Archipelago/worlds/tunic/er_rules.py

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Python
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from typing import Dict, Set, List, Tuple, TYPE_CHECKING
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from worlds.generic.Rules import set_rule, forbid_item
from .rules import has_ability, has_sword, has_stick, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage
from .er_data import Portal
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from .options import TunicOptions
from BaseClasses import Region, CollectionState
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if TYPE_CHECKING:
from . import TunicWorld
laurels = "Hero's Laurels"
grapple = "Magic Orb"
ice_dagger = "Magic Dagger"
fire_wand = "Magic Wand"
lantern = "Lantern"
fairies = "Fairy"
coins = "Golden Coin"
prayer = "Pages 24-25 (Prayer)"
holy_cross = "Pages 42-43 (Holy Cross)"
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icebolt = "Pages 52-53 (Icebolt)"
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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"
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def has_ladder(ladder: str, state: CollectionState, player: int, options: TunicOptions):
return not options.shuffle_ladders or state.has(ladder, player)
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def set_er_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int], 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(state, player, holy_cross, options, ability_unlocks))
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# 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, player, options)
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, player, options)
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, player, options))
regions["Overworld to Atoll Upper"].connect(
connecting_region=regions["Overworld Beach"],
rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, player, options))
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))
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regions["Overworld"].connect(
connecting_region=regions["Overworld Belltower"],
rule=lambda state: state.has(laurels, player))
regions["Overworld Belltower"].connect(
connecting_region=regions["Overworld"])
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regions["Overworld Belltower"].connect(
connecting_region=regions["Overworld to West Garden Upper"],
rule=lambda state: has_ladder("Ladders to West Bell", state, player, options))
regions["Overworld to West Garden Upper"].connect(
connecting_region=regions["Overworld Belltower"],
rule=lambda state: has_ladder("Ladders to West Bell", state, player, options))
regions["Overworld Belltower"].connect(
connecting_region=regions["Overworld Belltower at Bell"],
rule=lambda state: has_ladder("Ladders to West Bell", state, player, options))
# long dong, do not make a reverse connection here or to belltower
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))
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# nmg: can laurels through the ruined passage door
regions["Overworld"].connect(
connecting_region=regions["Overworld Ruined Passage Door"],
rule=lambda state: state.has(key, player, 2)
or (state.has(laurels, player) and options.logic_rules))
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regions["Overworld Ruined Passage Door"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has(laurels, player) and options.logic_rules)
regions["Overworld"].connect(
connecting_region=regions["After Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["After Ruined Passage"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options))
regions["Overworld"].connect(
connecting_region=regions["Above Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options)
or state.has(laurels, player))
regions["Above Ruined Passage"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options)
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, player, options))
regions["Above Ruined Passage"].connect(
connecting_region=regions["After Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options))
regions["Above Ruined Passage"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["East Overworld"].connect(
connecting_region=regions["Above Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, player, options)
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, state, player, options, ability_unlocks))
regions["After Ruined Passage"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Overworld"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["East Overworld"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, player, options))
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, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["Overworld at Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, player, options))
regions["Overworld"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, player, options)
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, player, options))
regions["East Overworld"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, player, options))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["Upper Overworld"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Upper Overworld"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, player, options)
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))
regions["Upper Overworld"].connect(
connecting_region=regions["Overworld after Temple Rafters"],
rule=lambda state: has_ladder("Ladder near Temple Rafters", state, player, options))
regions["Overworld after Temple Rafters"].connect(
connecting_region=regions["Upper Overworld"],
rule=lambda state: has_ladder("Ladder near Temple Rafters", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Overworld above Quarry Entrance"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Dark Tomb", state, player, options))
regions["Overworld"].connect(
connecting_region=regions["Overworld above Quarry Entrance"],
rule=lambda state: has_ladder("Ladders near Dark Tomb", state, player, options))
regions["Overworld"].connect(
connecting_region=regions["Overworld after Envoy"],
rule=lambda state: state.has_any({laurels, grapple}, player)
or state.has("Sword Upgrade", player, 4)
or options.logic_rules)
regions["Overworld after Envoy"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has_any({laurels, grapple}, player)
or state.has("Sword Upgrade", player, 4)
or options.logic_rules)
regions["Overworld after Envoy"].connect(
connecting_region=regions["Overworld Quarry Entry"],
rule=lambda state: has_ladder("Ladder to Quarry", state, player, options))
regions["Overworld Quarry Entry"].connect(
connecting_region=regions["Overworld after Envoy"],
rule=lambda state: has_ladder("Ladder to Quarry", state, player, options))
# ice grapple through the gate
regions["Overworld"].connect(
connecting_region=regions["Overworld Quarry Entry"],
rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks))
regions["Overworld Quarry Entry"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks))
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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))
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regions["Overworld Swamp Upper Entry"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has(laurels, player))
regions["Overworld"].connect(
