Files
Grinch-AP/worlds/minecraft/Rules.py
espeon65536 3fa253bac5 MC: 1.17 support (#120)
* MC: add death_link option

* Minecraft: 1.17 advancements and logic support

* Update Minecraft tracker to 1.17

* Minecraft: add tests for new advancements

* removed jdk/forge download install out of iss and into MinecraftClient.py using flag --install

* Add required_bosses option
choices are none, ender_dragon, wither, both
postgame advancements are set according to the required boss for completion

* fix docstring for PostgameAdvancements

* Minecraft: add starting_items
List of dicts: item, amount, nbt

* Update descriptions for AdvancementGoal and EggShardsRequired

* Minecraft: fix tests for required_bosses attribute

* Minecraft: updated logic for various dragon-related advancements
Split the logic into can_respawn and can_kill dragon
Free the End, Monsters Hunted, The End Again still require both respawn and kill, since the player needs to kill and be credited with the kill
You Need a Mint and Is It a Plane now require only respawn, since the dragon need only be alive; if killed out of logic, it's ok
The Next Generation only requires kill, since the egg spawns regardless of whether the player was credited with the kill or not

* Minecraft client: ignore prereleases unless --prerelease flag is on

* explicitly state all defaults
change structure shuffle and structure compass defaults to true
update install tutorial to point to player-settings page, as well as removing instructions for manual install

* Minecraft client: add Minecraft version check
Adds a minecraft_version field in the apmc, and downloads only mods which contain that version in the name of the .jar file.
This ensures that the client remains compatible even if new mods are released for later versions, since they won't download a mod for a later version than the apmc says.

