314 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			314 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
| import typing
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| from collections.abc import Callable
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| 
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| from BaseClasses import CollectionState
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| from worlds.generic.Rules import exclusion_rules
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| from worlds.AutoWorld import World
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| 
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| from . import Constants
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| 
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| # Helper functions
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| # moved from logicmixin
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| 
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| def has_iron_ingots(state: CollectionState, player: int) -> bool:
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|     return state.has('Progressive Tools', player) and state.has('Progressive Resource Crafting', player)
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| 
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| def has_copper_ingots(state: CollectionState, player: int) -> bool:
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|     return state.has('Progressive Tools', player) and state.has('Progressive Resource Crafting', player)
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| 
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| def has_gold_ingots(state: CollectionState, player: int) -> bool: 
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|     return state.has('Progressive Resource Crafting', player) and (state.has('Progressive Tools', player, 2) or state.can_reach('The Nether', 'Region', player))
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| 
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| def has_diamond_pickaxe(state: CollectionState, player: int) -> bool:
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|     return state.has('Progressive Tools', player, 3) and has_iron_ingots(state, player)
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| 
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| def craft_crossbow(state: CollectionState, player: int) -> bool: 
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|     return state.has('Archery', player) and has_iron_ingots(state, player)
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| 
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| def has_bottle(state: CollectionState, player: int) -> bool: 
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|     return state.has('Bottles', player) and state.has('Progressive Resource Crafting', player)
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| 
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| def has_spyglass(state: CollectionState, player: int) -> bool:
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|     return has_copper_ingots(state, player) and state.has('Spyglass', player) and can_adventure(state, player)
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| 
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| def can_enchant(state: CollectionState, player: int) -> bool: 
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|     return state.has('Enchanting', player) and has_diamond_pickaxe(state, player) # mine obsidian and lapis
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| 
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| def can_use_anvil(state: CollectionState, player: int) -> bool: 
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|     return state.has('Enchanting', player) and state.has('Progressive Resource Crafting', player, 2) and has_iron_ingots(state, player)
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| 
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| def fortress_loot(state: CollectionState, player: int) -> bool: # saddles, blaze rods, wither skulls
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|     return state.can_reach('Nether Fortress', 'Region', player) and basic_combat(state, player)
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| 
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| def can_brew_potions(state: CollectionState, player: int) -> bool:
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|     return state.has('Blaze Rods', player) and state.has('Brewing', player) and has_bottle(state, player)
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| 
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| def can_piglin_trade(state: CollectionState, player: int) -> bool:
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|     return has_gold_ingots(state, player) and (
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|                 state.can_reach('The Nether', 'Region', player) or 
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|                 state.can_reach('Bastion Remnant', 'Region', player))
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| 
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| def overworld_villager(state: CollectionState, player: int) -> bool:
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|     village_region = state.multiworld.get_region('Village', player).entrances[0].parent_region.name
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|     if village_region == 'The Nether': # 2 options: cure zombie villager or build portal in village
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|         return (state.can_reach('Zombie Doctor', 'Location', player) or
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|                 (has_diamond_pickaxe(state, player) and state.can_reach('Village', 'Region', player)))
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|     elif village_region == 'The End':
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|         return state.can_reach('Zombie Doctor', 'Location', player)
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|     return state.can_reach('Village', 'Region', player)
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| 
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| def enter_stronghold(state: CollectionState, player: int) -> bool:
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|     return state.has('Blaze Rods', player) and state.has('Brewing', player) and state.has('3 Ender Pearls', player)
