 a3aac3d737
			
		
	
	a3aac3d737
	
	
	
		
			
			* 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* Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on *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>
		
			
				
	
	
		
			1926 lines
		
	
	
		
			103 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1926 lines
		
	
	
		
			103 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, FrozenSet, Tuple, TYPE_CHECKING
 | |
| from worlds.generic.Rules import set_rule, add_rule, forbid_item
 | |
| from BaseClasses import Region, CollectionState
 | |
| from .options import IceGrappling, LadderStorage, CombatLogic
 | |
| from .rules import (has_ability, has_sword, has_melee, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage,
 | |
|                     laurels_zip, bomb_walls)
 | |
| from .er_data import Portal, get_portal_outlet_region
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| from .ladder_storage_data import ow_ladder_groups, region_ladders, easy_ls, medium_ls, hard_ls
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| from .combat_logic import has_combat_reqs
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| from .grass import set_grass_location_rules
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| 
 | |
| if TYPE_CHECKING:
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|     from . import TunicWorld
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| 
 | |
| laurels = "Hero's Laurels"
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| grapple = "Magic Orb"
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| ice_dagger = "Magic Dagger"
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| fire_wand = "Magic Wand"
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| gun = "Gun"
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| lantern = "Lantern"
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| fairies = "Fairy"
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| coins = "Golden Coin"
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| prayer = "Pages 24-25 (Prayer)"
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| holy_cross = "Pages 42-43 (Holy Cross)"
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| icebolt = "Pages 52-53 (Icebolt)"
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| key = "Key"
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| house_key = "Old House Key"
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| vault_key = "Fortress Vault Key"
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| mask = "Scavenger Mask"
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| red_hexagon = "Red Questagon"
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| green_hexagon = "Green Questagon"
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| blue_hexagon = "Blue Questagon"
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| gold_hexagon = "Gold Questagon"
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| 
 | |
| 
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| def has_ladder(ladder: str, state: CollectionState, world: "TunicWorld") -> bool:
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|     return not world.options.shuffle_ladders or state.has(ladder, world.player)
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| 
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| 
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| def can_shop(state: CollectionState, world: "TunicWorld") -> bool:
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|     return has_sword(state, world.player) and state.can_reach_region("Shop", world.player)
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| 
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| 
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| # for the ones that are not early bushes where ER can screw you over a bit
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| def can_get_past_bushes(state: CollectionState, world: "TunicWorld") -> bool:
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|     # add in glass cannon + stick for grass rando
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|     return has_sword(state, world.player) or state.has_any((fire_wand, laurels, gun), world.player)
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| 
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| 
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| def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_pairs: Dict[Portal, Portal]) -> None:
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|     player = world.player
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|     options = world.options
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| 
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|     # input scene destination tag, returns portal's name and paired portal's outlet region or region
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|     def get_portal_info(portal_sd: str) -> Tuple[str, str]:
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|         for portal1, portal2 in portal_pairs.items():
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|             if portal1.scene_destination() == portal_sd:
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|                 return portal1.name, get_portal_outlet_region(portal2, world)
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|             if portal2.scene_destination() == portal_sd:
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|                 return portal2.name, get_portal_outlet_region(portal1, world)
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|         raise Exception("No matches found in get_portal_info")
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| 
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|     # input scene destination tag, returns paired portal's name and region
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|     def get_paired_portal(portal_sd: str) -> Tuple[str, str]:
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|         for portal1, portal2 in portal_pairs.items():
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|             if portal1.scene_destination() == portal_sd:
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|                 return portal2.name, portal2.region
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|             if portal2.scene_destination() == portal_sd:
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|                 return portal1.name, portal1.region
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|         raise Exception("no matches found in get_paired_portal")
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| 
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|     regions["Menu"].connect(
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|         connecting_region=regions["Overworld"])
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| 
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|     # Overworld
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|     regions["Overworld"].connect(
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|         connecting_region=regions["Overworld Holy Cross"],
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|         rule=lambda state: has_ability(holy_cross, state, world))
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| 
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|     # grapple on the west side, down the stairs from moss wall, across from ruined shop
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|     regions["Overworld"].connect(
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|         connecting_region=regions["Overworld Beach"],
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|         rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
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|         or state.has_any({laurels, grapple}, player))
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|     # regions["Overworld Beach"].connect(
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|     #     connecting_region=regions["Overworld"],
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|     #     rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
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|     #     or state.has_any({laurels, grapple}, player))
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| 
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|     # region for combat logic, no need to connect it to beach since it would be the same as the ow -> beach cxn
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|     ow_tunnel_beach = regions["Overworld"].connect(
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|         connecting_region=regions["Overworld Tunnel to Beach"])
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| 
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|     regions["Overworld Beach"].connect(
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|         connecting_region=regions["Overworld Tunnel to Beach"],
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|         rule=lambda state: state.has(laurels, player) or has_ladder("Ladders in Overworld Town", state, world))
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| 
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|     regions["Overworld Beach"].connect(
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|         connecting_region=regions["Overworld West Garden Laurels Entry"],
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|         rule=lambda state: state.has(laurels, player))
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|     regions["Overworld West Garden Laurels Entry"].connect(
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|         connecting_region=regions["Overworld Beach"],
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|         rule=lambda state: state.has(laurels, player))
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| 
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|     regions["Overworld Beach"].connect(
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|         connecting_region=regions["Overworld to Atoll Upper"],
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|         rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world))
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|     regions["Overworld to Atoll Upper"].connect(
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|         connecting_region=regions["Overworld Beach"],
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|         rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world))
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| 
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|     regions["Overworld"].connect(
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|         connecting_region=regions["Overworld to Atoll Upper"],
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|         rule=lambda state: state.has(laurels, player))
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|     regions["Overworld to Atoll Upper"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: state.has_any({laurels, grapple}, player))
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| 
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|     regions["Overworld"].connect(
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|         connecting_region=regions["Overworld Belltower"],
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|         rule=lambda state: state.has(laurels, player)
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|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
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|     regions["Overworld Belltower"].connect(
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|         connecting_region=regions["Overworld"])
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| 
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|     # ice grapple rudeling across rubble, drop bridge, ice grapple rudeling down
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|     regions["Overworld Belltower"].connect(
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|         connecting_region=regions["Overworld to West Garden Upper"],
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|         rule=lambda state: has_ladder("Ladders to West Bell", state, world)
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|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
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|     regions["Overworld to West Garden Upper"].connect(
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|         connecting_region=regions["Overworld Belltower"],
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|         rule=lambda state: has_ladder("Ladders to West Bell", state, world))
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| 
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|     regions["Overworld Belltower"].connect(
