Archipelago/worlds/tunic/er_rules.py

1017 lines
53 KiB
Python

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)"
icebolt = "Pages 52-53 (Icebolt)"
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["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Statue"],
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
regions["Ruined Atoll Statue"].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 to 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="Gold Door to Fortress",
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["Quarry Monastery Entry"].connect(
connecting_region=regions["Quarry Back"],
rule=lambda state: state.has(laurels, player))
regions["Quarry Back"].connect(
connecting_region=regions["Quarry Monastery Entry"],
rule=lambda state: state.has(laurels, player))
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
# nmg: can ice grapple on the voidlings to the double admin fight, still need to pray at the fuse
regions["Rooted Ziggurat Lower Back"].connect(
connecting_region=regions["Rooted Ziggurat Lower Front"],
rule=lambda state: ((state.has(laurels, player) or
has_ice_grapple_logic(True, state, player, options, ability_unlocks)) and
has_ability(state, player, prayer, options, ability_unlocks)
and has_sword(state, 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, icebolt, 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))
# nmg - kill Librarian with a lure, or gun I guess
set_rule(multiworld.get_location("Librarian - Hexagon Green", player),
lambda state: has_sword(state, player) or options.logic_rules)
# nmg - kill boss scav with orb + firecracker, or similar
set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player),
lambda state: has_sword(state, player) or (state.has(grapple, player) and options.logic_rules))
# 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))