 f4072833f3
			
		
	
	f4072833f3
	
	
	
		
			
			* TUNIC: Add Shop indirect condition The `Overworld -> Cube Cave Entrance Region` Entrance checks `can_shop()` which checks for being able to reach the "Shop" Region, so the Entrance requires an indirect condition of reaching the "Shop" Region. * Rename entrance variable to cube_entrance Co-authored-by: Scipio Wright <scipiowright@gmail.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com>
		
			
				
	
	
		
			1467 lines
		
	
	
		
			75 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1467 lines
		
	
	
		
			75 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, FrozenSet, Tuple, TYPE_CHECKING
 | |
| from worlds.generic.Rules import set_rule, forbid_item
 | |
| from .options import IceGrappling, LadderStorage
 | |
| from .rules import (has_ability, has_sword, has_stick, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage,
 | |
|                     laurels_zip, bomb_walls)
 | |
| from .er_data import Portal, get_portal_outlet_region
 | |
| from .ladder_storage_data import ow_ladder_groups, region_ladders, easy_ls, medium_ls, hard_ls
 | |
| from BaseClasses import Region, CollectionState
 | |
| 
 | |
| if TYPE_CHECKING:
 | |
|     from . import TunicWorld
 | |
| 
 | |
| laurels = "Hero's Laurels"
 | |
| grapple = "Magic Orb"
 | |
| ice_dagger = "Magic Dagger"
 | |
| fire_wand = "Magic Wand"
 | |
| gun = "Gun"
 | |
| lantern = "Lantern"
 | |
| fairies = "Fairy"
 | |
| coins = "Golden Coin"
 | |
| prayer = "Pages 24-25 (Prayer)"
 | |
| holy_cross = "Pages 42-43 (Holy Cross)"
 | |
| icebolt = "Pages 52-53 (Icebolt)"
 | |
| key = "Key"
 | |
| house_key = "Old House Key"
 | |
| vault_key = "Fortress Vault Key"
 | |
| mask = "Scavenger Mask"
 | |
| red_hexagon = "Red Questagon"
 | |
| green_hexagon = "Green Questagon"
 | |
| blue_hexagon = "Blue Questagon"
 | |
| gold_hexagon = "Gold Questagon"
 | |
| 
 | |
| 
 | |
| def has_ladder(ladder: str, state: CollectionState, world: "TunicWorld") -> bool:
 | |
|     return not world.options.shuffle_ladders or state.has(ladder, world.player)
 | |
| 
 | |
| 
 | |
| def can_shop(state: CollectionState, world: "TunicWorld") -> bool:
 | |
|     return has_sword(state, world.player) and state.can_reach_region("Shop", world.player)
 | |
| 
 | |
| 
 | |
| def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_pairs: Dict[Portal, Portal]) -> None:
 | |
|     player = world.player
 | |
|     options = world.options
 | |
| 
 | |
|     regions["Menu"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     # Overworld
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Holy Cross"],
 | |
|         rule=lambda state: has_ability(holy_cross, state, world))
 | |
| 
 | |
|     # grapple on the west side, down the stairs from moss wall, across from ruined shop
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Beach"],
 | |
|         rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
 | |
|         or state.has_any({laurels, grapple}, player))
 | |
|     regions["Overworld Beach"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
 | |
|         or state.has_any({laurels, grapple}, player))
 | |
| 
 | |
|     regions["Overworld Beach"].connect(
 | |
|         connecting_region=regions["Overworld West Garden Laurels Entry"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["Overworld West Garden Laurels Entry"].connect(
 | |
|         connecting_region=regions["Overworld Beach"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     regions["Overworld Beach"].connect(
 | |
|         connecting_region=regions["Overworld to Atoll Upper"],
 | |
|         rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world))
 | |
|     regions["Overworld to Atoll Upper"].connect(
 | |
|         connecting_region=regions["Overworld Beach"],
 | |
|         rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld to Atoll Upper"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["Overworld to Atoll Upper"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: state.has_any({laurels, grapple}, player))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Belltower"],
 | |
|         rule=lambda state: state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|     regions["Overworld Belltower"].connect(
 | |
|         connecting_region=regions["Overworld"])
 | |
| 
 | |
|     # ice grapple rudeling across rubble, drop bridge, ice grapple rudeling down
 | |
|     regions["Overworld Belltower"].connect(
 | |
|         connecting_region=regions["Overworld to West Garden Upper"],
 | |
|         rule=lambda state: has_ladder("Ladders to West Bell", state, world)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     regions["Overworld to West Garden Upper"].connect(
 | |
|         connecting_region=regions["Overworld Belltower"],
 | |
|         rule=lambda state: has_ladder("Ladders to West Bell", state, world))
 | |
| 
 | |
|     regions["Overworld Belltower"].connect(
 | |
|         connecting_region=regions["Overworld Belltower at Bell"],
 | |
|         rule=lambda state: has_ladder("Ladders to West Bell", state, world))
 | |
| 
 | |
