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											2024-01-12 14:32:15 -05:00
										 |  |  | from typing import Dict, TYPE_CHECKING | 
					
						
							|  |  |  | from worlds.generic.Rules import set_rule, forbid_item | 
					
						
							|  |  |  | from .rules import has_ability, has_sword, has_stick, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage | 
					
						
							|  |  |  | from .er_data import Portal | 
					
						
							|  |  |  | from BaseClasses import Region | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | if TYPE_CHECKING: | 
					
						
							|  |  |  |     from . import TunicWorld | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | laurels = "Hero's Laurels" | 
					
						
							|  |  |  | grapple = "Magic Orb" | 
					
						
							|  |  |  | ice_dagger = "Magic Dagger" | 
					
						
							|  |  |  | fire_wand = "Magic Wand" | 
					
						
							|  |  |  | lantern = "Lantern" | 
					
						
							|  |  |  | fairies = "Fairy" | 
					
						
							|  |  |  | coins = "Golden Coin" | 
					
						
							|  |  |  | prayer = "Pages 24-25 (Prayer)" | 
					
						
							|  |  |  | holy_cross = "Pages 42-43 (Holy Cross)" | 
					
						
							|  |  |  | ice_rod = "Pages 52-53 (Ice Rod)" | 
					
						
							|  |  |  | key = "Key" | 
					
						
							|  |  |  | house_key = "Old House Key" | 
					
						
							|  |  |  | vault_key = "Fortress Vault Key" | 
					
						
							|  |  |  | mask = "Scavenger Mask" | 
					
						
							|  |  |  | red_hexagon = "Red Questagon" | 
					
						
							|  |  |  | green_hexagon = "Green Questagon" | 
					
						
							|  |  |  | blue_hexagon = "Blue Questagon" | 
					
						
							|  |  |  | gold_hexagon = "Gold Questagon" | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def set_er_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int], regions: Dict[str, Region], | 
					
						
							|  |  |  |                         portal_pairs: Dict[Portal, Portal]) -> None: | 
					
						
							|  |  |  |     player = world.player | 
					
						
							|  |  |  |     options = world.options | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Menu"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Overworld | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Holy Cross"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Belltower"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Overworld Belltower"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: can laurels through the ruined passage door | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Ruined Passage Door"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(key, player, 2) | 
					
						
							|  |  |  |         or (state.has(laurels, player) and options.logic_rules)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
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										 |  |  |         connecting_region=regions["Overworld Swamp Upper Entry"], | 
					
						
							| 
									
										
										
										
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										 |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							| 
									
										
										
										
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										 |  |  |     regions["Overworld Swamp Upper Entry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Special Shop Entry"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Overworld Special Shop Entry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld West Garden Laurels Entry"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Overworld West Garden Laurels Entry"].connect( | 
					
						
							| 
									
										
										
										
											2024-01-12 14:32:15 -05:00
										 |  |  |         connecting_region=regions["Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: can ice grapple through the door | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Old House Door"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(house_key, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # not including ice grapple through this because it's very tedious to get an enemy here | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Southeast Cross Door"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Overworld Southeast Cross Door"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # not including ice grapple through this because we're not including it on the other door | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Fountain Cross Door"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Overworld Fountain Cross Door"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Town Portal"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Overworld Town Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Spawn Portal"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Overworld Spawn Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: ice grapple through temple door | 
					
						
							|  |  |  |     regions["Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Overworld Temple Door"], | 
					
						
							|  |  |  |         name="Overworld Temple Door", | 
					
						
							|  |  |  |         rule=lambda state: state.has_all({"Ring Eastern Bell", "Ring Western Bell"}, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Overworld side areas | 
					
						
							|  |  |  |     regions["Old House Front"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Old House Back"]) | 
					
						
							|  |  |  |     # nmg: laurels through the gate | 
					
						
							|  |  |  |     regions["Old House Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Old House Front"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) and options.logic_rules) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Sealed Temple"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Sealed Temple Rafters"]) | 
					