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| 
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| # Difficulty-dependent functions
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| def combat_difficulty(state: CollectionState, player: int) -> bool:
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|     return state.multiworld.combat_difficulty[player].current_key
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| 
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| def can_adventure(state: CollectionState, player: int) -> bool:
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|     death_link_check = not state.multiworld.death_link[player] or state.has('Bed', player)
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|     if combat_difficulty(state, player) == 'easy':
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|         return state.has('Progressive Weapons', player, 2) and has_iron_ingots(state, player) and death_link_check
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|     elif combat_difficulty(state, player) == 'hard':
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|         return True
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|     return (state.has('Progressive Weapons', player) and death_link_check and 
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|         (state.has('Progressive Resource Crafting', player) or state.has('Campfire', player)))
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| 
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| def basic_combat(state: CollectionState, player: int) -> bool:
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|     if combat_difficulty(state, player) == 'easy': 
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|         return state.has('Progressive Weapons', player, 2) and state.has('Progressive Armor', player) and \
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|                state.has('Shield', player) and has_iron_ingots(state, player)
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|     elif combat_difficulty(state, player) == 'hard': 
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|         return True
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|     return state.has('Progressive Weapons', player) and (state.has('Progressive Armor', player) or state.has('Shield', player)) and has_iron_ingots(state, player)
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| 
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| def complete_raid(state: CollectionState, player: int) -> bool: 
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|     reach_regions = state.can_reach('Village', 'Region', player) and state.can_reach('Pillager Outpost', 'Region', player)
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|     if combat_difficulty(state, player) == 'easy': 
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|         return reach_regions and \
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|                state.has('Progressive Weapons', player, 3) and state.has('Progressive Armor', player, 2) and \
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|                state.has('Shield', player) and state.has('Archery', player) and \
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|                state.has('Progressive Tools', player, 2) and has_iron_ingots(state, player)
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|     elif combat_difficulty(state, player) == 'hard': # might be too hard?
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|         return reach_regions and state.has('Progressive Weapons', player, 2) and has_iron_ingots(state, player) and \
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|                (state.has('Progressive Armor', player) or state.has('Shield', player))
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|     return reach_regions and state.has('Progressive Weapons', player, 2) and has_iron_ingots(state, player) and \
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|            state.has('Progressive Armor', player) and state.has('Shield', player)
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| 
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| def can_kill_wither(state: CollectionState, player: int) -> bool: 
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|     normal_kill = state.has("Progressive Weapons", player, 3) and state.has("Progressive Armor", player, 2) and can_brew_potions(state, player) and can_enchant(state, player)
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|     if combat_difficulty(state, player) == 'easy': 
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|         return fortress_loot(state, player) and normal_kill and state.has('Archery', player)
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|     elif combat_difficulty(state, player) == 'hard': # cheese kill using bedrock ceilings
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|         return fortress_loot(state, player) and (normal_kill or state.can_reach('The Nether', 'Region', player) or state.can_reach('The End', 'Region', player))
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|     return fortress_loot(state, player) and normal_kill
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| 
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| def can_respawn_ender_dragon(state: CollectionState, player: int) -> bool:
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|     return state.can_reach('The Nether', 'Region', player) and state.can_reach('The End', 'Region', player) and \
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|         state.has('Progressive Resource Crafting', player) # smelt sand into glass
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| 
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| def can_kill_ender_dragon(state: CollectionState, player: int) -> bool:
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|     if combat_difficulty(state, player) == 'easy': 
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|         return state.has("Progressive Weapons", player, 3) and state.has("Progressive Armor", player, 2) and \
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|                state.has('Archery', player) and can_brew_potions(state, player) and can_enchant(state, player)
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|     if combat_difficulty(state, player) == 'hard': 
