Archipelago/Rules.py

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import logging
def set_rules(world):
global_rules(world)
if world.logic == 'noglitches':
no_glitches_rules(world)
elif world.logic == 'minorglitches':
logging.getLogger('').info('Minor Glitches may be buggy still. No guarantee for proper logic checks.')
else:
raise NotImplementedError('Not implemented yet')
if world.mode == 'open':
open_rules(world)
elif world.mode == 'standard':
standard_rules(world)
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elif world.mode == 'swordless':
swordless_rules(world)
else:
raise NotImplementedError('Not implemented yet')
if world.goal == 'dungeons':
# require all dungeons to beat ganon
add_rule(world.get_location('Ganon'), lambda state: state.can_reach('Altar', 'Location') and state.has('Beat Agahnim 1') and state.has('Beat Agahnim 2'))
elif world.goal == 'ganon':
# require aga2 to beat ganon
add_rule(world.get_location('Ganon'), lambda state: state.has('Beat Agahnim 2'))
set_big_bomb_rules(world)
# if swamp and dam have not been moved we require mirror for swamp palace
if not world.swamp_patch_required:
add_rule(world.get_entrance('Swamp Palace Moat'), lambda state: state.has_Mirror())
def set_rule(spot, rule):
spot.access_rule = rule
def add_rule(spot, rule, combine='and'):
old_rule = spot.access_rule
if combine == 'or':
spot.access_rule = lambda state: rule(state) or old_rule(state)
else:
spot.access_rule = lambda state: rule(state) and old_rule(state)
def add_lamp_requirement(spot):
add_rule(spot, lambda state: state.has('Lamp'))
def forbid_item(location, item):
old_rule = location.item_rule
location.item_rule = lambda i: i.name != item and old_rule(i)
def global_rules(world):
# ganon can only carry triforce
world.get_location('Ganon').item_rule = lambda item: item.name == 'Triforce'
# these are default save&quit points and always accessible
world.get_region('Links House').can_reach = lambda state: True
world.get_region('Sanctuary').can_reach = lambda state: True
# we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled!
old_rule = world.get_region('Old Man House').can_reach
world.get_region('Old Man House').can_reach = lambda state: state.can_reach('Old Mountain Man', 'Location') or old_rule(state)
# overworld requirements
set_rule(world.get_entrance('Kings Grave'), lambda state: state.has_Boots() and (state.can_lift_heavy_rocks() or (state.has_Mirror() and state.can_reach('West Dark World'))))
set_rule(world.get_entrance('Bonk Fairy (Light)'), lambda state: state.has_Boots())
set_rule(world.get_location('Piece of Heart (Dam)'), lambda state: state.can_reach('Dam'))
set_rule(world.get_entrance('Bat Cave Drop Ledge'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Lumberjack Tree Tree'), lambda state: state.has_Boots() and state.has('Beat Agahnim 1'))
set_rule(world.get_entrance('Bonk Rock Cave'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Desert Palace Stairs'), lambda state: state.has('Book of Mudora'))
set_rule(world.get_entrance('Sanctuary Grave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('20 Rupee Cave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('50 Rupee Cave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Old Man Cave (West)'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Flute Spot 1'), lambda state: state.has('Ocarina'))
set_rule(world.get_entrance('Lake Hylia Central Island Teleporter'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Dark Desert Teleporter'), lambda state: state.has('Ocarina') and state.can_lift_heavy_rocks())
set_rule(world.get_entrance('East Hyrule Teleporter'), lambda state: state.has('Hammer') and state.can_lift_rocks() and state.has_Pearl())
set_rule(world.get_entrance('South Hyrule Teleporter'), lambda state: state.has('Hammer') and state.can_lift_rocks() and state.has_Pearl())
set_rule(world.get_entrance('Kakariko Teleporter'), lambda state: ((state.has('Hammer') and state.can_lift_rocks()) or state.can_lift_heavy_rocks()) and state.has_Pearl())
set_rule(world.get_location('Haunted Grove'), lambda state: state.has('Shovel'))
set_rule(world.get_location('Purple Chest'), lambda state: state.can_reach('Blacksmiths', 'Location')) # Can S&Q with chest
set_rule(world.get_location('Piece of Heart (Zoras River)'), lambda state: state.has('Flippers'))
set_rule(world.get_entrance('Waterfall of Wishing'), lambda state: state.has('Flippers')) # can be fake flippered into, but is in weird state inside that might prevent you from doing things. Can be improved in future Todo
set_rule(world.get_location('Blacksmiths'), lambda state: state.can_lift_heavy_rocks() and state.can_reach('West Dark World')) # Can S&Q with smith
set_rule(world.get_location('Magic Bat'), lambda state: state.has('Magic Powder'))
set_rule(world.get_location('Sick Kid'), lambda state: state.has('Bottle'))
set_rule(world.get_location('Library'), lambda state: state.has_Boots())
set_rule(world.get_location('Witch'), lambda state: state.has('Mushroom'))
set_rule(world.get_entrance('Desert Palace Entrance (North) Rocks'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Desert Ledge Return Rocks'), lambda state: state.can_lift_rocks()) # should we decide to place something that is not a dungeon end up there at some point