						
							|  |  |  |     regions["Sealed Temple Rafters"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Sealed Temple"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Furnace Walking Path"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Furnace Ladder Area"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Furnace Ladder Area"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Furnace Walking Path"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Furnace Walking Path"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Furnace Fuse"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Furnace Fuse"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Furnace Walking Path"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Furnace Fuse"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Furnace Ladder Area"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Furnace Ladder Area"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Furnace Fuse"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # East Forest | 
					
						
							|  |  |  |     regions["Forest Belltower Upper"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Belltower Main"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Forest Belltower Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Belltower Lower"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: ice grapple up to dance fox spot, and vice versa | 
					
						
							|  |  |  |     regions["East Forest"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["East Forest Dance Fox Spot"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["East Forest Dance Fox Spot"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["East Forest"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["East Forest"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["East Forest Portal"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["East Forest Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["East Forest"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Guard House 1 East"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Guard House 1 West"]) | 
					
						
							|  |  |  |     regions["Guard House 1 West"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Guard House 1 East"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: ice grapple from upper grave path exit to the rest of it | 
					
						
							|  |  |  |     regions["Forest Grave Path Upper"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Grave Path Main"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Forest Grave Path Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Grave Path Upper"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Forest Grave Path Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Grave Path by Grave"]) | 
					
						
							|  |  |  |     # nmg: ice grapple or laurels through the gate | 
					
						
							|  |  |  |     regions["Forest Grave Path by Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Grave Path Main"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks) | 
					
						
							|  |  |  |         or (state.has(laurels, player) and options.logic_rules)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Forest Grave Path by Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Hero's Grave"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Forest Hero's Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Forest Grave Path by Grave"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Beneath the Well and Dark Tomb | 
					
						
							|  |  |  |     regions["Beneath the Well Front"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Beneath the Well Main"], | 
					
						
							|  |  |  |         rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) | 
					
						
							|  |  |  |     regions["Beneath the Well Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Beneath the Well Front"], | 
					
						
							|  |  |  |         rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Beneath the Well Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Beneath the Well Main"], | 
					
						
							|  |  |  |         rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) | 
					
						
							|  |  |  |     regions["Beneath the Well Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Beneath the Well Back"], | 
					
						
							|  |  |  |         rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Well Boss"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Dark Tomb Checkpoint"]) | 
					
						
							|  |  |  |     # nmg: can laurels through the gate | 
					
						
							|  |  |  |     regions["Dark Tomb Checkpoint"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Well Boss"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) and options.logic_rules) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Dark Tomb Entry Point"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Dark Tomb Main"], | 
					
						
							|  |  |  |         rule=lambda state: has_lantern(state, player, options)) | 
					
						
							|  |  |  |     regions["Dark Tomb Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Dark Tomb Entry Point"], | 
					
						
							|  |  |  |         rule=lambda state: has_lantern(state, player, options)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Dark Tomb Main"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Dark Tomb Dark Exit"], | 
					
						
							|  |  |  |         rule=lambda state: has_lantern(state, player, options)) | 
					
						
							|  |  |  |     regions["Dark Tomb Dark Exit"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Dark Tomb Main"], | 
					
						
							|  |  |  |         rule=lambda state: has_lantern(state, player, options)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # West Garden | 
					
						
							|  |  |  |     regions["West Garden Laurels Exit"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["West Garden"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden Laurels Exit"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["West Garden after Boss"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["West Garden"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden after Boss"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or has_sword(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["West Garden"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden Hero's Grave"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["West Garden Hero's Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["West Garden Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden Portal Item"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["West Garden Portal Item"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden Portal"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: can ice grapple to and from the item behind the magic dagger house | 
					
						
							|  |  |  |     regions["West Garden Portal Item"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["West Garden"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["West Garden Portal Item"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Atoll and Frog's Domain | 
					
