581 lines
25 KiB
Python
581 lines
25 KiB
Python
from worlds.generic.Rules import add_rule
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from BaseClasses import CollectionState
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def air_dash(state: CollectionState, player: int) -> bool:
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return state.has("PNEUMATOPHORE", player)
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def airship(state: CollectionState, player: int) -> bool:
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return state.has("DOCK KEY", player)
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def jail_key(state: CollectionState, player: int) -> bool:
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return state.has("JAIL KEY", player)
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def paddle(state: CollectionState, player: int) -> bool:
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return state.has("PADDLE", player)
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def worm_room_key(state: CollectionState, player: int) -> bool:
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return state.has("WORM ROOM KEY", player)
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def bridge_key(state: CollectionState, player: int) -> bool:
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return state.has("BRIDGE KEY", player)
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def upper_chamber_key(state: CollectionState, player: int) -> bool:
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return state.has("UPPER CHAMBER KEY", player)
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def vessel_room_key(state: CollectionState, player: int) -> bool:
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return state.has("VESSEL ROOM KEY", player)
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def house_key(state: CollectionState, player: int) -> bool:
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return state.has("HOUSE KEY", player)
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def cave_key(state: CollectionState, player: int) -> bool:
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return state.has("CAVE KEY", player)
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def skull_bomb(state: CollectionState, player: int) -> bool:
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return state.has("SKULL BOMB", player)
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def tower_key(state: CollectionState, player: int) -> bool:
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return state.has("TOWER KEY", player)
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def deep_key(state: CollectionState, player: int) -> bool:
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return state.has("DEEP KEY", player)
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def upper_house_key(state: CollectionState, player: int) -> bool:
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return state.has("UPPER HOUSE KEY", player)
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def clicker(state: CollectionState, player: int) -> bool:
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return state.has("CLICKER", player)
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def all_tokens(state: CollectionState, player: int) -> bool:
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return state.has("SAGE TOKEN", player, 3)
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def charge_up(state: CollectionState, player: int) -> bool:
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return state.has("CHARGE UP", player)
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def paper_cup(state: CollectionState, player: int) -> bool:
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return state.has("PAPER CUP", player)
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def party_1(state: CollectionState, player: int) -> bool:
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return state.has_any({"Pongorma", "Dedusmuln", "Somsnosa"}, player)
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def party_2(state: CollectionState, player: int) -> bool:
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return (
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state.has_all({"Pongorma", "Dedusmuln"}, player)
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or state.has_all({"Pongorma", "Somsnosa"}, player)
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or state.has_all({"Dedusmuln", "Somsnosa"}, player)
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)
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def party_3(state: CollectionState, player: int) -> bool:
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return state.has_all({"Pongorma", "Dedusmuln", "Somsnosa"}, player)
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def enter_arcade2(state: CollectionState, player: int) -> bool:
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return (
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air_dash(state, player)
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and airship(state, player)
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)
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def enter_wormpod(state: CollectionState, player: int) -> bool:
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return (
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airship(state, player)
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and worm_room_key(state, player)
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and paddle(state, player)
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)
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def enter_sageship(state: CollectionState, player: int) -> bool:
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return (
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skull_bomb(state, player)
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and airship(state, player)
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and paddle(state, player)
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)
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def enter_foglast(state: CollectionState, player: int) -> bool:
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return enter_wormpod(state, player)
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def enter_hylemxylem(state: CollectionState, player: int) -> bool:
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return (
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air_dash(state, player)
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and enter_foglast(state, player)
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and bridge_key(state, player)
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)
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def set_rules(hylics2world):
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world = hylics2world.multiworld
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player = hylics2world.player
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extra = hylics2world.options.extra_items_in_logic
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party = hylics2world.options.party_shuffle
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medallion = hylics2world.options.medallion_shuffle
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start_location = hylics2world.options.start_location
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# Afterlife
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add_rule(world.get_location("Afterlife: TV", player),
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lambda state: cave_key(state, player))
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# New Muldul
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add_rule(world.get_location("New Muldul: Underground Chest", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("New Muldul: TV", player),
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lambda state: house_key(state, player))
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add_rule(world.get_location("New Muldul: Upper House Chest 1", player),
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lambda state: upper_house_key(state, player))
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add_rule(world.get_location("New Muldul: Upper House Chest 2", player),