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connecting_region=regions["Overworld Swamp Lower Entry"],
rule=lambda state: has_ladder("Ladder to Swamp", state, player, options))
regions["Overworld Swamp Lower Entry"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladder to Swamp", state, player, options))
regions["East Overworld"].connect(
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connecting_region=regions["Overworld Special Shop Entry"],
rule=lambda state: state.has(laurels, player))
regions["Overworld Special Shop Entry"].connect(
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connecting_region=regions["East Overworld"],
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rule=lambda state: state.has(laurels, player))
regions["Overworld"].connect(
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connecting_region=regions["Overworld Well Ladder"],
rule=lambda state: has_ladder("Ladders in Well", state, player, options))
regions["Overworld Well Ladder"].connect(
connecting_region=regions["Overworld"])
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# 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, state, player, options, ability_unlocks))
# not including ice grapple through this because it's very tedious to get an enemy here
regions["Overworld"].connect(
connecting_region=regions["Overworld Southeast Cross Door"],
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
regions["Overworld Southeast Cross Door"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
# not including ice grapple through this because we're not including it on the other door
regions["Overworld"].connect(
connecting_region=regions["Overworld Fountain Cross Door"],
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
regions["Overworld Fountain Cross Door"].connect(
connecting_region=regions["Overworld"])
regions["Overworld"].connect(
connecting_region=regions["Overworld Town Portal"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
regions["Overworld Town Portal"].connect(
connecting_region=regions["Overworld"])
regions["Overworld"].connect(
connecting_region=regions["Overworld Spawn Portal"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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, state, player, options, ability_unlocks))
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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, player, options)
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, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Overworld"].connect(
connecting_region=regions["Overworld Tunnel Turret"],
rule=lambda state: state.has(laurels, player)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Overworld Tunnel Turret"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has_any({grapple, laurels}, player))
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# Overworld side areas
regions["Old House Front"].connect(
connecting_region=regions["Old House Back"])
# nmg: laurels through the gate
regions["Old House Back"].connect(
connecting_region=regions["Old House Front"],
rule=lambda state: state.has(laurels, player) and options.logic_rules)
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))
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regions["Hourglass Cave"].connect(
connecting_region=regions["Hourglass Cave Tower"],
rule=lambda state: has_ladder("Ladders in Hourglass Cave", state, player, options))
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# East Forest
regions["Forest Belltower Upper"].connect(
connecting_region=regions["Forest Belltower Main"])
regions["Forest Belltower Main"].connect(
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connecting_region=regions["Forest Belltower Lower"],
rule=lambda state: has_ladder("Ladder to East Forest", state, player, options))
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# nmg: 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, state, player, options, ability_unlocks))
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, state, player, options, ability_unlocks))
regions["East Forest"].connect(
connecting_region=regions["East Forest Portal"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
regions["East Forest Portal"].connect(
connecting_region=regions["East Forest"])
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regions["East Forest"].connect(
connecting_region=regions["Lower Forest"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, player, options)
or (state.has_all({grapple, fire_wand, ice_dagger}, player) # do ice slime, then go to the lower hook
and has_ability(state, player, icebolt, options, ability_unlocks)))
regions["Lower Forest"].connect(
connecting_region=regions["East Forest"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, player, options))
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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))
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regions["Guard House 2 Upper"].connect(
connecting_region=regions["Guard House 2 Lower"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, player, options))
regions["Guard House 2 Lower"].connect(
connecting_region=regions["Guard House 2 Upper"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, player, options))
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# nmg: 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, state, player, options, ability_unlocks))
regions["Forest Grave Path Main"].connect(
connecting_region=regions["Forest Grave Path Upper"],
rule=lambda state: state.has(laurels, player))
regions["Forest Grave Path Main"].connect(
connecting_region=regions["Forest Grave Path by Grave"])
# nmg: 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, state, player, options, ability_unlocks)
or (state.has(laurels, player) and options.logic_rules))
regions["Forest Grave Path by Grave"].connect(
connecting_region=regions["Forest Hero's Grave"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
regions["Forest Hero's Grave"].connect(
connecting_region=regions["Forest Grave Path by Grave"])
# Beneath the Well and Dark Tomb
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# don't need the ladder when entering at the ladder spot
regions["Beneath the Well Ladder Exit"].connect(
connecting_region=regions["Beneath the Well Front"],
rule=lambda state: has_ladder("Ladders in Well", state, player, options))
regions["Beneath the Well Front"].connect(
connecting_region=regions["Beneath the Well Ladder Exit"],
rule=lambda state: has_ladder("Ladders in Well", state, player, options))
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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"],
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rule=lambda state: has_ladder("Ladders in Well", state, player, options))
regions["Beneath the Well Back"].connect(
connecting_region=regions["Beneath the Well Main"],
rule=lambda state: has_ladder("Ladders in Well", state, player, options)
and (has_stick(state, player) or state.has(fire_wand, player)))
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regions["Well Boss"].connect(
connecting_region=regions["Dark Tomb Checkpoint"])
# nmg: can laurels through the gate
regions["Dark Tomb Checkpoint"].connect(
connecting_region=regions["Well Boss"],
rule=lambda state: state.has(laurels, player) and options.logic_rules)
regions["Dark Tomb Entry Point"].connect(
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connecting_region=regions["Dark Tomb Upper"],