						
							|  |  |  |     # nmg: ice grapple the bird below the portal | 
					
						
							|  |  |  |     regions["Ruined Atoll"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Ruined Atoll Lower Entry Area"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Ruined Atoll Lower Entry Area"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Ruined Atoll"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Ruined Atoll"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Ruined Atoll Frog Mouth"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) | 
					
						
							|  |  |  |     regions["Ruined Atoll Frog Mouth"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Ruined Atoll"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Ruined Atoll"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Ruined Atoll Portal"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Ruined Atoll Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Ruined Atoll"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Frog's Domain"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Frog's Domain Back"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(grapple, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Library | 
					
						
							|  |  |  |     regions["Library Exterior Tree"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Exterior Ladder"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(grapple, player) or state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Library Exterior Ladder"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Exterior Tree"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks) | 
					
						
							|  |  |  |         and (state.has(grapple, player) or state.has(laurels, player))) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Library Hall"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Hero's Grave"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Library Hero's Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Hall"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Library Lab Lower"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Lab"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) | 
					
						
							|  |  |  |     regions["Library Lab"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Lab Lower"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Library Lab"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Portal"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Library Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Library Lab"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Eastern Vault Fortress | 
					
						
							|  |  |  |     regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Exterior from Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) | 
					
						
							|  |  |  |     regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Exterior from East Forest"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Exterior near cave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Exterior from Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Exterior near cave"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Courtyard"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Exterior from Overworld"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     # nmg: can ice grapple an enemy in the courtyard | 
					
						
							|  |  |  |     regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Courtyard"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Courtyard Upper"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Courtyard"]) | 
					
						
							|  |  |  |     # nmg: can ice grapple to the upper ledge | 
					
						
							|  |  |  |     regions["Fortress Courtyard"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Courtyard Upper"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Courtyard Upper"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Exterior from Overworld"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Beneath the Vault Front"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Beneath the Vault Back"], | 
					
						
							|  |  |  |         rule=lambda state: has_lantern(state, player, options)) | 
					
						
							|  |  |  |     regions["Beneath the Vault Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Beneath the Vault Front"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress East Shortcut Upper"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress East Shortcut Lower"]) | 
					
						
							|  |  |  |     # nmg: can ice grapple upwards | 
					
						
							|  |  |  |     regions["Fortress East Shortcut Lower"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress East Shortcut Upper"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: ice grapple through the big gold door, can do it both ways | 
					
						
							|  |  |  |     regions["Eastern Vault Fortress"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Eastern Vault Fortress Gold Door"], | 
					
						
							|  |  |  |         name="Fortress Gold Door", | 
					
						
							|  |  |  |         rule=lambda state: state.has_all({"Activate Eastern Vault West Fuses", | 
					
						
							|  |  |  |                                           "Activate Eastern Vault East Fuse"}, player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Eastern Vault Fortress Gold Door"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Eastern Vault Fortress"], | 
					
						
							|  |  |  |         name="Fortress Gold Door", | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Grave Path"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Grave Path Dusty Entrance"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Fortress Grave Path Dusty Entrance"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Grave Path"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Grave Path"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Hero's Grave"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Fortress Hero's Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Grave Path"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: ice grapple from upper grave path to lower | 
					
						
							|  |  |  |     regions["Fortress Grave Path Upper"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Grave Path"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Fortress Arena"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Arena Portal"], | 
					
						
							|  |  |  |         name="Fortress Arena to Fortress Portal", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Eastern Vault West Fuses", player)) | 
					
						
							|  |  |  |     regions["Fortress Arena Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Fortress Arena"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Quarry | 
					
						
							|  |  |  |     regions["Lower Mountain"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Lower Mountain Stairs"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Lower Mountain Stairs"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Lower Mountain"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Quarry Entry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry Portal"], | 
					
						
							|  |  |  |         name="Quarry to Quarry Portal", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Quarry Fuse", player)) | 
					
						
							|  |  |  |     regions["Quarry Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry Entry"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Quarry Entry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(fire_wand, player) or has_sword(state, player)) | 
					