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lambda state: upper_house_key(state, player))
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add_rule(world.get_location("New Muldul: Pot above Vault", player),
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lambda state: air_dash(state, player))
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# New Muldul Vault
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add_rule(world.get_location("New Muldul: Rescued Blerol 1", player),
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lambda state: (
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(
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(
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jail_key(state, player)
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and paddle(state, player)
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)
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and (
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air_dash(state, player)
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or airship(state, player)
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)
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)
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or enter_hylemxylem(state, player)
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))
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add_rule(world.get_location("New Muldul: Rescued Blerol 2", player),
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lambda state: (
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(
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(
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jail_key(state, player)
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and paddle(state, player)
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)
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and (
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air_dash(state, player)
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or airship(state, player)
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)
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)
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or enter_hylemxylem(state, player)
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))
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add_rule(world.get_location("New Muldul: Vault Left Chest", player),
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lambda state: enter_hylemxylem(state, player))
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add_rule(world.get_location("New Muldul: Vault Right Chest", player),
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lambda state: enter_hylemxylem(state, player))
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add_rule(world.get_location("New Muldul: Vault Bomb", player),
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lambda state: enter_hylemxylem(state, player))
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# Viewax's Edifice
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add_rule(world.get_location("Viewax's Edifice: Canopic Jar", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Cave Sarcophagus", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Shielded Key", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Shielded Key", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Tower Pot", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Tower Jar", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Tower Chest", player),
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lambda state: (
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paddle(state, player)
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and tower_key(state, player)
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))
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add_rule(world.get_location("Viewax's Edifice: Viewax Pot", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: Defeat Viewax", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Viewax's Edifice: TV", player),
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lambda state: (
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paddle(state, player)
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and jail_key(state, player)
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))
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add_rule(world.get_location("Viewax's Edifice: Sage Fridge", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Viewax's Edifice: Sage Item 1", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Viewax's Edifice: Sage Item 2", player),
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lambda state: air_dash(state, player))
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# Arcade 1
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add_rule(world.get_location("Arcade 1: Key", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Coin Dash", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Burrito Alcove 1", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Burrito Alcove 2", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Behind Spikes Banana", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Pyramid Banana", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Moving Platforms Muscle Applique", player),
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lambda state: paddle(state, player))
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add_rule(world.get_location("Arcade 1: Bed Banana", player),
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lambda state: paddle(state, player))
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# Airship
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add_rule(world.get_location("Airship: Talk to Somsnosa", player),
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lambda state: worm_room_key(state, player))
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# Foglast
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add_rule(world.get_location("Foglast: Underground Sarcophagus", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Foglast: Shielded Key", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Foglast: TV", player),
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lambda state: (
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air_dash(state, player)
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and clicker(state, player)
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))
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add_rule(world.get_location("Foglast: Buy Clicker", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Foglast: Shielded Chest", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Foglast: Cave Fridge", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Foglast: Roof Sarcophagus", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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add_rule(world.get_location("Foglast: Under Lair Sarcophagus 1", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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add_rule(world.get_location("Foglast: Under Lair Sarcophagus 2", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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add_rule(world.get_location("Foglast: Under Lair Sarcophagus 3", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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add_rule(world.get_location("Foglast: Sage Sarcophagus", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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add_rule(world.get_location("Foglast: Sage Item 1", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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add_rule(world.get_location("Foglast: Sage Item 2", player),
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lambda state: (
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air_dash(state, player)
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and bridge_key(state, player)
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))
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# Drill Castle
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add_rule(world.get_location("Drill Castle: Island Banana", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Drill Castle: Island Pot", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Drill Castle: Cave Sarcophagus", player),
