Archipelago/worlds/tunic/er_rules.py

1888 lines
101 KiB
Python

from typing import Dict, FrozenSet, Tuple, TYPE_CHECKING
from worlds.generic.Rules import set_rule, add_rule, forbid_item
from .options import IceGrappling, LadderStorage, CombatLogic
from .rules import (has_ability, has_sword, has_melee, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage,
laurels_zip, bomb_walls)
from .er_data import Portal, get_portal_outlet_region
from .ladder_storage_data import ow_ladder_groups, region_ladders, easy_ls, medium_ls, hard_ls
from .combat_logic import has_combat_reqs
from BaseClasses import Region, CollectionState
if TYPE_CHECKING:
from . import TunicWorld
laurels = "Hero's Laurels"
grapple = "Magic Orb"
ice_dagger = "Magic Dagger"
fire_wand = "Magic Wand"
gun = "Gun"
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 has_ladder(ladder: str, state: CollectionState, world: "TunicWorld") -> bool:
return not world.options.shuffle_ladders or state.has(ladder, world.player)
def can_shop(state: CollectionState, world: "TunicWorld") -> bool:
return has_sword(state, world.player) and state.can_reach_region("Shop", world.player)
def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_pairs: Dict[Portal, Portal]) -> None:
player = world.player
options = world.options
# input scene destination tag, returns portal's name and paired portal's outlet region or region
def get_portal_info(portal_sd: str) -> Tuple[str, str]:
for portal1, portal2 in portal_pairs.items():
if portal1.scene_destination() == portal_sd:
return portal1.name, get_portal_outlet_region(portal2, world)
if portal2.scene_destination() == portal_sd:
return portal2.name, get_portal_outlet_region(portal1, world)
raise Exception("No matches found in get_portal_info")
# input scene destination tag, returns paired portal's name and region
def get_paired_portal(portal_sd: str) -> Tuple[str, str]:
for portal1, portal2 in portal_pairs.items():
if portal1.scene_destination() == portal_sd:
return portal2.name, portal2.region
if portal2.scene_destination() == portal_sd:
return portal1.name, portal1.region
raise Exception("no matches found in get_paired_portal")
regions["Menu"].connect(
connecting_region=regions["Overworld"])
# Overworld
regions["Overworld"].connect(
connecting_region=regions["Overworld Holy Cross"],
rule=lambda state: has_ability(holy_cross, state, world))
# grapple on the west side, down the stairs from moss wall, across from ruined shop
regions["Overworld"].connect(
connecting_region=regions["Overworld Beach"],
rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
or state.has_any({laurels, grapple}, player))
# regions["Overworld Beach"].connect(
# connecting_region=regions["Overworld"],
# rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
# or state.has_any({laurels, grapple}, player))
# region for combat logic, no need to connect it to beach since it would be the same as the ow -> beach cxn
ow_tunnel_beach = regions["Overworld"].connect(
connecting_region=regions["Overworld Tunnel to Beach"])
regions["Overworld Beach"].connect(
connecting_region=regions["Overworld Tunnel to Beach"],
rule=lambda state: state.has(laurels, player) or has_ladder("Ladders in Overworld Town", state, world))
regions["Overworld Beach"].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 Beach"],
rule=lambda state: state.has(laurels, player))
regions["Overworld Beach"].connect(
connecting_region=regions["Overworld to Atoll Upper"],
rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world))
regions["Overworld to Atoll Upper"].connect(
connecting_region=regions["Overworld Beach"],
rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world))
regions["Overworld"].connect(
connecting_region=regions["Overworld to Atoll Upper"],
rule=lambda state: state.has(laurels, player))
regions["Overworld to Atoll Upper"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has_any({laurels, grapple}, player))
regions["Overworld"].connect(
connecting_region=regions["Overworld Belltower"],
rule=lambda state: state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
regions["Overworld Belltower"].connect(
connecting_region=regions["Overworld"])
# ice grapple rudeling across rubble, drop bridge, ice grapple rudeling down
regions["Overworld Belltower"].connect(
connecting_region=regions["Overworld to West Garden Upper"],
rule=lambda state: has_ladder("Ladders to West Bell", state, world)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Overworld to West Garden Upper"].connect(
connecting_region=regions["Overworld Belltower"],
rule=lambda state: has_ladder("Ladders to West Bell", state, world))
regions["Overworld Belltower"].connect(
connecting_region=regions["Overworld Belltower at Bell"],
rule=lambda state: has_ladder("Ladders to West Bell", state, world))
# long dong, do not make a reverse connection here or to belltower, maybe readd later
# regions["Overworld above Patrol Cave"].connect(
# connecting_region=regions["Overworld Belltower at Bell"],
# rule=lambda state: options.logic_rules and state.has(fire_wand, player))
# can laurels through the ruined passage door at either corner
regions["Overworld"].connect(
