Add rules to prevent reverse traversal of the TRock and SW Skulls to be required when you would get stuck in them.
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@ -149,7 +149,9 @@ def create_regions(world):
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create_region('Bumper Cave', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
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create_region('Bumper Cave Ledge', ['Piece of Heart (Bumper Cave)'], ['Bumper Cave Ledge Drop', 'Bumper Cave (Top)', 'Bumper Cave Ledge Mirror Spot']),
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create_region('Skull Woods Forest', None, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods First Section Door',
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'Skull Woods Second Section Hole', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods Final Section']), # may need to be split up if we start moving about entrances
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'Skull Woods Second Section Door (East)']),
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create_region('Skull Woods Forest (West)', None, ['Skull Woods Second Section Hole', 'Skull Woods Second Section Door (West)', 'Skull Woods Burn Skull']),
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create_region('Skull Woods Skull', None, ['Skull Woods Skull Reverse', 'Skull Woods Final Section']),
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create_region('Dark Desert', None, ['Misery Mire', 'Dark Desert Cave', 'Desert Ledge (West) Mirror Spot', 'Desert Ledge Mirror Spot', 'Desert Palace Stairs Mirror Spot', 'Desert Palace Entrance (North) Mirror Spot',
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'Dark Desert Hint', 'Dark Desert Fairy']),
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create_region('Dark Desert Cave', ['[cave-071] Misery Mire West Area [left chest]', '[cave-071] Misery Mire West Area [right chest]']),
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@ -166,7 +168,8 @@ def create_regions(world):
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create_region('Hookshot Cave', ['[cave-056] Hookshot Cave [top right chest]', '[cave-056] Hookshot Cave [top left chest]', '[cave-056] Hookshot Cave [bottom right chest]', '[cave-056] Hookshot Cave [bottom left chest]'],
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['Hookshot Cave Exit (South)', 'Hookshot Cave Exit (North)']),
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create_region('Death Mountain Floating Island', ['Piece of Heart (Death Mountain - Floating Island)'], ['Floating Island Drop', 'Hookshot Cave Back Entrance']),
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create_region('Turtle Rock (Top)', None, ['Turtle Rock', 'Turtle Rock Drop']),
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create_region('Turtle Rock (Top)', None, ['Turtle Rock Open Skull', 'Turtle Rock Drop']),
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create_region('Turtle Rock Skull', None, ['Turtle Rock', 'Turtle Rock Skull Reverse', 'Turtle Rock Skull Mirror Spot']),
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create_region('Mimic Cave', ['[cave-013] Mimic Cave']),
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create_region('Swamp Palace (Entrance)', None, ['Swamp Palace Moat', 'Swamp Palace Exit']),
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7
Rules.py
7
Rules.py
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@ -108,6 +108,9 @@ def global_rules(world):
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set_rule(world.get_entrance('Death Mountain Climb Push Block Reverse'), lambda state: state.has('Mirror')) # can erase block
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set_rule(world.get_entrance('Death Mountain (Top)'), lambda state: state.has('Hammer'))
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set_rule(world.get_entrance('Turtle Rock Teleporter'), lambda state: state.can_lift_heavy_rocks() and state.has('Hammer'))
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set_rule(world.get_entrance('Turtle Rock Skull Mirror Spot'), lambda state: state.has_Mirror() and state.has('Hammer')) # if stuck, can mirror and hammer the pegs
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set_rule(world.get_entrance('Turtle Rock'), lambda state: state.can_reach('Turtle Rock Open Skull', 'Entrance'))
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set_rule(world.get_entrance('Turtle Rock Skull Reverse'), lambda state: state.can_reach('Turtle Rock Open Skull', 'Entrance'))
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set_rule(world.get_location('Ether Tablet'), lambda state: state.has('Book of Mudora') and state.has_beam_sword())
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set_rule(world.get_entrance('East Death Mountain (Top)'), lambda state: state.has('Hammer'))
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@ -138,7 +141,9 @@ def global_rules(world):
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set_rule(world.get_entrance('Dark World Shop'), lambda state: state.has('Hammer'))
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set_rule(world.get_entrance('Bumper Cave Exit (Top)'), lambda state: state.has('Cape'))
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set_rule(world.get_entrance('Bumper Cave Exit (Bottom)'), lambda state: state.has('Cape') or state.has('Hookshot'))
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set_rule(world.get_entrance('Skull Woods Final Section'), lambda state: state.has('Fire Rod'))
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set_rule(world.get_entrance('Skull Woods Burn Skull'), lambda state: state.has('Fire Rod'))
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set_rule(world.get_entrance('Skull Woods Final Section'), lambda state: state.can_reach('Skull Woods Burn Skull', 'Entrance')) # prevent soft lock when coming from behind, not required
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set_rule(world.get_entrance('Skull Woods Skull Reverse'), lambda state: state.can_reach('Skull Woods Burn Skull', 'Entrance'))
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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 (!)
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set_rule(world.get_entrance('Desert Ledge (West) Mirror Spot'), lambda state: state.has_Mirror())
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set_rule(world.get_entrance('Desert Ledge Mirror Spot'), lambda state: state.has_Mirror())
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