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lambda state: air_dash(state, player))
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add_rule(world.get_location("Drill Castle: TV", player),
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lambda state: air_dash(state, player))
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# Sage Labyrinth
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add_rule(world.get_location("Sage Labyrinth: Sage Item 1", player),
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lambda state: deep_key(state, player))
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add_rule(world.get_location("Sage Labyrinth: Sage Item 2", player),
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lambda state: deep_key(state, player))
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add_rule(world.get_location("Sage Labyrinth: Sage Left Arm", player),
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lambda state: deep_key(state, player))
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add_rule(world.get_location("Sage Labyrinth: Sage Right Arm", player),
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lambda state: deep_key(state, player))
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add_rule(world.get_location("Sage Labyrinth: Sage Left Leg", player),
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lambda state: deep_key(state, player))
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add_rule(world.get_location("Sage Labyrinth: Sage Right Leg", player),
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lambda state: deep_key(state, player))
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# Sage Airship
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add_rule(world.get_location("Sage Airship: TV", player),
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lambda state: all_tokens(state, player))
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# Hylemxylem
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add_rule(world.get_location("Hylemxylem: Upper Chamber Banana", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Across Upper Reservoir Chest", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Chest", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Burrito 1", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Burrito 2", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 1", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 2", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 3", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Sarcophagus", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 1", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 2", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 3", player),
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lambda state: upper_chamber_key(state, player))
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add_rule(world.get_location("Hylemxylem: Upper Reservoir Hole Key", player),
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lambda state: upper_chamber_key(state, player))
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# extra rules if Extra Items in Logic is enabled
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if extra:
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for i in world.get_region("Foglast", player).entrances:
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add_rule(i, lambda state: charge_up(state, player))
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for i in world.get_region("Sage Airship", player).entrances:
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add_rule(i, lambda state: (
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charge_up(state, player)
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and paper_cup(state, player)
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and worm_room_key(state, player)
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))
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for i in world.get_region("Hylemxylem", player).entrances:
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add_rule(i, lambda state: (
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charge_up(state, player)
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and paper_cup(state, player)
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))
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add_rule(world.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
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lambda state: (
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charge_up(state, player)
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and paper_cup(state, player)
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))
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# extra rules if Shuffle Party Members is enabled
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if party:
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for i in world.get_region("Arcade Island", player).entrances:
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add_rule(i, lambda state: party_3(state, player))
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for i in world.get_region("Foglast", player).entrances:
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add_rule(i, lambda state: (
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party_3(state, player)
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or (
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party_2(state, player)
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and jail_key(state, player)
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)
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))
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for i in world.get_region("Sage Airship", player).entrances:
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add_rule(i, lambda state: party_3(state, player))
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for i in world.get_region("Hylemxylem", player).entrances:
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add_rule(i, lambda state: party_3(state, player))
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add_rule(world.get_location("Viewax's Edifice: Defeat Viewax", player),
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lambda state: party_2(state, player))
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add_rule(world.get_location("New Muldul: Rescued Blerol 1", player),
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lambda state: party_2(state, player))
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add_rule(world.get_location("New Muldul: Rescued Blerol 2", player),
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lambda state: party_2(state, player))
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add_rule(world.get_location("New Muldul: Vault Left Chest", player),
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lambda state: party_3(state, player))
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add_rule(world.get_location("New Muldul: Vault Right Chest", player),
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lambda state: party_3(state, player))
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add_rule(world.get_location("New Muldul: Vault Bomb", player),
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lambda state: party_3(state, player))
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add_rule(world.get_location("Juice Ranch: Battle with Somsnosa", player),
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lambda state: party_2(state, player))
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add_rule(world.get_location("Juice Ranch: Somsnosa Joins", player),
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lambda state: party_2(state, player))
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add_rule(world.get_location("Airship: Talk to Somsnosa", player),
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lambda state: party_3(state, player))
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add_rule(world.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
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lambda state: party_3(state, player))
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# extra rules if Shuffle Red Medallions is enabled