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|         connecting_region=regions["Overworld Belltower at Bell"],
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|         rule=lambda state: has_ladder("Ladders to West Bell", state, world))
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| 
 | |
|     # long dong, do not make a reverse connection here or to belltower, maybe readd later
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|     # regions["Overworld above Patrol Cave"].connect(
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|     #     connecting_region=regions["Overworld Belltower at Bell"],
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|     #     rule=lambda state: options.logic_rules and state.has(fire_wand, player))
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| 
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|     # can laurels through the ruined passage door at either corner
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|     regions["Overworld"].connect(
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|         connecting_region=regions["Overworld Ruined Passage Door"],
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|         rule=lambda state: state.has(key, player, 2)
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|         or laurels_zip(state, world))
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|     regions["Overworld Ruined Passage Door"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: laurels_zip(state, world))
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| 
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|     regions["Overworld"].connect(
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|         connecting_region=regions["After Ruined Passage"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
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|     regions["After Ruined Passage"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
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| 
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|     # for the hard ice grapple, get to the chest after the bomb wall, grab a slime, and grapple push down
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|     # you can ice grapple through the bomb wall, so no need for shop logic checking
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|     regions["Overworld"].connect(
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|         connecting_region=regions["Above Ruined Passage"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
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|         or state.has(laurels, player)
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|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
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|     regions["Above Ruined Passage"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
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|         or state.has(laurels, player))
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| 
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|     regions["After Ruined Passage"].connect(
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|         connecting_region=regions["Above Ruined Passage"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
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|     regions["Above Ruined Passage"].connect(
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|         connecting_region=regions["After Ruined Passage"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
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| 
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|     regions["Above Ruined Passage"].connect(
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|         connecting_region=regions["East Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
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|     regions["East Overworld"].connect(
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|         connecting_region=regions["Above Ruined Passage"],
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|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
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|         or state.has(laurels, player))
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| 
 | |
|     # nmg: ice grapple the slimes, works both ways consistently
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|     regions["East Overworld"].connect(
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|         connecting_region=regions["After Ruined Passage"],
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|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["After Ruined Passage"].connect(
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|         connecting_region=regions["East Overworld"],
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|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
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| 
 | |
|     regions["Overworld"].connect(
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|         connecting_region=regions["East Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
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|     regions["East Overworld"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
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| 
 | |
|     regions["East Overworld"].connect(
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|         connecting_region=regions["Overworld at Patrol Cave"])
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|     regions["Overworld at Patrol Cave"].connect(
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|         connecting_region=regions["East Overworld"],
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|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     regions["Overworld at Patrol Cave"].connect(
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|         connecting_region=regions["Overworld above Patrol Cave"],
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|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
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|     regions["Overworld above Patrol Cave"].connect(
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|         connecting_region=regions["Overworld at Patrol Cave"],
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|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world))
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| 
 | |
|     regions["Overworld"].connect(
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|         connecting_region=regions["Overworld above Patrol Cave"],
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|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
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|         or state.has(grapple, player))
 | |
|     regions["Overworld above Patrol Cave"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
 | |
| 
 | |
|     regions["East Overworld"].connect(
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|         connecting_region=regions["Overworld above Patrol Cave"],
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|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Overworld above Patrol Cave"].connect(
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|         connecting_region=regions["East Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
 | |
| 
 | |
|     regions["Overworld above Patrol Cave"].connect(
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|         connecting_region=regions["Upper Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Upper Overworld"].connect(
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|         connecting_region=regions["Overworld above Patrol Cave"],
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|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
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|         or state.has(grapple, player))
 | |
| 
 | |
|     regions["Upper Overworld"].connect(
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|         connecting_region=regions["Overworld above Quarry Entrance"],
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|         rule=lambda state: state.has_any({grapple, laurels}, player))
 | |
|     regions["Overworld above Quarry Entrance"].connect(
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|         connecting_region=regions["Upper Overworld"],
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|         rule=lambda state: state.has_any({grapple, laurels}, player))
 | |
| 
 | |
|     # ice grapple push guard captain down the ledge
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|     regions["Upper Overworld"].connect(
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|         connecting_region=regions["Overworld after Temple Rafters"],
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|         rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_medium, state, world))
 | |
|     regions["Overworld after Temple Rafters"].connect(
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|         connecting_region=regions["Upper Overworld"],
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|         rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)
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|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
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| 
 | |
|     regions["Overworld above Quarry Entrance"].connect(
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|         connecting_region=regions["Overworld"],
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|         rule=lambda state: has_ladder("Ladders near Dark Tomb", state, world))
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld above Quarry Entrance"],
 | |
|         rule=lambda state: has_ladder("Ladders near Dark Tomb", state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld after Envoy"],
 | |
|         rule=lambda state: state.has_any({laurels, grapple, gun}, player)
 | |
|         or state.has("Sword Upgrade", player, 4))
 | |
|     regions["Overworld after Envoy"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: state.has_any({laurels, grapple, gun}, player)
 | |
|         or state.has("Sword Upgrade", player, 4))
 | |
| 
 | |
|     regions["Overworld after Envoy"].connect(
 | |
|         connecting_region=regions["Overworld Quarry Entry"],
 | |
|         rule=lambda state: has_ladder("Ladder to Quarry", state, world))
 | |
|     regions["Overworld Quarry Entry"].connect(
 | |
|         connecting_region=regions["Overworld after Envoy"],
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|         rule=lambda state: has_ladder("Ladder to Quarry", state, world))
 | |
| 
 | |
|     # ice grapple through the gate
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Quarry Entry"],
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|         rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|     regions["Overworld Quarry Entry"].connect(
 | |
|         connecting_region=regions["Overworld"],
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|         rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     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))
 | |
|     regions["Overworld Swamp Upper Entry"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Swamp Lower Entry"],
 | |
|         rule=lambda state: has_ladder("Ladder to Swamp", state, world)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     regions["Overworld Swamp Lower Entry"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladder to Swamp", state, world))
 | |
| 
 | |
|     regions["East 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["East Overworld"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # region made for combat logic
 | |
|     ow_to_well_entry = regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Well Entry Area"])
 | |
|     regions["Overworld Well Entry Area"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     regions["Overworld Well Entry Area"].connect(
 | |
|         connecting_region=regions["Overworld Well Ladder"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world))
 | |
|     regions["Overworld Well Ladder"].connect(
 | |
|         connecting_region=regions["Overworld Well Entry Area"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world))
 | |
| 
 | |
|     # 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, IceGrappling.option_medium, state, world))
 | |
| 
 | |
|     # lure enemy over and ice grapple through
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Southeast Cross Door"],
 | |
|         rule=lambda state: has_ability(holy_cross, state, world)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     regions["Overworld Southeast Cross Door"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ability(holy_cross, state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Fountain Cross Door"],
