Hybrid Major Glitches connections and logic
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@ -1,6 +1,6 @@
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# ToDo: With shuffle_ganon option, prevent gtower from linking to an exit only location through a 2 entrance cave.
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from collections import defaultdict
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from worlds.alttp.UnderworldGlitchRules import underworld_glitch_connections
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def link_entrances(world, player):
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connect_two_way(world, 'Links House', 'Links House Exit', player) # unshuffled. For now
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@ -17,6 +17,10 @@ def link_entrances(world, player):
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for exitname, regionname in mandatory_connections:
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connect_simple(world, exitname, regionname, player)
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# mandatory hybrid major glitches connections
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if world.logic[player] in ['hybridglitches', 'nologic']:
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underworld_glitch_connections(world, player)
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# if we do not shuffle, set default connections
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if world.shuffle[player] == 'vanilla':
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for exitname, regionname in default_connections:
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@ -1096,6 +1100,10 @@ def link_inverted_entrances(world, player):
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for exitname, regionname in inverted_mandatory_connections:
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connect_simple(world, exitname, regionname, player)
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# mandatory hybrid major glitches connections
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if world.logic[player] in ['hybridglitches', 'nologic']:
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underworld_glitch_connections(world, player)
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# if we do not shuffle, set default connections
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if world.shuffle[player] == 'vanilla':
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for exitname, regionname in inverted_default_connections:
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@ -126,7 +126,7 @@ def create_regions(world, player):
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create_cave_region(player, 'Death Mountain Return Cave', 'a connector', None, ['Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)']),
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create_lw_region(player, 'Death Mountain Return Ledge', None, ['Death Mountain Return Ledge Drop', 'Death Mountain Return Cave (West)']),
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create_cave_region(player, 'Spectacle Rock Cave (Top)', 'a connector', ['Spectacle Rock Cave'], ['Spectacle Rock Cave Drop', 'Spectacle Rock Cave Exit (Top)']),
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create_cave_region(player, 'Spectacle Rock Cave (Bottom)', 'a connector', None, ['Spectacle Rock Cave Exit']),
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create_cave_region(player, 'Spectacle Rock Cave (Bottom)', 'a connector', None, ['Spectacle Rock Cave Exit', 'Kiki Skip']),
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create_cave_region(player, 'Spectacle Rock Cave (Peak)', 'a connector', None, ['Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave Exit (Peak)']),
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create_lw_region(player, 'East Death Mountain (Bottom)', None, ['Broken Bridge (East)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'East Death Mountain Teleporter', 'Hookshot Fairy', 'Fairy Ascension Rocks', 'Spiral Cave (Bottom)']),
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create_cave_region(player, 'Hookshot Fairy', 'fairies deep in a cave'),
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@ -250,7 +250,7 @@ def create_regions(world, player):
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create_dungeon_region(player, 'Misery Mire (Entrance)', 'Misery Mire', None, ['Misery Mire Entrance Gap', 'Misery Mire Exit']),
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create_dungeon_region(player, 'Misery Mire (Main)', 'Misery Mire', ['Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby',
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'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest'], ['Misery Mire (West)', 'Misery Mire Big Key Door']),
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create_dungeon_region(player, 'Misery Mire (West)', 'Misery Mire', ['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest']),
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create_dungeon_region(player, 'Misery Mire (West)', 'Misery Mire', ['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest'], ['Mire to Hera Clip', 'Hera to Swamp Clip']),
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create_dungeon_region(player, 'Misery Mire (Final Area)', 'Misery Mire', None, ['Misery Mire (Vitreous)']),
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create_dungeon_region(player, 'Misery Mire (Vitreous)', 'Misery Mire', ['Misery Mire - Boss', 'Misery Mire - Prize']),
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create_dungeon_region(player, 'Turtle Rock (Entrance)', 'Turtle Rock', None, ['Turtle Rock Entrance Gap', 'Turtle Rock Exit (Front)']),
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@ -4,6 +4,7 @@ from worlds.alttp import OverworldGlitchRules
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from BaseClasses import RegionType, MultiWorld, Entrance
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from worlds.alttp.Items import ItemFactory, progression_items, item_name_groups
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from worlds.alttp.OverworldGlitchRules import overworld_glitches_rules, no_logic_rules
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from worlds.alttp.UnderworldGlitchRules import underworld_glitches_rules
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from worlds.alttp.Bosses import GanonDefeatRule
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from worlds.generic.Rules import set_rule, add_rule, forbid_item, add_item_rule, item_in_locations, \
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item_name
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@ -0,0 +1,113 @@
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from BaseClasses import Entrance
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from worlds.generic.Rules import set_rule, add_rule
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# We actually need the logic to properly "mark" these regions as Light or Dark world.