connecting_region=regions["Overworld Ruined Passage Door"],
rule=lambda state: state.has(key, player, 2)
or laurels_zip(state, world))
regions["Overworld Ruined Passage Door"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: laurels_zip(state, world))
regions["Overworld"].connect(
connecting_region=regions["After Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["After Ruined Passage"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
# for the hard ice grapple, get to the chest after the bomb wall, grab a slime, and grapple push down
# you can ice grapple through the bomb wall, so no need for shop logic checking
regions["Overworld"].connect(
connecting_region=regions["Above Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
or state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Above Ruined Passage"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
or state.has(laurels, player))
regions["After Ruined Passage"].connect(
connecting_region=regions["Above Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
regions["Above Ruined Passage"].connect(
connecting_region=regions["After Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world))
regions["Above Ruined Passage"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["East Overworld"].connect(
connecting_region=regions["Above Ruined Passage"],
rule=lambda state: has_ladder("Ladders near Weathervane", state, world)
or state.has(laurels, player))
# nmg: ice grapple the slimes, works both ways consistently
regions["East Overworld"].connect(
connecting_region=regions["After Ruined Passage"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["After Ruined Passage"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Overworld"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["East Overworld"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
regions["East Overworld"].connect(
connecting_region=regions["Overworld at Patrol Cave"])
regions["Overworld at Patrol Cave"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: state.has(laurels, player))
regions["Overworld at Patrol Cave"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["Overworld at Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world))
regions["Overworld"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
or state.has(grapple, player))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
regions["East Overworld"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["East Overworld"],
rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world))
regions["Overworld above Patrol Cave"].connect(
connecting_region=regions["Upper Overworld"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Upper Overworld"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)
or state.has(grapple, player))
regions["Upper Overworld"].connect(
connecting_region=regions["Overworld above Quarry Entrance"],
rule=lambda state: state.has_any({grapple, laurels}, player))
regions["Overworld above Quarry Entrance"].connect(
connecting_region=regions["Upper Overworld"],
rule=lambda state: state.has_any({grapple, laurels}, player))
# ice grapple push guard captain down the ledge
regions["Upper Overworld"].connect(
connecting_region=regions["Overworld after Temple Rafters"],
rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_medium, state, world))
regions["Overworld after Temple Rafters"].connect(
connecting_region=regions["Upper Overworld"],
rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Overworld above Quarry Entrance"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladders near Dark Tomb", state, world))
regions["Overworld"].connect(
connecting_region=regions["Overworld above Quarry Entrance"],
rule=lambda state: has_ladder("Ladders near Dark Tomb", state, world))
regions["Overworld"].connect(
connecting_region=regions["Overworld after Envoy"],
rule=lambda state: state.has_any({laurels, grapple, gun}, player)
or state.has("Sword Upgrade", player, 4))
regions["Overworld after Envoy"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has_any({laurels, grapple, gun}, player)
or state.has("Sword Upgrade", player, 4))
regions["Overworld after Envoy"].connect(
connecting_region=regions["Overworld Quarry Entry"],
rule=lambda state: has_ladder("Ladder to Quarry", state, world))
regions["Overworld Quarry Entry"].connect(
connecting_region=regions["Overworld after Envoy"],
rule=lambda state: has_ladder("Ladder to Quarry", state, world))
# ice grapple through the gate
regions["Overworld"].connect(
connecting_region=regions["Overworld Quarry Entry"],
rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
regions["Overworld Quarry Entry"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
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 Swamp Lower Entry"],
rule=lambda state: has_ladder("Ladder to Swamp", state, world)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Overworld Swamp Lower Entry"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ladder("Ladder to Swamp", state, world))
regions["East 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["East Overworld"],
rule=lambda state: state.has(laurels, player))