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if medallion:
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add_rule(world.get_location("New Muldul: Upper House Medallion", player),
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lambda state: upper_house_key(state, player))
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add_rule(world.get_location("New Muldul: Vault Rear Left Medallion", player),
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lambda state: (
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enter_foglast(state, player)
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and bridge_key(state, player)
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and air_dash(state, player)
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))
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add_rule(world.get_location("New Muldul: Vault Rear Right Medallion", player),
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lambda state: (
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enter_foglast(state, player)
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and bridge_key(state, player)
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and air_dash(state, player)
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))
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add_rule(world.get_location("New Muldul: Vault Center Medallion", player),
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lambda state: (
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enter_foglast(state, player)
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and bridge_key(state, player)
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and air_dash(state, player)
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))
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add_rule(world.get_location("New Muldul: Vault Front Left Medallion", player),
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lambda state: (
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enter_foglast(state, player)
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and bridge_key(state, player)
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and air_dash(state, player)
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))
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add_rule(world.get_location("New Muldul: Vault Front Right Medallion", player),
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lambda state: (
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enter_foglast(state, player)
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and bridge_key(state, player)
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and air_dash(state, player)
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))
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add_rule(world.get_location("Viewax's Edifice: Fort Wall Medallion", player),
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|
lambda state: paddle(state, player))
|
|
add_rule(world.get_location("Viewax's Edifice: Jar Medallion", player),
|
|
lambda state: paddle(state, player))
|
|
add_rule(world.get_location("Viewax's Edifice: Sage Chair Medallion", player),
|
|
lambda state: air_dash(state, player))
|
|
add_rule(world.get_location("Arcade 1: Lonely Medallion", player),
|
|
lambda state: paddle(state, player))
|
|
add_rule(world.get_location("Arcade 1: Alcove Medallion", player),
|
|
lambda state: paddle(state, player))
|
|
add_rule(world.get_location("Arcade 1: Lava Medallion", player),
|
|
lambda state: paddle(state, player))
|
|
add_rule(world.get_location("Foglast: Under Lair Medallion", player),
|
|
lambda state: bridge_key(state, player))
|
|
add_rule(world.get_location("Foglast: Mid-Air Medallion", player),
|
|
lambda state: air_dash(state, player))
|
|
add_rule(world.get_location("Foglast: Top of Tower Medallion", player),
|
|
lambda state: paddle(state, player))
|
|
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Medallion", player),
|
|
lambda state: upper_chamber_key(state, player))
|
|
|
|
# extra rules if Shuffle Red Medallions and Party Shuffle are enabled
|
|
if party and medallion:
|
|
add_rule(world.get_location("New Muldul: Vault Rear Left Medallion", player),
|
|
lambda state: party_3(state, player))
|
|
add_rule(world.get_location("New Muldul: Vault Rear Right Medallion", player),
|
|
lambda state: party_3(state, player))
|
|
add_rule(world.get_location("New Muldul: Vault Center Medallion", player),
|
|
lambda state: party_3(state, player))
|
|
add_rule(world.get_location("New Muldul: Vault Front Left Medallion", player),
|
|
lambda state: party_3(state, player))
|
|
add_rule(world.get_location("New Muldul: Vault Front Right Medallion", player),
|
|
lambda state: party_3(state, player))
|
|
|
|
# entrances
|
|
for i in world.get_region("Airship", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Arcade Island", player).entrances:
|
|
add_rule(i, lambda state: (
|
|
airship(state, player)
|
|
and air_dash(state, player)
|
|
))
|
|
for i in world.get_region("Worm Pod", player).entrances:
|
|
add_rule(i, lambda state: enter_wormpod(state, player))
|
|
for i in world.get_region("Foglast", player).entrances:
|
|
add_rule(i, lambda state: enter_foglast(state, player))
|
|
for i in world.get_region("Sage Labyrinth", player).entrances:
|
|
add_rule(i, lambda state: skull_bomb(state, player))
|
|
for i in world.get_region("Sage Airship", player).entrances:
|
|
add_rule(i, lambda state: enter_sageship(state, player))
|
|
for i in world.get_region("Hylemxylem", player).entrances:
|
|
add_rule(i, lambda state: enter_hylemxylem(state, player))
|
|
|
|
# random start logic (default)
|
|
if start_location == "waynehouse":
|
|
# entrances
|
|
for i in world.get_region("Viewax", player).entrances:
|
|
add_rule(i, lambda state: (
|
|
air_dash(state, player)
|
|
and airship(state, player)
|
|
))
|
|
for i in world.get_region("TV Island", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Shield Facility", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Juice Ranch", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
|
|
# random start logic (Viewax's Edifice)
|
|
elif start_location == "viewaxs_edifice":
|
|
for i in world.get_region("Waynehouse", player).entrances:
|
|
add_rule(i, lambda state: (
|
|
air_dash(state, player)
|
|
or airship(state, player)
|
|
))
|
|
for i in world.get_region("New Muldul", player).entrances:
|
|
add_rule(i, lambda state: (
|
|
air_dash(state, player)
|
|
or airship(state, player)
|
|
))
|
|
for i in world.get_region("New Muldul Vault", player).entrances:
|
|
add_rule(i, lambda state: (
|
|
air_dash(state, player)
|
|
or airship(state, player)
|
|
))
|
|
for i in world.get_region("Drill Castle", player).entrances:
|
|
add_rule(i, lambda state: (
|
|
air_dash(state, player)
|
|
or airship(state, player)
|
|
))
|
|
for i in world.get_region("TV Island", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Shield Facility", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Juice Ranch", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Sage Labyrinth", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
|
|
# start logic (TV Island)
|
|
elif start_location == "tv_island":
|
|
for i in world.get_region("Waynehouse", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("New Muldul", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("New Muldul Vault", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Drill Castle", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Viewax", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Shield Facility", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Juice Ranch", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Sage Labyrinth", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
|
|
# start logic (Shield Facility)
|
|
elif start_location == "shield_facility":
|
|
for i in world.get_region("Waynehouse", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("New Muldul", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("New Muldul Vault", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Drill Castle", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Viewax", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("TV Island", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|
|
for i in world.get_region("Sage Labyrinth", player).entrances:
|
|
add_rule(i, lambda state: airship(state, player))
|