Co-authored-by: Kono Tyran <Kono.Tyran@gmail.com>
2021-12-01 02:37:11 +01:00

283 lines
26 KiB
Python

from ..generic.Rules import set_rule, add_rule
from .Locations import exclusion_table, get_postgame_advancements
from BaseClasses import MultiWorld
from ..AutoWorld import LogicMixin
class MinecraftLogic(LogicMixin):
def _mc_has_iron_ingots(self, player: int):
return self.has('Progressive Tools', player) and self.has('Progressive Resource Crafting', player)
def _mc_has_copper_ingots(self, player: int):
return self.has('Progressive Tools', player) and self.has('Progressive Resource Crafting', player)
def _mc_has_gold_ingots(self, player: int):
return self.has('Progressive Resource Crafting', player) and (self.has('Progressive Tools', player, 2) or self.can_reach('The Nether', 'Region', player))
def _mc_has_diamond_pickaxe(self, player: int):
return self.has('Progressive Tools', player, 3) and self._mc_has_iron_ingots(player)
def _mc_craft_crossbow(self, player: int):
return self.has('Archery', player) and self._mc_has_iron_ingots(player)
def _mc_has_bottle(self, player: int):
return self.has('Bottles', player) and self.has('Progressive Resource Crafting', player)
def _mc_has_spyglass(self, player: int):
return self._mc_has_copper_ingots(player) and self.has('Spyglass', player) and self._mc_can_adventure(player)
def _mc_can_enchant(self, player: int):
return self.has('Enchanting', player) and self._mc_has_diamond_pickaxe(player) # mine obsidian and lapis
def _mc_can_use_anvil(self, player: int):
return self.has('Enchanting', player) and self.has('Progressive Resource Crafting', player, 2) and self._mc_has_iron_ingots(player)
def _mc_fortress_loot(self, player: int): # saddles, blaze rods, wither skulls
return self.can_reach('Nether Fortress', 'Region', player) and self._mc_basic_combat(player)
def _mc_can_brew_potions(self, player: int):
return self.has('Blaze Rods', player) and self.has('Brewing', player) and self._mc_has_bottle(player)
def _mc_can_piglin_trade(self, player: int):
return self._mc_has_gold_ingots(player) and (
self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region',
player))
def _mc_enter_stronghold(self, player: int):
return self.has('Blaze Rods', player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player)
# Difficulty-dependent functions
def _mc_combat_difficulty(self, player: int):
return self.world.combat_difficulty[player].current_key
def _mc_can_adventure(self, player: int):
if self._mc_combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player)
elif self._mc_combat_difficulty(player) == 'hard':
return True
return self.has('Progressive Weapons', player) and (self.has('Progressive Resource Crafting', player) or self.has('Campfire', player))
def _mc_basic_combat(self, player: int):
if self._mc_combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \
self.has('Shield', player) and self._mc_has_iron_ingots(player)
elif self._mc_combat_difficulty(player) == 'hard':
return True
return self.has('Progressive Weapons', player) and (self.has('Progressive Armor', player) or self.has('Shield', player)) and self._mc_has_iron_ingots(player)
def _mc_complete_raid(self, player: int):
reach_regions = self.can_reach('Village', 'Region', player) and self.can_reach('Pillager Outpost', 'Region', player)
if self._mc_combat_difficulty(player) == 'easy':
return reach_regions and \
self.has('Progressive Weapons', player, 3) and self.has('Progressive Armor', player, 2) and \
self.has('Shield', player) and self.has('Archery', player) and \
self.has('Progressive Tools', player, 2) and self._mc_has_iron_ingots(player)
elif self._mc_combat_difficulty(player) == 'hard': # might be too hard?
return reach_regions and self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player) and \
(self.has('Progressive Armor', player) or self.has('Shield', player))
return reach_regions and self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player) and \
self.has('Progressive Armor', player) and self.has('Shield', player)
def _mc_can_kill_wither(self, player: int):
normal_kill = self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self._mc_can_brew_potions(player) and self._mc_can_enchant(player)
if self._mc_combat_difficulty(player) == 'easy':
return self._mc_fortress_loot(player) and normal_kill and self.has('Archery', player)
elif self._mc_combat_difficulty(player) == 'hard': # cheese kill using bedrock ceilings
return self._mc_fortress_loot(player) and (normal_kill or self.can_reach('The Nether', 'Region', player) or self.can_reach('The End', 'Region', player))
return self._mc_fortress_loot(player) and normal_kill
def _mc_can_respawn_ender_dragon(self, player: int):