set_rule(world.get_entrance('Checkerboard Cave'), lambda state: state.can_lift_rocks())
set_rule(world.get_location('Altar'), lambda state: state.has('Red Pendant') and state.has('Blue Pendant') and state.has('Green Pendant'))
set_rule(world.get_location('Sahasrahla'), lambda state: state.has('Green Pendant'))
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set_rule(world.get_entrance('Agahnims Tower'), lambda state: state.has('Cape') or state.has_beam_sword() or state.has('Beat Agahnim 1')) # barrier gets removed after killing agahnim, relevant for entrance shuffle
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set_rule(world.get_entrance('Agahnim 1'), lambda state: state.has_sword())
set_rule(world.get_entrance('Top of Pyramid'), lambda state: state.has('Beat Agahnim 1'))
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set_rule(world.get_entrance('Old Man Cave Exit (West)'), lambda state: False) # drop cannot be climbed up
set_rule(world.get_entrance('Broken Bridge (West)'), lambda state: state.has('Hookshot'))
set_rule(world.get_entrance('Broken Bridge (East)'), lambda state: state.has('Hookshot'))
set_rule(world.get_entrance('East Death Mountain Teleporter'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Fairy Ascension Rocks'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('7 Chest Cave Push Block Reverse'), lambda state: state.has('Mirror')) # can erase block
set_rule(world.get_entrance('Death Mountain (Top)'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Turtle Rock Teleporter'), lambda state: state.can_lift_heavy_rocks() and state.has('Hammer'))
set_rule(world.get_location('Ether Tablet'), lambda state: state.has('Book of Mudora') and state.has_beam_sword())
set_rule(world.get_entrance('East Death Mountain (Top)'), lambda state: state.has('Hammer'))
set_rule(world.get_location('Catfish'), lambda state: state.has_Pearl() and state.can_lift_rocks())
set_rule(world.get_entrance('Dark Lake Hylia Fairy'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Palace of Darkness Hint'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('East Dark World Hint'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Dark World Potion Shop'), lambda state: state.has_Pearl() and (state.can_lift_rocks() or state.has('Hammer') or state.has('Flippers')))
set_rule(world.get_entrance('South Dark World Bridge'), lambda state: state.has('Hammer') and state.has_Pearl())
set_rule(world.get_entrance('Bonk Fairy (Dark)'), lambda state: state.has_Boots())
set_rule(world.get_entrance('West Dark World Gap'), lambda state: state.has_Pearl() and state.has('Hookshot') and (state.has('Flippers') or state.has('Hammer') or state.can_lift_rocks()))
set_rule(world.get_entrance('Palace of Darkness'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Hyrule Castle Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)'), lambda state: (state.has_Pearl() and state.has('Flippers') or state.has_Mirror())) # Overworld Bunny Revival
set_rule(world.get_location('Bombos Tablet'), lambda state: state.has('Book of Mudora') and state.has_beam_sword() and state.has_Mirror())
set_rule(world.get_entrance('Dark Lake Hylia Drop (South)'), lambda state: state.has('Flippers')) # ToDo any fake flipper set up?
set_rule(world.get_entrance('Dark Lake Hylia Ledge Spike Cave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Dark Lake Hylia Ledge'), lambda state: state.has_Pearl()) # To avoid Bunny nonsense for now
set_rule(world.get_entrance('Dark Lake Hylia Teleporter'), lambda state: state.has_Pearl() and (state.has('Hammer') or state.can_lift_rocks())) # Fake Flippers
set_rule(world.get_entrance('Village of Outcasts Heavy Rock'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Maze Race Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Cave South of Haunted Grove'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('East Dark World Bridge'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Lake Hylia Island Mirror Spot'), lambda state: state.has_Mirror() and state.has('Flippers'))
set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('East Dark World River Pier'), lambda state: state.has('Flippers')) # ToDo any fake flipper set up?
set_rule(world.get_entrance('Graveyard Cave'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Bumper Cave (Bottom)'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Bumper Cave Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Bat Cave Drop Ledge Mirror Spot'), lambda state: state.can_lift_heavy_rocks() and state.has_Mirror())
set_rule(world.get_entrance('Dark World Hammer Peg Cave'), lambda state: state.can_lift_heavy_rocks() and state.has('Hammer'))
set_rule(world.get_entrance('Dark World Shop'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Bumper Cave Exit (Top)'), lambda state: state.has('Cape'))
set_rule(world.get_entrance('Bumper Cave Exit (Bottom)'), lambda state: state.has('Cape') or state.has('Hookshot'))
set_rule(world.get_entrance('Skull Woods Final Section'), lambda state: state.has('Fire Rod'))
set_rule(world.get_entrance('Misery Mire'), lambda state: state.has_Pearl() and state.has_sword() and state.has_misery_mire_medallion()) # sword required to cast magic (!)