 | |
|         rule=lambda state: has_ability(holy_cross, state, world)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|     regions["Overworld Fountain Cross Door"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     ow_to_town_portal = regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Town Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Overworld Town Portal"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Spawn Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Overworld Spawn Portal"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     # nmg: ice grapple through temple door
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Temple Door"],
 | |
|         rule=lambda state: state.has_all({"Ring Eastern Bell", "Ring Western Bell"}, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
| 
 | |
|     regions["Overworld Temple Door"].connect(
 | |
|         connecting_region=regions["Overworld above Patrol Cave"],
 | |
|         rule=lambda state: state.has(grapple, player))
 | |
| 
 | |
|     regions["Overworld Tunnel Turret"].connect(
 | |
|         connecting_region=regions["Overworld Beach"],
 | |
|         rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
 | |
|         or state.has(grapple, player))
 | |
|     regions["Overworld Beach"].connect(
 | |
|         connecting_region=regions["Overworld Tunnel Turret"],
 | |
|         rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     # don't need the ice grapple rule since you can go from ow -> beach -> tunnel
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Tunnel Turret"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # always have access to Overworld, so connecting back isn't needed
 | |
|     # regions["Overworld Tunnel Turret"].connect(
 | |
|     #     connecting_region=regions["Overworld"],
 | |
|     #     rule=lambda state: state.has_any({grapple, laurels}, player))
 | |
| 
 | |
|     cube_entrance = regions["Overworld"].connect(
 | |
|         connecting_region=regions["Cube Cave Entrance Region"],
 | |
|         rule=lambda state: state.has(gun, player) or can_shop(state, world))
 | |
|     world.multiworld.register_indirect_condition(regions["Shop"], cube_entrance)
 | |
|     regions["Cube Cave Entrance Region"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     # drop a rudeling down, icebolt or ice bomb
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld to West Garden from Furnace"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     # Overworld side areas
 | |
|     regions["Old House Front"].connect(
 | |
|         connecting_region=regions["Old House Back"])
 | |
|     # laurels through the gate, use left wall to space yourself
 | |
|     regions["Old House Back"].connect(
 | |
|         connecting_region=regions["Old House Front"],
 | |
|         rule=lambda state: laurels_zip(state, world))
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     regions["Hourglass Cave"].connect(
 | |
|         connecting_region=regions["Hourglass Cave Tower"],
 | |
|         rule=lambda state: has_ladder("Ladders in Hourglass Cave", state, world))
 | |
| 
 | |
|     # East Forest
 | |
|     regions["Forest Belltower Upper"].connect(
 | |
|         connecting_region=regions["Forest Belltower Main"])
 | |
| 
 | |
|     regions["Forest Belltower Main"].connect(
 | |
|         connecting_region=regions["Forest Belltower Lower"],
 | |
|         rule=lambda state: has_ladder("Ladder to East Forest", state, world))
 | |
| 
 | |
|     regions["Forest Belltower Main behind bushes"].connect(
 | |
|         connecting_region=regions["Forest Belltower Main"],
 | |
|         rule=lambda state: can_get_past_bushes(state, world)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
 | |
|     # you can use the slimes to break the bushes
 | |
|     regions["Forest Belltower Main"].connect(
 | |
|         connecting_region=regions["Forest Belltower Main behind bushes"])
 | |
| 
 | |
|     # 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, IceGrappling.option_easy, state, world))
 | |
|     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, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["East Forest"].connect(
 | |
|         connecting_region=regions["East Forest Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["East Forest Portal"].connect(
 | |
|         connecting_region=regions["East Forest"])
 | |
| 
 | |
|     regions["East Forest"].connect(
 | |
|         connecting_region=regions["Lower Forest"],
 | |
|         rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Lower Forest"].connect(
 | |
|         connecting_region=regions["East Forest"],
 | |
|         rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     regions["Guard House 2 Upper before bushes"].connect(
 | |
|         connecting_region=regions["Guard House 2 Upper after bushes"],
 | |
|         rule=lambda state: can_get_past_bushes(state, world))
 | |
|     regions["Guard House 2 Upper after bushes"].connect(
 | |
|         connecting_region=regions["Guard House 2 Upper before bushes"],
 | |
|         rule=lambda state: can_get_past_bushes(state, world))
 | |
| 
 | |
|     regions["Guard House 2 Upper after bushes"].connect(
 | |
|         connecting_region=regions["Guard House 2 Lower"],
 | |
|         rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
 | |
|     regions["Guard House 2 Lower"].connect(
 | |
|         connecting_region=regions["Guard House 2 Upper after bushes"],
 | |
|         rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
 | |
| 
 | |
|     # 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, IceGrappling.option_easy, state, world))
 | |
|     # for the ice grapple, lure a rudeling up top, then grapple push it across
 | |
|     regions["Forest Grave Path Main"].connect(
 | |
|         connecting_region=regions["Forest Grave Path Upper"],
 | |
|         rule=lambda state: state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     regions["Forest Grave Path Main"].connect(
 | |
|         connecting_region=regions["Forest Grave Path by Grave"])
 | |
|     # 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, IceGrappling.option_easy, state, world)
 | |
|         or laurels_zip(state, world))
 | |
| 
 | |
|     regions["Forest Grave Path by Grave"].connect(
 | |
|         connecting_region=regions["Forest Hero's Grave"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Forest Hero's Grave"].connect(
 | |
|         connecting_region=regions["Forest Grave Path by Grave"])
 | |
| 
 | |
|     # Beneath the Well and Dark Tomb
 | |
|     regions["Beneath the Well Ladder Exit"].connect(
 | |
|         connecting_region=regions["Beneath the Well Front"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world))
 | |
|     regions["Beneath the Well Front"].connect(
 | |
|         connecting_region=regions["Beneath the Well Ladder Exit"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world))
 | |
| 
 | |
|     btw_front_main = regions["Beneath the Well Front"].connect(
 | |
|         connecting_region=regions["Beneath the Well Main"],
 | |
|         rule=lambda state: has_melee(state, player) or state.has(fire_wand, player))
 | |
|     regions["Beneath the Well Main"].connect(
 | |
|         connecting_region=regions["Beneath the Well Front"])
 | |
| 
 | |
|     regions["Beneath the Well Main"].connect(
 | |
|         connecting_region=regions["Beneath the Well Back"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world))
 | |
|     btw_back_main = regions["Beneath the Well Back"].connect(
 | |
|         connecting_region=regions["Beneath the Well Main"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world)
 | |
|         and (has_melee(state, player) or state.has(fire_wand, player)))
 | |
| 
 | |
|     well_boss_to_dt = regions["Well Boss"].connect(
 | |
|         connecting_region=regions["Dark Tomb Checkpoint"])
 | |
|     # can laurels through the gate, no setup needed
 | |
|     regions["Dark Tomb Checkpoint"].connect(
 | |
|         connecting_region=regions["Well Boss"],
 | |
|         rule=lambda state: laurels_zip(state, world))
 | |
| 
 | |
|     dt_entry_to_upper = regions["Dark Tomb Entry Point"].connect(
 | |
|         connecting_region=regions["Dark Tomb Upper"],
 | |
|         rule=lambda state: has_lantern(state, world))
 | |
|     regions["Dark Tomb Upper"].connect(
 | |
|         connecting_region=regions["Dark Tomb Entry Point"])
 | |
| 
 | |
|     regions["Dark Tomb Upper"].connect(
 | |
|         connecting_region=regions["Dark Tomb Main"],
 | |
|         rule=lambda state: has_ladder("Ladder in Dark Tomb", state, world)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     regions["Dark Tomb Main"].connect(
 | |
|         connecting_region=regions["Dark Tomb Upper"],
 | |
|         rule=lambda state: has_ladder("Ladder in Dark Tomb", state, world))
 | |
| 
 | |
|     regions["Dark Tomb Main"].connect(
 | |
|         connecting_region=regions["Dark Tomb Dark Exit"])
 | |
|     dt_exit_to_main = regions["Dark Tomb Dark Exit"].connect(
 | |
|         connecting_region=regions["Dark Tomb Main"],
 | |
|         rule=lambda state: has_lantern(state, world))
 | |
| 
 | |
|     # West Garden
 | |
|     # combat logic regions
 | |
|     wg_before_to_after_terry = regions["West Garden before Terry"].connect(
 | |
|         connecting_region=regions["West Garden after Terry"])
 | |
|     wg_after_to_before_terry = regions["West Garden after Terry"].connect(
 | |
|         connecting_region=regions["West Garden before Terry"])
 | |
| 
 | |
|     wg_after_terry_to_west_combat = regions["West Garden after Terry"].connect(
 | |
|         connecting_region=regions["West Garden West Combat"])
 | |
|     regions["West Garden West Combat"].connect(
 | |
|         connecting_region=regions["West Garden after Terry"])
 | |
| 
 | |
|     wg_checkpoint_to_west_combat = regions["West Garden South Checkpoint"].connect(
 | |
|         connecting_region=regions["West Garden West Combat"])
 | |
|     regions["West Garden West Combat"].connect(
 | |
|         connecting_region=regions["West Garden South Checkpoint"])
 | |
| 
 | |
|     # if not laurels, it goes through the west combat region instead
 | |
|     regions["West Garden after Terry"].connect(
 | |
|         connecting_region=regions["West Garden South Checkpoint"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["West Garden South Checkpoint"].connect(
 | |
|         connecting_region=regions["West Garden after Terry"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     wg_checkpoint_to_dagger = regions["West Garden South Checkpoint"].connect(
 | |
|         connecting_region=regions["West Garden at Dagger House"])
 | |
|     regions["West Garden at Dagger House"].connect(
 | |
|         connecting_region=regions["West Garden South Checkpoint"])
 | |
| 
 | |
|     wg_checkpoint_to_before_boss = regions["West Garden South Checkpoint"].connect(
 | |
|         connecting_region=regions["West Garden before Boss"])
 | |
|     regions["West Garden before Boss"].connect(
 | |
|         connecting_region=regions["West Garden South Checkpoint"])
 | |
| 
 | |
|     regions["West Garden Laurels Exit Region"].connect(
 | |
|         connecting_region=regions["West Garden at Dagger House"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["West Garden at Dagger House"].connect(
 | |
|         connecting_region=regions["West Garden Laurels Exit Region"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # laurels past, or ice grapple it off, or ice grapple to it then fight
 | |
|     after_gk_to_wg = regions["West Garden after Boss"].connect(
 | |
|         connecting_region=regions["West Garden before Boss"],
 | |
|         rule=lambda state: state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
 | |
|         or (has_ice_grapple_logic(False, IceGrappling.option_easy, state, world)
 | |
|             and has_sword(state, player)))
 | |
|     # ice grapple push Garden Knight off the side
 | |
|     wg_to_after_gk = regions["West Garden before Boss"].connect(
 | |
|         connecting_region=regions["West Garden after Boss"],
 | |
|         rule=lambda state: state.has(laurels, player) or has_sword(state, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
| 
 | |
|     regions["West Garden before Terry"].connect(
 | |
|         connecting_region=regions["West Garden Hero's Grave Region"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["West Garden Hero's Grave Region"].connect(
 | |
|         connecting_region=regions["West Garden before Terry"])
 | |
| 
 | |
|     regions["West Garden Portal"].connect(
 | |
|         connecting_region=regions["West Garden by Portal"])
 | |
|     regions["West Garden by Portal"].connect(
 | |
|         connecting_region=regions["West Garden Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world) and state.has("Activate West Garden Fuse", player))
 | |
| 
 | |
|     regions["West Garden by 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 by Portal"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # can ice grapple to and from the item behind the magic dagger house
 | |
|     regions["West Garden Portal Item"].connect(
