Files
Grinch-AP/worlds/tunic/rules.py
Scipio Wright a3aac3d737 TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict

* Fix formatting, fix rule for heir access after merge

* Writing combat logic helpers

* More helpers!

* More logic!

* Rename has_stick to has_melee, some fixes per Medic's review

* Clamp max power from sword upgrades

* Wrote the rest of the helpers

* Remove unused import

* Apply item classifications

* Create the combat logic option

* Item classification varies based on option

* Add the shop sword logic stuff in

* Add the rules for the boss-only option

* Fix tiny issues

* Some early Overworld combat logic

* Fill out swamp combat logic

* Add note

* Bump up Boss Scav and Heir

* More revisions to combat logic

* Some changes, currently broken

* New system for power, kinda jank probably

* Revisions to new system, needs more balancing

* Cap attack upgrades

* Uncap mp power since it's directly related to damage output

* Voidlings

* Put together a table showing the vanilla-expected stats for each area

* Added some info on potion counts

* Made new helper functions

* Make has_required_stats

* Make has_combat_reqs

* Update er_rules for new combat reqs

* Fix all the broken things ever

* Remove outdated todo

* Make temp option for testing logic

* More flexible choices for combat items

* Hard require sword for bosses

* Temporarily default combat logic to on

* Finish writing overworld combat logic

* East Forest combat logic done

* Remove a few easy ones

* Finish beneath the well

* Dark Tomb combat logic

* West Garden combat logic

* make unit tests checkmark again

* Weird west garden dagger house edge case

* Try block for that weird west garden edge case

* Add quarry combat logic

* Update to filter out unreachable regions outside of ER

* Fortress Grave Path logic, and a couple fixes to the west garden logic

* Fortress east shortcut logic, and rewriting the try except blocks to use finally

* Refactor to use a new function cause wow there was a lot of repeated code

* Add combat logic to the other two sets of fortress fuses

* Add combat rules to beneath the vault

* Fix missing cathedral -> elevator connection

* Combat logic for cathedral to elevator

* Add cathedral main region, rename cathedral -> cathedral entry

* Setup cathedral combat logic

* Adjust locations' regions for ER

* Add laurels zip logic to the chest in the spike room in cathedral

* Add combat logic to frog's domain

* Move frog's domain locations to regions for combat logic

* Add new frog's domain regions for combat logic

* Update region name for frog's domain

* Fix typo

* Add more regions for lower zig

* Move around lower zig regions for combat logic

* Lower Zig combat logic

* Upper zig combat logic

* Fix typo

* Fix typos

* Fix missing world.

* Update combat logic description

* Add todo

* Add todo

* Don't make zig skip if er or fixed shop is off

* Make it so zig skip is only made with fewer shops and er

* Temporarily default combat logic on

* Update test to explicitly disable combat logic

* Update test_access.py

* Slight wording changes

* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples

* Run through checks you can do with magic dagger

* Run through checks you can do with magic dagger

* Add rule for entering town portal of having equipment to deal with enemies

* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm

* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels

* Revamp combat logic function to work properly without melee

* Add laurels rules to combat logic chests

* Modify beneath the vault bridge rule to need a lantern if combat logic is on

* Put in money logic

* Dagger or combat for swamp big skeleton chest

* Remove the 100 moneys from logic

* Modify lower zig ls drop region destinations

* Remove completed todo

* Reword combat logic option description, remove test option

* Add combat logic to slot data

* Merge Silent's missing slot data bugfix PR #3628

* Remove test combat option

* Update combat logic description

* Fix secret gathering place issue

* Fix secret gathering place issue

* Fix lower zig ls rule

* Fix accidentally removed librarian rule

* Remove redundant rule

* Update gauntlet rule to hard-require a sword

* Add test for a problematic connection

* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic

* Fix create_item classification

* Update some comments

* Update per exempt's suggestion

* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off

* Add EntranceLayout option

* Add back LogicRules as an invisible option, to not break old yamls

* Fix a bug with seed group, continue changing fixed shop to entrance layout

* Fix missed fixed shop -> entrance layout spot

* Fix bug in seed groups with fixed shop on and off

* Add entrance layout to the UT regen stuff

* Put direction. in, will add them later

* Remove unused elevation from portal class

* Got like half of them in

* Finish adding all of the directions

* Add combat rule for zig front to back

* Update per Medic's suggestion

* Update ladder storage without items option description

* Mess with state with collect and remove to save like 2 seconds (never again)