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rule=lambda state: has_lantern(state, player, options))
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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, player, options))
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regions["Dark Tomb Main"].connect(
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connecting_region=regions["Dark Tomb Upper"],
rule=lambda state: has_ladder("Ladder in Dark Tomb", state, player, options))
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regions["Dark Tomb Main"].connect(
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connecting_region=regions["Dark Tomb Dark Exit"])
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regions["Dark Tomb Dark Exit"].connect(
connecting_region=regions["Dark Tomb Main"],
rule=lambda state: has_lantern(state, player, options))
# West Garden
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regions["West Garden Laurels Exit Region"].connect(
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connecting_region=regions["West Garden"],
rule=lambda state: state.has(laurels, player))
regions["West Garden"].connect(
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connecting_region=regions["West Garden Laurels Exit Region"],
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rule=lambda state: state.has(laurels, player))
regions["West Garden after Boss"].connect(
connecting_region=regions["West Garden"],
rule=lambda state: state.has(laurels, player))
regions["West Garden"].connect(
connecting_region=regions["West Garden after Boss"],
rule=lambda state: state.has(laurels, player) or has_sword(state, player))
regions["West Garden"].connect(
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connecting_region=regions["West Garden Hero's Grave Region"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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regions["West Garden Hero's Grave Region"].connect(
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connecting_region=regions["West Garden"])
regions["West Garden 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 Portal"],
rule=lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
# nmg: 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, state, player, options, ability_unlocks))
regions["West Garden"].connect(
connecting_region=regions["West Garden Portal Item"],
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
# Atoll and Frog's Domain
# nmg: 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, state, player, options, ability_unlocks))
regions["Ruined Atoll Lower Entry Area"].connect(
connecting_region=regions["Ruined Atoll"],
rule=lambda state: state.has(laurels, player) or state.has(grapple, player))
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regions["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Ladder Tops"],
rule=lambda state: has_ladder("Ladders in South Atoll", state, player, options))
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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))
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regions["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Frog Eye"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
regions["Ruined Atoll Frog Eye"].connect(
connecting_region=regions["Ruined Atoll"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
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regions["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Portal"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
regions["Ruined Atoll Portal"].connect(
connecting_region=regions["Ruined Atoll"])
regions["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Statue"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)
and has_ladder("Ladders in South Atoll", state, player, options))
regions["Ruined Atoll Statue"].connect(
connecting_region=regions["Ruined Atoll"])
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regions["Frog Stairs Eye Exit"].connect(
connecting_region=regions["Frog Stairs Upper"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
regions["Frog Stairs Upper"].connect(
connecting_region=regions["Frog Stairs Eye Exit"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
regions["Frog Stairs Upper"].connect(
connecting_region=regions["Frog Stairs Lower"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
regions["Frog Stairs Lower"].connect(
connecting_region=regions["Frog Stairs Upper"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
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, player, options))
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, player, options))
regions["Frog's Domain Entry"].connect(
connecting_region=regions["Frog's Domain"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, player, options))
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regions["Frog's Domain"].connect(
connecting_region=regions["Frog's Domain Back"],
rule=lambda state: state.has(grapple, player))
# Library
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regions["Library Exterior Tree Region"].connect(
connecting_region=regions["Library Exterior Ladder Region"],
rule=lambda state: state.has_any({grapple, laurels}, player)
and has_ladder("Ladders in Library", state, player, options))
regions["Library Exterior Ladder Region"].connect(
connecting_region=regions["Library Exterior Tree Region"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)
and (state.has(grapple, player) or (state.has(laurels, player)
and has_ladder("Ladders in Library", state, player, options))))
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regions["Library Hall Bookshelf"].connect(
connecting_region=regions["Library Hall"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
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regions["Library Hall"].connect(
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connecting_region=regions["Library Hall Bookshelf"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Hall"].connect(
connecting_region=regions["Library Hero's Grave Region"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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regions["Library Hero's Grave Region"].connect(
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connecting_region=regions["Library Hall"])
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regions["Library Hall to Rotunda"].connect(
connecting_region=regions["Library Hall"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Hall"].connect(
connecting_region=regions["Library Hall to Rotunda"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Rotunda to Hall"].connect(
connecting_region=regions["Library Rotunda"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Rotunda"].connect(
connecting_region=regions["Library Rotunda to Hall"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Rotunda"].connect(
connecting_region=regions["Library Rotunda to Lab"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Rotunda to Lab"].connect(
connecting_region=regions["Library Rotunda"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
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regions["Library Lab Lower"].connect(
connecting_region=regions["Library Lab"],
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rule=lambda state: state.has_any({grapple, laurels}, player)
and has_ladder("Ladders in Library", state, player, options))