 | |
|         connecting_region=regions["West Garden at Dagger House"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["West Garden at Dagger House"].connect(
 | |
|         connecting_region=regions["West Garden Portal Item"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_medium, state, world))
 | |
| 
 | |
|     # Atoll and Frog's Domain
 | |
|     # 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, IceGrappling.option_easy, state, world))
 | |
|     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 Ladder Tops"],
 | |
|         rule=lambda state: has_ladder("Ladders in South Atoll", state, world))
 | |
| 
 | |
|     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 Frog Eye"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
|     regions["Ruined Atoll Frog Eye"].connect(
 | |
|         connecting_region=regions["Ruined Atoll"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
| 
 | |
|     regions["Ruined Atoll"].connect(
 | |
|         connecting_region=regions["Ruined Atoll Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Ruined Atoll Portal"].connect(
 | |
|         connecting_region=regions["Ruined Atoll"])
 | |
| 
 | |
|     atoll_statue = regions["Ruined Atoll"].connect(
 | |
|         connecting_region=regions["Ruined Atoll Statue"],
 | |
|         rule=lambda state: has_ability(prayer, state, world)
 | |
|         and ((has_ladder("Ladders in South Atoll", state, world)
 | |
|               and state.has_any((laurels, grapple), player)
 | |
|               and (has_sword(state, player) or state.has_any((fire_wand, gun), player)))
 | |
|              # shoot fuse and have the shot hit you mid-LS
 | |
|              or (can_ladder_storage(state, world) and state.has(fire_wand, player)
 | |
|                  and options.ladder_storage >= LadderStorage.option_hard)))
 | |
|     regions["Ruined Atoll Statue"].connect(
 | |
|         connecting_region=regions["Ruined Atoll"])
 | |
| 
 | |
|     regions["Frog Stairs Eye Exit"].connect(
 | |
|         connecting_region=regions["Frog Stairs Upper"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Frog Stairs Upper"].connect(
 | |
|         connecting_region=regions["Frog Stairs Eye Exit"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
| 
 | |
|     regions["Frog Stairs Upper"].connect(
 | |
|         connecting_region=regions["Frog Stairs Lower"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
|     regions["Frog Stairs Lower"].connect(
 | |
|         connecting_region=regions["Frog Stairs Upper"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
| 
 | |
|     regions["Frog Stairs Lower"].connect(
 | |
|         connecting_region=regions["Frog Stairs to Frog's Domain"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
|     regions["Frog Stairs to Frog's Domain"].connect(
 | |
|         connecting_region=regions["Frog Stairs Lower"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
| 
 | |
|     regions["Frog's Domain Entry"].connect(
 | |
|         connecting_region=regions["Frog's Domain Front"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
| 
 | |
|     frogs_front_to_main = regions["Frog's Domain Front"].connect(
 | |
|         connecting_region=regions["Frog's Domain Main"])
 | |
| 
 | |
|     regions["Frog's Domain Main"].connect(
 | |
|         connecting_region=regions["Frog's Domain Back"],
 | |
|         rule=lambda state: state.has(grapple, player))
 | |
| 
 | |
|     # Library
 | |
|     regions["Library Exterior Tree Region"].connect(
 | |
|         connecting_region=regions["Library Exterior by Tree"])
 | |
|     regions["Library Exterior by Tree"].connect(
 | |
|         connecting_region=regions["Library Exterior Tree Region"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
| 
 | |
|     regions["Library Exterior by Tree"].connect(
 | |
|         connecting_region=regions["Library Exterior Ladder Region"],
 | |
|         rule=lambda state: state.has_any({grapple, laurels}, player)
 | |
|         and has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Exterior Ladder Region"].connect(
 | |
|         connecting_region=regions["Library Exterior by Tree"],
 | |
|         rule=lambda state: state.has(grapple, player)
 | |
|         or (state.has(laurels, player) and has_ladder("Ladders in Library", state, world)))
 | |
| 
 | |
|     regions["Library Hall Bookshelf"].connect(
 | |
|         connecting_region=regions["Library Hall"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Hall"].connect(
 | |
|         connecting_region=regions["Library Hall Bookshelf"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
| 
 | |
|     regions["Library Hall"].connect(
 | |
|         connecting_region=regions["Library Hero's Grave Region"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Library Hero's Grave Region"].connect(
 | |
|         connecting_region=regions["Library Hall"])
 | |
| 
 | |
|     regions["Library Hall to Rotunda"].connect(
 | |
|         connecting_region=regions["Library Hall"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Hall"].connect(
 | |
|         connecting_region=regions["Library Hall to Rotunda"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
| 
 | |
|     regions["Library Rotunda to Hall"].connect(
 | |
|         connecting_region=regions["Library Rotunda"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Rotunda"].connect(
 | |
|         connecting_region=regions["Library Rotunda to Hall"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
| 
 | |
|     regions["Library Rotunda"].connect(
 | |
|         connecting_region=regions["Library Rotunda to Lab"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Rotunda to Lab"].connect(
 | |
|         connecting_region=regions["Library Rotunda"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
| 
 | |
|     regions["Library Lab Lower"].connect(
 | |
|         connecting_region=regions["Library Lab"],
 | |
|         rule=lambda state: state.has_any({grapple, laurels}, player)
 | |
|         and has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Lab"].connect(
 | |
|         connecting_region=regions["Library Lab Lower"],
 | |
|         rule=lambda state: state.has(laurels, player)
 | |
|         and has_ladder("Ladders in Library", state, world))
 | |
| 
 | |
|     regions["Library Lab"].connect(
 | |
|         connecting_region=regions["Library Lab on Portal Pad"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Lab on Portal Pad"].connect(
 | |
|         connecting_region=regions["Library Lab"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world)
 | |
|         or state.has(laurels, player))
 | |
| 
 | |
|     regions["Library Lab on Portal Pad"].connect(
 | |
|         connecting_region=regions["Library Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Library Portal"].connect(
 | |
|         connecting_region=regions["Library Lab on Portal Pad"])
 | |
| 
 | |
|     regions["Library Lab"].connect(
 | |
|         connecting_region=regions["Library Lab to Librarian"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
|     regions["Library Lab to Librarian"].connect(
 | |
|         connecting_region=regions["Library Lab"],
 | |
|         rule=lambda state: has_ladder("Ladders in Library", state, world))
 | |
| 
 | |
|     # 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(prayer, state, world))
 | |
| 
 | |
|     # shoot far fire pot, enemy gets aggro'd
 | |
|     regions["Fortress Exterior near cave"].connect(
 | |
|         connecting_region=regions["Fortress Courtyard"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     regions["Fortress Exterior near cave"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Entry"],
 | |
|         rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
 | |
|     regions["Beneath the Vault Entry"].connect(
 | |
|         connecting_region=regions["Fortress Exterior near cave"],
 | |
|         rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
 | |
| 
 | |
|     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, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     fort_upper_lower = 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, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Fortress Courtyard Upper"].connect(
 | |
|         connecting_region=regions["Fortress Exterior from Overworld"])
 | |
| 
 | |
|     regions["Beneath the Vault Ladder Exit"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Entry Spot"],
 | |
|         rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
 | |
|     regions["Beneath the Vault Entry Spot"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Ladder Exit"],
 | |
|         rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
 | |
| 
 | |
|     btv_front_to_main = regions["Beneath the Vault Entry Spot"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Main"],
 | |
|         rule=lambda state: has_lantern(state, world)
 | |
|         # there's some boxes in the way
 | |
|         and (has_melee(state, player) or state.has_any((gun, grapple, fire_wand, laurels), player)))
 | |
|     # on the reverse trip, you can lure an enemy over to break the boxes if needed
 | |
|     regions["Beneath the Vault Main"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Entry Spot"])
 | |
| 
 | |
|     regions["Beneath the Vault Main"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Back"])
 | |
|     btv_back_to_main = regions["Beneath the Vault Back"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Main"],
 | |
|         rule=lambda state: has_lantern(state, world))
 | |
| 
 | |
|     fort_east_upper_lower = regions["Fortress East Shortcut Upper"].connect(
 | |
|         connecting_region=regions["Fortress East Shortcut Lower"])
 | |
|     regions["Fortress East Shortcut Lower"].connect(
 | |
|         connecting_region=regions["Fortress East Shortcut Upper"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Eastern Vault Fortress"].connect(
 | |
|         connecting_region=regions["Eastern Vault 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, IceGrappling.option_medium, state, world))
 | |
|     regions["Eastern Vault Fortress Gold Door"].connect(
 | |
|         connecting_region=regions["Eastern Vault Fortress"],
 | |
|         rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     fort_grave_entry_to_combat = regions["Fortress Grave Path Entry"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path Combat"])
 | |
|     regions["Fortress Grave Path Combat"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path Entry"])
 | |
| 
 | |
|     regions["Fortress Grave Path Combat"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path by Grave"])
 | |
| 
 | |
|     # run past the enemies
 | |
|     regions["Fortress Grave Path by Grave"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path Entry"])
 | |
| 
 | |
|     regions["Fortress Grave Path by Grave"].connect(
 | |
|         connecting_region=regions["Fortress Hero's Grave Region"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Fortress Hero's Grave Region"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path by Grave"])
 | |
| 
 | |
|     regions["Fortress Grave Path by Grave"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path Dusty Entrance Region"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     # reverse connection is conditionally made later, depending on whether combat logic is on, and the details of ER
 | |
| 
 | |
|     regions["Fortress Grave Path Upper"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path Entry"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Fortress Arena"].connect(
 | |
|         connecting_region=regions["Fortress Arena 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(holy_cross, state, world))
 | |
|     regions["Lower Mountain Stairs"].connect(
 | |
|         connecting_region=regions["Lower Mountain"],
 | |
|         rule=lambda state: has_ability(holy_cross, state, world))
 | |
| 
 | |
|     regions["Quarry Entry"].connect(
 | |
|         connecting_region=regions["Quarry Portal"],
 | |
|         rule=lambda state: state.has("Activate Quarry Fuse", player))
 | |
|     regions["Quarry Portal"].connect(
 | |
|         connecting_region=regions["Quarry Entry"])
 | |
| 
 | |
|     quarry_entry_to_main = 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"])
 | |
| 
 | |
|     quarry_back_to_main = 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"])
 | |
| 
 | |
|     monastery_to_quarry_main = 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["Quarry Monastery Entry"].connect(
 | |
|         connecting_region=regions["Quarry Back"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["Quarry Back"].connect(
 | |
|         connecting_region=regions["Quarry Monastery Entry"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     regions["Monastery Rope"].connect(
 | |
|         connecting_region=regions["Quarry Back"])
 | |
| 
 | |
|     regions["Quarry"].connect(
 | |
|         connecting_region=regions["Lower Quarry"],
 | |
|         rule=lambda state: has_mask(state, world))
 | |
| 
 | |
|     # need the ladder, or you can ice grapple down in nmg
 | |