* Save even more time, still never going to do this again on anything else

* Add option check for collect and remove

* Add directions to shop portals

* Update direction in Portal with default

* Move Direction above Portal

* Add decoupled option, mess with plando connection stuff

* Merge, implement verify plando directions

* Condense the stuff in change and remove to less lines (thanks medic)

* Remove unused thing

* Swap to using logicmixin instead of prog_items (thanks Vi)

* Fix consistency in stat counters

* Add back something that was needed

* Fix mistake when adding back

* Making the fix better (thanks medic)

* Make it actually return false if it gets to the backup lists and fails them

* Fix stuff after merge

* Add outlet regions, create new regions as needed for them

* Put together part of decoupled and direction pairs

* make direction pairs work

* Make decoupled work

* Make fixed shop work again

* Fix a few minor bugs

* Fix a few minor bugs

* Fix plando

* god i love programming

* Reorder portal list

* Update portal sorter for variable shops

* Add missing parameter

* Some cleanup of prints and functions

* Fix typo

* it's aliiiiiive

* Make seed groups not sync decoupled

* Add test with full-shop plando

* Fix bug with vanilla portals

* Handle plando connections and direction pair errors

* Update plando checking for decoupled

* Fix typo

* Fix exception text to be shorter

* Add some more comments

* Add todo note

* Remove unused safety thing

* Remove extra plando connections definition in options

* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log

* Fix weird edge case that is technically user error

* Add note to fixed shop

* Fix parsing shop names in UT

* Remove debug print

* Actually make UT work

* multiworld. to world.

* Fix typo from merge

* Make it so the shops show up in the entrance hints

* Fix bug in ladder storage rules

* Remove blank line

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py
#	worlds/tunic/rules.py
#	worlds/tunic/test/test_access.py

* Fix issues after merge

* Update plando connections stuff in docs

* Fix library mistake

* has_stick -> has_melee

* has_stick -> has_melee

* Add a failsafe for direction pairing

* Fix playthrough crash bug

* Remove init from logicmixin

* Updates per code review (thanks hesto)

* has_stick to has_melee in newer update

* has_stick to has_melee in newer update

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/combat_logic.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py

* Cleanup more stuff after merge

* Revert "Cleanup more stuff after merge"

This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.

* Revert "# Conflicts:"

This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.