set_rule(world.get_entrance('Desert Ledge (West) Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Desert Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Desert Palace Stairs Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Desert Palace Entrance (North) Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Dark Desert Cave'), lambda state: state.has_Pearl()) # ToDo Bunny Revival can give access to this cave in super bunny state. Not sure how to deal with shuffled entrances, as much easier to block of cave entrances than individual shuffled chests
set_rule(world.get_entrance('Dark Desert Hint'), lambda state: state.has_Pearl()) # ToDo Bunny Revival can give access to this cave in super bunny state. Not sure how to deal with shuffled entrances, as much easier to block of cave entrances than individual shuffled chests
set_rule(world.get_entrance('Dark Desert Fairy'), lambda state: state.has_Pearl()) # ToDo Bunny Revival can give access to this cave in super bunny state. Not sure how to deal with shuffled entrances, as much easier to block of cave entrances than individual shuffled chests
set_rule(world.get_entrance('Spike Cave'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Dark Death Mountain Fairy'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Spectacle Rock Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Ganons Tower'), lambda state: state.has('Crystal 1') and state.has('Crystal 2') and state.has('Crystal 3') and state.has('Crystal 4') and state.has('Crystal 5') and state.has('Crystal 6') and state.has('Crystal 7'))
set_rule(world.get_entrance('Hookshot Cave'), lambda state: state.can_lift_rocks() and state.has_Pearl())
set_rule(world.get_entrance('East Death Mountain (Top) Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Mimic Cave Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Spiral Cave Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Fairy Ascension Mirror Spot'), lambda state: state.has_Mirror() and state.has_Pearl()) # need to lift flowers
set_rule(world.get_entrance('Isolated Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Dark Death Mountain Ascend (Top)'), lambda state: state.has_Pearl()) # Chests inside could be collected with super bunny, but may be shuffled. rather limit access for now ToDo
set_rule(world.get_entrance('Dark Death Mountain Ascend (Bottom)'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Cave Shop (Dark Death Mountain)'), lambda state: state.has_Pearl()) # just for save bunny algo for now
set_rule(world.get_entrance('Dark Death Mountain Ascend Exit (Bottom)'), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
set_rule(world.get_location('[cave-055] Spike Cave'), lambda state: state.has('Hammer') and state.can_lift_rocks() and (state.has('Cane of Byrna') or state.has('Cape')))
set_rule(world.get_location('[cave-056] Hookshot Cave [top right chest]'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('[cave-056] Hookshot Cave [top left chest]'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('[cave-056] Hookshot Cave [bottom right chest]'), lambda state: state.has('Hookshot') or state.has('Pegasus Boots'))
set_rule(world.get_location('[cave-056] Hookshot Cave [bottom left chest]'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('Piece of Heart (Death Mountain - Floating Island)'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Turtle Rock'), lambda state: state.has_Pearl() and state.has_sword() and state.has_turtle_rock_medallion() and state.can_reach('Turtle Rock (Top)', 'Region')) # sword required to cast magic (!)
set_rule(world.get_location('[cave-013] Mimic Cave'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Sewers Door'), lambda state: state.has('Small Key (Escape)'))
set_rule(world.get_entrance('Sewers Back Door'), lambda state: state.has('Small Key (Escape)'))
set_rule(world.get_location('[dungeon-L1-1F] Eastern Palace - Big Chest'), lambda state: state.has('Big Key (Eastern Palace)'))
set_rule(world.get_location('Armos - Heart Container'), lambda state: state.has('Bow') and state.has('Big Key (Eastern Palace)'))
set_rule(world.get_location('Armos - Pendant'), lambda state: state.has('Bow') and state.has('Big Key (Eastern Palace)'))
for location in ['Armos - Heart Container', '[dungeon-L1-1F] Eastern Palace - Big Chest']:
forbid_item(world.get_location(location), 'Big Key (Eastern Palace)')
set_rule(world.get_location('[dungeon-L2-B1] Desert Palace - Big Chest'), lambda state: state.has('Big Key (Desert Palace)'))
set_rule(world.get_location('[dungeon-L2-B1] Desert Palace - Torch'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Desert Palace East Wing'), lambda state: state.has('Small Key (Desert Palace)'))
set_rule(world.get_location('Lanmolas - Pendant'), lambda state: state.has('Small Key (Desert Palace)') and state.has('Big Key (Desert Palace)') and state.has_fire_source() and
(state.has_blunt_weapon() or state.has('Fire Rod') or state.has('Ice Rod') or state.has('Bow')))
set_rule(world.get_location('Lanmolas - Heart Container'), lambda state: state.has('Small Key (Desert Palace)') and state.has('Big Key (Desert Palace)') and state.has_fire_source() and
(state.has_blunt_weapon() or state.has('Fire Rod') or state.has('Ice Rod') or state.has('Bow')))
for location in ['Lanmolas - Heart Container', '[dungeon-L2-B1] Desert Palace - Big Chest']:
forbid_item(world.get_location(location), 'Big Key (Desert Palace)')
set_rule(world.get_entrance('Tower of Hera Small Key Door'), lambda state: state.has('Small Key (Tower of Hera)'))
set_rule(world.get_entrance('Tower of Hera Big Key Door'), lambda state: state.has('Big Key (Tower of Hera)'))