return self.can_reach('The Nether', 'Region', player) and self.can_reach('The End', 'Region', player) and \
self.has('Progressive Resource Crafting', player) # smelt sand into glass
def _mc_can_kill_ender_dragon(self, player: int):
if self._mc_combat_difficulty(player) == 'easy':
return self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and \
self.has('Archery', player) and self._mc_can_brew_potions(player) and self._mc_can_enchant(player)
if self._mc_combat_difficulty(player) == 'hard':
return (self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player)) or \
(self.has('Progressive Weapons', player, 1) and self.has('Bed', player))
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
def _mc_has_structure_compass(self, entrance_name: str, player: int):
if not self.world.structure_compasses[player]:
return True
return self.has(f"Structure Compass ({self.world.get_entrance(entrance_name, player).connected_region.name})", player)
# Sets rules on entrances and advancements that are always applied
def set_advancement_rules(world: MultiWorld, player: int):
# Retrieves the appropriate structure compass for the given entrance
def get_struct_compass(entrance_name):
struct = world.get_entrance(entrance_name, player).connected_region.name
return f"Structure Compass ({struct})"
set_rule(world.get_entrance("Nether Portal", player), lambda state: state.has('Flint and Steel', player) and
(state.has('Bucket', player) or state.has('Progressive Tools', player, 3)) and
state._mc_has_iron_ingots(player))
set_rule(world.get_entrance("End Portal", player), lambda state: state._mc_enter_stronghold(player) and state.has('3 Ender Pearls', player, 4))
set_rule(world.get_entrance("Overworld Structure 1", player), lambda state: state._mc_can_adventure(player) and state._mc_has_structure_compass("Overworld Structure 1", player))
set_rule(world.get_entrance("Overworld Structure 2", player), lambda state: state._mc_can_adventure(player) and state._mc_has_structure_compass("Overworld Structure 2", player))
set_rule(world.get_entrance("Nether Structure 1", player), lambda state: state._mc_can_adventure(player) and state._mc_has_structure_compass("Nether Structure 1", player))
set_rule(world.get_entrance("Nether Structure 2", player), lambda state: state._mc_can_adventure(player) and state._mc_has_structure_compass("Nether Structure 2", player))
set_rule(world.get_entrance("The End Structure", player), lambda state: state._mc_can_adventure(player) and state._mc_has_structure_compass("The End Structure", player))
set_rule(world.get_location("Ender Dragon", player), lambda state: state._mc_can_kill_ender_dragon(player))
set_rule(world.get_location("Wither", player), lambda state: state._mc_can_kill_wither(player))
set_rule(world.get_location("Blaze Spawner", player), lambda state: state._mc_fortress_loot(player))
set_rule(world.get_location("Who is Cutting Onions?", player), lambda state: state._mc_can_piglin_trade(player))
set_rule(world.get_location("Oh Shiny", player), lambda state: state._mc_can_piglin_trade(player))
set_rule(world.get_location("Suit Up", player), lambda state: state.has("Progressive Armor", player) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Very Very Frightening", player), lambda state: state.has("Channeling Book", player) and state._mc_can_use_anvil(player) and state._mc_can_enchant(player) and \
((world.get_region('Village', player).entrances[0].parent_region.name != 'The End' and state.can_reach('Village', 'Region', player)) or state.can_reach('Zombie Doctor', 'Location', player))) # need villager into the overworld for lightning strike
set_rule(world.get_location("Hot Stuff", player), lambda state: state.has("Bucket", player) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Free the End", player), lambda state: state._mc_can_respawn_ender_dragon(player) and state._mc_can_kill_ender_dragon(player))
set_rule(world.get_location("A Furious Cocktail", player), lambda state: state._mc_can_brew_potions(player) and
state.has("Fishing Rod", player) and # Water Breathing
state.can_reach('The Nether', 'Region', player) and # Regeneration, Fire Resistance, gold nuggets
state.can_reach('Village', 'Region', player) and # Night Vision, Invisibility
state.can_reach('Bring Home the Beacon', 'Location', player)) # Resistance
set_rule(world.get_location("Best Friends Forever", player), lambda state: True)
set_rule(world.get_location("Bring Home the Beacon", player), lambda state: state._mc_can_kill_wither(player) and
state._mc_has_diamond_pickaxe(player) and state.has("Progressive Resource Crafting", player, 2))