|     # long dong, do not make a reverse connection here or to belltower, maybe readd later
 | |
|     # regions["Overworld above Patrol Cave"].connect(
 | |
|     #     connecting_region=regions["Overworld Belltower at Bell"],
 | |
|     #     rule=lambda state: options.logic_rules and state.has(fire_wand, player))
 | |
| 
 | |
|     # can laurels through the ruined passage door at either corner
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Ruined Passage Door"],
 | |
|         rule=lambda state: state.has(key, player, 2)
 | |
|         or laurels_zip(state, world))
 | |
|     regions["Overworld Ruined Passage Door"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: laurels_zip(state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["After Ruined Passage"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["After Ruined Passage"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
 | |
| 
 | |
|     # for the hard ice grapple, get to the chest after the bomb wall, grab a slime, and grapple push down
 | |
|     # you can ice grapple through the bomb wall, so no need for shop logic checking
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Above Ruined Passage"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
 | |
|         or state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | |
|     regions["Above Ruined Passage"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
 | |
|         or state.has(laurels, player))
 | |
| 
 | |
|     regions["After Ruined Passage"].connect(
 | |
|         connecting_region=regions["Above Ruined Passage"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
 | |
|     regions["Above Ruined Passage"].connect(
 | |
|         connecting_region=regions["After Ruined Passage"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
 | |
| 
 | |
|     regions["Above Ruined Passage"].connect(
 | |
|         connecting_region=regions["East Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["East Overworld"].connect(
 | |
|         connecting_region=regions["Above Ruined Passage"],
 | |
|         rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
 | |
|         or state.has(laurels, player))
 | |
| 
 | |
|     # nmg: ice grapple the slimes, works both ways consistently
 | |
|     regions["East Overworld"].connect(
 | |
|         connecting_region=regions["After Ruined Passage"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["After Ruined Passage"].connect(
 | |
|         connecting_region=regions["East Overworld"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["East Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["East Overworld"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
 | |
| 
 | |
|     regions["East Overworld"].connect(
 | |
|         connecting_region=regions["Overworld at Patrol Cave"])
 | |
|     regions["Overworld at Patrol Cave"].connect(
 | |
|         connecting_region=regions["East Overworld"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     regions["Overworld at Patrol Cave"].connect(
 | |
|         connecting_region=regions["Overworld above Patrol Cave"],
 | |
|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Overworld above Patrol Cave"].connect(
 | |
|         connecting_region=regions["Overworld at Patrol Cave"],
 | |
|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld above Patrol Cave"],
 | |
|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
 | |
|         or state.has(grapple, player))
 | |
|     regions["Overworld above Patrol Cave"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
 | |
| 
 | |
|     regions["East Overworld"].connect(
 | |
|         connecting_region=regions["Overworld above Patrol Cave"],
 | |
|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Overworld above Patrol Cave"].connect(
 | |
|         connecting_region=regions["East Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
 | |
| 
 | |
|     regions["Overworld above Patrol Cave"].connect(
 | |
|         connecting_region=regions["Upper Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["Upper Overworld"].connect(
 | |
|         connecting_region=regions["Overworld above Patrol Cave"],
 | |
|         rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
 | |
|         or state.has(grapple, player))
 | |
| 
 | |
|     regions["Upper Overworld"].connect(
 | |
|         connecting_region=regions["Overworld above Quarry Entrance"],
 | |
|         rule=lambda state: state.has_any({grapple, laurels}, player))
 | |
|     regions["Overworld above Quarry Entrance"].connect(
 | |
|         connecting_region=regions["Upper Overworld"],
 | |
|         rule=lambda state: state.has_any({grapple, laurels}, player))
 | |
| 
 | |
|     # ice grapple push guard captain down the ledge
 | |
|     regions["Upper Overworld"].connect(
 | |
|         connecting_region=regions["Overworld after Temple Rafters"],
 | |
|         rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_medium, state, world))
 | |
|     regions["Overworld after Temple Rafters"].connect(
 | |
|         connecting_region=regions["Upper Overworld"],
 | |
|         rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)
 | |
