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Added Subnautica Support
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254
worlds/subnautica/Rules.py
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254
worlds/subnautica/Rules.py
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from ..generic.Rules import set_rule
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from .Locations import location_table
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import logging
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import math
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def has_seaglide(state, player):
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return state.has("Seaglide Fragment", player, 2)
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def has_modification_station(state, player):
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return state.has("Modification Station Fragment", player, 3)
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def has_mobile_vehicle_bay(state, player):
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return state.has("Mobile Vehicle Bay Fragment", player, 3)
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def has_moonpool(state, player):
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return state.has("Moonpool Fragment", player, 2)
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def has_vehicle_upgrade_console(state, player):
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return state.has("Vehicle Upgrade Console", player) and \
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has_moonpool(state, player)
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def has_seamoth(state, player):
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return state.has("Seamoth Fragment", player, 3) and \
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has_mobile_vehicle_bay(state, player)
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def has_seamoth_depth_module_mk1(state, player):
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return has_vehicle_upgrade_console(state, player)
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def has_seamoth_depth_module_mk2(state, player):
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return has_seamoth_depth_module_mk1(state, player) and \
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has_modification_station(state, player)
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def has_seamoth_depth_module_mk3(state, player):
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return has_seamoth_depth_module_mk2(state, player) and \
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has_modification_station(state, player)
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def has_cyclops_bridge(state, player):
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return state.has("Cyclops Bridge Fragment", player, 3)
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def has_cyclops_engine(state, player):
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return state.has("Cyclops Engine Fragment", player, 3)
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def has_cyclops_hull(state, player):
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return state.has("Cyclops Hull Fragment", player, 3)
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def has_cyclops(state, player):
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return has_cyclops_bridge(state, player) and \
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has_cyclops_engine(state, player) and \
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has_cyclops_hull(state, player) and \
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has_mobile_vehicle_bay(state, player)
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def has_cyclops_depth_module_mk1(state, player):
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return state.has("Cyclops Depth Module MK1", player) and \
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has_modification_station(state, player)
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def has_cyclops_depth_module_mk2(state, player):
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return has_cyclops_depth_module_mk1(state, player) and \
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has_modification_station(state, player)
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def has_cyclops_depth_module_mk3(state, player):
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return has_cyclops_depth_module_mk2(state, player) and \
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has_modification_station(state, player)
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def has_prawn(state, player):
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return state.has("Prawn Suit Fragment", player, 4) and \
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has_mobile_vehicle_bay(state, player)
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def has_praw_propulsion_arm(state, player):
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return state.has("Prawn Suit Propulsion Cannon Fragment", player, 2) and \
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has_vehicle_upgrade_console(state, player)
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def has_prawn_depth_module_mk1(state, player):
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return has_vehicle_upgrade_console(state, player)
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def has_prawn_depth_module_mk2(state, player):
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return has_prawn_depth_module_mk1(state, player) and \
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has_modification_station(state, player)
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def has_laser_cutter(state, player):
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return state.has("Laser Cutter Fragment", player, 3)
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# Either we have propulsion cannon, or prawn + propulsion cannon arm
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def has_propulsion_cannon(state, player):
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return state.has("Propulsion Cannon Fragment", player, 2) or \
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(has_prawn(state, player) and has_praw_propulsion_arm(state, player))
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def has_cyclops_shield(state, player):
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return has_cyclops(state, player) and \
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state.has("Cyclops Shield Generator", player)
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# Swim depth rules:
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# Rebreather, high capacity tank and fins are available from the start.
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# All tests for those were done without inventory for light weight.
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# Fins and ultra Fins are better than charge fins, so we ignore charge fins.
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# We're ignoring lightweight tank in the chart, because the difference is
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# negligeable with from high capacity tank. 430m -> 460m
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# Fins are not used when using seaglide
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#
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def get_max_swim_depth(state, player):
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#TODO, Make this a difficulty setting.
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# Only go up to 200m without any submarines for now.