set_rule(world.get_location("Not Today, Thank You", player), lambda state: state.has("Shield", player) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Isn't It Iron Pick", player), lambda state: state.has("Progressive Tools", player, 2) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Local Brewery", player), lambda state: state._mc_can_brew_potions(player))
set_rule(world.get_location("The Next Generation", player), lambda state: state._mc_can_kill_ender_dragon(player))
set_rule(world.get_location("Fishy Business", player), lambda state: state.has("Fishing Rod", player))
set_rule(world.get_location("Hot Tourist Destinations", player), lambda state: True)
set_rule(world.get_location("This Boat Has Legs", player), lambda state: (state._mc_fortress_loot(player) or state._mc_complete_raid(player)) and
state.has("Saddle", player) and state.has("Fishing Rod", player))
set_rule(world.get_location("Sniper Duel", player), lambda state: state.has("Archery", player))
set_rule(world.get_location("Nether", player), lambda state: True)
set_rule(world.get_location("Great View From Up Here", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("How Did We Get Here?", player), lambda state: state._mc_can_brew_potions(player) and
state._mc_has_gold_ingots(player) and # Absorption
state.can_reach('End City', 'Region', player) and # Levitation
state.can_reach('The Nether', 'Region', player) and # potion ingredients
state.has("Fishing Rod", player) and state.has("Archery",player) and # Pufferfish, Nautilus Shells; spectral arrows
state.can_reach("Bring Home the Beacon", "Location", player) and # Haste
state.can_reach("Hero of the Village", "Location", player)) # Bad Omen, Hero of the Village
set_rule(world.get_location("Bullseye", player), lambda state: state.has("Archery", player) and state.has("Progressive Tools", player, 2) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Spooky Scary Skeleton", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("Two by Two", player), lambda state: state._mc_has_iron_ingots(player) and state._mc_can_adventure(player)) # shears > seagrass > turtles; nether > striders; gold carrots > horses skips ingots
set_rule(world.get_location("Stone Age", player), lambda state: True)
set_rule(world.get_location("Two Birds, One Arrow", player), lambda state: state._mc_craft_crossbow(player) and state._mc_can_enchant(player))
set_rule(world.get_location("We Need to Go Deeper", player), lambda state: True)
set_rule(world.get_location("Who's the Pillager Now?", player), lambda state: state._mc_craft_crossbow(player))
set_rule(world.get_location("Getting an Upgrade", player), lambda state: state.has("Progressive Tools", player))
set_rule(world.get_location("Tactical Fishing", player), lambda state: state.has("Bucket", player) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Zombie Doctor", player), lambda state: state._mc_can_brew_potions(player) and state._mc_has_gold_ingots(player))
set_rule(world.get_location("The City at the End of the Game", player), lambda state: True)
set_rule(world.get_location("Ice Bucket Challenge", player), lambda state: state._mc_has_diamond_pickaxe(player))
set_rule(world.get_location("Remote Getaway", player), lambda state: True)
set_rule(world.get_location("Into Fire", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("War Pigs", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("Take Aim", player), lambda state: state.has("Archery", player))
set_rule(world.get_location("Total Beelocation", player), lambda state: state.has("Silk Touch Book", player) and state._mc_can_use_anvil(player) and state._mc_can_enchant(player))
set_rule(world.get_location("Arbalistic", player), lambda state: state._mc_craft_crossbow(player) and state.has("Piercing IV Book", player) and
state._mc_can_use_anvil(player) and state._mc_can_enchant(player))
set_rule(world.get_location("The End... Again...", player), lambda state: state._mc_can_respawn_ender_dragon(player) and state._mc_can_kill_ender_dragon(player))
set_rule(world.get_location("Acquire Hardware", player), lambda state: state._mc_has_iron_ingots(player))
set_rule(world.get_location("Not Quite \"Nine\" Lives", player), lambda state: state._mc_can_piglin_trade(player) and state.has("Progressive Resource Crafting", player, 2))
set_rule(world.get_location("Cover Me With Diamonds", player), lambda state: state.has("Progressive Armor", player, 2) and state.can_reach("Diamonds!", "Location", player))
set_rule(world.get_location("Sky's the Limit", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("Hired Help", player), lambda state: state.has("Progressive Resource Crafting", player, 2) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Return to Sender", player), lambda state: True)