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# Therefore we need to make these connections during the normal link_entrances stage, rather than during set_rules.
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def underworld_glitch_connections(world, player):
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kikiskip = world.get_entrance('Kiki Skip', player)
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mire_to_hera = world.get_entrance('Mire to Hera Clip', player)
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mire_to_swamp = world.get_entrance('Hera to Swamp Clip', player)
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if world.fix_fake_world[player]:
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kikiskip.connect(world.get_entrance('Palace of Darkness Exit', player).connected_region)
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mire_to_hera.connect(world.get_entrance('Tower of Hera Exit').connected_region)
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mire_to_swamp.connect(world.get_entrance('Swamp Palace Exit').connected_region)
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else:
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kikiskip.connect(world.get_region('Palace of Darkness (Entrance)', player))
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mire_to_hera.connect(world.get_region('Tower of Hera (Bottom)', player))
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mire_to_swamp.connect(world.get_region('Swamp Palace (Entrance)', player))
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def underworld_glitches_rules(world, player):
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fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
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fix_fake_worlds = world.fix_fake_world[player]
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# Ice Palace Entrance Clip
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# This is the easiest one since it's a simple internal clip. Just need to also add melting to freezor chest since it's otherwise assumed.
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add_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.can_bomb_clip(world.get_region('Ice Palace (Entrance)', player), player), combine='or')
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add_rule(world.get_location('Ice Palace - Freezor Chest', player), lambda state: state.can_melt_things(player))
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# Kiki Skip
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kikiskip = world.get_entrance('Kiki Skip', player)
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set_rule(kikiskip, lambda state: state.can_bomb_clip(kikiskip.parent_region, player))
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# Behavior differs based on what type of ER shuffle we're playing.
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if not fix_dungeon_exits: # vanilla, simple, restricted, dungeonssimple (this should always have no FWF)
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# Dungeons are only shuffled among themselves. We need to check SW and MM because they can't be reentered easily.
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pod = world.get_region('Palace of Darkness (Entrance)', player)
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if pod.entrances[0].name == 'Skull Woods Final Section':
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set_rule(kikiskip, lambda state: False)
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elif pod.entrances[0].name == 'Misery Mire':
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add_rule(kikiskip, lambda state: state.has_sword(player) and state.has_misery_mire_medallion(player))
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# Then we set a restriction on exiting the dungeon, so you can't leave unless you got in normally.
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add_rule(world.get_entrance('Palace of Darkness Exit', player), lambda state: pod.entrances[0].can_reach(state))
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elif not fix_fake_worlds: # full, dungeonsfull; has fixed exits but no FWF
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# Entry requires the entrance's requirements, but you don't have logical access to the surrounding region.