* Cleanup more stuff after merge

* Swap to .get for decoupled so it works with older games probably maybe

* Fix after merge

* Fix typo

* Fix UT support with fixed shop option

* Backport plando connections fix

* Fix issue with fixed shop + decoupled

* Make the error not duplicate the while loop condition

* Fix rule for quarry back to monastery

* Fix more stuff after merge

* Make it not output anything if you set plando connections but not ER

* Add obvious note to plando connections description

* Fix after merge

* add comment to commented out connection

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00

403 lines
22 KiB
Python

from typing import Dict, TYPE_CHECKING
from worlds.generic.Rules import set_rule, forbid_item, add_rule
from BaseClasses import CollectionState
from .options import LadderStorage, IceGrappling, HexagonQuestAbilityUnlockType
if TYPE_CHECKING:
from . import TunicWorld
laurels = "Hero's Laurels"
grapple = "Magic Orb"
ice_dagger = "Magic Dagger"
fire_wand = "Magic Wand"
gun = "Gun"
lantern = "Lantern"
fairies = "Fairy"
coins = "Golden Coin"
prayer = "Pages 24-25 (Prayer)"
holy_cross = "Pages 42-43 (Holy Cross)"
icebolt = "Pages 52-53 (Icebolt)"
shield = "Shield"
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"
# "Quarry - [East] Bombable Wall" is excluded from this list since it has slightly different rules
bomb_walls = ["East Forest - Bombable Wall", "Eastern Vault Fortress - [East Wing] Bombable Wall",
"Overworld - [Central] Bombable Wall", "Overworld - [Southwest] Bombable Wall Near Fountain",
"Quarry - [West] Upper Area Bombable Wall", "Ruined Atoll - [Northwest] Bombable Wall"]
def randomize_ability_unlocks(world: "TunicWorld") -> Dict[str, int]:
random = world.random
options = world.options
abilities = [prayer, holy_cross, icebolt]
ability_requirement = [1, 1, 1]
random.shuffle(abilities)
if options.hexagon_quest.value and options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
hexagon_goal = options.hexagon_goal.value
# Set ability unlocks to 25, 50, and 75% of goal amount
ability_requirement = [hexagon_goal // 4, hexagon_goal // 2, hexagon_goal * 3 // 4]
if any(req == 0 for req in ability_requirement):
ability_requirement = [1, 2, 3]
return dict(zip(abilities, ability_requirement))
def has_ability(ability: str, state: CollectionState, world: "TunicWorld") -> bool:
options = world.options
ability_unlocks = world.ability_unlocks
if not options.ability_shuffling:
return True
if options.hexagon_quest and options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
return state.has(gold_hexagon, world.player, ability_unlocks[ability])
return state.has(ability, world.player)
# a check to see if you can whack things in melee at all
def has_melee(state: CollectionState, player: int) -> bool:
return state.has_any({"Stick", "Sword", "Sword Upgrade"}, player)
def has_sword(state: CollectionState, player: int) -> bool:
return state.has("Sword", player) or state.has("Sword Upgrade", player, 2)
def laurels_zip(state: CollectionState, world: "TunicWorld") -> bool:
return world.options.laurels_zips and state.has(laurels, world.player)
def has_ice_grapple_logic(long_range: bool, difficulty: IceGrappling, state: CollectionState, world: "TunicWorld") -> bool:
if world.options.ice_grappling < difficulty:
return False
if not long_range:
return state.has_all({ice_dagger, grapple}, world.player)
else:
return state.has_all({ice_dagger, fire_wand, grapple}, world.player) and has_ability(icebolt, state, world)
def can_ladder_storage(state: CollectionState, world: "TunicWorld") -> bool:
if not world.options.ladder_storage:
return False
if world.options.ladder_storage_without_items:
return True
return has_melee(state, world.player) or state.has_any((grapple, shield), world.player)
def has_mask(state: CollectionState, world: "TunicWorld") -> bool:
return world.options.maskless or state.has(mask, world.player)
def has_lantern(state: CollectionState, world: "TunicWorld") -> bool:
return world.options.lanternless or state.has(lantern, world.player)
def set_region_rules(world: "TunicWorld") -> None:
player = world.player
options = world.options
world.get_entrance("Overworld -> Overworld Holy Cross").access_rule = \
lambda state: has_ability(holy_cross, state, world)
world.get_entrance("Overworld -> Beneath the Well").access_rule = \
lambda state: has_melee(state, player) or state.has(fire_wand, player)
world.get_entrance("Overworld -> Dark Tomb").access_rule = \
lambda state: has_lantern(state, world)
# laurels in, ladder storage in through the furnace, or ice grapple down the belltower
world.get_entrance("Overworld -> West Garden").access_rule = \
lambda state: (state.has(laurels, player)
or can_ladder_storage(state, world)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
world.get_entrance("Overworld -> Eastern Vault Fortress").access_rule = \
lambda state: state.has(laurels, player) \
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world) \
or can_ladder_storage(state, world)
# using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules
world.get_entrance("Overworld -> Beneath the Vault").access_rule = \
lambda state: (has_lantern(state, world) and has_ability(prayer, state, world)
# there's some boxes in the way
and (has_melee(state, player) or state.has_any((gun, grapple, fire_wand), player)))
world.get_entrance("Ruined Atoll -> Library").access_rule = \
lambda state: (state.has_any({grapple, laurels}, player) and has_ability(prayer, state, world)
and (has_sword(state, player) or state.has_any((fire_wand, gun), player)))
world.get_entrance("Overworld -> Quarry").access_rule = \
lambda state: (has_sword(state, player) or state.has(fire_wand, player)) \
and (state.has_any({grapple, laurels, gun}, player) or can_ladder_storage(state, world))
world.get_entrance("Quarry Back -> Quarry").access_rule = \
lambda state: has_sword(state, player) or state.has(fire_wand, player)
world.get_entrance("Quarry Back -> Monastery").access_rule = \
lambda state: state.has(laurels, player)