						
							|  |  |  |     regions["Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry Entry"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Quarry Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(fire_wand, player) or has_sword(state, player)) | 
					
						
							|  |  |  |     regions["Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry Back"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Quarry Monastery Entry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(fire_wand, player) or has_sword(state, player)) | 
					
						
							|  |  |  |     regions["Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry Monastery Entry"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Monastery Rope"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Quarry Back"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Lower Quarry"], | 
					
						
							|  |  |  |         rule=lambda state: has_mask(state, player, options)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: bring a scav over, then ice grapple through the door | 
					
						
							|  |  |  |     regions["Lower Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Lower Quarry Zig Door"], | 
					
						
							|  |  |  |         name="Quarry to Zig Door", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Quarry Fuse", player) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: use ice grapple to get from the beginning of Quarry to the door without really needing mask | 
					
						
							|  |  |  |     regions["Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Lower Quarry Zig Door"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Monastery Front"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Monastery Back"]) | 
					
						
							|  |  |  |     # nmg: can laurels through the gate | 
					
						
							|  |  |  |     regions["Monastery Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Monastery Front"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) and options.logic_rules) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Monastery Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Monastery Hero's Grave"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Monastery Hero's Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Monastery Back"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Ziggurat | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Upper Entry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Upper Front"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Upper Front"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Upper Back"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or has_sword(state, player)) | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Upper Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Upper Front"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Middle Top"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Middle Bottom"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Lower Front"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Lower Back"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         or (has_sword(state, player) and has_ability(state, player, prayer, options, ability_unlocks))) | 
					
						
							|  |  |  |     # unrestricted: use ladder storage to get to the front, get hit by one of the many enemies | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Lower Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Lower Front"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) or can_ladder_storage(state, player, options)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Lower Back"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Portal Room Entrance"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Portal Room Entrance"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Lower Back"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Portal"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Portal Room Exit"], | 
					
						
							|  |  |  |         name="Zig Portal Room Exit", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Ziggurat Fuse", player)) | 
					
						
							|  |  |  |     regions["Rooted Ziggurat Portal Room Exit"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Rooted Ziggurat Portal"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Swamp and Cathedral | 
					
						
							|  |  |  |     # nmg: ice grapple through cathedral door, can do it both ways | 
					
						
							|  |  |  |     regions["Swamp"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Swamp to Cathedral Main Entrance"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks) | 
					
						
							|  |  |  |         or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Swamp to Cathedral Main Entrance"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Swamp"], | 
					
						
							|  |  |  |         rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Swamp"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Swamp to Cathedral Treasure Room"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Swamp to Cathedral Treasure Room"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Swamp"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Back of Swamp"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Back of Swamp Laurels Area"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Back of Swamp Laurels Area"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Back of Swamp"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # nmg: can ice grapple down while you're on the pillars | 
					
						
							|  |  |  |     regions["Back of Swamp Laurels Area"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Swamp"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player) | 
					
						
							|  |  |  |         and has_ice_grapple_logic(True, state, player, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Back of Swamp"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Swamp Hero's Grave"], | 
					
						
							|  |  |  |         rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     regions["Swamp Hero's Grave"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Back of Swamp"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Cathedral Gauntlet Checkpoint"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Cathedral Gauntlet"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Cathedral Gauntlet"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Cathedral Gauntlet Exit"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Cathedral Gauntlet Exit"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Cathedral Gauntlet"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Far Shore | 
					
						
							|  |  |  |     regions["Far Shore"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore to Spawn"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Far Shore to Spawn"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Far Shore"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore to East Forest"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     regions["Far Shore to East Forest"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore"], | 
					
						
							|  |  |  |         rule=lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Far Shore"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore to West Garden"], | 
					
						
							|  |  |  |         name="Far Shore to West Garden", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate West Garden Fuse", player)) | 
					
						
							|  |  |  |     regions["Far Shore to West Garden"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Far Shore"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore to Quarry"], | 
					