# region made for combat logic
ow_to_well_entry = regions["Overworld"].connect(
connecting_region=regions["Overworld Well Entry Area"])
regions["Overworld Well Entry Area"].connect(
connecting_region=regions["Overworld"])
regions["Overworld Well Entry Area"].connect(
connecting_region=regions["Overworld Well Ladder"],
rule=lambda state: has_ladder("Ladders in Well", state, world))
regions["Overworld Well Ladder"].connect(
connecting_region=regions["Overworld Well Entry Area"],
rule=lambda state: has_ladder("Ladders in Well", state, world))
# 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, IceGrappling.option_medium, state, world))
# lure enemy over and ice grapple through
regions["Overworld"].connect(
connecting_region=regions["Overworld Southeast Cross Door"],
rule=lambda state: has_ability(holy_cross, state, world)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Overworld Southeast Cross Door"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: has_ability(holy_cross, state, world))
regions["Overworld"].connect(
connecting_region=regions["Overworld Fountain Cross Door"],
rule=lambda state: has_ability(holy_cross, state, world)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
regions["Overworld Fountain Cross Door"].connect(
connecting_region=regions["Overworld"])
ow_to_town_portal = regions["Overworld"].connect(
connecting_region=regions["Overworld Town Portal"],
rule=lambda state: has_ability(prayer, state, world))
regions["Overworld Town Portal"].connect(
connecting_region=regions["Overworld"])
regions["Overworld"].connect(
connecting_region=regions["Overworld Spawn Portal"],
rule=lambda state: has_ability(prayer, state, world))
regions["Overworld Spawn Portal"].connect(
connecting_region=regions["Overworld"])
# nmg: ice grapple through temple door
regions["Overworld"].connect(
connecting_region=regions["Overworld Temple Door"],
rule=lambda state: state.has_all({"Ring Eastern Bell", "Ring Western Bell"}, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
regions["Overworld Temple Door"].connect(
connecting_region=regions["Overworld above Patrol Cave"],
rule=lambda state: state.has(grapple, player))
regions["Overworld Tunnel Turret"].connect(
connecting_region=regions["Overworld Beach"],
rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
or state.has(grapple, player))
regions["Overworld Beach"].connect(
connecting_region=regions["Overworld Tunnel Turret"],
rule=lambda state: has_ladder("Ladders in Overworld Town", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
# don't need the ice grapple rule since you can go from ow -> beach -> tunnel
regions["Overworld"].connect(
connecting_region=regions["Overworld Tunnel Turret"],
rule=lambda state: state.has(laurels, player))
regions["Overworld Tunnel Turret"].connect(
connecting_region=regions["Overworld"],
rule=lambda state: state.has_any({grapple, laurels}, player))
cube_entrance = regions["Overworld"].connect(
connecting_region=regions["Cube Cave Entrance Region"],
rule=lambda state: state.has(gun, player) or can_shop(state, world))
world.multiworld.register_indirect_condition(regions["Shop"], cube_entrance)
regions["Cube Cave Entrance Region"].connect(
connecting_region=regions["Overworld"])
# drop a rudeling down, icebolt or ice bomb
regions["Overworld"].connect(
connecting_region=regions["Overworld to West Garden from Furnace"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
# Overworld side areas
regions["Old House Front"].connect(
connecting_region=regions["Old House Back"])
# laurels through the gate, use left wall to space yourself
regions["Old House Back"].connect(
connecting_region=regions["Old House Front"],
rule=lambda state: laurels_zip(state, world))
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))
regions["Hourglass Cave"].connect(
connecting_region=regions["Hourglass Cave Tower"],
rule=lambda state: has_ladder("Ladders in Hourglass Cave", state, world))
# East Forest
regions["Forest Belltower Upper"].connect(
connecting_region=regions["Forest Belltower Main"])
regions["Forest Belltower Main"].connect(
connecting_region=regions["Forest Belltower Lower"],
rule=lambda state: has_ladder("Ladder to East Forest", state, world))
# 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, IceGrappling.option_easy, state, world))
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, IceGrappling.option_easy, state, world))
regions["East Forest"].connect(
connecting_region=regions["East Forest Portal"],
rule=lambda state: has_ability(prayer, state, world))
regions["East Forest Portal"].connect(
connecting_region=regions["East Forest"])
regions["East Forest"].connect(
connecting_region=regions["Lower Forest"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Lower Forest"].connect(
connecting_region=regions["East Forest"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
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))
regions["Guard House 2 Upper"].connect(
connecting_region=regions["Guard House 2 Lower"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
regions["Guard House 2 Lower"].connect(