world.get_entrance("Monastery -> Monastery Back").access_rule = \
lambda state: (has_sword(state, player) or state.has(fire_wand, player)
or laurels_zip(state, world))
world.get_entrance("Quarry -> Lower Quarry").access_rule = \
lambda state: has_mask(state, world)
world.get_entrance("Lower Quarry -> Rooted Ziggurat").access_rule = \
lambda state: state.has(grapple, player) and has_ability(prayer, state, world)
world.get_entrance("Swamp -> Cathedral").access_rule = \
lambda state: (state.has(laurels, player) and has_ability(prayer, state, world) and has_sword(state, player)) \
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
world.get_entrance("Overworld -> Spirit Arena").access_rule = \
lambda state: ((state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value
else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)
and state.has_group_unique("Hero Relics", player, 6))
and has_ability(prayer, state, world) and has_sword(state, player)
and state.has_any({lantern, laurels}, player))
world.get_region("Quarry").connect(world.get_region("Rooted Ziggurat"),
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world)
and has_ability(prayer, state, world))
if options.ladder_storage >= LadderStorage.option_medium:
# ls at any ladder in a safe spot in quarry to get to the monastery rope entrance
add_rule(world.get_entrance(entrance_name="Quarry Back -> Monastery"),
rule=lambda state: can_ladder_storage(state, world))
def set_location_rules(world: "TunicWorld") -> None:
player = world.player
forbid_item(world.get_location("Secret Gathering Place - 20 Fairy Reward"), fairies, player)
# Ability Shuffle Exclusive Rules
set_rule(world.get_location("Far Shore - Page Pickup"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("Fortress Courtyard - Chest Near Cave"),
lambda state: has_ability(prayer, state, world)
or state.has(laurels, player)
or can_ladder_storage(state, world)
or (has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)
and has_lantern(state, world)))
set_rule(world.get_location("Fortress Courtyard - Page Near Cave"),
lambda state: has_ability(prayer, state, world) or state.has(laurels, player)
or can_ladder_storage(state, world)
or (has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)
and has_lantern(state, world)))
set_rule(world.get_location("East Forest - Dancing Fox Spirit Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Forest Grave Path - Holy Cross Code by Grave"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("East Forest - Golden Obelisk Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Beneath the Well - [Powered Secret Room] Chest"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("West Garden - [North] Behind Holy Cross Door"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Library Hall - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Quarry - [Back Entrance] Bushes Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Cathedral - Secret Legend Trophy Chest"),
lambda state: has_ability(holy_cross, state, world))
# Overworld
set_rule(world.get_location("Overworld - [Southwest] Fountain Page"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Overworld - [Southwest] Grapple Chest Over Walkway"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Far Shore - Secret Chest"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(world.get_location("Overworld - [Southeast] Page on Pillar by Swamp"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Old House - Normal Chest"),
lambda state: state.has(house_key, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or laurels_zip(state, world))
set_rule(world.get_location("Old House - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world) and (
state.has(house_key, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or laurels_zip(state, world)))
set_rule(world.get_location("Old House - Shield Pickup"),
lambda state: state.has(house_key, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or laurels_zip(state, world))
set_rule(world.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Overworld - [Southwest] From West Garden"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Overworld - [West] Chest After Bell"),
lambda state: state.has(laurels, player)
or (has_lantern(state, world) and has_sword(state, player))
or can_ladder_storage(state, world))
set_rule(world.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Overworld - [East] Grapple Chest"),
lambda state: state.has(grapple, player))
set_rule(world.get_location("Special Shop - Secret Page Pickup"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Sealed Temple - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world)
and (state.has(laurels, player) or (has_lantern(state, world) and (has_sword(state, player)
or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
set_rule(world.get_location("Sealed Temple - Page Pickup"),
lambda state: state.has(laurels, player)
or (has_lantern(state, world) and (has_sword(state, player) or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
set_rule(world.get_location("West Furnace - Lantern Pickup"),
lambda state: has_melee(state, player) or state.has_any({fire_wand, laurels}, player))
set_rule(world.get_location("Secret Gathering Place - 10 Fairy Reward"),
lambda state: state.has(fairies, player, 10))
set_rule(world.get_location("Secret Gathering Place - 20 Fairy Reward"),
lambda state: state.has(fairies, player, 20))
set_rule(world.get_location("Coins in the Well - 3 Coins"),
lambda state: state.has(coins, player, 3))
set_rule(world.get_location("Coins in the Well - 6 Coins"),
lambda state: state.has(coins, player, 6))
set_rule(world.get_location("Coins in the Well - 10 Coins"),
lambda state: state.has(coins, player, 10))
set_rule(world.get_location("Coins in the Well - 15 Coins"),
lambda state: state.has(coins, player, 15))
# East Forest
set_rule(world.get_location("East Forest - Lower Grapple Chest"),
lambda state: state.has(grapple, player))
set_rule(world.get_location("East Forest - Lower Dash Chest"),
lambda state: state.has_all({grapple, laurels}, player))