|         or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Overworld above Quarry Entrance"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         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"],
 | |
|         rule=lambda state: has_ladder("Ladder to Quarry", state, world))
 | |
| 
 | |
|     # ice grapple through the gate
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Quarry Entry"],
 | |
|         rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|     regions["Overworld Quarry Entry"].connect(
 | |
|         connecting_region=regions["Overworld"],
 | |
|         rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Swamp Upper Entry"],
 | |
|         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))
 | |
| 
 | |
|     regions["Overworld"].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"],
 | |
|         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"])
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     regions["Overworld"].connect(
 | |
|         connecting_region=regions["Overworld Tunnel Turret"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     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))
 | |
| 
 | |
|     # 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"].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"],
 | |
|         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))
 | |
| 
 | |
|     regions["Beneath the Well Front"].connect(
 | |
|         connecting_region=regions["Beneath the Well Main"],
 | |
|         rule=lambda state: has_stick(state, player) or state.has(fire_wand, player))
 | |
|     regions["Beneath the Well Main"].connect(
 | |
|         connecting_region=regions["Beneath the Well Front"],
 | |
|         rule=lambda state: has_stick(state, player) or state.has(fire_wand, player))
 | |
| 
 | |
|     regions["Beneath the Well Main"].connect(
 | |
|         connecting_region=regions["Beneath the Well Back"],
 | |
|         rule=lambda state: has_ladder("Ladders in Well", state, world))
 | |
|     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_stick(state, player) or state.has(fire_wand, player)))
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     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))
 | |
|     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"])
 | |
|     regions["Dark Tomb Dark Exit"].connect(
 | |
|         connecting_region=regions["Dark Tomb Main"],
 | |
|         rule=lambda state: has_lantern(state, world))
 | |
| 
 | |
|     # West Garden
 | |
|     regions["West Garden Laurels Exit Region"].connect(
 | |
|         connecting_region=regions["West Garden"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["West Garden"].connect(
 | |
|         connecting_region=regions["West Garden Laurels Exit Region"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     # you can grapple Garden Knight to aggro it, then ledge it
 | |
|     regions["West Garden after Boss"].connect(
 | |
|         connecting_region=regions["West Garden"],
 | |
|         rule=lambda state: state.has(laurels, player)
 | |
|         or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | |
|     # ice grapple push Garden Knight off the side
 | |
|     regions["West Garden"].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"].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"])
 | |
| 
 | |
|     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"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | |
|     regions["West Garden"].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"])
 | |
| 
 | |
|     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)
 | |
|              # 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"],
 | |
|         rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
 | |
| 
 | |
|     regions["Frog's Domain"].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))
 | |
| 
 | |
|     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 Main"],
 | |
|         rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world)
 | |
|         and has_lantern(state, world)
 | |
|         # there's some boxes in the way
 | |
|         and (has_stick(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 Ladder Exit"],
 | |
|         rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
 | |
| 
 | |
|     regions["Beneath the Vault Main"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Back"])
 | |
|     regions["Beneath the Vault Back"].connect(
 | |
|         connecting_region=regions["Beneath the Vault Main"],
 | |
|         rule=lambda state: has_lantern(state, world))
 | |
| 
 | |
|     regions["Fortress East Shortcut Upper"].connect(
 | |
|         connecting_region=regions["Fortress East Shortcut Lower"])
 | |
|     # nmg: can ice grapple upwards
 | |
|     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))
 | |
| 
 | |
|     # nmg: ice grapple through the big gold door, can do it both ways
 | |
|     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))
 | |
| 
 | |
|     regions["Fortress Grave Path"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path Dusty Entrance Region"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