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regions["Library Lab"].connect(
connecting_region=regions["Library Lab Lower"],
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rule=lambda state: state.has(laurels, player)
and has_ladder("Ladders in Library", state, player, options))
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regions["Library Lab"].connect(
connecting_region=regions["Library Portal"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)
and has_ladder("Ladders in Library", state, player, options))
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regions["Library Portal"].connect(
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connecting_region=regions["Library Lab"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options)
or state.has(laurels, player))
regions["Library Lab"].connect(
connecting_region=regions["Library Lab to Librarian"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
regions["Library Lab to Librarian"].connect(
connecting_region=regions["Library Lab"],
rule=lambda state: has_ladder("Ladders in Library", state, player, options))
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# 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(state, player, prayer, options, ability_unlocks))
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regions["Fortress Exterior near cave"].connect(
connecting_region=regions["Beneath the Vault Entry"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, player, options))
regions["Beneath the Vault Entry"].connect(
connecting_region=regions["Fortress Exterior near cave"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, player, options))
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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, state, player, options, ability_unlocks))
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, state, player, options, ability_unlocks))
regions["Fortress Courtyard Upper"].connect(
connecting_region=regions["Fortress Exterior from Overworld"])
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regions["Beneath the Vault Ladder Exit"].connect(
connecting_region=regions["Beneath the Vault Front"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, player, options))
regions["Beneath the Vault Front"].connect(
connecting_region=regions["Beneath the Vault Ladder Exit"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, player, options))
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regions["Beneath the Vault Front"].connect(
connecting_region=regions["Beneath the Vault Back"],
rule=lambda state: has_lantern(state, player, options))
regions["Beneath the Vault Back"].connect(
connecting_region=regions["Beneath the Vault Front"])
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, state, player, options, ability_unlocks))
# 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, state, player, options, ability_unlocks))
regions["Eastern Vault Fortress Gold Door"].connect(
connecting_region=regions["Eastern Vault Fortress"],
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Fortress Grave Path"].connect(
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connecting_region=regions["Fortress Grave Path Dusty Entrance Region"],
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rule=lambda state: state.has(laurels, player))
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regions["Fortress Grave Path Dusty Entrance Region"].connect(
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connecting_region=regions["Fortress Grave Path"],
rule=lambda state: state.has(laurels, player))
regions["Fortress Grave Path"].connect(
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connecting_region=regions["Fortress Hero's Grave Region"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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regions["Fortress Hero's Grave Region"].connect(
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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, state, player, options, ability_unlocks))
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(state, player, holy_cross, options, ability_unlocks))
regions["Lower Mountain Stairs"].connect(
connecting_region=regions["Lower Mountain"],
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
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))
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regions["Monastery Rope"].connect(
connecting_region=regions["Quarry Back"])
regions["Quarry"].connect(
connecting_region=regions["Lower Quarry"],
rule=lambda state: has_mask(state, player, options))
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# need the ladder, or you can ice grapple down in nmg
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regions["Lower Quarry"].connect(
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connecting_region=regions["Even Lower Quarry"],
rule=lambda state: has_ladder("Ladders in Lower Quarry", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
# nmg: bring a scav over, then ice grapple through the door, only with ER on to avoid soft lock
regions["Even Lower Quarry"].connect(
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connecting_region=regions["Lower Quarry Zig Door"],
rule=lambda state: state.has("Activate Quarry Fuse", player)
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or (has_ice_grapple_logic(False, state, player, options, ability_unlocks) and options.entrance_rando))
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# nmg: use ice grapple to get from the beginning of Quarry to the door without really needing mask only with ER on
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regions["Quarry"].connect(
connecting_region=regions["Lower Quarry Zig Door"],
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rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)
and options.entrance_rando)
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regions["Monastery Front"].connect(
connecting_region=regions["Monastery Back"])
# nmg: can laurels through the gate
regions["Monastery Back"].connect(
connecting_region=regions["Monastery Front"],
rule=lambda state: state.has(laurels, player) and options.logic_rules)
regions["Monastery Back"].connect(
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connecting_region=regions["Monastery Hero's Grave Region"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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regions["Monastery Hero's Grave Region"].connect(
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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(state, player, prayer, options, ability_unlocks)))
# unrestricted: use ladder storage to get to the front, get hit by one of the many enemies
# nmg: can ice grapple on the voidlings to the double admin fight, still need to pray at the fuse
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regions["Rooted Ziggurat Lower Back"].connect(
connecting_region=regions["Rooted Ziggurat Lower Front"],
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rule=lambda state: ((state.has(laurels, player)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
and has_ability(state, player, prayer, options, ability_unlocks)
and has_sword(state, player))
or can_ladder_storage(state, player, options))
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regions["Rooted Ziggurat Lower Back"].connect(