connecting_region=regions["Guard House 2 Upper"],
rule=lambda state: has_ladder("Ladders to Lower Forest", state, world))
# 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, IceGrappling.option_easy, state, world))
# for the ice grapple, lure a rudeling up top, then grapple push it across
regions["Forest Grave Path Main"].connect(
connecting_region=regions["Forest Grave Path Upper"],
rule=lambda state: state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Forest Grave Path Main"].connect(
connecting_region=regions["Forest Grave Path by Grave"])
# 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, IceGrappling.option_easy, state, world)
or laurels_zip(state, world))
regions["Forest Grave Path by Grave"].connect(
connecting_region=regions["Forest Hero's Grave"],
rule=lambda state: has_ability(prayer, state, world))
regions["Forest Hero's Grave"].connect(
connecting_region=regions["Forest Grave Path by Grave"])
# Beneath the Well and Dark Tomb
regions["Beneath the Well Ladder Exit"].connect(
connecting_region=regions["Beneath the Well Front"],
rule=lambda state: has_ladder("Ladders in Well", state, world))
regions["Beneath the Well Front"].connect(
connecting_region=regions["Beneath the Well Ladder Exit"],
rule=lambda state: has_ladder("Ladders in Well", state, world))
btw_front_main = regions["Beneath the Well Front"].connect(
connecting_region=regions["Beneath the Well Main"],
rule=lambda state: has_melee(state, player) or state.has(fire_wand, player))
regions["Beneath the Well Main"].connect(
connecting_region=regions["Beneath the Well Front"])
regions["Beneath the Well Main"].connect(
connecting_region=regions["Beneath the Well Back"],
rule=lambda state: has_ladder("Ladders in Well", state, world))
btw_back_main = regions["Beneath the Well Back"].connect(
connecting_region=regions["Beneath the Well Main"],
rule=lambda state: has_ladder("Ladders in Well", state, world)
and (has_melee(state, player) or state.has(fire_wand, player)))
well_boss_to_dt = regions["Well Boss"].connect(
connecting_region=regions["Dark Tomb Checkpoint"])
# can laurels through the gate, no setup needed
regions["Dark Tomb Checkpoint"].connect(
connecting_region=regions["Well Boss"],
rule=lambda state: laurels_zip(state, world))
dt_entry_to_upper = regions["Dark Tomb Entry Point"].connect(
connecting_region=regions["Dark Tomb Upper"],
rule=lambda state: has_lantern(state, world))
regions["Dark Tomb Upper"].connect(
connecting_region=regions["Dark Tomb Entry Point"])
# ice grapple through the wall, get the little secret sound to trigger
regions["Dark Tomb Upper"].connect(
connecting_region=regions["Dark Tomb Main"],
rule=lambda state: has_ladder("Ladder in Dark Tomb", state, world)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Dark Tomb Main"].connect(
connecting_region=regions["Dark Tomb Upper"],
rule=lambda state: has_ladder("Ladder in Dark Tomb", state, world))
regions["Dark Tomb Main"].connect(
connecting_region=regions["Dark Tomb Dark Exit"])
dt_exit_to_main = regions["Dark Tomb Dark Exit"].connect(
connecting_region=regions["Dark Tomb Main"],
rule=lambda state: has_lantern(state, world))
# West Garden
# combat logic regions
wg_before_to_after_terry = regions["West Garden before Terry"].connect(
connecting_region=regions["West Garden after Terry"])
wg_after_to_before_terry = regions["West Garden after Terry"].connect(
connecting_region=regions["West Garden before Terry"])
regions["West Garden after Terry"].connect(
connecting_region=regions["West Garden South Checkpoint"])
wg_checkpoint_to_after_terry = regions["West Garden South Checkpoint"].connect(
connecting_region=regions["West Garden after Terry"])
wg_checkpoint_to_dagger = regions["West Garden South Checkpoint"].connect(
connecting_region=regions["West Garden at Dagger House"])
regions["West Garden at Dagger House"].connect(
connecting_region=regions["West Garden South Checkpoint"])
wg_checkpoint_to_before_boss = regions["West Garden South Checkpoint"].connect(
connecting_region=regions["West Garden before Boss"])
regions["West Garden before Boss"].connect(
connecting_region=regions["West Garden South Checkpoint"])
regions["West Garden Laurels Exit Region"].connect(
connecting_region=regions["West Garden at Dagger House"],
rule=lambda state: state.has(laurels, player))
regions["West Garden at Dagger House"].connect(
connecting_region=regions["West Garden Laurels Exit Region"],
rule=lambda state: state.has(laurels, player))
# laurels past, or ice grapple it off, or ice grapple to it then fight
after_gk_to_wg = regions["West Garden after Boss"].connect(
connecting_region=regions["West Garden before Boss"],
rule=lambda state: state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or (has_ice_grapple_logic(False, IceGrappling.option_easy, state, world)
and has_sword(state, player)))
# ice grapple push Garden Knight off the side
wg_to_after_gk = regions["West Garden before Boss"].connect(
connecting_region=regions["West Garden after Boss"],
rule=lambda state: state.has(laurels, player) or has_sword(state, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
regions["West Garden before Terry"].connect(