|     regions["Lower Quarry"].connect(
 | |
|         connecting_region=regions["Even Lower Quarry"],
 | |
|         rule=lambda state: has_ladder("Ladders in Lower Quarry", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Even Lower Quarry"].connect(
 | |
|         connecting_region=regions["Even Lower Quarry Isolated Chest"])
 | |
|     # you grappled down, might as well loot the rest too
 | |
|     lower_quarry_empty_to_combat = regions["Even Lower Quarry Isolated Chest"].connect(
 | |
|         connecting_region=regions["Even Lower Quarry"],
 | |
|         rule=lambda state: has_mask(state, world))
 | |
| 
 | |
|     regions["Even Lower Quarry Isolated Chest"].connect(
 | |
|         connecting_region=regions["Lower Quarry Zig Door"],
 | |
|         rule=lambda state: state.has("Activate Quarry Fuse", player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     # don't need the mask for this either, please don't complain about not needing a mask here, you know what you did
 | |
|     regions["Quarry"].connect(
 | |
|         connecting_region=regions["Even Lower Quarry Isolated Chest"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     monastery_front_to_back = regions["Monastery Front"].connect(
 | |
|         connecting_region=regions["Monastery Back"],
 | |
|         rule=lambda state: has_sword(state, player) or state.has(fire_wand, player)
 | |
|         or laurels_zip(state, world))
 | |
|     # laurels through the gate, no setup needed
 | |
|     regions["Monastery Back"].connect(
 | |
|         connecting_region=regions["Monastery Front"],
 | |
|         rule=lambda state: laurels_zip(state, world))
 | |
| 
 | |
|     regions["Monastery Back"].connect(
 | |
|         connecting_region=regions["Monastery Hero's Grave Region"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Monastery Hero's Grave Region"].connect(
 | |
|         connecting_region=regions["Monastery Back"])
 | |
| 
 | |
|     # Ziggurat
 | |
|     regions["Rooted Ziggurat Upper Entry"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Upper Front"])
 | |
| 
 | |
|     zig_upper_front_back = 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"])
 | |
| 
 | |
|     zig_low_entry_to_front = regions["Rooted Ziggurat Lower Entry"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Front"])
 | |
|     regions["Rooted Ziggurat Lower Front"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Entry"])
 | |
| 
 | |
|     regions["Rooted Ziggurat Lower Front"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Mid Checkpoint"])
 | |
|     zig_low_mid_to_front = regions["Rooted Ziggurat Lower Mid Checkpoint"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Front"])
 | |
| 
 | |
|     zig_low_mid_to_back = regions["Rooted Ziggurat Lower Mid Checkpoint"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Back"],
 | |
|         rule=lambda state: state.has(laurels, player)
 | |
|         or (has_sword(state, player) and has_ability(prayer, state, world)))
 | |
|     # can ice grapple to the voidlings to get to the double admin fight, still need to pray at the fuse
 | |
|     zig_low_back_to_mid = regions["Rooted Ziggurat Lower Back"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Mid Checkpoint"],
 | |
|         rule=lambda state: (state.has(laurels, player)
 | |
|                             or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|         and has_ability(prayer, state, world)
 | |
|         and has_sword(state, player))
 | |
| 
 | |
|     regions["Rooted Ziggurat Lower Back"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Portal Room Entrance"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     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"])
 | |
|     regions["Rooted Ziggurat Portal Room"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Portal"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
| 
 | |
|     regions["Rooted Ziggurat Portal Room"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat 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 Room"])
 | |
| 
 | |
|     # Swamp and Cathedral
 | |
|     regions["Swamp Front"].connect(
 | |
|         connecting_region=regions["Swamp Mid"],
 | |
|         rule=lambda state: has_ladder("Ladders in Swamp", state, world)
 | |
|         or state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     regions["Swamp Mid"].connect(
 | |
|         connecting_region=regions["Swamp Front"],
 | |
|         rule=lambda state: has_ladder("Ladders in Swamp", state, world)
 | |
|         or state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     swamp_mid_to_cath = regions["Swamp Mid"].connect(
 | |
|         connecting_region=regions["Swamp to Cathedral Main Entrance Region"],
 | |
|         rule=lambda state: (has_ability(prayer, state, world)
 | |
|                             and (has_sword(state, player))
 | |
|                             and (state.has(laurels, player)
 | |
|                                  # blam yourself in the face with a wand shot off the fuse
 | |
|                                  or (can_ladder_storage(state, world) and state.has(fire_wand, player)
 | |
|                                      and options.ladder_storage >= LadderStorage.option_hard
 | |
|                                      and (not options.shuffle_ladders
 | |
|                                           or state.has_any({"Ladders in Overworld Town",
 | |
|                                                             "Ladder to Swamp",
 | |
|                                                             "Ladders near Weathervane"}, player)
 | |
|                                           or (state.has("Ladder to Ruined Atoll", player)
 | |
|                                               and state.can_reach_region("Overworld Beach", player)))))
 | |
|                             and (not options.combat_logic
 | |
|                                  or has_combat_reqs("Swamp", state, player)))
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
| 
 | |
|     if options.ladder_storage >= LadderStorage.option_hard and options.shuffle_ladders:
 | |
|         world.multiworld.register_indirect_condition(regions["Overworld Beach"], swamp_mid_to_cath)
 | |
| 
 | |
|     regions["Swamp to Cathedral Main Entrance Region"].connect(
 | |
|         connecting_region=regions["Swamp Mid"],
 | |
|         rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     # grapple push the enemy by the door down, then grapple to it. Really jank
 | |
|     regions["Swamp Mid"].connect(
 | |
|         connecting_region=regions["Swamp Ledge under Cathedral Door"],
 | |
|         rule=lambda state: has_ladder("Ladders in Swamp", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
 | |
|     # ice grapple enemy standing at the door
 | |
|     regions["Swamp Ledge under Cathedral Door"].connect(
 | |
|         connecting_region=regions["Swamp Mid"],
 | |
|         rule=lambda state: has_ladder("Ladders in Swamp", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Swamp Ledge under Cathedral Door"].connect(
 | |
|         connecting_region=regions["Swamp to Cathedral Treasure Room"],
 | |
|         rule=lambda state: has_ability(holy_cross, state, world))
 | |
|     regions["Swamp to Cathedral Treasure Room"].connect(
 | |
|         connecting_region=regions["Swamp Ledge under Cathedral Door"])
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     # ice grapple down from the pillar, or do that really annoying laurels zip
 | |
|     # the zip goes to front or mid, just doing mid since mid -> front can be done with laurels alone
 | |
|     regions["Back of Swamp Laurels Area"].connect(
 | |
|         connecting_region=regions["Swamp Mid"],
 | |
|         rule=lambda state: laurels_zip(state, world)
 | |
|         or (state.has(laurels, player)
 | |
|             and has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)))
 | |
|     # get one pillar from the gate, then dash onto the gate, very tricky
 | |
|     regions["Swamp Front"].connect(
 | |
|         connecting_region=regions["Back of Swamp Laurels Area"],
 | |
|         rule=lambda state: laurels_zip(state, world))
 | |
| 
 | |
|     regions["Back of Swamp"].connect(
 | |
|         connecting_region=regions["Swamp Hero's Grave Region"],
 | |
|         rule=lambda state: has_ability(prayer, state, world))
 | |
|     regions["Swamp Hero's Grave Region"].connect(
 | |
|         connecting_region=regions["Back of Swamp"])
 | |
| 
 | |
|     cath_entry_to_elev = regions["Cathedral Entry"].connect(
 | |
|         connecting_region=regions["Cathedral to Gauntlet"],
 | |
|         rule=lambda state: (has_ability(prayer, state, world)
 | |
|                             or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|         or options.entrance_rando)  # elevator is always there in ER
 | |
|     regions["Cathedral to Gauntlet"].connect(
 | |
|         connecting_region=regions["Cathedral Entry"])
 | |
| 
 | |
|     cath_entry_to_main = regions["Cathedral Entry"].connect(
 | |
|         connecting_region=regions["Cathedral Main"])
 | |
|     regions["Cathedral Main"].connect(
 | |
|         connecting_region=regions["Cathedral Entry"])
 | |
| 
 | |
|     cath_elev_to_main = regions["Cathedral to Gauntlet"].connect(
 | |
|         connecting_region=regions["Cathedral Main"])
 | |
|     regions["Cathedral Main"].connect(
 | |
|         connecting_region=regions["Cathedral to Gauntlet"])
 | |
| 
 | |
|     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 Region"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["Far Shore to Spawn Region"].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 Region"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["Far Shore to East Forest Region"].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 Region"],
 | |
|         rule=lambda state: state.has("Activate West Garden Fuse", player))
 | |
|     regions["Far Shore to West Garden Region"].connect(
 | |
|         connecting_region=regions["Far Shore"])
 | |
| 
 | |
|     regions["Far Shore"].connect(
 | |
|         connecting_region=regions["Far Shore to Quarry Region"],
 | |
|         rule=lambda state: state.has("Activate Quarry Fuse", player))
 | |
|     regions["Far Shore to Quarry Region"].connect(
 | |
|         connecting_region=regions["Far Shore"])
 | |
| 
 | |
|     regions["Far Shore"].connect(
 | |
|         connecting_region=regions["Far Shore to Fortress Region"],
 | |
|         rule=lambda state: state.has("Activate Eastern Vault West Fuses", player))
 | |
|     regions["Far Shore to Fortress Region"].connect(
 | |
|         connecting_region=regions["Far Shore"])
 | |
| 
 | |
|     regions["Far Shore"].connect(
 | |
|         connecting_region=regions["Far Shore to Library Region"],
 | |
|         rule=lambda state: state.has("Activate Library Fuse", player))
 | |
|     regions["Far Shore to Library Region"].connect(
 | |
|         connecting_region=regions["Far Shore"])
 | |
| 
 | |
|     # Misc
 | |
|     heir_fight = 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("Unseal the Heir", player)
 | |
|                              and state.has_group_unique("Hero Relics", player, 6)
 | |
|                              and has_sword(state, player))))
 | |
| 
 | |
|     if options.ladder_storage:
 | |
|         # connect ls elevation regions to their destinations
 | |
|         def ls_connect(origin_name: str, portal_sdt: str) -> None:
 | |
|             p_name, paired_region_name = get_portal_info(portal_sdt)
 | |
|             ladder_regions[origin_name].connect(
 | |
|                 regions[paired_region_name],
 | |
|                 name=p_name + " (LS) " + origin_name)
 | |
| 
 | |
|         # get what non-overworld ladder storage connections we want together
 | |
|         non_ow_ls_list = []
 | |
|         non_ow_ls_list.extend(easy_ls)
 | |
|         if options.ladder_storage >= LadderStorage.option_medium:
 | |
|             non_ow_ls_list.extend(medium_ls)
 | |
|             if options.ladder_storage >= LadderStorage.option_hard:
 | |
|                 non_ow_ls_list.extend(hard_ls)
 | |
| 
 | |
|         # create the ls elevation regions
 | |
|         ladder_regions: Dict[str, Region] = {}
 | |
|         for name in ow_ladder_groups.keys():
 | |
|             ladder_regions[name] = Region(name, player, world.multiworld)
 | |
| 
 | |
|         # connect the ls elevations to each other where applicable
 | |
|         if options.ladder_storage >= LadderStorage.option_medium:
 | |
|             for i in range(len(ow_ladder_groups) - 1):
 | |
|                 ladder_regions[f"LS Elev {i}"].connect(ladder_regions[f"LS Elev {i + 1}"])
 | |
| 
 | |
|         # connect the applicable overworld regions to the ls elevation regions
 | |
|         for origin_region, ladders in region_ladders.items():
 | |
|             for ladder_region, region_info in ow_ladder_groups.items():
 | |
|                 # checking if that region has a ladder or ladders for that elevation
 | |
|                 common_ladders: FrozenSet[str] = frozenset(ladders.intersection(region_info.ladders))
 | |
|                 if common_ladders:
 | |