connecting_region=regions["Rooted Ziggurat Portal Room Entrance"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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 Exit"],
rule=lambda state: state.has("Activate Ziggurat Fuse", player))
regions["Rooted Ziggurat Portal Room Exit"].connect(
connecting_region=regions["Rooted Ziggurat Portal"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
# Swamp and Cathedral
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regions["Swamp Front"].connect(
connecting_region=regions["Swamp Mid"],
rule=lambda state: has_ladder("Ladders in Swamp", state, player, options)
or state.has(laurels, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) # nmg: ice grapple through gate
regions["Swamp Mid"].connect(
connecting_region=regions["Swamp Front"],
rule=lambda state: has_ladder("Ladders in Swamp", state, player, options)
or state.has(laurels, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) # nmg: ice grapple through gate
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# nmg: ice grapple through cathedral door, can do it both ways
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regions["Swamp Mid"].connect(
connecting_region=regions["Swamp to Cathedral Main Entrance Region"],
rule=lambda state: (has_ability(state, player, prayer, options, ability_unlocks)
and state.has(laurels, player))
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or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
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regions["Swamp to Cathedral Main Entrance Region"].connect(
connecting_region=regions["Swamp Mid"],
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rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks))
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regions["Swamp Mid"].connect(
connecting_region=regions["Swamp Ledge under Cathedral Door"],
rule=lambda state: has_ladder("Ladders in Swamp", state, player, options))
regions["Swamp Ledge under Cathedral Door"].connect(
connecting_region=regions["Swamp Mid"],
rule=lambda state: has_ladder("Ladders in Swamp", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks)) # nmg: ice grapple the enemy at door
regions["Swamp Ledge under Cathedral Door"].connect(
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connecting_region=regions["Swamp to Cathedral Treasure Room"],
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
regions["Swamp to Cathedral Treasure Room"].connect(
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connecting_region=regions["Swamp Ledge under Cathedral Door"])
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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))
# nmg: can ice grapple down while you're on the pillars
regions["Back of Swamp Laurels Area"].connect(
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connecting_region=regions["Swamp Mid"],
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rule=lambda state: state.has(laurels, player)
and has_ice_grapple_logic(True, state, player, options, ability_unlocks))
regions["Back of Swamp"].connect(
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connecting_region=regions["Swamp Hero's Grave Region"],
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rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
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regions["Swamp Hero's Grave Region"].connect(
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connecting_region=regions["Back of Swamp"])
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(
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connecting_region=regions["Far Shore to Spawn Region"],
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rule=lambda state: state.has(laurels, player))
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regions["Far Shore to Spawn Region"].connect(
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connecting_region=regions["Far Shore"],
rule=lambda state: state.has(laurels, player))
regions["Far Shore"].connect(
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connecting_region=regions["Far Shore to East Forest Region"],
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rule=lambda state: state.has(laurels, player))
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regions["Far Shore to East Forest Region"].connect(
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connecting_region=regions["Far Shore"],
rule=lambda state: state.has(laurels, player))
regions["Far Shore"].connect(
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connecting_region=regions["Far Shore to West Garden Region"],
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rule=lambda state: state.has("Activate West Garden Fuse", player))
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regions["Far Shore to West Garden Region"].connect(
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connecting_region=regions["Far Shore"])
regions["Far Shore"].connect(
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connecting_region=regions["Far Shore to Quarry Region"],
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rule=lambda state: state.has("Activate Quarry Fuse", player))
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regions["Far Shore to Quarry Region"].connect(
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connecting_region=regions["Far Shore"])
regions["Far Shore"].connect(
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connecting_region=regions["Far Shore to Fortress Region"],
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rule=lambda state: state.has("Activate Eastern Vault West Fuses", player))
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regions["Far Shore to Fortress Region"].connect(
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connecting_region=regions["Far Shore"])
regions["Far Shore"].connect(
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connecting_region=regions["Far Shore to Library Region"],
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rule=lambda state: state.has("Activate Library Fuse", player))
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regions["Far Shore to Library Region"].connect(
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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}, player)))
# connecting the regions portals are in to other portals you can access via ladder storage
# using has_stick instead of can_ladder_storage since it's already checking the logic rules
if options.logic_rules == "unrestricted":
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def get_portal_info(portal_sd: str) -> (str, str):
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for portal1, portal2 in portal_pairs.items():
if portal1.scene_destination() == portal_sd:
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return portal1.name, portal2.region
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if portal2.scene_destination() == portal_sd:
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return portal2.name, portal1.region
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raise Exception("no matches found in get_paired_region")
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ladder_storages: List[Tuple[str, str, Set[str]]] = [
# LS from Overworld main
# The upper Swamp entrance
("Overworld", "Overworld Redux, Swamp Redux 2_wall",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town"}),