connecting_region=regions["West Garden Hero's Grave Region"],
rule=lambda state: has_ability(prayer, state, world))
regions["West Garden Hero's Grave Region"].connect(
connecting_region=regions["West Garden before Terry"])
regions["West Garden Portal"].connect(
connecting_region=regions["West Garden by Portal"])
regions["West Garden by Portal"].connect(
connecting_region=regions["West Garden Portal"],
rule=lambda state: has_ability(prayer, state, world) and state.has("Activate West Garden Fuse", player))
regions["West Garden by 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 by Portal"],
rule=lambda state: state.has(laurels, player))
# can ice grapple to and from the item behind the magic dagger house
regions["West Garden Portal Item"].connect(
connecting_region=regions["West Garden at Dagger House"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["West Garden at Dagger House"].connect(
connecting_region=regions["West Garden Portal Item"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_medium, state, world))
# Atoll and Frog's Domain
# 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, IceGrappling.option_easy, state, world))
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 Ladder Tops"],
rule=lambda state: has_ladder("Ladders in South Atoll", state, world))
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 Frog Eye"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Ruined Atoll Frog Eye"].connect(
connecting_region=regions["Ruined Atoll"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Portal"],
rule=lambda state: has_ability(prayer, state, world))
regions["Ruined Atoll Portal"].connect(
connecting_region=regions["Ruined Atoll"])
atoll_statue = regions["Ruined Atoll"].connect(
connecting_region=regions["Ruined Atoll Statue"],
rule=lambda state: has_ability(prayer, state, world)
and (has_ladder("Ladders in South Atoll", state, world)
# shoot fuse and have the shot hit you mid-LS
or (can_ladder_storage(state, world) and state.has(fire_wand, player)
and options.ladder_storage >= LadderStorage.option_hard)))
regions["Ruined Atoll Statue"].connect(
connecting_region=regions["Ruined Atoll"])
regions["Frog Stairs Eye Exit"].connect(
connecting_region=regions["Frog Stairs Upper"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Frog Stairs Upper"].connect(
connecting_region=regions["Frog Stairs Eye Exit"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Frog Stairs Upper"].connect(
connecting_region=regions["Frog Stairs Lower"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Frog Stairs Lower"].connect(
connecting_region=regions["Frog Stairs Upper"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Frog Stairs Lower"].connect(
connecting_region=regions["Frog Stairs to Frog's Domain"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Frog Stairs to Frog's Domain"].connect(
connecting_region=regions["Frog Stairs Lower"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
regions["Frog's Domain Entry"].connect(
connecting_region=regions["Frog's Domain Front"],
rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world))
frogs_front_to_main = regions["Frog's Domain Front"].connect(
connecting_region=regions["Frog's Domain Main"])
regions["Frog's Domain Main"].connect(
connecting_region=regions["Frog's Domain Back"],
rule=lambda state: state.has(grapple, player))
# Library
regions["Library Exterior Tree Region"].connect(
connecting_region=regions["Library Exterior by Tree"])
regions["Library Exterior by Tree"].connect(
connecting_region=regions["Library Exterior Tree Region"],
rule=lambda state: has_ability(prayer, state, world))
regions["Library Exterior by Tree"].connect(
connecting_region=regions["Library Exterior Ladder Region"],
rule=lambda state: state.has_any({grapple, laurels}, player)
and has_ladder("Ladders in Library", state, world))
regions["Library Exterior Ladder Region"].connect(
connecting_region=regions["Library Exterior by Tree"],
rule=lambda state: state.has(grapple, player)
or (state.has(laurels, player) and has_ladder("Ladders in Library", state, world)))
regions["Library Hall Bookshelf"].connect(
connecting_region=regions["Library Hall"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Hall"].connect(
connecting_region=regions["Library Hall Bookshelf"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Hall"].connect(
connecting_region=regions["Library Hero's Grave Region"],
rule=lambda state: has_ability(prayer, state, world))
regions["Library Hero's Grave Region"].connect(
connecting_region=regions["Library Hall"])
regions["Library Hall to Rotunda"].connect(
connecting_region=regions["Library Hall"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Hall"].connect(
connecting_region=regions["Library Hall to Rotunda"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Rotunda to Hall"].connect(
connecting_region=regions["Library Rotunda"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Rotunda"].connect(
connecting_region=regions["Library Rotunda to Hall"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Rotunda"].connect(