set_rule(world.get_location("East Forest - Ice Rod Grapple Chest"),
lambda state: state.has_all({grapple, ice_dagger, fire_wand}, player)
and has_ability(icebolt, state, world))
# West Garden
set_rule(world.get_location("West Garden - [North] Across From Page Pickup"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("West Garden - [West] In Flooded Walkway"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest"),
lambda state: state.has(laurels, player) and has_ability(holy_cross, state, world))
set_rule(world.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House"),
lambda state: (state.has(laurels, player) and has_ability(prayer, state, world))
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
set_rule(world.get_location("West Garden - [Central Lowlands] Below Left Walkway"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("West Garden - [Central Highlands] After Garden Knight"),
lambda state: state.has(laurels, player)
or (has_lantern(state, world) and has_sword(state, player))
or can_ladder_storage(state, world))
# Ruined Atoll
set_rule(world.get_location("Ruined Atoll - [West] Near Kevin Block"),
lambda state: state.has(laurels, player))
# ice grapple push a crab through the door
set_rule(world.get_location("Ruined Atoll - [East] Locked Room Lower Chest"),
lambda state: state.has(laurels, player) or state.has(key, player, 2)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
set_rule(world.get_location("Ruined Atoll - [East] Locked Room Upper Chest"),
lambda state: state.has(laurels, player) or state.has(key, player, 2)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
set_rule(world.get_location("Librarian - Hexagon Green"),
lambda state: has_sword(state, player))
# Frog's Domain
set_rule(world.get_location("Frog's Domain - Side Room Grapple Secret"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Frog's Domain - Grapple Above Hot Tub"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Frog's Domain - Escape Chest"),
lambda state: state.has_any({grapple, laurels}, player))
# Library Lab
set_rule(world.get_location("Library Lab - Page 1"),
lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
set_rule(world.get_location("Library Lab - Page 2"),
lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
set_rule(world.get_location("Library Lab - Page 3"),
lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
# Eastern Vault Fortress
# yes, you can clear the leaves with dagger
# gun isn't included since it can only break one leaf pile at a time, and we don't check how much mana you have
# but really, I expect the player to just throw a bomb at them if they don't have melee
set_rule(world.get_location("Fortress Leaf Piles - Secret Chest"),
lambda state: state.has(laurels, player) and (has_melee(state, player) or state.has(ice_dagger, player)))
set_rule(world.get_location("Fortress Arena - Siege Engine/Vault Key Pickup"),
lambda state: has_sword(state, player)
and (has_ability(prayer, state, world)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
set_rule(world.get_location("Fortress Arena - Hexagon Red"),
lambda state: state.has(vault_key, player)
and (has_ability(prayer, state, world)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
# Beneath the Vault
set_rule(world.get_location("Beneath the Fortress - Bridge"),
lambda state: has_lantern(state, world) and
(has_melee(state, player) or state.has_any((laurels, fire_wand, ice_dagger, gun), player)))
set_rule(world.get_location("Beneath the Fortress - Obscured Behind Waterfall"),
lambda state: has_melee(state, player) and has_lantern(state, world))
# Quarry
set_rule(world.get_location("Quarry - [Central] Above Ladder Dash Chest"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"),
lambda state: has_sword(state, player) or state.has_all({fire_wand, laurels}, player))
set_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"),
lambda state: has_sword(state, player))
# Swamp
set_rule(world.get_location("Cathedral Gauntlet - Gauntlet Reward"),
lambda state: (state.has(fire_wand, player) and has_sword(state, player))
and (state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
set_rule(world.get_location("Swamp - [Entrance] Above Entryway"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Swamp - [Outside Cathedral] Obscured Behind Memorial"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Swamp - [South Graveyard] 4 Orange Skulls"),
lambda state: has_sword(state, player))
# Hero's Grave
set_rule(world.get_location("Hero's Grave - Tooth Relic"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(world.get_location("Hero's Grave - Mushroom Relic"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(world.get_location("Hero's Grave - Ash Relic"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(world.get_location("Hero's Grave - Flowers Relic"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(world.get_location("Hero's Grave - Effigy Relic"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(world.get_location("Hero's Grave - Feathers Relic"),
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
# Bombable Walls
for location_name in bomb_walls:
# has_sword is there because you can buy bombs in the shop
set_rule(world.get_location(location_name),
lambda state: state.has(gun, player)
or has_sword(state, player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
add_rule(world.get_location("Cube Cave - Holy Cross Chest"),
lambda state: state.has(gun, player)
or has_sword(state, player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
# can't ice grapple to this one, not enough space
set_rule(world.get_location("Quarry - [East] Bombable Wall"),
lambda state: state.has(gun, player) or has_sword(state, player))
# Shop
set_rule(world.get_location("Shop - Potion 1"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Shop - Potion 2"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Shop - Coin 1"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Shop - Coin 2"),
lambda state: has_sword(state, player))