set_rule(world.get_location('[dungeon-L3-1F] Tower of Hera - Big Chest'), lambda state: state.has('Big Key (Tower of Hera)'))
set_rule(world.get_location('[dungeon-L3-1F] Tower of Hera - Basement'), lambda state: state.has_fire_source())
set_rule(world.get_location('Moldorm - Heart Container'), lambda state: state.has_blunt_weapon())
set_rule(world.get_location('Moldorm - Pendant'), lambda state: state.has_blunt_weapon())
for location in ['Moldorm - Heart Container', '[dungeon-L3-1F] Tower of Hera - Big Chest', '[dungeon-L3-1F] Tower of Hera - 4F [small chest]']:
forbid_item(world.get_location(location), 'Big Key (Tower of Hera)')
set_rule(world.get_entrance('Swamp Palace Moat'), lambda state: state.has('Flippers') and state.can_reach('Dam'))
set_rule(world.get_entrance('Swamp Palace Small Key Door'), lambda state: state.has('Small Key (Swamp Palace)'))
set_rule(world.get_entrance('Swamp Palace (Center)'), lambda state: state.has('Hammer'))
set_rule(world.get_location('[dungeon-D2-B1] Swamp Palace - Big Chest'), lambda state: state.has('Big Key (Swamp Palace)'))
set_rule(world.get_entrance('Swamp Palace (North)'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('Arrghus - Heart Container'), lambda state: state.has_blunt_weapon())
set_rule(world.get_location('Arrghus - Crystal'), lambda state: state.has_blunt_weapon())
for location in ['[dungeon-D2-B1] Swamp Palace - Big Chest', '[dungeon-D2-1F] Swamp Palace - First Room']:
forbid_item(world.get_location(location), 'Big Key (Swamp Palace)')
set_rule(world.get_entrance('Thieves Town Big Key Door'), lambda state: state.has('Big Key (Thieves Town)'))
set_rule(world.get_entrance('Blind Fight'), lambda state: state.has('Small Key (Thieves Town)') and (state.has_blunt_weapon() or state.has('Cane of Somaria') or state.has('Cane of Byrna')))
set_rule(world.get_location('[dungeon-D4-B2] Thieves Town - Big Chest'), lambda state: state.has('Small Key (Thieves Town)') and state.has('Hammer'))
set_rule(world.get_location('[dungeon-D4-1F] Thieves Town - Room above Boss'), lambda state: state.has('Small Key (Thieves Town)'))
for location in ['[dungeon-D4-1F] Thieves Town - Room above Boss', '[dungeon-D4-B2] Thieves Town - Big Chest', '[dungeon-D4-B2] Thieves Town - Chest next to Blind', 'Blind - Heart Container']:
forbid_item(world.get_location(location), 'Big Key (Thieves Town)')
set_rule(world.get_location('[dungeon-D3-B1] Skull Woods - Big Chest'), lambda state: state.has('Big Key (Skull Woods)'))
set_rule(world.get_entrance('Skull Woods Torch Room'), lambda state: state.has('Small Key (Skull Woods)', 3) and state.has('Fire Rod') and state.has_sword()) # sword required for curtain
for location in ['[dungeon-D3-B1] Skull Woods - Big Chest']:
forbid_item(world.get_location(location), 'Big Key (Skull Woods)')
set_rule(world.get_entrance('Ice Palace Entrance Room'), lambda state: state.has('Fire Rod') or (state.has('Bombos') and state.has_sword()))
set_rule(world.get_location('[dungeon-D5-B5] Ice Palace - Big Chest'), lambda state: state.has('Big Key (Ice Palace)'))
set_rule(world.get_entrance('Ice Palace (Kholdstare)'), lambda state: state.can_lift_rocks() and state.has('Hammer') and state.has('Big Key (Ice Palace)') and (state.has('Small Key (Ice Palace)', 2) or (state.has('Cane of Somaria') and state.has('Small Key (Ice Palace)', 1))))
set_rule(world.get_entrance('Ice Palace (East)'), lambda state: state.has('Hookshot') or (state.has('Small Key (Ice Palace)', 1) and ((state.world.get_location('[dungeon-D5-B3] Ice Palace - Spike Room').item is not None and state.world.get_location('[dungeon-D5-B3] Ice Palace - Spike Room').item.name in ['Big Key (Ice Palace)']) or
(state.world.get_location('[dungeon-D5-B1] Ice Palace - Big Key Room').item is not None and state.world.get_location('[dungeon-D5-B1] Ice Palace - Big Key Room').item.name in ['Big Key (Ice Palace)']) or
(state.world.get_location('[dungeon-D5-B2] Ice Palace - Map Room').item is not None and state.world.get_location('[dungeon-D5-B2] Ice Palace - Map Room').item.name in ['Big Key (Ice Palace)'])))) # if you do ipbj and waste SKs in the basement, you have to BJ over the hookshot room to fix your mess potentially. This seems fair
set_rule(world.get_entrance('Ice Palace (East Top)'), lambda state: state.can_lift_rocks() and state.has('Hammer'))
for location in ['[dungeon-D5-B5] Ice Palace - Big Chest', 'Kholdstare - Heart Container']:
forbid_item(world.get_location(location), 'Big Key (Ice Palace)')
set_rule(world.get_entrance('Misery Mire Entrance Gap'), lambda state: (state.has_Boots() or state.has('Hookshot')) and (state.has_sword() or state.has('Fire Rod') or state.has('Ice Rod') or state.has('Hammer') or state.has('Cane of Somaria') or state.has('Bow'))) # need to defeat wizzrobes, bombs don't work ...
set_rule(world.get_location('[dungeon-D6-B1] Misery Mire - Big Chest'), lambda state: state.has('Big Key (Misery Mire)'))
set_rule(world.get_location('[dungeon-D6-B1] Misery Mire - Spike Room'), lambda state: state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_entrance('Misery Mire Big Key Door'), lambda state: state.has('Big Key (Misery Mire)'))
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# you can squander the free small key from the pot by opening the south door to the north west switch room, locking you out of accessing a color switch ...
# big key gives backdoor access to that from the teleporter in the north west
set_rule(world.get_location('[dungeon-D6-B1] Misery Mire - Map Room'), lambda state: state.has('Small Key (Misery Mire)', 1) or state.has('Big Key (Misery Mire)'))
# in addition, you can open the door to the map room before getting access to a color switch, so this is locked behing 2 small keys or the big key...