# Upper atoll entrance
("Overworld", "Overworld Redux, Atoll Redux_upper",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town"}),
# Furnace entrance, next to the sign that leads to West Garden
("Overworld", "Overworld Redux, Furnace_gyro_west",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town"}),
# Upper West Garden entry, by the belltower
("Overworld", "Overworld Redux, Archipelagos Redux_upper",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town"}),
# Ruined Passage
("Overworld", "Overworld Redux, Ruins Passage_east",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town"}),
# Well rail, west side. Can ls in town, get extra height by going over the portal pad
("Overworld", "Overworld Redux, Sewer_west_aqueduct",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladder to Quarry"}),
# Well rail, east side. Need some height from the temple stairs
("Overworld", "Overworld Redux, Furnace_gyro_upper_north",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladder to Quarry"}),
# Quarry entry
("Overworld", "Overworld Redux, Darkwoods Tunnel_",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladders in Well"}),
# East Forest entry
("Overworld", "Overworld Redux, Forest Belltower_",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladders in Well",
"Ladders near Patrol Cave", "Ladder to Quarry", "Ladders near Dark Tomb"}),
# Fortress entry
("Overworld", "Overworld Redux, Fortress Courtyard_",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladders in Well",
"Ladders near Patrol Cave", "Ladder to Quarry", "Ladders near Dark Tomb"}),
# Patrol Cave entry
("Overworld", "Overworld Redux, PatrolCave_",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladders in Well",
"Ladders near Overworld Checkpoint", "Ladder to Quarry", "Ladders near Dark Tomb"}),
# Special Shop entry, excluded in non-ER due to soft lock potential
("Overworld", "Overworld Redux, ShopSpecial_",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladders in Well",
"Ladders near Overworld Checkpoint", "Ladders near Patrol Cave", "Ladder to Quarry",
"Ladders near Dark Tomb"}),
# Temple Rafters, excluded in non-ER + ladder rando due to soft lock potential
("Overworld", "Overworld Redux, Temple_rafters",
{"Ladders near Weathervane", "Ladder to Swamp", "Ladders in Overworld Town", "Ladders in Well",
"Ladders near Overworld Checkpoint", "Ladders near Patrol Cave", "Ladder to Quarry",
"Ladders near Dark Tomb"}),
# Spot above the Quarry entrance,
# only gets you to the mountain stairs
("Overworld above Quarry Entrance", "Overworld Redux, Mountain_",
{"Ladders near Dark Tomb"}),
# LS from the Overworld Beach
# West Garden entry by the Furnace
("Overworld Beach", "Overworld Redux, Archipelagos Redux_lower",
{"Ladders in Overworld Town", "Ladder to Ruined Atoll"}),
# West Garden laurels entry
("Overworld Beach", "Overworld Redux, Archipelagos Redux_lowest",
{"Ladders in Overworld Town", "Ladder to Ruined Atoll"}),
# Swamp lower entrance
("Overworld Beach", "Overworld Redux, Swamp Redux 2_conduit",
{"Ladders in Overworld Town", "Ladder to Ruined Atoll"}),
# Rotating Lights entrance
("Overworld Beach", "Overworld Redux, Overworld Cave_",
{"Ladders in Overworld Town", "Ladder to Ruined Atoll"}),
# Swamp upper entrance
("Overworld Beach", "Overworld Redux, Swamp Redux 2_wall",
{"Ladder to Ruined Atoll"}),
# Furnace entrance, next to the sign that leads to West Garden
("Overworld Beach", "Overworld Redux, Furnace_gyro_west",
{"Ladder to Ruined Atoll"}),
# Upper West Garden entry, by the belltower
("Overworld Beach", "Overworld Redux, Archipelagos Redux_upper",
{"Ladder to Ruined Atoll"}),
# Ruined Passage
("Overworld Beach", "Overworld Redux, Ruins Passage_east",
{"Ladder to Ruined Atoll"}),
# Well rail, west side. Can ls in town, get extra height by going over the portal pad
("Overworld Beach", "Overworld Redux, Sewer_west_aqueduct",
{"Ladder to Ruined Atoll"}),
# Well rail, east side. Need some height from the temple stairs
("Overworld Beach", "Overworld Redux, Furnace_gyro_upper_north",
{"Ladder to Ruined Atoll"}),
# Quarry entry
("Overworld Beach", "Overworld Redux, Darkwoods Tunnel_",
{"Ladder to Ruined Atoll"}),
# LS from that low spot where you normally walk to swamp
# Only has low ones you can't get to from main Overworld
# West Garden main entry from swamp ladder
("Overworld Swamp Lower Entry", "Overworld Redux, Archipelagos Redux_lower",
{"Ladder to Swamp"}),
# Maze Cave entry from swamp ladder
("Overworld Swamp Lower Entry", "Overworld Redux, Maze Room_",
{"Ladder to Swamp"}),
# Hourglass Cave entry from swamp ladder
("Overworld Swamp Lower Entry", "Overworld Redux, Town Basement_beach",
{"Ladder to Swamp"}),
# Lower Atoll entry from swamp ladder
("Overworld Swamp Lower Entry", "Overworld Redux, Atoll Redux_lower",
{"Ladder to Swamp"}),
# Lowest West Garden entry from swamp ladder
("Overworld Swamp Lower Entry", "Overworld Redux, Archipelagos Redux_lowest",
{"Ladder to Swamp"}),
# from the ladders by the belltower
# Ruined Passage
("Overworld to West Garden Upper", "Overworld Redux, Ruins Passage_east",
{"Ladders to West Bell"}),
# Well rail, west side. Can ls in town, get extra height by going over the portal pad
("Overworld to West Garden Upper", "Overworld Redux, Sewer_west_aqueduct",
{"Ladders to West Bell"}),
# Well rail, east side. Need some height from the temple stairs
("Overworld to West Garden Upper", "Overworld Redux, Furnace_gyro_upper_north",
{"Ladders to West Bell"}),
# Quarry entry
("Overworld to West Garden Upper", "Overworld Redux, Darkwoods Tunnel_",
{"Ladders to West Bell"}),
# East Forest entry
("Overworld to West Garden Upper", "Overworld Redux, Forest Belltower_",
{"Ladders to West Bell"}),
# Fortress entry
("Overworld to West Garden Upper", "Overworld Redux, Fortress Courtyard_",
{"Ladders to West Bell"}),
# Patrol Cave entry
("Overworld to West Garden Upper", "Overworld Redux, PatrolCave_",
{"Ladders to West Bell"}),
# Special Shop entry, excluded in non-ER due to soft lock potential
("Overworld to West Garden Upper", "Overworld Redux, ShopSpecial_",
{"Ladders to West Bell"}),
# Temple Rafters, excluded in non-ER and ladder rando due to soft lock potential
("Overworld to West Garden Upper", "Overworld Redux, Temple_rafters",
{"Ladders to West Bell"}),
# In the furnace
# Furnace ladder to the fuse entrance
("Furnace Ladder Area", "Furnace, Overworld Redux_gyro_upper_north", set()),
# Furnace ladder to Dark Tomb
("Furnace Ladder Area", "Furnace, Crypt Redux_", set()),
# Furnace ladder to the West Garden connector
("Furnace Ladder Area", "Furnace, Overworld Redux_gyro_west", set()),
# West Garden
# exit after Garden Knight
("West Garden", "Archipelagos Redux, Overworld Redux_upper", set()),
# West Garden laurels exit
("West Garden", "Archipelagos Redux, Overworld Redux_lowest", set()),
# Atoll, use the little ladder you fix at the beginning
("Ruined Atoll", "Atoll Redux, Overworld Redux_lower", set()),
("Ruined Atoll", "Atoll Redux, Frog Stairs_mouth", set()),
("Ruined Atoll", "Atoll Redux, Frog Stairs_eye", set()),
# East Forest
# Entrance by the dancing fox holy cross spot
("East Forest", "East Forest Redux, East Forest Redux Laddercave_upper", set()),
# From the west side of Guard House 1 to the east side
("Guard House 1 West", "East Forest Redux Laddercave, East Forest Redux_gate", set()),
("Guard House 1 West", "East Forest Redux Laddercave, Forest Boss Room_", set()),