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|         return (state.has('Progressive Weapons', player, 2) and state.has('Progressive Armor', player)) or \
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|                (state.has('Progressive Weapons', player, 1) and state.has('Bed', player))
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|     return state.has('Progressive Weapons', player, 2) and state.has('Progressive Armor', player) and state.has('Archery', player)
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| 
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| def has_structure_compass(state: CollectionState, entrance_name: str, player: int) -> bool:
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|     if not state.multiworld.structure_compasses[player]:
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|         return True
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|     return state.has(f"Structure Compass ({state.multiworld.get_entrance(entrance_name, player).connected_region.name})", player)
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| 
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| 
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| def get_rules_lookup(player: int):
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|     rules_lookup: typing.Dict[str, typing.List[Callable[[CollectionState], bool]]] = {
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|         "entrances": {
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|             "Nether Portal": lambda state: (state.has('Flint and Steel', player) and 
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|                 (state.has('Bucket', player) or state.has('Progressive Tools', player, 3)) and 
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|                 has_iron_ingots(state, player)),
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|             "End Portal": lambda state: enter_stronghold(state, player) and state.has('3 Ender Pearls', player, 4),
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|             "Overworld Structure 1": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Overworld Structure 1", player)),
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|             "Overworld Structure 2": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Overworld Structure 2", player)),
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|             "Nether Structure 1": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Nether Structure 1", player)),
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|             "Nether Structure 2": lambda state: (can_adventure(state, player) and has_structure_compass(state, "Nether Structure 2", player)),
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|             "The End Structure": lambda state: (can_adventure(state, player) and has_structure_compass(state, "The End Structure", player)),
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|         },
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|         "locations": {
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|             "Ender Dragon": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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|             "Wither": lambda state: can_kill_wither(state, player),
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|             "Blaze Rods": lambda state: fortress_loot(state, player),
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| 
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|             "Who is Cutting Onions?": lambda state: can_piglin_trade(state, player),
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|             "Oh Shiny": lambda state: can_piglin_trade(state, player),
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|             "Suit Up": lambda state: state.has("Progressive Armor", player) and has_iron_ingots(state, player),
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|             "Very Very Frightening": lambda state: (state.has("Channeling Book", player) and 
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|                 can_use_anvil(state, player) and can_enchant(state, player) and overworld_villager(state, player)),
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|             "Hot Stuff": lambda state: state.has("Bucket", player) and has_iron_ingots(state, player),
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|             "Free the End": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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|             "A Furious Cocktail": lambda state: (can_brew_potions(state, player) and
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|                 state.has("Fishing Rod", player) and  # Water Breathing
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|                 state.can_reach("The Nether", "Region", player) and  # Regeneration, Fire Resistance, gold nuggets
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|                 state.can_reach("Village", "Region", player) and  # Night Vision, Invisibility
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|                 state.can_reach("Bring Home the Beacon", "Location", player)),  # Resistance
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|             "Bring Home the Beacon": lambda state: (can_kill_wither(state, player) and 
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|                 has_diamond_pickaxe(state, player) and state.has("Progressive Resource Crafting", player, 2)),
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|             "Not Today, Thank You": lambda state: state.has("Shield", player) and has_iron_ingots(state, player),
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|             "Isn't It Iron Pick": lambda state: state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player),
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|             "Local Brewery": lambda state: can_brew_potions(state, player),
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|             "The Next Generation": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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|             "Fishy Business": lambda state: state.has("Fishing Rod", player),
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|             "This Boat Has Legs": lambda state: ((fortress_loot(state, player) or complete_raid(state, player)) and 