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pod = world.get_region('Palace of Darkness (Entrance)', player)
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add_rule(kikiskip, pod.entrances[0].access_rule)
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# exiting restriction
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add_rule(world.get_entrance('Palace of Darkness Exit', player), lambda state: pod.entrances[0].can_reach(state))
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# Mire -> Hera -> Swamp
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# Using mire keys on other dungeon doors
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mire = world.get_region('Misery Mire (West)', player)
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mire_clip = lambda state: state.can_reach('Misery Mire (West)', 'Region', player) and state.can_bomb_clip(mire, player) and state.has_fire_source(player)
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hera_clip = lambda state: state.can_reach('Tower of Hera (Top)', 'Region', player) and state.can_bomb_clip(world.get_region('Tower of Hera (Top)', player), player)
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add_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: mire_clip(state) and state.has('Big Key (Misery Mire)', player), combine='or')
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add_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: mire_clip(state), combine='or')
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add_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: mire_clip(state) or hera_clip(state), combine='or')
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# Build the rule for SP moat.
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# We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT.
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# First we require a certain type of entrance shuffle, then build the rule from its pieces.
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if not world.swamp_patch_required[player]:
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mirrorless_moat_rules = []
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'dungeonscrossed']:
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mirrorless_moat_rules.append(lambda state: state.can_reach('Old Man S&Q', 'Entrance', player) and mire_clip(state))
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rule_map = {
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'Misery Mire (Entrance)': (lambda state: True),
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'Tower of Hera (Bottom)': (lambda state: state.can_reach('Tower of Hera Big Key Door', 'Entrance', player))
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}
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inverted = world.mode[player] == 'inverted'
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hera_rule = lambda state: (state.has('Moon Pearl', player) or not inverted) and \
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rule_map.get(world.get_entrance('Tower of Hera', player).connected_region.name, lambda state: False)(state)
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gt_rule = lambda state: (state.has('Moon Pearl', player) or inverted) and \
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rule_map.get(world.get_entrance(('Ganons Tower' if not inverted else 'Inverted Ganons Tower'), player).connected_region.name, lambda state: False)(state)
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mirrorless_moat_rules.append(lambda state: hera_rule(state) or gt_rule(state))
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else:
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mirrorless_moat_rules.append(lambda state: False) # all function returns True on empty list
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add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Magic Mirror', player) or all([rule(state) for rule in mirrorless_moat_rules]))
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# Using the entrances for various ER types. Hera -> Swamp never matters because you can only logically traverse with the mire keys
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mire_to_hera = world.get_entrance('Mire to Hera Clip', player)
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mire_to_swamp = world.get_entrance('Hera to Swamp Clip', player)
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set_rule(mire_to_hera, mire_clip)
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set_rule(mire_to_swamp, lambda state: mire_clip(state) and state.has('Flippers', player))
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if not fix_dungeon_exits:
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hera = world.get_region('Tower of Hera (Bottom)', player)
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if hera.entrances[0].name == 'Skull Woods Final Section':
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set_rule(mire_to_hera, lambda state: False)
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elif hera.entrances[0].name == 'Misery Mire':
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add_rule(mire_to_hera, lambda state: state.has_sword(player) and state.has_misery_mire_medallion(player))
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add_rule(world.get_entrance('Tower of Hera Exit', player), lambda state: hera.entrances[0].can_reach(state))
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swamp = world.get_region('Swamp Palace (Entrance)', player)
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if swamp.entrances[0].name == 'Skull Woods Final Section':
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set_rule(mire_to_swamp, lambda state: False)
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elif swamp.entrances[0].name == 'Misery Mire':
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add_rule(mire_to_swamp, lambda state: state.has_sword(player) and state.has_misery_mire_medallion(player))
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add_rule(world.get_entrance('Swamp Palace Exit', player), lambda state: swamp.entrances[0].can_reach(state))
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elif not fix_fake_worlds:
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hera = world.get_region('Tower of Hera (Bottom)', player)
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add_rule(mire_to_hera, hera.entrances[0].access_rule)
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add_rule(world.get_entrance('Tower of Hera Exit', player), lambda state: hera.entrances[0].can_reach(state))
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swamp = world.get_region('Swamp Palace (Entrance)', player)
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add_rule(mire_to_swamp, swamp.entrances[0].access_rule)
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add_rule(world.get_entrance('Swamp Palace Exit', player), lambda state: swamp.entrances[0].can_reach(state))
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