connecting_region=regions["Library Rotunda to Lab"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Rotunda to Lab"].connect(
connecting_region=regions["Library Rotunda"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Lab Lower"].connect(
connecting_region=regions["Library Lab"],
rule=lambda state: state.has_any({grapple, laurels}, player)
and has_ladder("Ladders in Library", state, world))
regions["Library Lab"].connect(
connecting_region=regions["Library Lab Lower"],
rule=lambda state: state.has(laurels, player)
and has_ladder("Ladders in Library", state, world))
regions["Library Lab"].connect(
connecting_region=regions["Library Lab on Portal Pad"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Lab on Portal Pad"].connect(
connecting_region=regions["Library Lab"],
rule=lambda state: has_ladder("Ladders in Library", state, world)
or state.has(laurels, player))
regions["Library Lab on Portal Pad"].connect(
connecting_region=regions["Library Portal"],
rule=lambda state: has_ability(prayer, state, world))
regions["Library Portal"].connect(
connecting_region=regions["Library Lab on Portal Pad"])
regions["Library Lab"].connect(
connecting_region=regions["Library Lab to Librarian"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
regions["Library Lab to Librarian"].connect(
connecting_region=regions["Library Lab"],
rule=lambda state: has_ladder("Ladders in Library", state, world))
# 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(prayer, state, world))
# shoot far fire pot, enemy gets aggro'd
regions["Fortress Exterior near cave"].connect(
connecting_region=regions["Fortress Courtyard"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
regions["Fortress Exterior near cave"].connect(
connecting_region=regions["Beneath the Vault Entry"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
regions["Beneath the Vault Entry"].connect(
connecting_region=regions["Fortress Exterior near cave"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
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, IceGrappling.option_easy, state, world))
fort_upper_lower = 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, IceGrappling.option_easy, state, world))
regions["Fortress Courtyard Upper"].connect(
connecting_region=regions["Fortress Exterior from Overworld"])
btv_front_to_main = regions["Beneath the Vault Ladder Exit"].connect(
connecting_region=regions["Beneath the Vault Main"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world)
and has_lantern(state, world)
# there's some boxes in the way
and (has_melee(state, player) or state.has_any((gun, grapple, fire_wand, laurels), player)))
# on the reverse trip, you can lure an enemy over to break the boxes if needed
regions["Beneath the Vault Main"].connect(
connecting_region=regions["Beneath the Vault Ladder Exit"],
rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world))
regions["Beneath the Vault Main"].connect(
connecting_region=regions["Beneath the Vault Back"])
btv_back_to_main = regions["Beneath the Vault Back"].connect(
connecting_region=regions["Beneath the Vault Main"],
rule=lambda state: has_lantern(state, world))
fort_east_upper_lower = regions["Fortress East Shortcut Upper"].connect(
connecting_region=regions["Fortress East Shortcut Lower"])
regions["Fortress East Shortcut Lower"].connect(
connecting_region=regions["Fortress East Shortcut Upper"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Eastern Vault Fortress"].connect(
connecting_region=regions["Eastern Vault Fortress Gold Door"],
rule=lambda state: state.has_all({"Activate Eastern Vault West Fuses",
"Activate Eastern Vault East Fuse"}, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
regions["Eastern Vault Fortress Gold Door"].connect(
connecting_region=regions["Eastern Vault Fortress"],
rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
fort_grave_entry_to_combat = regions["Fortress Grave Path Entry"].connect(
connecting_region=regions["Fortress Grave Path Combat"])
regions["Fortress Grave Path Combat"].connect(
connecting_region=regions["Fortress Grave Path Entry"])
regions["Fortress Grave Path Combat"].connect(
connecting_region=regions["Fortress Grave Path by Grave"])
# run past the enemies
regions["Fortress Grave Path by Grave"].connect(
connecting_region=regions["Fortress Grave Path Entry"])
regions["Fortress Grave Path by Grave"].connect(
connecting_region=regions["Fortress Hero's Grave Region"],
rule=lambda state: has_ability(prayer, state, world))
regions["Fortress Hero's Grave Region"].connect(
connecting_region=regions["Fortress Grave Path by Grave"])
regions["Fortress Grave Path by Grave"].connect(
connecting_region=regions["Fortress Grave Path Dusty Entrance Region"],
rule=lambda state: state.has(laurels, player))
# reverse connection is conditionally made later, depending on whether combat logic is on, and the details of ER
regions["Fortress Grave Path Upper"].connect(
connecting_region=regions["Fortress Grave Path Entry"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Fortress Arena"].connect(
connecting_region=regions["Fortress Arena 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(holy_cross, state, world))