						
							|  |  |  |         name="Far Shore to Quarry", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Quarry Fuse", player)) | 
					
						
							|  |  |  |     regions["Far Shore to Quarry"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Far Shore"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore to Fortress"], | 
					
						
							|  |  |  |         name="Far Shore to Fortress", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Eastern Vault West Fuses", player)) | 
					
						
							|  |  |  |     regions["Far Shore to Fortress"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Far Shore"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore to Library"], | 
					
						
							|  |  |  |         name="Far Shore to Library", | 
					
						
							|  |  |  |         rule=lambda state: state.has("Activate Library Fuse", player)) | 
					
						
							|  |  |  |     regions["Far Shore to Library"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Far Shore"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Misc | 
					
						
							|  |  |  |     regions["Shop Entrance 1"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Shop"]) | 
					
						
							|  |  |  |     regions["Shop Entrance 2"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Shop"]) | 
					
						
							|  |  |  |     regions["Shop Entrance 3"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Shop"]) | 
					
						
							|  |  |  |     regions["Shop Entrance 4"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Shop"]) | 
					
						
							|  |  |  |     regions["Shop Entrance 5"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Shop"]) | 
					
						
							|  |  |  |     regions["Shop Entrance 6"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Shop"]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     regions["Spirit Arena"].connect( | 
					
						
							|  |  |  |         connecting_region=regions["Spirit Arena Victory"], | 
					
						
							|  |  |  |         rule=lambda state: (state.has(gold_hexagon, player, world.options.hexagon_goal.value) if | 
					
						
							|  |  |  |                             world.options.hexagon_quest else | 
					
						
							|  |  |  |                             state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player))) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # connecting the regions portals are in to other portals you can access via ladder storage | 
					
						
							|  |  |  |     # using has_stick instead of can_ladder_storage since it's already checking the logic rules | 
					
						
							|  |  |  |     if options.logic_rules == "unrestricted": | 
					
						
							|  |  |  |         def get_paired_region(portal_sd: str) -> str: | 
					
						
							|  |  |  |             for portal1, portal2 in portal_pairs.items(): | 
					
						
							|  |  |  |                 if portal1.scene_destination() == portal_sd: | 
					
						
							|  |  |  |                     return portal2.region | 
					
						
							|  |  |  |                 if portal2.scene_destination() == portal_sd: | 
					
						
							|  |  |  |                     return portal1.region | 
					
						
							|  |  |  |             raise Exception("no matches found in get_paired_region") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # The upper Swamp entrance | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Swamp Redux 2_wall")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Western Furnace entrance, next to the sign that leads to West Garden | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Furnace_gyro_west")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Upper West Garden entry, by the belltower | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Archipelagos Redux_upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # West Garden entry by the Furnace | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Archipelagos Redux_lower")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # West Garden laurels entrance, by the beach | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Archipelagos Redux_lowest")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Well rail, west side. Can ls in town, get extra height by going over the portal pad | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Sewer_west_aqueduct")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Well rail, east side. Need some height from the temple stairs | 
					
						
							|  |  |  |         regions["Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Overworld Redux, Furnace_gyro_upper_north")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Furnace ladder to the fuse entrance | 
					
						
							|  |  |  |         regions["Furnace Ladder Area"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Furnace, Overworld Redux_gyro_upper_north")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Furnace ladder to Dark Tomb | 
					
						
							|  |  |  |         regions["Furnace Ladder Area"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Furnace, Crypt Redux_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Furnace ladder to the West Garden connector | 
					
						
							|  |  |  |         regions["Furnace Ladder Area"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Furnace, Overworld Redux_gyro_west")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # West Garden exit after Garden Knight | 
					
						
							|  |  |  |         regions["West Garden"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Archipelagos Redux, Overworld Redux_upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # West Garden laurels exit | 
					
						
							|  |  |  |         regions["West Garden"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Archipelagos Redux, Overworld Redux_lowest")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Frog mouth entrance | 
					
