from typing import Dict, TYPE_CHECKING 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 from BaseClasses import Region 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)" ice_rod = "Pages 52-53 (Ice Rod)" 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" 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)) regions["Overworld"].connect( connecting_region=regions["Overworld Belltower"], rule=lambda state: state.has(laurels, player)) regions["Overworld Belltower"].connect( connecting_region=regions["Overworld"]) # 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)) regions["Overworld"].connect( connecting_region=regions["Overworld Swamp Upper Entry"], rule=lambda state: state.has(laurels, player)) regions["Overworld Swamp Upper Entry"].connect( connecting_region=regions["Overworld"], rule=lambda state: state.has(laurels, player)) regions["Overworld"].connect( connecting_region=regions["Overworld Special Shop Entry"], rule=lambda state: state.has(laurels, player)) regions["Overworld Special Shop Entry"].connect( connecting_region=regions["Overworld"], rule=lambda state: state.has(laurels, player)) regions["Overworld"].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"], rule=lambda state: state.has(laurels, player)) # 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"], name="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)) # 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)) # East Forest regions["Forest Belltower Upper"].connect( connecting_region=regions["Forest Belltower Main"]) regions["Forest Belltower Main"].connect( connecting_region=regions["Forest Belltower Lower"]) # 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"]) 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)) # 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 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 Back"].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 Back"], rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) 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( connecting_region=regions["Dark Tomb Main"], rule=lambda state: has_lantern(state, player, options)) regions["Dark Tomb Main"].connect( connecting_region=regions["Dark Tomb Entry Point"], rule=lambda state: has_lantern(state, player, options)) regions["Dark Tomb Main"].connect( connecting_region=regions["Dark Tomb Dark Exit"], rule=lambda state: has_lantern(state, player, options)) regions["Dark Tomb Dark Exit"].connect( connecting_region=regions["Dark Tomb Main"], rule=lambda state: has_lantern(state, player, options)) # West Garden regions["West Garden Laurels Exit"].connect( connecting_region=regions["West Garden"], rule=lambda state: state.has(laurels, player)) regions["West Garden"].connect( connecting_region=regions["West Garden Laurels Exit"], 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( connecting_region=regions["West Garden Hero's Grave"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) regions["West Garden Hero's Grave"].connect( 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)) 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)) 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["Frog's Domain"].connect( connecting_region=regions["Frog's Domain Back"], rule=lambda state: state.has(grapple, player)) # Library regions["Library Exterior Tree"].connect( connecting_region=regions["Library Exterior Ladder"], rule=lambda state: state.has(grapple, player) or state.has(laurels, player)) regions["Library Exterior Ladder"].connect( connecting_region=regions["Library Exterior Tree"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks) and (state.has(grapple, player) or state.has(laurels, player))) regions["Library Hall"].connect( connecting_region=regions["Library Hero's Grave"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) regions["Library Hero's Grave"].connect( connecting_region=regions["Library Hall"]) regions["Library Lab Lower"].connect( connecting_region=regions["Library Lab"], rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) regions["Library Lab"].connect( connecting_region=regions["Library Lab Lower"], rule=lambda state: state.has(laurels, player)) regions["Library Lab"].connect( connecting_region=regions["Library Portal"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) regions["Library Portal"].connect( connecting_region=regions["Library Lab"]) # 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)) 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"]) 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"], name="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"], name="Fortress Gold Door", rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) regions["Fortress Grave Path"].connect( connecting_region=regions["Fortress Grave Path Dusty Entrance"], rule=lambda state: state.has(laurels, player)) regions["Fortress Grave Path Dusty Entrance"].connect( connecting_region=regions["Fortress Grave Path"], rule=lambda state: state.has(laurels, player)) regions["Fortress Grave Path"].connect( connecting_region=regions["Fortress Hero's Grave"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) regions["Fortress Hero's Grave"].connect( 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"], name="Fortress Arena to Fortress 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"], name="Quarry to 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["Monastery Rope"].connect( connecting_region=regions["Quarry Back"]) regions["Quarry"].connect( connecting_region=regions["Lower Quarry"], rule=lambda state: has_mask(state, player, options)) # nmg: bring a scav over, then ice grapple through the door regions["Lower Quarry"].connect( connecting_region=regions["Lower Quarry Zig Door"], name="Quarry to Zig Door", rule=lambda state: state.has("Activate