|                     if options.shuffle_ladders:
 | |
|                         regions[origin_region].connect(
 | |
|                             connecting_region=ladder_regions[ladder_region],
 | |
|                             rule=lambda state, lads=common_ladders: state.has_any(lads, player)
 | |
|                             and can_ladder_storage(state, world))
 | |
|                     else:
 | |
|                         regions[origin_region].connect(
 | |
|                             connecting_region=ladder_regions[ladder_region],
 | |
|                             rule=lambda state: can_ladder_storage(state, world))
 | |
| 
 | |
|         # connect ls elevation regions to the region on the other side of the portals
 | |
|         for ladder_region, region_info in ow_ladder_groups.items():
 | |
|             for portal_dest in region_info.portals:
 | |
|                 ls_connect(ladder_region, "Overworld Redux, " + portal_dest)
 | |
| 
 | |
|         # convenient staircase means this one is easy difficulty, even though there's an elevation change
 | |
|         ls_connect("LS Elev 0", "Overworld Redux, Furnace_gyro_west")
 | |
| 
 | |
|         # connect ls elevation regions to regions where you can get an enemy to knock you down, also well rail
 | |
|         if options.ladder_storage >= LadderStorage.option_medium:
 | |
|             for ladder_region, region_info in ow_ladder_groups.items():
 | |
|                 for dest_region in region_info.regions:
 | |
|                     ladder_regions[ladder_region].connect(
 | |
|                         connecting_region=regions[dest_region],
 | |
|                         name=ladder_region + " (LS) " + dest_region)
 | |
|             # well rail, need height off portal pad for one side, and a tiny extra from stairs on the other
 | |
|             ls_connect("LS Elev 3", "Overworld Redux, Sewer_west_aqueduct")
 | |
|             ls_connect("LS Elev 3", "Overworld Redux, Furnace_gyro_upper_north")
 | |
| 
 | |
|         # connect ls elevation regions to portals where you need to get behind the map to enter it
 | |
|         if options.ladder_storage >= LadderStorage.option_hard:
 | |
|             ls_connect("LS Elev 1", "Overworld Redux, EastFiligreeCache_")
 | |
|             ls_connect("LS Elev 2", "Overworld Redux, Town_FiligreeRoom_")
 | |
|             ls_connect("LS Elev 2", "Overworld Redux, Ruins Passage_west")
 | |
|             ls_connect("LS Elev 3", "Overworld Redux, Overworld Interiors_house")
 | |
|             ls_connect("LS Elev 5", "Overworld Redux, Temple_main")
 | |
| 
 | |
|         # connect the non-overworld ones
 | |
|         for ls_info in non_ow_ls_list:
 | |
|             # for places where the destination is a region (so you have to get knocked down)
 | |
|             if ls_info.dest_is_region:
 | |
|                 # none of the non-ow ones have multiple ladders that can be used, so don't need has_any
 | |
|                 if options.shuffle_ladders and ls_info.ladders_req:
 | |
|                     regions[ls_info.origin].connect(
 | |
|                         connecting_region=regions[ls_info.destination],
 | |
|                         name=ls_info.destination + " (LS) " + ls_info.origin,
 | |
|                         rule=lambda state, lad=ls_info.ladders_req: can_ladder_storage(state, world)
 | |
|                         and state.has(lad, player))
 | |
|                 else:
 | |
|                     regions[ls_info.origin].connect(
 | |
|                         connecting_region=regions[ls_info.destination],
 | |
|                         name=ls_info.destination + " (LS) " + ls_info.origin,
 | |
|                         rule=lambda state: can_ladder_storage(state, world))
 | |
|                 continue
 | |
| 
 | |
|             portal_name, dest_region = get_portal_info(ls_info.destination)
 | |
|             # these two are special cases
 | |
|             if ls_info.destination == "Atoll Redux, Frog Stairs_mouth":
 | |
|                 regions[ls_info.origin].connect(
 | |
|                     connecting_region=regions[dest_region],
 | |
|                     name=portal_name + " (LS) " + ls_info.origin,
 | |
|                     rule=lambda state: can_ladder_storage(state, world)
 | |
|                     and (has_ladder("Ladders in South Atoll", state, world)
 | |
|                          or state.has(key, player, 2)  # can do it from the rope
 | |
|                          # ice grapple push a crab into the door
 | |
|                          or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
 | |
|                          or options.ladder_storage >= LadderStorage.option_medium))  # use the little ladder
 | |
|             # holy cross mid-ls to get in here
 | |
|             elif ls_info.destination == "Swamp Redux 2, Cathedral Redux_secret":
 | |
|                 if ls_info.origin == "Swamp Mid":
 | |
|                     regions[ls_info.origin].connect(
 | |
|                         connecting_region=regions[dest_region],
 | |
|                         name=portal_name + " (LS) " + ls_info.origin,
 | |
|                         rule=lambda state: can_ladder_storage(state, world) and has_ability(holy_cross, state, world)
 | |
|                         and has_ladder("Ladders in Swamp", state, world))
 | |
|                 else:
 | |
|                     regions[ls_info.origin].connect(
 | |
|                         connecting_region=regions[dest_region],
 | |
|                         name=portal_name + " (LS) " + ls_info.origin,
 | |
|                         rule=lambda state: can_ladder_storage(state, world) and has_ability(holy_cross, state, world))
 | |
| 
 | |
|             elif options.shuffle_ladders and ls_info.ladders_req:
 | |
|                 regions[ls_info.origin].connect(
 | |
|                     connecting_region=regions[dest_region],
 | |
|                     name=portal_name + " (LS) " + ls_info.origin,
 | |
|                     rule=lambda state, lad=ls_info.ladders_req: can_ladder_storage(state, world)
 | |
|                     and state.has(lad, player))
 | |
|             else:
 | |
|                 regions[ls_info.origin].connect(
 | |
|                     connecting_region=regions[dest_region],
 | |
|                     name=portal_name + " (LS) " + ls_info.origin,
 | |
|                     rule=lambda state: can_ladder_storage(state, world))
 | |
| 
 | |
|         for region in ladder_regions.values():
 | |
|             world.multiworld.regions.append(region)
 | |
| 
 | |
|     # for combat logic, easiest to replace or add to existing rules
 | |
|     if world.options.combat_logic >= CombatLogic.option_bosses_only:
 | |
|         set_rule(wg_to_after_gk,
 | |
|                  lambda state: state.has(laurels, player)
 | |
|                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
 | |
|                  or has_combat_reqs("Garden Knight", state, player))
 | |
|         # laurels past, or ice grapple it off, or ice grapple to it and fight
 | |
|         set_rule(after_gk_to_wg,
 | |
|                  lambda state: state.has(laurels, player)
 | |
|                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
 | |
|                  or (has_ice_grapple_logic(False, IceGrappling.option_easy, state, world)
 | |
|                      and has_combat_reqs("Garden Knight", state, player)))
 | |
| 
 | |
|         if not world.options.hexagon_quest:
 | |
|             add_rule(heir_fight,
 | |
|                      lambda state: has_combat_reqs("The Heir", state, player))
 | |
| 
 | |
|     if world.options.combat_logic == CombatLogic.option_on:
 | |
|         # these are redundant with combat logic off
 | |
|         regions["Fortress Grave Path Entry"].connect(
 | |
|             connecting_region=regions["Fortress Grave Path Dusty Entrance Region"],
 | |
|             rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|         regions["Rooted Ziggurat Lower Entry"].connect(
 | |
|             connecting_region=regions["Rooted Ziggurat Lower Mid Checkpoint"],
 | |
|             rule=lambda state: state.has(laurels, player))
 | |
|         regions["Rooted Ziggurat Lower Mid Checkpoint"].connect(
 | |
|             connecting_region=regions["Rooted Ziggurat Lower Entry"],
 | |
|             rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|         add_rule(ow_to_town_portal,
 | |
|                  lambda state: has_combat_reqs("Before Well", state, player))
 | |
|         # need to fight through the rudelings and turret, or just laurels from near the windmill
 | |
|         set_rule(ow_to_well_entry,
 | |
|                  lambda state: state.has(laurels, player)
 | |
|                  or has_combat_reqs("Before Well", state, player))
 | |
|         set_rule(ow_tunnel_beach,
 | |
|                  lambda state: has_combat_reqs("Before Well", state, player))
 | |
| 
 | |
|         add_rule(atoll_statue,
 | |
|                  lambda state: has_combat_reqs("Ruined Atoll", state, player))
 | |
|         set_rule(frogs_front_to_main,
 | |
|                  lambda state: has_combat_reqs("Frog's Domain", state, player))
 | |
| 
 | |
|         set_rule(btw_front_main,
 | |
|                  lambda state: state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player))
 | |
|         set_rule(btw_back_main,
 | |
|                  lambda state: has_ladder("Ladders in Well", state, world)
 | |
|                  and (state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player)))
 | |
|         set_rule(well_boss_to_dt,
 | |
|                  lambda state: has_combat_reqs("Beneath the Well", state, player)
 | |
|                  or laurels_zip(state, world))
 | |
| 
 | |
|         add_rule(dt_entry_to_upper,
 | |
|                  lambda state: has_combat_reqs("Dark Tomb", state, player))
 | |
|         add_rule(dt_exit_to_main,
 | |
|                  lambda state: has_combat_reqs("Dark Tomb", state, player))
 | |
| 
 | |
|         set_rule(wg_before_to_after_terry,
 | |
|                  lambda state: state.has_any({laurels, ice_dagger}, player)
 | |
|                  or has_combat_reqs("West Garden", state, player))
 | |
|         set_rule(wg_after_to_before_terry,
 | |
|                  lambda state: state.has_any({laurels, ice_dagger}, player)
 | |
|                  or has_combat_reqs("West Garden", state, player))
 | |
| 
 | |
|         set_rule(wg_after_terry_to_west_combat,
 | |
|                  lambda state: has_combat_reqs("West Garden", state, player))
 | |
|         set_rule(wg_checkpoint_to_west_combat,
 | |
|                  lambda state: has_combat_reqs("West Garden", state, player))
 | |
| 
 | |
|         # maybe a little too generous? probably fine though
 | |
|         set_rule(wg_checkpoint_to_before_boss,
 | |
|                  lambda state: state.has(laurels, player) or has_combat_reqs("West Garden", state, player))
 | |
| 
 | |
|         add_rule(btv_front_to_main,
 | |
|                  lambda state: has_combat_reqs("Beneath the Vault", state, player))
 | |
|         add_rule(btv_back_to_main,
 | |
|                  lambda state: has_combat_reqs("Beneath the Vault", state, player))
 | |
| 
 | |
|         add_rule(fort_upper_lower,
 | |
|                  lambda state: state.has(ice_dagger, player)
 | |
|                  or has_combat_reqs("Eastern Vault Fortress", state, player))
 | |
|         set_rule(fort_grave_entry_to_combat,
 | |
|                  lambda state: has_combat_reqs("Eastern Vault Fortress", state, player))
 | |
| 
 | |
|         set_rule(quarry_entry_to_main,
 | |
|                  lambda state: has_combat_reqs("Quarry", state, player))
 | |
|         set_rule(quarry_back_to_main,
 | |
|                  lambda state: has_combat_reqs("Quarry", state, player))
 | |
|         set_rule(monastery_to_quarry_main,
 | |
|                  lambda state: has_combat_reqs("Quarry", state, player))
 | |
|         set_rule(monastery_front_to_back,
 | |
|                  lambda state: has_combat_reqs("Quarry", state, player))
 | |
|         set_rule(lower_quarry_empty_to_combat,
 | |
|                  lambda state: has_combat_reqs("Quarry", state, player))
 | |
| 
 | |
|         set_rule(zig_upper_front_back,
 | |
|                  lambda state: state.has(laurels, player)
 | |
|                  or has_combat_reqs("Rooted Ziggurat", state, player))
 | |
|         set_rule(zig_low_entry_to_front,
 | |
|                  lambda state: has_combat_reqs("Rooted Ziggurat", state, player))
 | |
|         set_rule(zig_low_mid_to_front,
 | |
|                  lambda state: has_combat_reqs("Rooted Ziggurat", state, player))
 | |
|         set_rule(zig_low_mid_to_back,
 | |
|                  lambda state: state.has(laurels, player)
 | |
|                  or (has_ability(prayer, state, world) and has_combat_reqs("Rooted Ziggurat", state, player)))
 | |
|         set_rule(zig_low_back_to_mid,
 | |
|                  lambda state: (state.has(laurels, player)
 | |
|                                 or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|                  and has_ability(prayer, state, world)