|     regions["Fortress Grave Path Dusty Entrance Region"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path"],
 | |
|         rule=lambda state: state.has(laurels, player))
 | |
| 
 | |
|     regions["Fortress Grave Path"].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"])
 | |
| 
 | |
|     # nmg: ice grapple from upper grave path to lower
 | |
|     regions["Fortress Grave Path Upper"].connect(
 | |
|         connecting_region=regions["Fortress Grave Path"],
 | |
|         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"])
 | |
| 
 | |
|     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"])
 | |
| 
 | |
|     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"])
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     # nmg: bring a scav over, then ice grapple through the door, only with ER on to avoid soft lock
 | |
|     regions["Even Lower Quarry"].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))
 | |
| 
 | |
|     # nmg: use ice grapple to get from the beginning of Quarry to the door without really needing mask only with ER on
 | |
|     regions["Quarry"].connect(
 | |
|         connecting_region=regions["Lower Quarry Zig Door"],
 | |
|         rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
 | |
| 
 | |
|     regions["Monastery Front"].connect(
 | |
|         connecting_region=regions["Monastery Back"])
 | |
|     # 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"])
 | |
| 
 | |
|     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"])
 | |
| 
 | |
|     regions["Rooted Ziggurat Lower Front"].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)))
 | |
|     # nmg: can ice grapple on the voidlings to the double admin fight, still need to pray at the fuse
 | |
|     regions["Rooted Ziggurat Lower Back"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Front"],
 | |
|         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["Zig Skip Exit"].connect(
 | |
|         connecting_region=regions["Rooted Ziggurat Lower Front"])
 | |
| 
 | |
|     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))
 | |
| 
 | |
|     # a whole lot of stuff to basically say "you need to pray at the overworld fuse"
 | |
|     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 (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))))))
 | |
|         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"])
 | |
| 
 | |
|     regions["Cathedral"].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"])
 | |
| 
 | |
|     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
 | |
|     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_all({red_hexagon, green_hexagon, blue_hexagon, "Unseal the Heir"}, player)
 | |
|                              and state.has_group_unique("Hero Relics", player, 6)
 | |
|                              and has_sword(state, player))))
 | |
| 
 | |
|     if options.ladder_storage:
 | |
|         def get_portal_info(portal_sd: str) -> Tuple[str, str]:
 | |
|             for portal1, portal2 in portal_pairs.items():
 | |
|                 if portal1.scene_destination() == portal_sd:
 | |
|                     return portal1.name, get_portal_outlet_region(portal2, world)
 | |
|                 if portal2.scene_destination() == portal_sd:
 | |
|                     return portal2.name, get_portal_outlet_region(portal1, world)
 | |
|             raise Exception("no matches found in get_paired_region")
 | |
| 
 | |
|         # 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)
 | |
| 
 | |
|         # 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 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)
 | |
| 
 | |
| 
 | |
| def set_er_location_rules(world: "TunicWorld") -> None:
 | |
|     player = world.player
 | |
| 
 | |
|     forbid_item(world.get_location("Secret Gathering Place - 20 Fairy Reward"), fairies, player)
 | |
| 
 | |
|     # Ability Shuffle Exclusive Rules
 | |
|     set_rule(world.get_location("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)))
 | |
| 
 | |
|     # 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_stick(state, player) or state.has_any((fire_wand, gun), player))
 | |
|     set_rule(world.get_location("Library Lab - Page 2"),
 | |
|              lambda state: has_stick(state, player) or state.has_any((fire_wand, gun), player))
 | |
|     set_rule(world.get_location("Library Lab - Page 3"),
 | |
|              lambda state: has_stick(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_stick(state, player) or state.has(ice_dagger, player))
 | |
| 
 | |
|     # Beneath the Vault
 | |
|     set_rule(world.get_location("Beneath the Fortress - Bridge"),
 | |
|              lambda state: has_stick(state, player) or state.has_any({laurels, fire_wand}, 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_stick(state, player) or state.has(fire_wand, player)))
 | |
|     set_rule(world.get_location("Western Bell"),
 | |
|              lambda state: (has_stick(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))
 | |
| 
 | |
|     # 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))
 |