						
							|  |  |  |         regions["Ruined Atoll"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Atoll Redux, Frog Stairs_mouth")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Entrance by the dancing fox holy cross spot | 
					
						
							|  |  |  |         regions["East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("East Forest Redux, East Forest Redux Laddercave_upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # From the west side of guard house 1 to the east side | 
					
						
							|  |  |  |         regions["Guard House 1 West"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("East Forest Redux Laddercave, East Forest Redux_gate")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Guard House 1 West"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("East Forest Redux Laddercave, Forest Boss Room_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Upper exit from the Forest Grave Path, use ls at the ladder by the gate switch | 
					
						
							|  |  |  |         regions["Forest Grave Path Main"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Sword Access, East Forest Redux_upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Fortress exterior shop, ls at the ladder by the telescope | 
					
						
							|  |  |  |         regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Shop_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Fortress main entry and grave path lower entry, ls at the ladder by the telescope | 
					
						
							|  |  |  |         regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Upper exits from the courtyard. Use the ramp in the courtyard, then the blocks north of the first fuse | 
					
						
							|  |  |  |         regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from Overworld"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress East_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # same as above, except from the east side of the area | 
					
						
							|  |  |  |         regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Overworld Redux_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Shop_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior from East Forest"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress East_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # same as above, except from the Beneath the Vault entrance ladder | 
					
						
							|  |  |  |         regions["Fortress Exterior near cave"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Overworld Redux_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior near cave"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior near cave"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior near cave"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Fortress Exterior near cave"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Fortress Courtyard, Fortress East_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # ls at the ladder, need to gain a little height to get up the stairs | 
					
						
							|  |  |  |         regions["Lower Mountain"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Mountain, Mountaintop_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Where the rope is behind Monastery. Connecting here since, if you have this region, you don't need a sword | 
					
						
							|  |  |  |         regions["Quarry Monastery Entry"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Quarry Redux, Monastery_back")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Swamp to Gauntlet | 
					
						
							|  |  |  |         regions["Swamp"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Swamp Redux 2, Cathedral Arena_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Swamp to Overworld upper | 
					
						
							|  |  |  |         regions["Swamp"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Swamp Redux 2, Overworld Redux_wall")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Ladder by the hero grave | 
					
						
							|  |  |  |         regions["Back of Swamp"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Swamp Redux 2, Overworld Redux_conduit")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         regions["Back of Swamp"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Swamp Redux 2, Shop_")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player)) | 
					
						
							|  |  |  |         # Need to put the cathedral HC code mid-flight | 
					
						
							|  |  |  |         regions["Back of Swamp"].connect( | 
					
						
							|  |  |  |             regions[get_paired_region("Swamp Redux 2, Cathedral Redux_secret")], | 
					
						
							|  |  |  |             rule=lambda state: has_stick(state, player) | 
					
						
							|  |  |  |             and has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def set_er_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None: | 
					
						
							|  |  |  |     player = world.player | 
					
						
							|  |  |  |     multiworld = world.multiworld | 
					
						
							|  |  |  |     options = world.options | 
					
						
							|  |  |  |     forbid_item(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), fairies, player) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Ability Shuffle Exclusive Rules | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has("Activate Furnace Fuse", player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Overworld | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [Southwest] Grapple Chest Over Walkway", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({grapple, laurels}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({grapple, laurels}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [Southwest] From West Garden", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Old House - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has(grapple, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Caustic Light Cave - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Cube Cave - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Old House - Holy Cross Door Page", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Maze Cave - Maze Room Holy Cross", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Old House - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Patrol Cave - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Ruined Passage - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hourglass Cave - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Secret Gathering Place - Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player), | 
					
						
							|  |  |  |              lambda state: state.has(fairies, player, 10)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), | 
					
						
							|  |  |  |              lambda state: state.has(fairies, player, 20)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Coins in the Well - 3 Coins", player), lambda state: state.has(coins, player, 3)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Coins in the Well - 6 Coins", player), lambda state: state.has(coins, player, 6)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Coins in the Well - 10 Coins", player), | 
					