set_rule(world.get_location("Sweet Dreams", player), lambda state: state.has("Bed", player) or state.can_reach('Village', 'Region', player))
set_rule(world.get_location("You Need a Mint", player), lambda state: state._mc_can_respawn_ender_dragon(player) and state._mc_has_bottle(player))
set_rule(world.get_location("Adventure", player), lambda state: True)
set_rule(world.get_location("Monsters Hunted", player), lambda state: state._mc_can_respawn_ender_dragon(player) and state._mc_can_kill_ender_dragon(player) and
state._mc_can_kill_wither(player) and state.has("Fishing Rod", player)) # pufferfish for Water Breathing
set_rule(world.get_location("Enchanter", player), lambda state: state._mc_can_enchant(player))
set_rule(world.get_location("Voluntary Exile", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("Eye Spy", player), lambda state: state._mc_enter_stronghold(player))
set_rule(world.get_location("The End", player), lambda state: True)
set_rule(world.get_location("Serious Dedication", player), lambda state: state.can_reach("Hidden in the Depths", "Location", player) and state._mc_has_gold_ingots(player))
set_rule(world.get_location("Postmortal", player), lambda state: state._mc_complete_raid(player))
set_rule(world.get_location("Monster Hunter", player), lambda state: True)
set_rule(world.get_location("Adventuring Time", player), lambda state: state._mc_can_adventure(player))
set_rule(world.get_location("A Seedy Place", player), lambda state: True)
set_rule(world.get_location("Those Were the Days", player), lambda state: True)
set_rule(world.get_location("Hero of the Village", player), lambda state: state._mc_complete_raid(player))
set_rule(world.get_location("Hidden in the Depths", player), lambda state: state._mc_can_brew_potions(player) and state.has("Bed", player) and state._mc_has_diamond_pickaxe(player)) # bed mining :)
set_rule(world.get_location("Beaconator", player), lambda state: state._mc_can_kill_wither(player) and state._mc_has_diamond_pickaxe(player) and
state.has("Progressive Resource Crafting", player, 2))
set_rule(world.get_location("Withering Heights", player), lambda state: state._mc_can_kill_wither(player))
set_rule(world.get_location("A Balanced Diet", player), lambda state: state._mc_has_bottle(player) and state._mc_has_gold_ingots(player) and # honey bottle; gapple
state.has("Progressive Resource Crafting", player, 2) and state.can_reach('The End', 'Region', player)) # notch apple, chorus fruit
set_rule(world.get_location("Subspace Bubble", player), lambda state: state._mc_has_diamond_pickaxe(player))
set_rule(world.get_location("Husbandry", player), lambda state: True)
set_rule(world.get_location("Country Lode, Take Me Home", player), lambda state: state.can_reach("Hidden in the Depths", "Location", player) and state._mc_has_gold_ingots(player))
set_rule(world.get_location("Bee Our Guest", player), lambda state: state.has("Campfire", player) and state._mc_has_bottle(player))
set_rule(world.get_location("What a Deal!", player), lambda state: True)
set_rule(world.get_location("Uneasy Alliance", player), lambda state: state._mc_has_diamond_pickaxe(player) and state.has('Fishing Rod', player))
set_rule(world.get_location("Diamonds!", player), lambda state: state.has("Progressive Tools", player, 2) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("A Terrible Fortress", player), lambda state: True) # since you don't have to fight anything
set_rule(world.get_location("A Throwaway Joke", player), lambda state: state._mc_can_adventure(player)) # kill drowned
set_rule(world.get_location("Minecraft", player), lambda state: True)
set_rule(world.get_location("Sticky Situation", player), lambda state: state.has("Campfire", player) and state._mc_has_bottle(player))
set_rule(world.get_location("Ol' Betsy", player), lambda state: state._mc_craft_crossbow(player))
set_rule(world.get_location("Cover Me in Debris", player), lambda state: state.has("Progressive Armor", player, 2) and
state.has("8 Netherite Scrap", player, 2) and state.has("Progressive Resource Crafting", player) and
state.can_reach("Diamonds!", "Location", player) and state.can_reach("Hidden in the Depths", "Location", player))
set_rule(world.get_location("The End?", player), lambda state: True)
set_rule(world.get_location("The Parrots and the Bats", player), lambda state: True)
set_rule(world.get_location("A Complete Catalogue", player), lambda state: True) # kill fish for raw
set_rule(world.get_location("Getting Wood", player), lambda state: True)
set_rule(world.get_location("Time to Mine!", player), lambda state: True)
set_rule(world.get_location("Hot Topic", player), lambda state: state.has("Progressive Resource Crafting", player))
