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https://github.com/MarioSpore/Grinch-AP.git
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owg start
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59
Rules.py
59
Rules.py
@@ -38,6 +38,8 @@ def set_rules(world, player):
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if world.logic[player] == 'noglitches':
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no_glitches_rules(world, player)
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elif world.logic[player] == 'owglitches':
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overworld_glitches_rules(world, player)
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elif world.logic[player] == 'minorglitches':
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logging.getLogger('').info('Minor Glitches may be buggy still. No guarantee for proper logic checks.')
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else:
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@@ -357,7 +359,6 @@ def default_rules(world, player):
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set_rule(world.get_entrance('Kings Grave Mirror Spot', player), lambda state: state.has_Pearl(player) and state.has_Mirror(player))
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# Caution: If king's grave is releaxed at all to account for reaching it via a two way cave's exit in insanity mode, then the bomb shop logic will need to be updated (that would involve create a small ledge-like Region for it)
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set_rule(world.get_entrance('Bonk Fairy (Light)', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('Bat Cave Drop Ledge', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Lumberjack Tree Tree', player), lambda state: state.has_Boots(player) and state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('Bonk Rock Cave', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('Desert Palace Stairs', player), lambda state: state.has('Book of Mudora', player))
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@@ -625,6 +626,7 @@ def no_glitches_rules(world, player):
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set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
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set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
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else:
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set_rule(world.get_entrance('Bat Cave Drop Ledge', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player) and (state.has('Flippers', player) or state.can_lift_rocks(player)))
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set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
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set_rule(world.get_entrance('Lake Hylia Island', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
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@@ -691,6 +693,61 @@ def no_glitches_rules(world, player):
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add_lamp_requirement(world.get_entrance('Throne Room', player), player)
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def overworld_glitches_rules(world, player):
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# spots that are immediately accessible
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set_rule(world.get_location('Zoras River', player), lambda state: True)
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set_rule(world.get_location('Hobo Bridge', player), lambda state: True)
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set_rule(world.get_location('Lake Hylia Central Island', player), lambda state: True)
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# lw boots-accessible locations
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lw_boots_accessible_locations = [
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'Bat Cave Drop Ledge',
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'Zora\'s Ledge',
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]
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lw_boots_accessible_entrances = [
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'Death Mountain Return Ledge',
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'Cave 45 Ledge',
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'Graveyard Ledge',
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'Lake Hylia Island'
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'Desert Ledge',
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'Desert Ledge (Northeast)',
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'Desert Palace Entrance (North) Spot',
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'Death Mountain',
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'East Death Mountain (Bottom)',
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'East Death Mountain (Top)',
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'Death Mountain (Top)',
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'Spectacle Rock',
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'Death Mountain Floating Island (Light World)',
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'Turtle Rock Teleporter',
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]
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# dw boots-accessible regions
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dw_boots_accessible_regions = [
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'Northeast Dark World',
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'Dark Lake Hylia',
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'Dark Lake Hylia Ledge',
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'West Dark World',
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'Hammer Peg Area',
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'Bumper Cave Ledge',
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'Dark Desert',
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'Dark Death Mountain (Top)',
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'Dark Death Mountain Ledge',
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'Dark Death Mountain (East Bottom)',
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'Death Mountain Floating Island (Dark World)',
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'Turtle Rock (Top)',
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'Ganons Tower',
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]
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needs_boots = lambda state: state.has_Boots(player)
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needs_boots_and_pearl = lambda state: state.has_Boots(player) and state.has_Pearl(player)
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for spot in lw_boots_accessible_regions:
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add_rule(world.get_region(spot, player), needs_boots_and_pearl if world.mode[player] == 'inverted' else needs_boots, 'or')
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for spot in dw_boots_accessible_regions:
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add_rule(world.get_region(spot, player), needs_boots if world.mode[player] == 'inverted' else needs_boots_and_pearl, 'or')
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# couple other random spots
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if world.mode[player] != 'inverted':
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set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player) and (state.has_Mirror(player) or state.has_Boots(player)))
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set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player) or state.has_Pearl(player))
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else:
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def open_rules(world, player):
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# softlock protection as you can reach the sewers small key door with a guard drop key
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set_rule(world.get_location('Hyrule Castle - Boomerang Chest', player), lambda state: state.has_key('Small Key (Escape)', player))
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