						
							|  |  |  |              lambda state: state.has(coins, player, 10)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Coins in the Well - 15 Coins", player), | 
					
						
							|  |  |  |              lambda state: state.has(coins, player, 15)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # East Forest | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("East Forest - Lower Grapple Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has(grapple, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("East Forest - Lower Dash Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has_all({grapple, laurels}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player), lambda state: ( | 
					
						
							|  |  |  |             state.has_all({grapple, ice_dagger, fire_wand}, player) and | 
					
						
							|  |  |  |             has_ability(state, player, ice_rod, options, ability_unlocks))) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # West Garden | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player) and has_ability(state, player, holy_cross, options, | 
					
						
							|  |  |  |                                                                       ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Ruined Atoll | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Lower Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({laurels, key}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Upper Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({laurels, key}, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Frog's Domain | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Frog's Domain - Side Room Grapple Secret", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({grapple, laurels}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Frog's Domain - Grapple Above Hot Tub", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({grapple, laurels}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Frog's Domain - Escape Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has_any({grapple, laurels}, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Eastern Vault Fortress | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player), | 
					
						
							|  |  |  |              lambda state: state.has(vault_key, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Beneath the Vault | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player), | 
					
						
							|  |  |  |              lambda state: state.has_group("melee weapons", player, 1) or state.has_any({laurels, fire_wand}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Beneath the Fortress - Obscured Behind Waterfall", player), | 
					
						
							|  |  |  |              lambda state: has_lantern(state, player, options)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Quarry | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Quarry - [West] Upper Area Bombable Wall", player), | 
					
						
							|  |  |  |              lambda state: has_mask(state, player, options)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Ziggurat | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Rooted Ziggurat Upper - Near Bridge Switch", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player) or state.has(fire_wand, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Rooted Ziggurat Lower - After Guarded Fuse", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player) and has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Bosses | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Librarian - Hexagon Green", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Swamp | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player), | 
					
						
							|  |  |  |              lambda state: state.has(fire_wand, player) and has_sword(state, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     # these two swamp checks really want you to kill the big skeleton first | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Swamp - [South Graveyard] Guarded By Tentacles", player), | 
					
						
							|  |  |  |              lambda state: has_sword(state, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Hero's Grave and Far Shore | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Far Shore - Secret Chest", player), | 
					
						
							|  |  |  |              lambda state: state.has(laurels, player)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Events | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Eastern Bell", player), | 
					
						
							|  |  |  |              lambda state: (has_stick(state, player) or state.has(fire_wand, player))) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Western Bell", player), | 
					
						
							|  |  |  |              lambda state: (has_stick(state, player) or state.has(fire_wand, player))) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Furnace Fuse", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("South and West Fortress Exterior Fuses", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Upper and Central Fortress Exterior Fuses", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Beneath the Vault Fuse", player), | 
					
						
							|  |  |  |              lambda state: state.has("Activate South and West Fortress Exterior Fuses", player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Eastern Vault West Fuses", player), | 
					
						
							|  |  |  |              lambda state: state.has("Activate Beneath the Vault Fuse", player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Eastern Vault East Fuse", player), | 
					
						
							|  |  |  |              lambda state: state.has_all({"Activate Upper and Central Fortress Exterior Fuses", | 
					
						
							|  |  |  |                                           "Activate South and West Fortress Exterior Fuses"}, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Quarry Connector Fuse", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks) and state.has(grapple, player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Quarry Fuse", player), | 
					
						
							|  |  |  |              lambda state: state.has("Activate Quarry Connector Fuse", player)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Ziggurat Fuse", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("West Garden Fuse", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks)) | 
					
						
							|  |  |  |     set_rule(multiworld.get_location("Library Fuse", player), | 
					
						
							|  |  |  |              lambda state: has_ability(state, player, prayer, options, ability_unlocks)) |