# Upper exit from the Forest Grave Path, use LS at the ladder by the gate switch
("Forest Grave Path Main", "Sword Access, East Forest Redux_upper", set()),
# Fortress Exterior
# shop, ls at the ladder by the telescope
("Fortress Exterior from Overworld", "Fortress Courtyard, Shop_", set()),
# Fortress main entry and grave path lower entry, ls at the ladder by the telescope
("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Main_Big Door", set()),
("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Reliquary_Lower", set()),
# Upper exits from the courtyard. Use the ramp in the courtyard, then the blocks north of the first fuse
("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress Reliquary_Upper", set()),
("Fortress Exterior from Overworld", "Fortress Courtyard, Fortress East_", set()),
# same as above, except from the east side of the area
("Fortress Exterior from East Forest", "Fortress Courtyard, Overworld Redux_", set()),
("Fortress Exterior from East Forest", "Fortress Courtyard, Shop_", set()),
("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Main_Big Door", set()),
("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Reliquary_Lower", set()),
("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress Reliquary_Upper", set()),
("Fortress Exterior from East Forest", "Fortress Courtyard, Fortress East_", set()),
# same as above, except from the Beneath the Vault entrance ladder
("Fortress Exterior near cave", "Fortress Courtyard, Overworld Redux_",
{"Ladder to Beneath the Vault"}),
("Fortress Exterior near cave", "Fortress Courtyard, Fortress Main_Big Door",
{"Ladder to Beneath the Vault"}),
("Fortress Exterior near cave", "Fortress Courtyard, Fortress Reliquary_Lower",
{"Ladder to Beneath the Vault"}),
("Fortress Exterior near cave", "Fortress Courtyard, Fortress Reliquary_Upper",
{"Ladder to Beneath the Vault"}),
("Fortress Exterior near cave", "Fortress Courtyard, Fortress East_",
{"Ladder to Beneath the Vault"}),
# ls at the ladder, need to gain a little height to get up the stairs
# excluded in non-ER due to soft lock potential
("Lower Mountain", "Mountain, Mountaintop_", set()),
# Where the rope is behind Monastery. Connecting here since, if you have this region, you don't need a sword
("Quarry Monastery Entry", "Quarry Redux, Monastery_back", set()),
# Swamp to Gauntlet
("Swamp Mid", "Swamp Redux 2, Cathedral Arena_",
{"Ladders in Swamp"}),
# Swamp to Overworld upper
("Swamp Mid", "Swamp Redux 2, Overworld Redux_wall",
{"Ladders in Swamp"}),
# Ladder by the hero grave
("Back of Swamp", "Swamp Redux 2, Overworld Redux_conduit", set()),
("Back of Swamp", "Swamp Redux 2, Shop_", set()),
# Need to put the cathedral HC code mid-flight
("Back of Swamp", "Swamp Redux 2, Cathedral Redux_secret", set()),
]
for region_name, scene_dest, ladders in ladder_storages:
portal_name, paired_region = get_portal_info(scene_dest)
# this is the only exception, requiring holy cross as well
if portal_name == "Swamp to Cathedral Secret Legend Room Entrance" and region_name == "Back of Swamp":
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and has_ability(state, player, holy_cross, options, ability_unlocks)
and (has_ladder("Ladders in Swamp", state, player, options)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks)
or not options.entrance_rando))
elif portal_name == "West Garden Exit after Boss" and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any(ladders, player)
and (state.has("Ladders to West Bell", player)))
# soft locked unless you have either ladder. if you have laurels, you use the other Entrance
elif portal_name in {"Furnace Exit towards West Garden", "Furnace Exit to Dark Tomb"} \
and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any({"Ladder in Dark Tomb", "Ladders to West Bell"}, player))
# soft locked for the same reasons as above
elif portal_name in {"Entrance to Furnace near West Garden", "West Garden Entrance from Furnace"} \
and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any(ladders, player)
and state.has_any({"Ladder in Dark Tomb", "Ladders to West Bell"}, player))
# soft locked if you can't get past garden knight backwards or up the belltower ladders
elif portal_name == "West Garden Entrance near Belltower" and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player) and state.has_any(ladders, player)
and state.has_any({"Ladders to West Bell", laurels}, player))
# soft locked if you can't get back out
elif portal_name == "Fortress Courtyard to Beneath the Vault" and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has("Ladder to Beneath the Vault", player)
and has_lantern(state, player, options))
elif portal_name == "Atoll Lower Entrance" and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any(ladders, player)
and (state.has_any({"Ladders in Overworld Town", grapple}, player)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks)))
elif portal_name == "Atoll Upper Entrance" and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any(ladders, player)
and state.has(grapple, player) or has_ability(state, player, prayer, options, ability_unlocks))
# soft lock potential
elif portal_name in {"Special Shop Entrance", "Stairs to Top of the Mountain", "Swamp Upper Entrance",
"Swamp Lower Entrance", "Caustic Light Cave Entrance"} and not options.entrance_rando:
continue
# soft lock if you don't have the ladder, I regret writing unrestricted logic
elif portal_name == "Temple Rafters Entrance" and not options.entrance_rando:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any(ladders, player)
and (state.has("Ladder near Temple Rafters", player)
or (state.has_all({laurels, grapple}, player)
and ((state.has("Ladders near Patrol Cave", player)
and (state.has("Ladders near Dark Tomb", player)
or state.has("Ladder to Quarry", player)
and (state.has(fire_wand, player) or has_sword(state, player))))
or state.has("Ladders near Overworld Checkpoint", player)
or has_ice_grapple_logic(True, state, player, options, ability_unlocks)))))
# if no ladder items are required, just do the basic stick only lambda
elif not ladders or not options.shuffle_ladders:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player))
# one ladder required
elif len(ladders) == 1:
ladder = ladders.pop()
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has(ladder, player))
# if multiple ladders can be used
else:
regions[region_name].connect(
regions[paired_region],
name=portal_name + " (LS) " + region_name,
rule=lambda state: has_stick(state, player)
and state.has_any(ladders, player))
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def set_er_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None:
player = world.player
multiworld = world.multiworld
options = world.options
forbid_item(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), fairies, player)
# Ability Shuffle Exclusive Rules
set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player),
lambda state: state.has("Activate Furnace Fuse", player))
set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
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set_rule(multiworld.get_location("Overworld - [Southwest] Flowers Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Overworld - [East] Weathervane Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Overworld - [Northeast] Flowers Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Overworld - [Southwest] Haiku Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Overworld - [Northwest] Golden Obelisk Page", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
