgotten Bridge (Bridge)", | ||
| rule=lambda state, player: condition_and([ | ||
| state.has("Torvus Bog - Forgotten Bridge | Spinner Activated", player), | ||
| state.has_all(["Space Jump Boots", "Screw Attack"], player) |
| has_trick_enabled(state, player, "Torvus Bog - Forgotten Bridge | Bomb Jump Between Platforms") | ||
| ]), | ||
| condition_and([ | ||
| has_trick_enabled(state, player, "Torvus Bog - Forgotten Bridge | Air Underwater"), |
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Reverse Air Underwater you meant?
| rule=lambda state, player: condition_or([ | ||
| state.has('Gravity Boost', player), | ||
| state.has('Space Jump Boots', player), | ||
| can_use_screw_attack(state, player) # this method requires some finicky movement in NSJ, but you can do it |
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if it's NSJ then it's a trick and should be marked with is_nsj too
| # the spiny platforms can no longer be interacted with once the water is drained | ||
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| class GatheringHall_UpperDoorLedge(MetroidPrime2Region): |
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always assume the worst for the player and assume the player will fall in water so remove non tricks connection and keep only player go to underwater connection
| ), | ||
| MetroidPrime2Exit( | ||
| destination="Torvus Bog - Gathering Hall (Spider Tracks)", | ||
| rule=lambda state, player: condition_and([ |
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might want to add the roll jump method too
| ), | ||
| MetroidPrime2Exit( | ||
| destination="Torvus Bog - Gathering Hall (Upper Door Ledge)", | ||
| rule=lambda state, player: True |
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replace with state.has("Morph Ball", player)
| name="Gathering Hall" | ||
| desc="Item Ledge" | ||
| exits_ = [ | ||
| MetroidPrime2Exit( |
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unneeded connection, you already have cannon ledge under the item ledge
| can_use_screw_attack(state, player) | ||
| ]) | ||
| ), | ||
| MetroidPrime2Exit( |
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unneeded connection, you already have cannon ledge under the item ledge
| can_use_screw_attack(state, player) | ||
| ]) | ||
| ), | ||
| MetroidPrime2Exit( |
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unneeded connection, you already have cannon ledge under the item ledge then this connection
| destination="Torvus Bog - Gathering Hall (Cannon Ledge)", | ||
| rule=lambda state, player: True | ||
| ), | ||
| MetroidPrime2Exit( |
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unneeded connection, you already have cannon ledge under the item ledge then this connection
| can_use_screw_attack(state, player) | ||
| ]) | ||
| ), | ||
| MetroidPrime2Exit( |
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not hittable from above, you need to add an event to hit from below since there's a memory relay to keep them flipped
| destination="Torvus Bog - Gathering Hall (Bottom)", | ||
| rule=lambda state, player: True | ||
| ), | ||
| MetroidPrime2Exit( |
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unneeded connection, you already have cannon ledge that goes there
| destination="Torvus Bog - Gathering Hall (Bottom)", | ||
| rule=lambda state, player: True | ||
| ), | ||
| MetroidPrime2Exit( |
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unneeded connection, you already have cannon ledge that has a connection for this
| ) | ||
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| class GatheringHall_Bottom(MetroidPrime2Region): |
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Bottom would mean inside half-pipe, could you split it into two sub regions?
…eferences, for rooms abandoned worksite to hydrodynamo station
…eferences, for rooms main hydrochamber to underground tunnel Also removed some unnecessary room subregions Fixed some door mistakes and logical omissions
Torvus Logic. I had to fix some issues with my local environment before I could grab the newer version of this upstream, which delayed posting this pretty severely. I fixed all of the imports to use the new style along the way. Hpefully, this is good!