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return 200
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# Rules bellow, are what are technically possible
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# has_ultra_high_capacity_tank = state.has("Ultra High Capacity Tank", player)
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# has_ultra_glide_fins = state.has("Ultra Glide Fins", player)
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# max_depth = 400 # More like 430m. Give some room
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# if has_seaglide(state, player):
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# if has_ultra_high_capacity_tank:
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# max_depth = 750 # It's about 50m more. Give some room
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# else:
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# max_depth = 600 # It's about 50m more. Give some room
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# elif has_ultra_high_capacity_tank:
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# if has_ultra_glide_fins:
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# pass
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# else:
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# pass
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# elif has_ultra_glide_fins:
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# max_depth = 500
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# return max_depth
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def get_seamoth_max_depth(state, player):
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if has_seamoth(state, player):
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if has_seamoth_depth_module_mk3(state, player):
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return 900
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elif has_seamoth_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
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return 500
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elif has_seamoth_depth_module_mk1(state, player):
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return 300
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else:
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return 200
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else:
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return 0
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def get_cyclops_max_depth(state, player):
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if has_cyclops(state, player):
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if has_cyclops_depth_module_mk3(state, player):
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return 1700
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elif has_cyclops_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
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return 1300
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elif has_cyclops_depth_module_mk1(state, player):
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return 900
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else:
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return 500
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else:
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return 0
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def get_prawn_max_depth(state, player):
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if has_prawn(state, player):
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if has_prawn_depth_module_mk2(state, player):
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return 1700
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elif has_prawn_depth_module_mk1(state, player):
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return 1300
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else:
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return 900
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else:
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return 0
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def get_max_depth(state, player):
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#TODO, Difficulty option, we can add vehicle depth + swim depth
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# But at this point, we have to consider traver distance in caves, not
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# just depth
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return max(get_max_swim_depth(state, player), \
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get_seamoth_max_depth(state, player), \
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get_cyclops_max_depth(state, player), \
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get_prawn_max_depth(state, player))
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def can_access_location(state, player, loc):
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# Extract location from game id.
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# Game id is in format: "(x, y, z)"
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pos_raw = loc.get("game_id")[1:-1].split(', ')
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pos_x = float(pos_raw[0])
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pos_y = float(pos_raw[1])
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pos_z = float(pos_raw[2])
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depth = -pos_y # y-up
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map_center_dist = math.sqrt(pos_x**2 + pos_z**2)
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aurora_dist = math.sqrt((pos_x - 1040)**2 + (pos_z - -160)**2)
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need_radiation_suit = aurora_dist < 940
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need_laser_cutter = loc.get("need_laser_cutter", False)
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need_propulsion_cannon = loc.get("need_propulsion_cannon", False)
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if need_laser_cutter and not has_laser_cutter(state, player):
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return False
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if need_radiation_suit and not state.has("Radiation Suit", player):
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return False
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if need_propulsion_cannon and not has_propulsion_cannon(state, player):
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return False
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# Seaglide doesn't unlock anything specific, but just allows for faster movement.
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# Otherwise the game is painfully slow.
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if (map_center_dist > 800 or pos_y < -200) and not has_seaglide(state, player):
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return False
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return get_max_depth(state, player) >= depth
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def set_location_rule(world, player, loc):
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set_rule(world.get_location(loc["name"], player), lambda state: can_access_location(state, player, loc))
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def set_rules(world, player):
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logging.warning(type(location_table))
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for loc in location_table:
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set_location_rule(world, player, loc)
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# Victory location
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set_rule(world.get_location("Neptune Launch", player), lambda state: \
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get_max_depth(state, player) >= 1444 and \
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has_mobile_vehicle_bay(state, player) and \
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state.has('Neptune Launch Platform', player) and \
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state.has('Neptune Gantry', player) and \
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state.has('Neptune Boosters', player) and \
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state.has('Neptune Fuel Reserve', player) and \
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state.has('Neptune Cockpit', player) and \
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state.has('Ion Power Cell', player) and \
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state.has('Ion Battery', player) and \
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has_cyclops_shield(state, player))
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world.completion_condition[player] = lambda state: state.has('Victory', player)
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