regions["Lower Mountain Stairs"].connect(
connecting_region=regions["Lower Mountain"],
rule=lambda state: has_ability(holy_cross, state, world))
regions["Quarry Entry"].connect(
connecting_region=regions["Quarry Portal"],
rule=lambda state: state.has("Activate Quarry Fuse", player))
regions["Quarry Portal"].connect(
connecting_region=regions["Quarry Entry"])
quarry_entry_to_main = 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"])
quarry_back_to_main = 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"])
monastery_to_quarry_main = 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, world))
# need the ladder, or you can ice grapple down in nmg
regions["Lower Quarry"].connect(
connecting_region=regions["Even Lower Quarry"],
rule=lambda state: has_ladder("Ladders in Lower Quarry", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Even Lower Quarry"].connect(
connecting_region=regions["Even Lower Quarry Isolated Chest"])
# you grappled down, might as well loot the rest too
lower_quarry_empty_to_combat = regions["Even Lower Quarry Isolated Chest"].connect(
connecting_region=regions["Even Lower Quarry"],
rule=lambda state: has_mask(state, world))
regions["Even Lower Quarry Isolated Chest"].connect(
connecting_region=regions["Lower Quarry Zig Door"],
rule=lambda state: state.has("Activate Quarry Fuse", player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
# don't need the mask for this either, please don't complain about not needing a mask here, you know what you did
regions["Quarry"].connect(
connecting_region=regions["Even Lower Quarry Isolated Chest"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
monastery_front_to_back = regions["Monastery Front"].connect(
connecting_region=regions["Monastery Back"])
# laurels through the gate, no setup needed
regions["Monastery Back"].connect(
connecting_region=regions["Monastery Front"],
rule=lambda state: laurels_zip(state, world))
regions["Monastery Back"].connect(
connecting_region=regions["Monastery Hero's Grave Region"],
rule=lambda state: has_ability(prayer, state, world))
regions["Monastery Hero's Grave Region"].connect(
connecting_region=regions["Monastery Back"])
# Ziggurat
regions["Rooted Ziggurat Upper Entry"].connect(
connecting_region=regions["Rooted Ziggurat Upper Front"])
zig_upper_front_back = 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"])
zig_low_entry_to_front = regions["Rooted Ziggurat Lower Entry"].connect(
connecting_region=regions["Rooted Ziggurat Lower Front"])
regions["Rooted Ziggurat Lower Front"].connect(
connecting_region=regions["Rooted Ziggurat Lower Entry"])
regions["Rooted Ziggurat Lower Front"].connect(
connecting_region=regions["Rooted Ziggurat Lower Mid Checkpoint"])
zig_low_mid_to_front = regions["Rooted Ziggurat Lower Mid Checkpoint"].connect(
connecting_region=regions["Rooted Ziggurat Lower Front"])
zig_low_mid_to_back = regions["Rooted Ziggurat Lower Mid Checkpoint"].connect(
connecting_region=regions["Rooted Ziggurat Lower Back"],
rule=lambda state: state.has(laurels, player)
or (has_sword(state, player) and has_ability(prayer, state, world)))
# can ice grapple to the voidlings to get to the double admin fight, still need to pray at the fuse
zig_low_back_to_mid = regions["Rooted Ziggurat Lower Back"].connect(
connecting_region=regions["Rooted Ziggurat Lower Mid Checkpoint"],
rule=lambda state: (state.has(laurels, player)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
and has_ability(prayer, state, world)
and has_sword(state, player))
regions["Rooted Ziggurat Lower Back"].connect(
connecting_region=regions["Rooted Ziggurat Portal Room Entrance"],
rule=lambda state: has_ability(prayer, state, world))
regions["Rooted Ziggurat Portal Room Entrance"].connect(
connecting_region=regions["Rooted Ziggurat Lower Back"])
# zig skip region only gets made if entrance rando and fewer shops are on
if options.entrance_rando and options.fixed_shop:
regions["Zig Skip Exit"].connect(
connecting_region=regions["Rooted Ziggurat Lower Front"])
regions["Rooted Ziggurat Portal"].connect(
connecting_region=regions["Rooted Ziggurat Portal Room"])
regions["Rooted Ziggurat Portal Room"].connect(
connecting_region=regions["Rooted Ziggurat Portal"],
rule=lambda state: has_ability(prayer, state, world))
regions["Rooted Ziggurat Portal Room"].connect(
connecting_region=regions["Rooted Ziggurat 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 Room"])
# Swamp and Cathedral
regions["Swamp Front"].connect(
connecting_region=regions["Swamp Mid"],
rule=lambda state: has_ladder("Ladders in Swamp", state, world)
or state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
regions["Swamp Mid"].connect(
connecting_region=regions["Swamp Front"],
rule=lambda state: has_ladder("Ladders in Swamp", state, world)
or state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
swamp_mid_to_cath = regions["Swamp Mid"].connect(
connecting_region=regions["Swamp to Cathedral Main Entrance Region"],
rule=lambda state: (has_ability(prayer, state, world)
and (state.has(laurels, player)
# blam yourself in the face with a wand shot off the fuse
or (can_ladder_storage(state, world) and state.has(fire_wand, player)