Quarry Fuse", player) or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) # nmg: use ice grapple to get from the beginning of Quarry to the door without really needing mask regions["Quarry"].connect( connecting_region=regions["Lower Quarry Zig Door"], rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks)) 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( connecting_region=regions["Monastery Hero's Grave"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) regions["Monastery Hero's Grave"].connect( 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 regions["Rooted Ziggurat Lower Back"].connect( connecting_region=regions["Rooted Ziggurat Lower Front"], rule=lambda state: state.has(laurels, player) or can_ladder_storage(state, player, options)) 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"], name="Zig 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 # nmg: ice grapple through cathedral door, can do it both ways regions["Swamp"].connect( connecting_region=regions["Swamp to Cathedral Main Entrance"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks) or has_ice_grapple_logic(False, state, player, options, ability_unlocks)) regions["Swamp to Cathedral Main Entrance"].connect( connecting_region=regions["Swamp"], rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks)) regions["Swamp"].connect( 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( connecting_region=regions["Swamp"]) 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( connecting_region=regions["Swamp"], rule=lambda state: state.has(laurels, player) and has_ice_grapple_logic(True, state, player, options, ability_unlocks)) regions["Back of Swamp"].connect( connecting_region=regions["Swamp Hero's Grave"], rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)) regions["Swamp Hero's Grave"].connect( 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( connecting_region=regions["Far Shore to Spawn"], rule=lambda state: state.has(laurels, player)) regions["Far Shore to Spawn"].connect( connecting_region=regions["Far Shore"], rule=lambda state: state.has(laurels, player)) regions["Far Shore"].connect( connecting_region=regions["Far Shore to East Forest"], rule=lambda state: state.has(laurels, player)) regions["Far Shore to East Forest"].connect( connecting_region=regions["Far Shore"], rule=lambda state: state.has(laurels, player)) regions["Far Shore"].connect( connecting_region=regions["Far Shore to West Garden"], name="Far Shore to West Garden", rule=lambda state: state.has("Activate West Garden Fuse", player)) regions["Far Shore to West Garden"].connect( connecting_region=regions["Far Shore"]) regions["Far Shore"].connect( connecting_region=regions["Far Shore to Quarry"], name="Far Shore to Quarry", rule=lambda state: state.has("Activate Quarry Fuse", player)) regions["Far Shore to Quarry"].connect( connecting_region=regions["Far Shore"]) regions["Far Shore"].connect( connecting_region=regions["Far Shore to Fortress"], name="Far Shore to Fortress", rule=lambda state: state.has("Activate Eastern Vault West Fuses", player)) regions["Far Shore to Fortress"].connect( connecting_region=regions["Far Shore"]) regions["Far Shore"].connect( connecting_region=regions["Far Shore to Library"], name="Far Shore to Library", rule=lambda state: state.has("Activate Library Fuse", player)) regions["Far Shore to Library"].connect( connecting_region=regions["Far Shore"]) # Misc regions["Shop Entrance 1"].connect( connecting_region=regions["Shop"]) regions["Shop Entrance 2"].connect( connecting_region=regions["Shop"]) regions["Shop Entrance 3"].connect( connecting_region=regions["Shop"]) regions["Shop Entrance 4"].connect( connecting_region=regions["Shop"]) regions["Shop Entrance 5"].connect( connecting_region=regions["Shop"]) regions["Shop Entrance 6"].connect( connecting_region=regions["Shop"]) 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": def get_paired_region(portal_sd: str) -> str: for portal1, portal2 in portal_pairs.items(): if portal1.scene_destination() == portal_sd: return portal2.region if portal2.scene_destination() == portal_sd: return portal1.region raise Exception("no matches found in get_paired_region") # The upper Swamp entrance regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Swamp Redux 2_wall")], rule=lambda state: has_stick(state, player)) # Western Furnace entrance, next to the sign that leads to West Garden regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Furnace_gyro_west")], rule=lambda state: has_stick(state, player)) # Upper West Garden entry, by the belltower regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Archipelagos Redux_upper")], rule=lambda state: has_stick(state, player)) # West Garden entry by the Furnace regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Archipelagos Redux_lower")], rule=lambda state: has_stick(state, player)) # West Garden laurels entrance, by the beach regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Archipelagos Redux_lowest")], rule=lambda state: has_stick(state, player)) # Well rail, west side. Can ls in town, get extra height by going over the portal pad regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Sewer_west_aqueduct")], rule=lambda state: has_stick(state, player)) # Well rail, east side. Need some height from the temple stairs regions["Overworld"].connect( regions[get_paired_region("Overworld Redux, Furnace_gyro_upper_north")], rule=lambda state: has_stick(state, player)) # Furnace ladder to the fuse entrance regions["Furnace Ladder Area"].connect( regions[get_paired_region("Furnace, Overworld Redux_gyro_upper_north")], rule=lambda state: has_stick(state, player)) # Furnace ladder to Dark Tomb regions["Furnace Ladder Area"].connect( regions[get_paired_region("Furnace, Crypt Redux_")], rule=lambda