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# Overworld
set_rule(multiworld.get_location("Overworld - [Southwest] Grapple Chest Over Walkway", player),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(multiworld.get_location("Overworld - [Southwest] From West Garden", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Old House - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player),
lambda state: state.has(grapple, player))
set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Caustic Light Cave - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Cube Cave - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Old House - Holy Cross Door Page", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Maze Cave - Maze Room Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Old House - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Patrol Cave - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Ruined Passage - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Hourglass Cave - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Secret Gathering Place - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player),
lambda state: state.has(fairies, player, 10))
set_rule(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player),
lambda state: state.has(fairies, player, 20))
set_rule(multiworld.get_location("Coins in the Well - 3 Coins", player), lambda state: state.has(coins, player, 3))
set_rule(multiworld.get_location("Coins in the Well - 6 Coins", player), lambda state: state.has(coins, player, 6))
set_rule(multiworld.get_location("Coins in the Well - 10 Coins", player),
lambda state: state.has(coins, player, 10))
set_rule(multiworld.get_location("Coins in the Well - 15 Coins", player),
lambda state: state.has(coins, player, 15))
# East Forest
set_rule(multiworld.get_location("East Forest - Lower Grapple Chest", player),
lambda state: state.has(grapple, player))
set_rule(multiworld.get_location("East Forest - Lower Dash Chest", player),
lambda state: state.has_all({grapple, laurels}, player))
set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player), lambda state: (
state.has_all({grapple, ice_dagger, fire_wand}, player) and
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has_ability(state, player, icebolt, options, ability_unlocks)))
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# West Garden
set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player),
lambda state: state.has(laurels, player) and has_ability(state, player, holy_cross, options,
ability_unlocks))
set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player),
lambda state: state.has(laurels, player))
# Ruined Atoll
set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Lower Chest", player),
lambda state: state.has_any({laurels, key}, player))
set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Upper Chest", player),
lambda state: state.has_any({laurels, key}, player))
# Frog's Domain
set_rule(multiworld.get_location("Frog's Domain - Side Room Grapple Secret", player),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(multiworld.get_location("Frog's Domain - Grapple Above Hot Tub", player),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(multiworld.get_location("Frog's Domain - Escape Chest", player),
lambda state: state.has_any({grapple, laurels}, player))
# Eastern Vault Fortress
set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player),
lambda state: state.has(vault_key, player))
# Beneath the Vault
set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player),
lambda state: state.has_group("melee weapons", player, 1) or state.has_any({laurels, fire_wand}, player))
set_rule(multiworld.get_location("Beneath the Fortress - Obscured Behind Waterfall", player),
lambda state: has_lantern(state, player, options))
# Quarry
set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Quarry - [West] Upper Area Bombable Wall", player),
lambda state: has_mask(state, player, options))
# Ziggurat
set_rule(multiworld.get_location("Rooted Ziggurat Upper - Near Bridge Switch", player),
lambda state: has_sword(state, player) or state.has(fire_wand, player))
set_rule(multiworld.get_location("Rooted Ziggurat Lower - After Guarded Fuse", player),
lambda state: has_sword(state, player) and has_ability(state, player, prayer, options, ability_unlocks))
# Bosses
set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player),
lambda state: has_sword(state, player))
# nmg - kill Librarian with a lure, or gun I guess
2024-01-12 19:32:15 +00:00
set_rule(multiworld.get_location("Librarian - Hexagon Green", player),
2024-03-21 15:50:07 +00:00
lambda state: (has_sword(state, player) or options.logic_rules)
and has_ladder("Ladders in Library", state, player, options))
# nmg - kill boss scav with orb + firecracker, or similar
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set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player),
lambda state: has_sword(state, player) or (state.has(grapple, player) and options.logic_rules))
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# Swamp
set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player),
lambda state: state.has(fire_wand, player) and has_sword(state, player))
set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player),
lambda state: state.has(laurels, player))
# these two swamp checks really want you to kill the big skeleton first
set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player),
lambda state: has_sword(state, player))
# Hero's Grave and Far Shore
set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Far Shore - Secret Chest", player),
lambda state: state.has(laurels, player))
# Events
set_rule(multiworld.get_location("Eastern Bell", player),
lambda state: (has_stick(state, player) or state.has(fire_wand, player)))
set_rule(multiworld.get_location("Western Bell", player),
lambda state: (has_stick(state, player) or state.has(fire_wand, player)))
set_rule(multiworld.get_location("Furnace Fuse", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
set_rule(multiworld.get_location("South and West Fortress Exterior Fuses", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
set_rule(multiworld.get_location("Upper and Central Fortress Exterior Fuses", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
set_rule(multiworld.get_location("Beneath the Vault Fuse", player),
lambda state: state.has("Activate South and West Fortress Exterior Fuses", player))
set_rule(multiworld.get_location("Eastern Vault West Fuses", player),
lambda state: state.has("Activate Beneath the Vault Fuse", player))
set_rule(multiworld.get_location("Eastern Vault East Fuse", player),
lambda state: state.has_all({"Activate Upper and Central Fortress Exterior Fuses",
"Activate South and West Fortress Exterior Fuses"}, player))
set_rule(multiworld.get_location("Quarry Connector Fuse", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks) and state.has(grapple, player))
set_rule(multiworld.get_location("Quarry Fuse", player),
lambda state: state.has("Activate Quarry Connector Fuse", player))
set_rule(multiworld.get_location("Ziggurat Fuse", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
set_rule(multiworld.get_location("West Garden Fuse", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
set_rule(multiworld.get_location("Library Fuse", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))