set_rule(world.get_location('[dungeon-D6-B1] Misery Mire - Hub Room'), lambda state: state.has('Small Key (Misery Mire)', 2) or state.has('Big Key (Misery Mire)'))
# we can place a small key in the West wing iff it also contains/blocks the Big Key, as we cannot reach and softlock with the basement key door yet
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set_rule(world.get_entrance('Misery Mire (West)'), lambda state: state.has('Small Key (Misery Mire)', 2) if ((state.world.get_location('[dungeon-D6-B1] Misery Mire - Compass Room').item is not None and state.world.get_location('[dungeon-D6-B1] Misery Mire - Compass Room').item.name in ['Big Key (Misery Mire)']) or
(state.world.get_location('[dungeon-D6-B1] Misery Mire - Big Key Room').item is not None and state.world.get_location('[dungeon-D6-B1] Misery Mire - Big Key Room').item.name in ['Big Key (Misery Mire)'])) else state.has('Small Key (Misery Mire)', 3))
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set_rule(world.get_location('[dungeon-D6-B1] Misery Mire - Compass Room'), lambda state: state.has_fire_source())
set_rule(world.get_location('[dungeon-D6-B1] Misery Mire - Big Key Room'), lambda state: state.has_fire_source())
set_rule(world.get_entrance('Misery Mire (Vitreous)'), lambda state: state.has('Cane of Somaria') and (state.has('Bow') or state.has_blunt_weapon()))
for location in ['[dungeon-D6-B1] Misery Mire - Big Chest', 'Vitreous - Heart Container']:
forbid_item(world.get_location(location), 'Big Key (Misery Mire)')
set_rule(world.get_entrance('Turtle Rock Entrance Gap'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_entrance('Turtle Rock Entrance Gap Reverse'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_location('[dungeon-D7-1F] Turtle Rock - Compass Room'), lambda state: state.has('Cane of Somaria')) # We could get here from the middle section without Cane as we don't cross the entrance gap!
set_rule(world.get_location('[dungeon-D7-1F] Turtle Rock - Map Room [left chest]'), lambda state: state.has('Cane of Somaria') and state.has('Fire Rod'))
set_rule(world.get_location('[dungeon-D7-1F] Turtle Rock - Map Room [right chest]'), lambda state: state.has('Cane of Somaria') and state.has('Fire Rod'))
set_rule(world.get_location('[dungeon-D7-B1] Turtle Rock - Big Chest'), lambda state: state.has('Big Key (Turtle Rock)') and (state.has('Cane of Somaria') or state.has('Hookshot')))
set_rule(world.get_entrance('Turtle Rock (Big Chest) (North)'), lambda state: state.has('Cane of Somaria') or state.has('Hookshot'))
set_rule(world.get_entrance('Turtle Rock Big Key Door'), lambda state: state.has('Big Key (Turtle Rock)'))
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase'), lambda state: state.has('Small Key (Turtle Rock)', 3))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (North)'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (South)'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_location('[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [bottom left chest]'), lambda state: state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_location('[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [bottom right chest]'), lambda state: state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_location('[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [top left chest]'), lambda state: state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_location('[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [top right chest]'), lambda state: state.has('Cane of Byrna') or state.has('Cape'))
set_rule(world.get_entrance('Turtle Rock (Trinexx)'), lambda state: state.has('Small Key (Turtle Rock)', 4) and state.has('Big Key (Turtle Rock)') and state.has('Cane of Somaria') and state.has('Fire Rod') and state.has('Ice Rod') and
(state.has('Hammer') or state.has_beam_sword() or state.has('Bottle') or state.has('Half Magic') or state.has('Quarter Magic')))
set_trock_key_rules(world)
set_rule(world.get_entrance('Dark Palace Bonk Wall'), lambda state: state.has('Bow'))
set_rule(world.get_entrance('Dark Palace Hammer Peg Drop'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Dark Palace Bridge Room'), lambda state: state.has('Small Key (Palace of Darkness)', 1)) # If we can reach any other small key door, we already have back door access to this area
set_rule(world.get_entrance('Dark Palace Big Key Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6) and state.has('Big Key (Palace of Darkness)') and state.has('Bow') and state.has('Hammer'))
set_rule(world.get_entrance('Dark Palace Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (state.world.get_location('[dungeon-D1-1F] Dark Palace - Big Key Room').item is not None and (state.world.get_location('[dungeon-D1-1F] Dark Palace - Big Key Room').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Dark Palace Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (state.world.get_location('[dungeon-D1-1F] Dark Palace - Spike Statue Room').item is not None and (state.world.get_location('[dungeon-D1-1F] Dark Palace - Spike Statue Room').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Dark Palace (North)'), lambda state: state.has('Small Key (Palace of Darkness)', 4))
set_rule(world.get_entrance('Dark Palace Maze Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6))
set_rule(world.get_location('[dungeon-D1-1F] Dark Palace - Big Chest'), lambda state: state.has('Big Key (Palace of Darkness)'))
for location in ['[dungeon-D1-1F] Dark Palace - Big Chest', 'Helmasaur - Heart Container']:
forbid_item(world.get_location(location), 'Big Key (Palace of Darkness)')
# these key rules are conservative, you might be able to get away with more lenient rules
set_rule(world.get_location('[dungeon-A2-1F] Ganons Tower - Torch'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Ganons Tower (Tile Room)'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)'), lambda state: state.has('Hammer'))
set_rule(world.get_entrance('Ganons Tower (Map Room)'), lambda state: state.has('Small Key (Ganons Tower)', 3) or (state.world.get_location('[dungeon-A2-1F] Ganons Tower - Map Room').item is not None and state.world.get_location('[dungeon-A2-1F] Ganons Tower - Map Room').item.name == 'Small Key (Ganons Tower)'))
set_rule(world.get_entrance('Ganons Tower (Double Switch Room)'), lambda state: state.has('Small Key (Ganons Tower)', 2))
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)'), lambda state: state.has('Small Key (Ganons Tower)', 3))
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door'), lambda state: state.has('Small Key (Ganons Tower)', 3) and state.has('Fire Rod')) # possibly too pessimistic
set_rule(world.get_location('[dungeon-A2-1F] Ganons Tower - Big Chest'), lambda state: state.has('Big Key (Ganons Tower)'))
set_rule(world.get_location('[dungeon-A2-B1] Ganons Tower - Armos Room [left chest]'), lambda state: state.has('Bow') or state.has_blunt_weapon())
set_rule(world.get_location('[dungeon-A2-B1] Ganons Tower - Armos Room [bottom chest]'), lambda state: state.has('Bow') or state.has_blunt_weapon())
set_rule(world.get_location('[dungeon-A2-B1] Ganons Tower - Armos Room [right chest]'), lambda state: state.has('Bow') or state.has_blunt_weapon())
set_rule(world.get_entrance('Ganons Tower Big Key Door'), lambda state: state.has('Big Key (Ganons Tower)') and state.has('Bow'))
set_rule(world.get_entrance('Ganons Tower Torch Rooms'), lambda state: state.has_fire_source())
set_rule(world.get_entrance('Ganons Tower Moldorm Door'), lambda state: state.has('Small Key (Ganons Tower)', 4))
set_rule(world.get_entrance('Ganons Tower Moldorm Gap'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('Agahnim 2'), lambda state: state.has_sword() or state.has('Hammer') or state.has('Bug Catching Net'))
set_rule(world.get_entrance('Pyramid Hole'), lambda state: state.has('Beat Agahnim 2') and state.has_Pearl())
set_rule(world.get_entrance('Pyramid Entrance'), lambda state: state.has_Pearl())
for location in ['[dungeon-A2-1F] Ganons Tower - Big Chest', '[dungeon-A2-6F] Ganons Tower - Mini Helmasaur Room [left chest]', '[dungeon-A2-6F] Ganons Tower - Mini Helmasaur Room [right chest]',
'[dungeon-A2-6F] Ganons Tower - Room before Moldorm', '[dungeon-A2-6F] Ganons Tower - Moldorm Room']:
forbid_item(world.get_location(location), 'Big Key (Ganons Tower)')
set_rule(world.get_location('Ganon'), lambda state: state.has_beam_sword() and state.has_fire_source() and state.has('Crystal 1') and state.has('Crystal 2')
and state.has('Crystal 3') and state.has('Crystal 4') and state.has('Crystal 5') and state.has('Crystal 6') and state.has('Crystal 7')
and (state.has('Tempered Sword') or state.has('Golden Sword') or (state.has('Silver Arrows') and state.has('Bow')) or state.has('Lamp') or state.has('Bottle') or state.has('Half Magic') or state.has('Quarter Magic'))) # need to light torch a sufficient amount of times
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set_rule(world.get_entrance('Ganon Drop'), lambda state: state.has_beam_sword()) # need to damage ganon to get tiles to drop
def no_glitches_rules(world):
set_rule(world.get_entrance('Zoras River'), lambda state: state.has('Flippers') or state.can_lift_rocks())
set_rule(world.get_entrance('Lake Hylia Central Island Pier'), lambda state: state.has('Flippers')) # can be fake flippered to
set_rule(world.get_entrance('Hobo Bridge'), lambda state: state.has('Flippers'))
add_rule(world.get_entrance('Ice Palace'), lambda state: state.has_Pearl())
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)'), lambda state: state.has_Pearl() and state.has('Flippers'))
set_rule(world.get_entrance('Dark Lake Hylia Teleporter'), lambda state: state.has_Pearl() and state.has('Flippers') and (state.has('Hammer') or state.can_lift_rocks()))
set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop'), lambda state: state.has('Flippers'))
add_rule(world.get_entrance('Ganons Tower (Hookshot Room)'), lambda state: state.has('Hookshot'))
set_rule(world.get_entrance('7 Chest Cave Push Block Reverse'), lambda state: False) # no glitches does not require block override
set_rule(world.get_entrance('7 Chest Cave Bomb Jump'), lambda state: False)
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# need to be able to drop into hole to reach big chest, bombjumps are not expected
add_rule(world.get_location('[dungeon-D3-B1] Skull Woods - Big Chest'), lambda state: state.can_reach('Skull Woods First Section (Top)', 'Region'))
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# Light cones in standard depend on which world we actually are in, not which one the location would normally be
# We add Lamp requirements only to those locations which lie in the dark world (or everything if open
DW_Entrances = ['Bumper Cave (Bottom)', 'Dark Death Mountain Ascend (Top)', 'Dark Death Mountain Ascend (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)',
'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)']
def check_is_dark_world(region):
for entrance in region.entrances:
if entrance.name in DW_Entrances:
return True
return False
def add_conditional_lamp(spot, region, spottype='Location'):
if spottype == 'Location':
spot = world.get_location(spot)
else:
spot = world.get_entrance(spot)
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if (not world.dark_world_light_cone and check_is_dark_world(world.get_region(region))) or (not world.light_world_light_cone and not check_is_dark_world(world.get_region(region))):
add_lamp_requirement(spot)
add_conditional_lamp('Misery Mire (Vitreous)', 'Misery Mire (Entrance)', 'Entrance')
add_conditional_lamp('Turtle Rock (Dark Room) (North)', 'Turtle Rock (Entrance)', 'Entrance')
add_conditional_lamp('Turtle Rock (Dark Room) (South)', 'Turtle Rock (Entrance)', 'Entrance')
add_conditional_lamp('Dark Palace Big Key Door', 'Dark Palace (Entrance)', 'Entrance')
add_conditional_lamp('Dark Palace Maze Door', 'Dark Palace (Entrance)', 'Entrance')
add_conditional_lamp('[dungeon-D1-B1] Dark Palace - Dark Room [left chest]', 'Dark Palace (Entrance)', 'Location')
add_conditional_lamp('[dungeon-D1-B1] Dark Palace - Dark Room [right chest]', 'Dark Palace (Entrance)', 'Location')
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add_conditional_lamp('Agahnim 1', 'Agahnims Tower', 'Entrance')
add_conditional_lamp('Old Mountain Man', 'Old Man Cave', 'Location')
add_conditional_lamp('Old Man Cave Exit (East)', 'Old Man Cave', 'Entrance')
add_conditional_lamp('Death Mountain Return Cave Exit (East)', 'Death Mountain Return Cave', 'Entrance')
add_conditional_lamp('Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave', 'Entrance')
add_conditional_lamp('Old Man House Front to Back', 'Old Man House', 'Entrance')
add_conditional_lamp('Old Man House Back to Front', 'Old Man House', 'Entrance')
add_conditional_lamp('[dungeon-L1-1F] Eastern Palace - Big Key Room', 'Eastern Palace', 'Location')
add_conditional_lamp('Armos - Heart Container', 'Eastern Palace', 'Location')
add_conditional_lamp('Armos - Pendant', 'Eastern Palace', 'Location')
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if not world.sewer_light_cone:
add_rule(world.get_location('[dungeon-C-B1] Escape - First B1 Room'), lambda state: state.has('Lamp'))
add_rule(world.get_entrance('Sewers Back Door'), lambda state: state.has('Lamp'))
add_rule(world.get_entrance('Throne Room'), lambda state: state.has('Lamp'))
def open_rules(world):
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# softlock protection as you can reach the sewers small key door with a guard drop key
forbid_item(world.get_location('[dungeon-C-B1] Hyrule Castle - Boomerang Room'), 'Small Key (Escape)')
forbid_item(world.get_location('[dungeon-C-B1] Hyrule Castle - Next To Zelda'), 'Small Key (Escape)')
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def swordless_rules(world):
set_rule(world.get_entrance('Agahnims Tower'), lambda state: state.has('Cape') or state.has('Hammer') or state.has('Beat Agahnim 1')) # barrier gets removed after killing agahnim, relevant for entrance shuffle
set_rule(world.get_entrance('Agahnim 1'), lambda state: state.has('Hammer') or state.has('Bug Catching Net'))
set_rule(world.get_location('Ether Tablet'), lambda state: True) # will have fixed rupee drop, unobtainable
set_rule(world.get_location('Bombos Tablet'), lambda state: True) # will have fixed rupee drop, unobtainable
set_rule(world.get_entrance('Misery Mire'), lambda state: state.has_Pearl() and state.has_misery_mire_medallion()) # sword not required to use medallion for opening in swordless (!)
set_rule(world.get_entrance('Turtle Rock'), lambda state: state.has_Pearl() and state.has_turtle_rock_medallion() and state.can_reach('Turtle Rock (Top)', 'Region')) # sword not required to use medallion for opening in swordless (!)
set_rule(world.get_entrance('Skull Woods Torch Room'), lambda state: state.has('Small Key (Skull Woods)', 3) and state.has('Fire Rod')) # no curtain
set_rule(world.get_location('Agahnim 2'), lambda state: state.has('Hammer') or state.has('Bug Catching Net'))
set_rule(world.get_location('Ganon'), lambda state: state.has('Hammer') and state.has_fire_source() and state.has('Silver Arrows') and state.has('Bow') and state.has('Crystal 1') and state.has('Crystal 2')
and state.has('Crystal 3') and state.has('Crystal 4') and state.has('Crystal 5') and state.has('Crystal 6') and state.has('Crystal 7'))
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set_rule(world.get_entrance('Ganon Drop'), lambda state: state.has('Hammer')) # need to damage ganon to get tiles to drop
def standard_rules(world):
# easiest way to enforce key placement not relevant for open
forbid_item(world.get_location('[dungeon-C-B1] Escape - Final Basement Room [left chest]'), 'Small Key (Escape)')
forbid_item(world.get_location('[dungeon-C-B1] Escape - Final Basement Room [middle chest]'), 'Small Key (Escape)')
forbid_item(world.get_location('[dungeon-C-B1] Escape - Final Basement Room [right chest]'), 'Small Key (Escape)')
forbid_item(world.get_location('[dungeon-C-1F] Sanctuary'), 'Small Key (Escape)')
def set_trock_key_rules(world):
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# ToDo If only second section entrance is available, we may very well run out of valid key locations currently.
# this is good enough to allow even key distribution but may still prevent certain valid item combinations from being placed
all_state = world.get_all_state()
# check if the back entrance into trock can be accessed. As no small keys are placed yet, the rule on the dark room staircase door