 | |
|                  and has_combat_reqs("Rooted Ziggurat", state, player))
 | |
| 
 | |
|         # only activating the fuse requires combat logic
 | |
|         set_rule(cath_entry_to_elev,
 | |
|                  lambda state: options.entrance_rando
 | |
|                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
 | |
|                  or (has_ability(prayer, state, world) and has_combat_reqs("Swamp", state, player)))
 | |
| 
 | |
|         set_rule(cath_entry_to_main,
 | |
|                  lambda state: has_combat_reqs("Swamp", state, player))
 | |
|         set_rule(cath_elev_to_main,
 | |
|                  lambda state: has_combat_reqs("Swamp", state, player))
 | |
| 
 | |
|         # for spots where you can go into and come out of an entrance to reset enemy aggro
 | |
|         if world.options.entrance_rando:
 | |
|             # for the chest outside of magic dagger house
 | |
|             dagger_entry_paired_name, dagger_entry_paired_region = (
 | |
|                 get_paired_portal("Archipelagos Redux, archipelagos_house_"))
 | |
|             try:
 | |
|                 dagger_entry_paired_entrance = world.get_entrance(dagger_entry_paired_name)
 | |
|             except KeyError:
 | |
|                 # there is no paired entrance, so you must fight or dash past, which is done in the finally
 | |
|                 pass
 | |
|             else:
 | |
|                 set_rule(wg_checkpoint_to_dagger,
 | |
|                          lambda state: dagger_entry_paired_entrance.can_reach(state))
 | |
|                 world.multiworld.register_indirect_condition(region=regions["West Garden at Dagger House"],
 | |
|                                                              entrance=dagger_entry_paired_entrance)
 | |
|             finally:
 | |
|                 add_rule(wg_checkpoint_to_dagger,
 | |
|                          lambda state: state.has(laurels, player) or has_combat_reqs("West Garden", state, player),
 | |
|                          combine="or")
 | |
| 
 | |
|             # zip past enemies in fortress grave path to enter the dusty entrance, then come back out
 | |
|             fort_dusty_paired_name, fort_dusty_paired_region = get_paired_portal("Fortress Reliquary, Dusty_")
 | |
|             try:
 | |
|                 fort_dusty_paired_entrance = world.get_entrance(fort_dusty_paired_name)
 | |
|             except KeyError:
 | |
|                 # there is no paired entrance, so you can't run past to deaggro
 | |
|                 # the path to dusty can be done via combat, so no need to do anything here
 | |
|                 pass
 | |
|             else:
 | |
|                 # there is a paired entrance, so you can use that to deaggro enemies
 | |
|                 regions["Fortress Grave Path Dusty Entrance Region"].connect(
 | |
|                     connecting_region=regions["Fortress Grave Path by Grave"],
 | |
|                     rule=lambda state: state.has(laurels, player) and fort_dusty_paired_entrance.can_reach(state))
 | |
|                 world.multiworld.register_indirect_condition(region=regions["Fortress Grave Path by Grave"],
 | |
|                                                              entrance=fort_dusty_paired_entrance)
 | |
| 
 | |
|             # for activating the ladder switch to get from fortress east upper to lower
 | |
|             fort_east_upper_right_paired_name, fort_east_upper_right_paired_region = (
 | |
|                 get_paired_portal("Fortress East, Fortress Courtyard_"))
 | |
|             try:
 | |
|                 fort_east_upper_right_paired_entrance = (
 | |
|                     world.get_entrance(fort_east_upper_right_paired_name))
 | |
|             except KeyError:
 | |
|                 # no paired entrance, so you must fight, which is done in the finally
 | |
|                 pass
 | |
|             else:
 | |
|                 set_rule(fort_east_upper_lower,
 | |
|                          lambda state: fort_east_upper_right_paired_entrance.can_reach(state))
 | |
|                 world.multiworld.register_indirect_condition(region=regions["Fortress East Shortcut Lower"],
 | |
|                                                              entrance=fort_east_upper_right_paired_entrance)
 | |
|             finally:
 | |
|                 add_rule(fort_east_upper_lower,
 | |
|                          lambda state: has_combat_reqs("Eastern Vault Fortress", state, player)
 | |
|                          or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world),
 | |
|                          combine="or")
 | |
| 
 | |
|         else:
 | |
|             # if combat logic is on and ER is off, we can make this entrance freely
 | |
|             regions["Fortress Grave Path Dusty Entrance Region"].connect(
 | |
|                 connecting_region=regions["Fortress Grave Path by Grave"],
 | |
|                 rule=lambda state: state.has(laurels, player))
 | |
|     else:
 | |
|         # if combat logic is off, we can make this entrance freely
 | |
|         regions["Fortress Grave Path Dusty Entrance Region"].connect(
 | |
|             connecting_region=regions["Fortress Grave Path by Grave"],
 | |
|             rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
| 
 | |
| def set_er_location_rules(world: "TunicWorld") -> None:
 | |
|     player = world.player
 | |
| 
 | |
|     if world.options.grass_randomizer:
 | |
|         set_grass_location_rules(world)
 | |
| 
 | |
|     forbid_item(world.get_location("Secret Gathering Place - 20 Fairy Reward"), fairies, player)
 | |
| 
 | |
|     # Ability Shuffle Exclusive Rules
 | |
|     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: state.has("Activate Furnace Fuse", player))
 | |
|     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))
 | |
|     set_rule(world.get_location("Overworld - [Southwest] Flowers Holy Cross"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Overworld - [East] Weathervane Holy Cross"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Overworld - [Northeast] Flowers Holy Cross"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Overworld - [Southwest] Haiku Holy Cross"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Overworld - [Northwest] Golden Obelisk Page"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
| 
 | |
|     # Overworld
 | |
|     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("Overworld - [Southwest] From West Garden"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Overworld - [Southeast] Page on Pillar by Swamp"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Overworld - [Southwest] Fountain Page"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Old House - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Overworld - [East] Grapple Chest"),
 | |
|              lambda state: state.has(grapple, player))
 | |
|     set_rule(world.get_location("Sealed Temple - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Caustic Light Cave - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Cube Cave - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Old House - Holy Cross Door Page"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Maze Cave - Maze Room Holy Cross"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Old House - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Patrol Cave - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Ruined Passage - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Hourglass Cave - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     set_rule(world.get_location("Secret Gathering Place - Holy Cross Chest"),
 | |
|              lambda state: has_ability(holy_cross, state, world))
 | |
|     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)))
 | |
| 
 | |
|     # Dark Tomb
 | |
|     # added to make combat logic smoother
 | |
|     set_rule(world.get_location("Dark Tomb - 2nd Laser Room"),
 | |
|              lambda state: has_lantern(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))
 | |
|     set_rule(world.get_location("West Garden - [Central Lowlands] Below Left Walkway"),
 | |
|              lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # 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))
 | |
| 
 | |
|     # 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
 | |
|     set_rule(world.get_location("Fortress Arena - Hexagon Red"),
 | |
|              lambda state: state.has(vault_key, player))
 | |
|     # 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: has_melee(state, player) or state.has(ice_dagger, player))
 | |
| 
 | |
|     # 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)))
 | |
| 
 | |
|     # Quarry
 | |
|     set_rule(world.get_location("Quarry - [Central] Above Ladder Dash Chest"),
 | |
|              lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # Ziggurat
 | |
|     # if ER is off, while you can get the chest, you won't be able to actually get through zig
 | |
|     set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"),
 | |
|              lambda state: has_sword(state, player) or (state.has(fire_wand, player)
 | |
|                                                         and (state.has(laurels, player)
 | |
|                                                              or world.options.entrance_rando)))
 | |
|     set_rule(world.get_location("Rooted Ziggurat Lower - After Guarded Fuse"),
 | |
|              lambda state: has_sword(state, player) and has_ability(prayer, state, world))
 | |
| 
 | |
|     # Bosses
 | |
|     set_rule(world.get_location("Fortress Arena - Siege Engine/Vault Key Pickup"),
 | |
|              lambda state: has_sword(state, player))
 | |
|     set_rule(world.get_location("Librarian - Hexagon Green"),
 | |
|              lambda state: has_sword(state, player)
 | |
|              and has_ladder("Ladders in Library", state, world))
 | |
|     # can ice grapple boss scav off the side
 | |
|     # the grapple from the other side of the bridge isn't in logic 'cause we don't have a misc tricks option
 | |
|     set_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"),
 | |
|              lambda state: has_sword(state, player)
 | |
|              or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
| 
 | |
|     # Swamp
 | |
|     set_rule(world.get_location("Cathedral Gauntlet - Gauntlet Reward"),
 | |
|              lambda state: state.has(fire_wand, player) and has_sword(state, player))
 | |
|     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))
 | |
|     # really hard to do 4 skulls with a big skeleton chasing you around
 | |
|     set_rule(world.get_location("Swamp - [South Graveyard] 4 Orange Skulls"),
 | |
|              lambda state: has_sword(state, player))
 | |
| 
 | |
|     # Hero's Grave and Far Shore
 | |
|     set_rule(world.get_location("Hero's Grave - Tooth Relic"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Hero's Grave - Mushroom Relic"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Hero's Grave - Ash Relic"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Hero's Grave - Flowers Relic"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Hero's Grave - Effigy Relic"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Hero's Grave - Feathers Relic"),
 | |
|              lambda state: state.has(laurels, player))
 | |
|     set_rule(world.get_location("Far Shore - Secret Chest"),
 | |
|              lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # Events
 | |
|     set_rule(world.get_location("Eastern Bell"),
 | |
|              lambda state: (has_melee(state, player) or state.has(fire_wand, player)))
 | |
|     set_rule(world.get_location("Western Bell"),
 | |
|              lambda state: (has_melee(state, player) or state.has(fire_wand, player)))
 | |
|     set_rule(world.get_location("Furnace Fuse"),
 | |
|              lambda state: has_ability(prayer, state, world))
 | |
|     set_rule(world.get_location("South and West Fortress Exterior Fuses"),
 | |
|              lambda state: has_ability(prayer, state, world))
 | |
|     set_rule(world.get_location("Upper and Central Fortress Exterior Fuses"),
 | |
|              lambda state: has_ability(prayer, state, world))
 | |
|     set_rule(world.get_location("Beneath the Vault Fuse"),
 | |
|              lambda state: state.has("Activate South and West Fortress Exterior Fuses", player))
 | |
|     set_rule(world.get_location("Eastern Vault West Fuses"),
 | |
|              lambda state: state.has("Activate Beneath the Vault Fuse", player))
 | |
|     set_rule(world.get_location("Eastern Vault East Fuse"),
 | |
|              lambda state: state.has_all({"Activate Upper and Central Fortress Exterior Fuses",
 | |
|                                           "Activate South and West Fortress Exterior Fuses"}, player))
 | |
|     set_rule(world.get_location("Quarry Connector Fuse"),
 | |
|              lambda state: has_ability(prayer, state, world) and state.has(grapple, player))
 | |
|     set_rule(world.get_location("Quarry Fuse"),
 | |
|              lambda state: state.has("Activate Quarry Connector Fuse", player))
 | |
|     set_rule(world.get_location("Ziggurat Fuse"),