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|                 state.has("Saddle", player) and state.has("Fishing Rod", player)),
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|             "Sniper Duel": lambda state: state.has("Archery", player),
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|             "Great View From Up Here": lambda state: basic_combat(state, player),
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|             "How Did We Get Here?": lambda state: (can_brew_potions(state, player) and 
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|                 has_gold_ingots(state, player) and  # Absorption
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|                 state.can_reach('End City', 'Region', player) and  # Levitation
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|                 state.can_reach('The Nether', 'Region', player) and  # potion ingredients
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|                 state.has("Fishing Rod", player) and state.has("Archery",player) and  # Pufferfish, Nautilus Shells; spectral arrows
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|                 state.can_reach("Bring Home the Beacon", "Location", player) and  # Haste
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|                 state.can_reach("Hero of the Village", "Location", player)),  # Bad Omen, Hero of the Village
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|             "Bullseye": lambda state: (state.has("Archery", player) and state.has("Progressive Tools", player, 2) and
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|                 has_iron_ingots(state, player)),
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|             "Spooky Scary Skeleton": lambda state: basic_combat(state, player),
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|             "Two by Two": lambda state: has_iron_ingots(state, player) and state.has("Bucket", player) and can_adventure(state, player),
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|             "Two Birds, One Arrow": lambda state: craft_crossbow(state, player) and can_enchant(state, player),
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|             "Who's the Pillager Now?": lambda state: craft_crossbow(state, player),
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|             "Getting an Upgrade": lambda state: state.has("Progressive Tools", player),
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|             "Tactical Fishing": lambda state: state.has("Bucket", player) and has_iron_ingots(state, player),
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|             "Zombie Doctor": lambda state: can_brew_potions(state, player) and has_gold_ingots(state, player),
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|             "Ice Bucket Challenge": lambda state: has_diamond_pickaxe(state, player),
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|             "Into Fire": lambda state: basic_combat(state, player),
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|             "War Pigs": lambda state: basic_combat(state, player),
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|             "Take Aim": lambda state: state.has("Archery", player),
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|             "Total Beelocation": lambda state: state.has("Silk Touch Book", player) and can_use_anvil(state, player) and can_enchant(state, player),
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|             "Arbalistic": lambda state: (craft_crossbow(state, player) and state.has("Piercing IV Book", player) and 
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|                 can_use_anvil(state, player) and can_enchant(state, player)),
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|             "The End... Again...": lambda state: can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player),
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|             "Acquire Hardware": lambda state: has_iron_ingots(state, player),
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|             "Not Quite \"Nine\" Lives": lambda state: can_piglin_trade(state, player) and state.has("Progressive Resource Crafting", player, 2),
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|             "Cover Me With Diamonds": lambda state: (state.has("Progressive Armor", player, 2) and
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|                 state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player)),
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|             "Sky's the Limit": lambda state: basic_combat(state, player),
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|             "Hired Help": lambda state: state.has("Progressive Resource Crafting", player, 2) and has_iron_ingots(state, player),
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|             "Sweet Dreams": lambda state: state.has("Bed", player) or state.can_reach('Village', 'Region', player),
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|             "You Need a Mint": lambda state: can_respawn_ender_dragon(state, player) and has_bottle(state, player),
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|             "Monsters Hunted": lambda state: (can_respawn_ender_dragon(state, player) and can_kill_ender_dragon(state, player) and 
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|                 can_kill_wither(state, player) and state.has("Fishing Rod", player)),
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|             "Enchanter": lambda state: can_enchant(state, player),
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|             "Voluntary Exile": lambda state: basic_combat(state, player),
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|             "Eye Spy": lambda state: enter_stronghold(state, player),
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|             "Serious Dedication": lambda state: (can_brew_potions(state, player) and state.has("Bed", player) and
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|                 has_diamond_pickaxe(state, player) and has_gold_ingots(state, player)),
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|             "Postmortal": lambda state: complete_raid(state, player),
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|             "Adventuring Time": lambda state: can_adventure(state, player),