# prevents us from reach the eye bridge from within the dungeon (!)
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)')) if world.can_access_trock_eyebridge is None else world.can_access_trock_eyebridge
world.can_access_trock_eyebridge = can_reach_back
# if we have backdoor access we can waste a key on the trinexx door, then have no lamp to reverse traverse the maze room. We simply require an additional key just to be super safe then. The backdoor access to the chest is otherwise free
set_rule(world.get_entrance('Turtle Rock Pokey Room'), lambda state: state.has('Small Key (Turtle Rock)', 1)) if not can_reach_back else set_rule(world.get_entrance('Turtle Rock Pokey Room'), lambda state: state.has('Small Key (Turtle Rock)', 2))
# if we have front access this transition is useless. If we don't, it's a dead end so cannot hold any small keys
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)'), lambda state: state.has('Small Key (Turtle Rock)', 4))
# this is just the pokey room with one more key
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)'), lambda state: state.has('Small Key (Turtle Rock)', 2)) if not can_reach_back else set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)'), lambda state: state.has('Small Key (Turtle Rock)', 3))
# the most complicated one
# if we have back entrance access, we could waste all keys before touching this
# if we don't, we have access to all chests by the time we can waste a key on trinexx door
# in that case, if it contains the big key, we can also not waste a key on the roller switch door
set_rule(world.get_location('[dungeon-D7-B1] Turtle Rock - Big Key Room'), lambda state: state.has('Small Key (Turtle Rock)', 4) or (state.world.get_location('[dungeon-D7-B1] Turtle Rock - Big Key Room').item is not None and (state.world.get_location('[dungeon-D7-B1] Turtle Rock - Big Key Room').item.name in ['Small Key (Turtle Rock)']))) if can_reach_back else \
set_rule(world.get_location('[dungeon-D7-B1] Turtle Rock - Big Key Room'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (state.world.get_location('[dungeon-D7-B1] Turtle Rock - Big Key Room').item is not None and (state.world.get_location('[dungeon-D7-B1] Turtle Rock - Big Key Room').item.name in ['Big Key (Turtle Rock)'])) else state.has('Small Key (Turtle Rock)', 3))
# set big key restrictions
non_big_key_locations = ['[dungeon-D7-B1] Turtle Rock - Big Chest', 'Trinexx - Heart Container']
if not can_reach_back:
non_big_key_locations += ['[dungeon-D7-B1] Turtle Rock - Roller Switch Room', '[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [bottom left chest]',
'[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [bottom right chest]', '[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [top left chest]',
'[dungeon-D7-B2] Turtle Rock - Eye Bridge Room [top right chest]']
for location in non_big_key_locations:
forbid_item(world.get_location(location), 'Big Key (Turtle Rock)')
def set_big_bomb_rules(world):
# this is a mess
bombshop_entrance = world.get_region('Big Bomb Shop').entrances[0]
Normal_LW_entrances = ['Thiefs Hut',
'Bonk Fairy (Light)',
'Lake Hylia Fairy',
'Swamp Fairy',
'Desert Fairy',
'Chicken House',
'Aginahs Cave',
'Sahasrahlas Hut',
'Cave Shop (Lake Hylia)',
'Blacksmiths Hut',
'Sick Kids House',
'Lost Woods Gamble',
'Fortune Teller (Light)',
'Snitch Lady (East)',
'Snitch Lady (West)',
'Bush Covered House',
'Tavern (Front)',
'Light World Bomb Hut',
'Kakariko Shop',
'Mini Moldorm Cave',
'Long Fairy Cave',
'Good Bee Cave',
'20 Rupee Cave',
'50 Rupee Cave',
'Ice Cave',
'Bonk Rock Cave',
'Library',
'Witch Hut',
'Waterfall of Wishing',
'Dam',
'Lumberjack House',
'Lake Hylia Fortune Teller',
'Kakariko Gamble Game']
LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint',
'Dark Desert Cave',
'Dark Desert Hint',
'Dark Desert Fairy',
'Checkerboard Cave']
Northern_DW_entrances = ['Doorless Hut',
'C-Shaped House',
'Chest Game',
'Dark World Hammer Peg Cave',
'Red Shield Shop',
'Dark Sanctuary Hint',
'Fortune Teller (Dark)',
'Dark World Shop',
'Dark World Lumberjack Shop',
'Graveyard Cave']
Southern_DW_entrances = ['Dark Swamp Cave',
'Bonk Fairy (Dark)',
'Archery Game',
'Big Bomb Shop',
'Dark Lake Hylia Shop',
'Cave South of Haunted Grove']
Isolated_DW_entrances = ['Spike Cave',
'Cave Shop (Dark Death Mountain)',
'Dark Death Mountain Fairy',
'Mimic Cave Mirror Spot']
Isolated_LW_entrances =['Capacity Upgrade',
'Hookshot Fairy']
set_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Pearl() and state.can_reach('Big Bomb Shop', 'Region') and state.has('Crystal 5') and state.has('Crystal 6'))
if bombshop_entrance.name in Normal_LW_entrances:
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.can_lift_rocks()) or state.has_Mirror())
elif bombshop_entrance.name in LW_walkable_entrances:
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.can_lift_rocks())))
elif bombshop_entrance.name in Northern_DW_entrances:
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.can_lift_heavy_rocks() and state.has('Hammer')) or (state.has_Mirror() and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.can_lift_rocks()))))
elif bombshop_entrance.name in Southern_DW_entrances:
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Hammer') or (state.has_Mirror() and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.can_lift_rocks()))))
elif bombshop_entrance.name in Isolated_DW_entrances:
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() and state.has('Ocarina') and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.can_lift_rocks())))
elif bombshop_entrance.name in Isolated_LW_entrances:
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Ocarina') and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.can_lift_rocks())))
elif bombshop_entrance.name == 'Dark World Potion Shop':
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Hammer') or state.can_lift_rocks() or (state.has_Mirror() and state.can_reach('Top of Pyramid', 'Entrance')))
elif bombshop_entrance.name == 'Kings Grave':
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.can_reach('Top of Pyramid', 'Entrance') or (state.can_lift_rocks() and state.has('Hammer')) or (state.can_lift_heavy_rocks() and state.has_Mirror()))