bomb jump rules, don't redo lamp rules
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16
Rules.py
16
Rules.py
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@ -302,10 +302,6 @@ def global_rules(world, player):
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set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has_Boots(player))
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set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
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set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has_Boots(player)))
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set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has_Boots(player)))
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DMs_room_chests = ['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right', 'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right']
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for location in DMs_room_chests:
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add_rule(world.get_location(location, player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
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set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
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if world.accessibility[player] != 'locations':
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if world.accessibility[player] != 'locations':
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set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
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set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3))
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@ -647,9 +643,16 @@ def no_glitches_rules(world, player):
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add_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state.has('Hookshot', player))
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add_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: False) # no glitches does not require block override
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: False) # no glitches does not require block override
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forbid_bomb_jump_requirements(world, player)
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add_conditional_lamps(world, player)
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def forbid_bomb_jump_requirements(world, player):
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DMs_room_chests = ['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right', 'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right']
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for location in DMs_room_chests:
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add_rule(world.get_location(location, player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
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set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
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set_rule(world.get_entrance('Skull Woods First Section Bomb Jump', player), lambda state: False)
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set_rule(world.get_entrance('Skull Woods First Section Bomb Jump', player), lambda state: False)
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add_conditional_lamps(world, player)
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DW_Entrances = ['Bumper Cave (Bottom)',
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DW_Entrances = ['Bumper Cave (Bottom)',
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@ -787,9 +790,6 @@ def overworld_glitches_rules(world, player):
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else:
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else:
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add_rule(world.get_entrance('South Dark World Teleporter', player), lambda state: state.has_Boots(player) and state.can_lift_rocks(player), 'or')
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add_rule(world.get_entrance('South Dark World Teleporter', player), lambda state: state.has_Boots(player) and state.can_lift_rocks(player), 'or')
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# Add darkness conditions.
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add_conditional_lamps(world, player)
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def open_rules(world, player):
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def open_rules(world, player):
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# softlock protection as you can reach the sewers small key door with a guard drop key
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# softlock protection as you can reach the sewers small key door with a guard drop key
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