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|             "Hero of the Village": lambda state: complete_raid(state, player),
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|             "Hidden in the Depths": lambda state: can_brew_potions(state, player) and state.has("Bed", player) and has_diamond_pickaxe(state, player),
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|             "Beaconator": lambda state: (can_kill_wither(state, player) and has_diamond_pickaxe(state, player) and
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|                 state.has("Progressive Resource Crafting", player, 2)),
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|             "Withering Heights": lambda state: can_kill_wither(state, player),
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|             "A Balanced Diet": lambda state: (has_bottle(state, player) and has_gold_ingots(state, player) and  # honey bottle; gapple
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|                 state.has("Progressive Resource Crafting", player, 2) and state.can_reach('The End', 'Region', player)),  # notch apple, chorus fruit
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|             "Subspace Bubble": lambda state: has_diamond_pickaxe(state, player),
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|             "Country Lode, Take Me Home": lambda state: state.can_reach("Hidden in the Depths", "Location", player) and has_gold_ingots(state, player),
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|             "Bee Our Guest": lambda state: state.has("Campfire", player) and has_bottle(state, player),
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|             "Uneasy Alliance": lambda state: has_diamond_pickaxe(state, player) and state.has('Fishing Rod', player),
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|             "Diamonds!": lambda state: state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player),
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|             "A Throwaway Joke": lambda state: can_adventure(state, player),
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|             "Sticky Situation": lambda state: state.has("Campfire", player) and has_bottle(state, player),
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|             "Ol' Betsy": lambda state: craft_crossbow(state, player),
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|             "Cover Me in Debris": lambda state: (state.has("Progressive Armor", player, 2) and
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|                 state.has("8 Netherite Scrap", player, 2) and state.has("Progressive Resource Crafting", player) and
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|                 has_diamond_pickaxe(state, player) and has_iron_ingots(state, player) and
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|                 can_brew_potions(state, player) and state.has("Bed", player)),
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|             "Hot Topic": lambda state: state.has("Progressive Resource Crafting", player),
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|             "The Lie": lambda state: has_iron_ingots(state, player) and state.has("Bucket", player),
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|             "On a Rail": lambda state: has_iron_ingots(state, player) and state.has('Progressive Tools', player, 2),
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|             "When Pigs Fly": lambda state: ((fortress_loot(state, player) or complete_raid(state, player)) and 
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|                 state.has("Saddle", player) and state.has("Fishing Rod", player) and can_adventure(state, player)),
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|             "Overkill": lambda state: (can_brew_potions(state, player) and 
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|                 (state.has("Progressive Weapons", player) or state.can_reach('The Nether', 'Region', player))),
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|             "Librarian": lambda state: state.has("Enchanting", player),
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|             "Overpowered": lambda state: (has_iron_ingots(state, player) and 
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|                 state.has('Progressive Tools', player, 2) and basic_combat(state, player)),
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|             "Wax On": lambda state: (has_copper_ingots(state, player) and state.has('Campfire', player) and
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|                 state.has('Progressive Resource Crafting', player, 2)),
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|             "Wax Off": lambda state: (has_copper_ingots(state, player) and state.has('Campfire', player) and
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|                 state.has('Progressive Resource Crafting', player, 2)),
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|             "The Cutest Predator": lambda state: has_iron_ingots(state, player) and state.has('Bucket', player),
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|             "The Healing Power of Friendship": lambda state: has_iron_ingots(state, player) and state.has('Bucket', player),
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|             "Is It a Bird?": lambda state: has_spyglass(state, player) and can_adventure(state, player),
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|             "Is It a Balloon?": lambda state: has_spyglass(state, player),
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|             "Is It a Plane?": lambda state: has_spyglass(state, player) and can_respawn_ender_dragon(state, player),
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|             "Surge Protector": lambda state: (state.has("Channeling Book", player) and 
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|                 can_use_anvil(state, player) and can_enchant(state, player) and overworld_villager(state, player)),
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|             "Light as a Rabbit": lambda state: can_adventure(state, player) and has_iron_ingots(state, player) and state.has('Bucket', player),
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|             "Glow and Behold!": lambda state: can_adventure(state, player),