 | |
|              lambda state: has_ability(prayer, state, world))
 | |
|     set_rule(world.get_location("West Garden Fuse"),
 | |
|              lambda state: has_ability(prayer, state, world))
 | |
|     set_rule(world.get_location("Library Fuse"),
 | |
|              lambda state: has_ability(prayer, state, world) and has_ladder("Ladders in Library", state, world))
 | |
|     if not world.options.hexagon_quest:
 | |
|         set_rule(world.get_location("Place Questagons"),
 | |
|                  lambda state: state.has_all((red_hexagon, blue_hexagon, green_hexagon), player))
 | |
| 
 | |
|     # Bombable Walls
 | |
|     for location_name in bomb_walls:
 | |
|         set_rule(world.get_location(location_name),
 | |
|                  lambda state: state.has(gun, player)
 | |
|                  or can_shop(state, world)
 | |
|                  or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     # not enough space to ice grapple into here
 | |
|     set_rule(world.get_location("Quarry - [East] Bombable Wall"),
 | |
|              lambda state: state.has(gun, player) or can_shop(state, world))
 | |
| 
 | |
|     # 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))
 | |
| 
 | |
|     def combat_logic_to_loc(loc_name: str, combat_req_area: str, set_instead: bool = False,
 | |
|                             dagger: bool = False, laurel: bool = False) -> None:
 | |
|         # dagger means you can use magic dagger instead of combat for that check
 | |
|         # laurel means you can dodge the enemies freely with the laurels
 | |
|         if set_instead:
 | |
|             set_rule(world.get_location(loc_name),
 | |
|                      lambda state: has_combat_reqs(combat_req_area, state, player)
 | |
|                      or (dagger and state.has(ice_dagger, player))
 | |
|                      or (laurel and state.has(laurels, player)))
 | |
|         else:
 | |
|             add_rule(world.get_location(loc_name),
 | |
|                      lambda state: has_combat_reqs(combat_req_area, state, player)
 | |
|                      or (dagger and state.has(ice_dagger, player))
 | |
|                      or (laurel and state.has(laurels, player)))
 | |
| 
 | |
|     if world.options.combat_logic >= CombatLogic.option_bosses_only:
 | |
|         # garden knight is in the regions part above
 | |
|         combat_logic_to_loc("Fortress Arena - Siege Engine/Vault Key Pickup", "Siege Engine", set_instead=True)
 | |
|         combat_logic_to_loc("Librarian - Hexagon Green", "The Librarian", set_instead=True)
 | |
|         set_rule(world.get_location("Librarian - Hexagon Green"),
 | |
|                  rule=lambda state: has_combat_reqs("The Librarian", state, player)
 | |
|                  and has_ladder("Ladders in Library", state, world))
 | |
|         combat_logic_to_loc("Rooted Ziggurat Lower - Hexagon Blue", "Boss Scavenger", set_instead=True)
 | |
|         if world.options.ice_grappling >= IceGrappling.option_medium:
 | |
|             add_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"),
 | |
|                      lambda state: has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|         combat_logic_to_loc("Cathedral Gauntlet - Gauntlet Reward", "Gauntlet", set_instead=True)
 | |
| 
 | |
|     if world.options.combat_logic == CombatLogic.option_on:
 | |
|         combat_logic_to_loc("Overworld - [Northeast] Flowers Holy Cross", "Garden Knight")
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|         combat_logic_to_loc("Overworld - [Northwest] Chest Near Quarry Gate", "Before Well", dagger=True)
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|         combat_logic_to_loc("Overworld - [Northeast] Chest Above Patrol Cave", "West Garden", dagger=True)
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|         combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret", "Overworld", dagger=True)
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|         combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret 2", "Overworld")
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|         combat_logic_to_loc("Overworld - [Southwest] Bombable Wall Near Fountain", "Before Well", dagger=True)
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|         combat_logic_to_loc("Overworld - [Southwest] Fountain Holy Cross", "Before Well", dagger=True)
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|         combat_logic_to_loc("Overworld - [Southwest] South Chest Near Guard", "Before Well", dagger=True)
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|         combat_logic_to_loc("Overworld - [Southwest] Tunnel Guarded By Turret", "Before Well", dagger=True)
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|         combat_logic_to_loc("Overworld - [Northwest] Chest Near Turret", "Before Well")
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| 
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|         add_rule(world.get_location("Hourglass Cave - Hourglass Chest"),
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|                  lambda state: has_sword(state, player) and (state.has("Shield", player)
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|                                                              # kill the turrets through the wall with a longer sword
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|                                                              or state.has("Sword Upgrade", player, 3)))
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|         add_rule(world.get_location("Hourglass Cave - Holy Cross Chest"),
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|                  lambda state: has_sword(state, player) and (state.has("Shield", player)
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|                                                              or state.has("Sword Upgrade", player, 3)))
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| 
 | |
|         # the first spider chest they literally do not attack you until you open the chest
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|         # the second one, you can still just walk past them, but I guess /something/ would be wanted
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|         combat_logic_to_loc("East Forest - Beneath Spider Chest", "East Forest", dagger=True, laurel=True)
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|         combat_logic_to_loc("East Forest - Golden Obelisk Holy Cross", "East Forest", dagger=True)
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|         combat_logic_to_loc("East Forest - Dancing Fox Spirit Holy Cross", "East Forest", dagger=True, laurel=True)
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|         combat_logic_to_loc("East Forest - From Guardhouse 1 Chest", "East Forest", dagger=True, laurel=True)
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|         combat_logic_to_loc("East Forest - Above Save Point", "East Forest", dagger=True)
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|         combat_logic_to_loc("East Forest - Above Save Point Obscured", "East Forest", dagger=True)
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|         combat_logic_to_loc("Forest Grave Path - Above Gate", "East Forest", dagger=True, laurel=True)
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|         combat_logic_to_loc("Forest Grave Path - Obscured Chest", "East Forest", dagger=True, laurel=True)
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| 
 | |
|         # most of beneath the well is covered by the region access rule
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|         combat_logic_to_loc("Beneath the Well - [Entryway] Chest", "Beneath the Well")
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|         combat_logic_to_loc("Beneath the Well - [Entryway] Obscured Behind Waterfall", "Beneath the Well")
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|         combat_logic_to_loc("Beneath the Well - [Back Corridor] Left Secret", "Beneath the Well")
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|         combat_logic_to_loc("Beneath the Well - [Side Room] Chest By Phrends", "Overworld")
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| 
 | |
|         # laurels past the enemies, then use the wand or gun to take care of the fairies that chased you
 | |
|         add_rule(world.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest"),
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|                  lambda state: state.has_any({fire_wand, "Gun"}, player))
 | |
|         combat_logic_to_loc("West Garden - [Central Lowlands] Chest Beneath Faeries", "West Garden")
 | |
|         combat_logic_to_loc("West Garden - [Central Lowlands] Chest Beneath Save Point", "West Garden")
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|         combat_logic_to_loc("West Garden - [West Highlands] Upper Left Walkway", "West Garden")
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|         combat_logic_to_loc("West Garden - [Central Highlands] Holy Cross (Blue Lines)", "West Garden")
 | |
|         combat_logic_to_loc("West Garden - [Central Highlands] Behind Guard Captain", "West Garden")
 | |
| 
 | |
|         combat_logic_to_loc("Eastern Vault Fortress - [West Wing] Candles Holy Cross", "Eastern Vault Fortress",
 | |
|                             dagger=True)
 | |
| 
 | |
|         # could just do the last two, but this outputs better in the spoiler log
 | |
|         # dagger is maybe viable here, but it's sketchy -- activate ladder switch, save to reset enemies, climb up
 | |
|         combat_logic_to_loc("Upper and Central Fortress Exterior Fuses", "Eastern Vault Fortress")
 | |
|         combat_logic_to_loc("Beneath the Vault Fuse", "Beneath the Vault")
 | |
|         combat_logic_to_loc("Eastern Vault West Fuses", "Eastern Vault Fortress")
 | |
| 
 | |
|         # if you come in from the left, you only need to fight small crabs
 | |
|         add_rule(world.get_location("Ruined Atoll - [South] Near Birds"),
 | |
|                  lambda state: has_melee(state, player) or state.has_any({laurels, "Gun"}, player))
 | |
| 
 | |
|         # can get this one without fighting if you have laurels
 | |
|         add_rule(world.get_location("Frog's Domain - Above Vault"),
 | |
|                  lambda state: state.has(laurels, player) or has_combat_reqs("Frog's Domain", state, player))
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| 
 | |
|         # with wand, you can get this chest. Non-ER, you need laurels to continue down. ER, you can just torch
 | |
|         set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"),
 | |
|                  lambda state: (state.has(fire_wand, player)
 | |
|                                 and (state.has(laurels, player) or world.options.entrance_rando))
 | |
|                  or has_combat_reqs("Rooted Ziggurat", state, player))
 | |
|         set_rule(world.get_location("Rooted Ziggurat Lower - After Guarded Fuse"),
 | |
|                  lambda state: has_ability(prayer, state, world)
 | |
|                  and has_combat_reqs("Rooted Ziggurat", state, player))
 | |
| 
 | |
|         # replace the sword rule with this one
 | |
|         combat_logic_to_loc("Swamp - [South Graveyard] 4 Orange Skulls", "Swamp", set_instead=True)
 | |
|         combat_logic_to_loc("Swamp - [South Graveyard] Guarded By Big Skeleton", "Swamp", dagger=True)
 | |
|         # don't really agree with this one but eh
 | |
|         combat_logic_to_loc("Swamp - [South Graveyard] Above Big Skeleton", "Swamp", dagger=True, laurel=True)
 | |
|         # the tentacles deal with everything else reasonably, and you can hide on the island, so no rule for it
 | |
|         add_rule(world.get_location("Swamp - [South Graveyard] Obscured Beneath Telescope"),
 | |
|                  lambda state: state.has(laurels, player)  # can dash from swamp mid to here and grab it
 | |
|                  or has_combat_reqs("Swamp", state, player))
 | |
|         add_rule(world.get_location("Swamp - [Central] South Secret Passage"),
 | |
|                  lambda state: state.has(laurels, player)  # can dash from swamp front to here and grab it
 | |
|                  or has_combat_reqs("Swamp", state, player))
 | |
|         combat_logic_to_loc("Swamp - [South Graveyard] Upper Walkway On Pedestal", "Swamp")
 | |
|         combat_logic_to_loc("Swamp - [Central] Beneath Memorial", "Swamp")
 | |
|         combat_logic_to_loc("Swamp - [Central] Near Ramps Up", "Swamp")
 | |
|         combat_logic_to_loc("Swamp - [Upper Graveyard] Near Telescope", "Swamp")
 | |
|         combat_logic_to_loc("Swamp - [Upper Graveyard] Near Shield Fleemers", "Swamp")
 | |
|         combat_logic_to_loc("Swamp - [Upper Graveyard] Obscured Behind Hill", "Swamp")
 | |
| 
 | |
|         # zip through the rubble to sneakily grab this chest, or just fight to it
 | |
|         add_rule(world.get_location("Cathedral - [1F] Near Spikes"),
 | |
|                  lambda state: laurels_zip(state, world) or has_combat_reqs("Swamp", state, player))
 |