set_rule(world.get_location("Bake Bread", player), lambda state: True)
set_rule(world.get_location("The Lie", player), lambda state: state._mc_has_iron_ingots(player) and state.has("Bucket", player))
set_rule(world.get_location("On a Rail", player), lambda state: state._mc_has_iron_ingots(player) and state.has('Progressive Tools', player, 2)) # powered rails
set_rule(world.get_location("Time to Strike!", player), lambda state: True)
set_rule(world.get_location("Cow Tipper", player), lambda state: True)
set_rule(world.get_location("When Pigs Fly", player), lambda state: (state._mc_fortress_loot(player) or state._mc_complete_raid(player)) and
state.has("Saddle", player) and state.has("Fishing Rod", player) and state._mc_can_adventure(player))
set_rule(world.get_location("Overkill", player), lambda state: state._mc_can_brew_potions(player) and
(state.has("Progressive Weapons", player) or state.can_reach('The Nether', 'Region', player))) # strength 1 + stone axe crit OR strength 2 + wood axe crit
set_rule(world.get_location("Librarian", player), lambda state: state.has("Enchanting", player))
set_rule(world.get_location("Overpowered", player), lambda state: state._mc_has_iron_ingots(player) and
state.has('Progressive Tools', player, 2) and state._mc_basic_combat(player)) # mine gold blocks w/ iron pick
set_rule(world.get_location("Wax On", player), lambda state: state._mc_has_copper_ingots(player) and state.has('Campfire', player) and
state.has('Progressive Resource Crafting', player, 2))
set_rule(world.get_location("Wax Off", player), lambda state: state._mc_has_copper_ingots(player) and state.has('Campfire', player) and
state.has('Progressive Resource Crafting', player, 2))
set_rule(world.get_location("The Cutest Predator", player), lambda state: state._mc_has_iron_ingots(player) and state.has('Bucket', player))
set_rule(world.get_location("The Healing Power of Friendship", player), lambda state: state._mc_has_iron_ingots(player) and state.has('Bucket', player))
set_rule(world.get_location("Is It a Bird?", player), lambda state: state._mc_has_spyglass(player) and state._mc_can_adventure(player))
set_rule(world.get_location("Is It a Balloon?", player), lambda state: state._mc_has_spyglass(player))
set_rule(world.get_location("Is It a Plane?", player), lambda state: state._mc_has_spyglass(player) and state._mc_can_respawn_ender_dragon(player))
set_rule(world.get_location("Surge Protector", player), lambda state: state.has("Channeling Book", player) and state._mc_can_use_anvil(player) and state._mc_can_enchant(player) and \
((world.get_region('Village', player).entrances[0].parent_region.name != 'The End' and state.can_reach('Village', 'Region', player)) or state.can_reach('Zombie Doctor', 'Location', player)))
set_rule(world.get_location("Light as a Rabbit", player), lambda state: state._mc_can_adventure(player) and state._mc_has_iron_ingots(player) and state.has('Bucket', player))
set_rule(world.get_location("Glow and Behold!", player), lambda state: state._mc_can_adventure(player))
set_rule(world.get_location("Whatever Floats Your Goat!", player), lambda state: state._mc_can_adventure(player))
# Sets rules on completion condition and postgame advancements
def set_completion_rules(world: MultiWorld, player: int):
def reachable_locations(state):
postgame_advancements = get_postgame_advancements(world.required_bosses[player].current_key)
return [location for location in world.get_locations() if
location.player == player and
location.name not in postgame_advancements and
location.address != None and
location.can_reach(state)]
def defeated_required_bosses(state):
return (world.required_bosses[player].current_key not in {"ender_dragon", "both"} or state.has("Defeat Ender Dragon", player)) and \
(world.required_bosses[player].current_key not in {"wither", "both"} or state.has("Defeat Wither", player))
# 103 total advancements. Goal is to complete X advancements and then defeat the dragon.
# There are 11 possible postgame advancements; 5 for dragon, 5 for wither, 1 shared between them
# Hence the max for completion is 92
egg_shards = min(world.egg_shards_required[player], world.egg_shards_available[player])
completion_requirements = lambda state: len(reachable_locations(state)) >= world.advancement_goal[player] and \
state.has("Dragon Egg Shard", player, egg_shards)
world.completion_condition[player] = lambda state: completion_requirements(state) and defeated_required_bosses(state)
# Set rules on postgame advancements
for adv_name in get_postgame_advancements(world.required_bosses[player].current_key):
add_rule(world.get_location(adv_name, player), completion_requirements)