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|             "Whatever Floats Your Goat!": lambda state: can_adventure(state, player),
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|             "Caves & Cliffs": lambda state: has_iron_ingots(state, player) and state.has('Bucket', player) and state.has('Progressive Tools', player, 2),
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|             "Feels like home": lambda state: (has_iron_ingots(state, player) and state.has('Bucket', player) and state.has('Fishing Rod', player) and
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|                 (fortress_loot(state, player) or complete_raid(state, player)) and state.has("Saddle", player)),
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|             "Sound of Music": lambda state: state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player) and basic_combat(state, player),
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|             "Star Trader": lambda state: (has_iron_ingots(state, player) and state.has('Bucket', player) and
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|                 (state.can_reach("The Nether", 'Region', player) or
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|                     state.can_reach("Nether Fortress", 'Region', player) or # soul sand for water elevator
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|                     can_piglin_trade(state, player)) and
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|                 overworld_villager(state, player)),
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|             "Birthday Song": lambda state: state.can_reach("The Lie", "Location", player) and state.has("Progressive Tools", player, 2) and has_iron_ingots(state, player),
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|             "Bukkit Bukkit": lambda state: state.has("Bucket", player) and has_iron_ingots(state, player) and can_adventure(state, player),
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|             "It Spreads": lambda state: can_adventure(state, player) and has_iron_ingots(state, player) and state.has("Progressive Tools", player, 2),
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|             "Sneak 100": lambda state: can_adventure(state, player) and has_iron_ingots(state, player) and state.has("Progressive Tools", player, 2),
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|             "When the Squad Hops into Town": lambda state: can_adventure(state, player) and state.has("Lead", player),
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|             "With Our Powers Combined!": lambda state: can_adventure(state, player) and state.has("Lead", player),
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|         }
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|     }
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|     return rules_lookup
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| 
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| 
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| def set_rules(mc_world: World) -> None:
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|     multiworld = mc_world.multiworld
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|     player = mc_world.player
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| 
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|     rules_lookup = get_rules_lookup(player)
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| 
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|     # Set entrance rules
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|     for entrance_name, rule in rules_lookup["entrances"].items():
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|         multiworld.get_entrance(entrance_name, player).access_rule = rule
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| 
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|     # Set location rules
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|     for location_name, rule in rules_lookup["locations"].items():
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|         multiworld.get_location(location_name, player).access_rule = rule
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| 
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|     # Set rules surrounding completion
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|     bosses = multiworld.required_bosses[player]
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|     postgame_advancements = set()
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|     if bosses.dragon:
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|         postgame_advancements.update(Constants.exclusion_info["ender_dragon"])
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|     if bosses.wither:
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|         postgame_advancements.update(Constants.exclusion_info["wither"])
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| 
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|     def location_count(state: CollectionState) -> bool:
 | |
|         return len([location for location in multiworld.get_locations(player) if
 | |
|             location.address != None and
 | |
|             location.can_reach(state)])
 | |
| 
 | |
|     def defeated_bosses(state: CollectionState) -> bool:
 | |
|         return ((not bosses.dragon or state.has("Ender Dragon", player))
 | |
|             and (not bosses.wither or state.has("Wither", player)))
 | |
| 
 | |
|     egg_shards = min(multiworld.egg_shards_required[player], multiworld.egg_shards_available[player])
 | |
|     completion_requirements = lambda state: (location_count(state) >= multiworld.advancement_goal[player]
 | |
|         and state.has("Dragon Egg Shard", player, egg_shards))
 | |
|     multiworld.completion_condition[player] = lambda state: completion_requirements(state) and defeated_bosses(state)
 | |
| 
 | |
|     # Set exclusions on hard/unreasonable/postgame
 | |
|     excluded_advancements = set()
 | |
|     if not multiworld.include_hard_advancements[player]:
 | |
|         excluded_advancements.update(Constants.exclusion_info["hard"])
 | |
|     if not multiworld.include_unreasonable_advancements[player]:
 | |
|         excluded_advancements.update(Constants.exclusion_info["unreasonable"])
 | |
|     if not multiworld.include_postgame_advancements[player]:
 | |
|         excluded_advancements.update(postgame_advancements)
 | |
|     exclusion_rules(multiworld, player, excluded_advancements)
 |