state: has_stick(state, player)) # Furnace ladder to the West Garden connector regions["Furnace Ladder Area"].connect( regions[get_paired_region("Furnace, Overworld Redux_gyro_west")], rule=lambda state: has_stick(state, player)) # West Garden exit after Garden Knight regions["West Garden"].connect( regions[get_paired_region("Archipelagos Redux, Overworld Redux_upper")], rule=lambda state: has_stick(state, player)) # West Garden laurels exit regions["West Garden"].connect( regions[get_paired_region("Archipelagos Redux, Overworld Redux_lowest")], rule=lambda state: has_stick(state, player)) # Frog mouth entrance regions["Ruined Atoll"].connect( regions[get_paired_region("Atoll Redux, Frog Stairs_mouth")], rule=lambda state: has_stick(state, player)) # Entrance by the dancing fox holy cross spot regions["East Forest"].connect( regions[get_paired_region("East Forest Redux, East Forest Redux Laddercave_upper")], rule=lambda state: has_stick(state, player)) # From the west side of guard house 1 to the east side regions["Guard House 1 West"].connect( regions[get_paired_region("East Forest Redux Laddercave, East Forest Redux_gate")], rule=lambda state: has_stick(state, player)) regions["Guard House 1 West"].connect( regions[get_paired_region("East Forest Redux Laddercave, Forest Boss Room_")], rule=lambda state: has_stick(state, player)) # Upper exit from the Forest Grave Path, use ls at the ladder by the gate switch regions["Forest Grave Path Main"].connect( regions[get_paired_region("Sword Access, East Forest Redux_upper")], rule=lambda state: has_stick(state, player)) # Fortress exterior shop, ls at the ladder by the telescope regions["Fortress Exterior from Overworld"].connect( regions[get_paired_region("Fortress Courtyard, Shop_")], rule=lambda state: has_stick(state, player)) # Fortress main entry and grave path lower entry, ls at the ladder by the telescope regions["Fortress Exterior from Overworld"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from Overworld"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")], rule=lambda state: has_stick(state, player)) # Upper exits from the courtyard. Use the ramp in the courtyard, then the blocks north of the first fuse regions["Fortress Exterior from Overworld"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from Overworld"].connect( regions[get_paired_region("Fortress Courtyard, Fortress East_")], rule=lambda state: has_stick(state, player)) # same as above, except from the east side of the area regions["Fortress Exterior from East Forest"].connect( regions[get_paired_region("Fortress Courtyard, Overworld Redux_")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from East Forest"].connect( regions[get_paired_region("Fortress Courtyard, Shop_")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from East Forest"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from East Forest"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from East Forest"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior from East Forest"].connect( regions[get_paired_region("Fortress Courtyard, Fortress East_")], rule=lambda state: has_stick(state, player)) # same as above, except from the Beneath the Vault entrance ladder regions["Fortress Exterior near cave"].connect( regions[get_paired_region("Fortress Courtyard, Overworld Redux_")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior near cave"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior near cave"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior near cave"].connect( regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")], rule=lambda state: has_stick(state, player)) regions["Fortress Exterior near cave"].connect( regions[get_paired_region("Fortress Courtyard, Fortress East_")], rule=lambda state: has_stick(state, player)) # ls at the ladder, need to gain a little height to get up the stairs regions["Lower Mountain"].connect( regions[get_paired_region("Mountain, Mountaintop_")], rule=lambda state: has_stick(state, player)) # Where the rope is behind Monastery. Connecting here since, if you have this region, you don't need a sword regions["Quarry Monastery Entry"].connect( regions[get_paired_region("Quarry Redux, Monastery_back")], rule=lambda state: has_stick(state, player)) # Swamp to Gauntlet regions["Swamp"].connect( regions[get_paired_region("Swamp Redux 2, Cathedral Arena_")], rule=lambda state: has_stick(state, player)) # Swamp to Overworld upper regions["Swamp"].connect( regions[get_paired_region("Swamp Redux 2, Overworld Redux_wall")], rule=lambda state: has_stick(state, player)) # Ladder by the hero grave regions["Back of Swamp"].connect( regions[get_paired_region("Swamp Redux 2, Overworld Redux_conduit")], rule=lambda state: has_stick(state, player)) regions["Back of Swamp"].connect( regions[get_paired_region("Swamp Redux 2, Shop_")], rule=lambda state: has_stick(state, player)) # Need to put the cathedral HC code mid-flight regions["Back of Swamp"].connect( regions[get_paired_region("Swamp Redux 2, Cathedral Redux_secret")], rule=lambda state: has_stick(state, player) and has_ability(state, player, holy_cross, options, ability_unlocks)) 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)) # 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 has_ability(state, player, ice_rod, options, ability_unlocks))) # 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)) set_rule(multiworld.get_location("Librarian - Hexagon Green", player), lambda state: has_sword(state, player)) set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player), lambda state: has_sword(state, player)) # 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)) set_rule(multiworld.get_location("Swamp - [South Graveyard] Guarded By Tentacles", 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))