and options.ladder_storage >= LadderStorage.option_hard
and (not options.shuffle_ladders
or state.has_any({"Ladders in Overworld Town",
"Ladder to Swamp",
"Ladders near Weathervane"}, player)
or (state.has("Ladder to Ruined Atoll", player)
and state.can_reach_region("Overworld Beach", player)))))
and (not options.combat_logic
or has_combat_reqs("Swamp", state, player)))
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
if options.ladder_storage >= LadderStorage.option_hard and options.shuffle_ladders:
world.multiworld.register_indirect_condition(regions["Overworld Beach"], swamp_mid_to_cath)
regions["Swamp to Cathedral Main Entrance Region"].connect(
connecting_region=regions["Swamp Mid"],
rule=lambda state: has_ice_grapple_logic(False, IceGrappling.option_easy, state, world))
# grapple push the enemy by the door down, then grapple to it. Really jank
regions["Swamp Mid"].connect(
connecting_region=regions["Swamp Ledge under Cathedral Door"],
rule=lambda state: has_ladder("Ladders in Swamp", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
# ice grapple enemy standing at the door
regions["Swamp Ledge under Cathedral Door"].connect(
connecting_region=regions["Swamp Mid"],
rule=lambda state: has_ladder("Ladders in Swamp", state, world)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
regions["Swamp Ledge under Cathedral Door"].connect(
connecting_region=regions["Swamp to Cathedral Treasure Room"],
rule=lambda state: has_ability(holy_cross, state, world))
regions["Swamp to Cathedral Treasure Room"].connect(
connecting_region=regions["Swamp Ledge under Cathedral Door"])
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))
# ice grapple down from the pillar, or do that really annoying laurels zip
# the zip goes to front or mid, just doing mid since mid -> front can be done with laurels alone
regions["Back of Swamp Laurels Area"].connect(
connecting_region=regions["Swamp Mid"],
rule=lambda state: laurels_zip(state, world)
or (state.has(laurels, player)
and has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)))
# get one pillar from the gate, then dash onto the gate, very tricky
regions["Swamp Front"].connect(
connecting_region=regions["Back of Swamp Laurels Area"],
rule=lambda state: laurels_zip(state, world))
regions["Back of Swamp"].connect(
connecting_region=regions["Swamp Hero's Grave Region"],
rule=lambda state: has_ability(prayer, state, world))
regions["Swamp Hero's Grave Region"].connect(
connecting_region=regions["Back of Swamp"])
cath_entry_to_elev = regions["Cathedral Entry"].connect(
connecting_region=regions["Cathedral to Gauntlet"],
rule=lambda state: (has_ability(prayer, state, world)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
or options.entrance_rando) # elevator is always there in ER
regions["Cathedral to Gauntlet"].connect(
connecting_region=regions["Cathedral Entry"])
cath_entry_to_main = regions["Cathedral Entry"].connect(
connecting_region=regions["Cathedral Main"])
regions["Cathedral Main"].connect(
connecting_region=regions["Cathedral Entry"])
cath_elev_to_main = regions["Cathedral to Gauntlet"].connect(
connecting_region=regions["Cathedral Main"])
regions["Cathedral Main"].connect(
connecting_region=regions["Cathedral to Gauntlet"])
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 Region"],
rule=lambda state: state.has(laurels, player))
regions["Far Shore to Spawn Region"].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 Region"],
rule=lambda state: state.has(laurels, player))
regions["Far Shore to East Forest Region"].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 Region"],
rule=lambda state: state.has("Activate West Garden Fuse", player))
regions["Far Shore to West Garden Region"].connect(
connecting_region=regions["Far Shore"])
regions["Far Shore"].connect(
connecting_region=regions["Far Shore to Quarry Region"],
rule=lambda state: state.has("Activate Quarry Fuse", player))
regions["Far Shore to Quarry Region"].connect(
connecting_region=regions["Far Shore"])
regions["Far Shore"].connect(
connecting_region=regions["Far Shore to Fortress Region"],
rule=lambda state: state.has("Activate Eastern Vault West Fuses", player))
regions["Far Shore to Fortress Region"].connect(
connecting_region=regions["Far Shore"])
regions["Far Shore"].connect(
connecting_region=regions["Far Shore to Library Region"],
rule=lambda state: state.has("Activate Library Fuse", player))
regions["Far Shore to Library Region"].connect(
connecting_region=regions["Far Shore"])
# Misc
heir_fight = 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("Unseal the Heir", player)
and state.has_group_unique("Hero Relics", player, 6)
and has_sword(state, player))))
if options.ladder_storage:
def get_portal_info(portal_sd: str) -> Tuple[str, str]:
for portal1, portal2 in portal_pairs.items():
if portal1.scene_destination() == portal_sd:
return portal1.name, get_portal_outlet_region(portal2, world)
if portal2.scene_destination() == portal_sd:
return portal2.name, get_portal_outlet_region(portal1, world)
raise Exception("no matches found in get_paired_region")
# connect ls elevation regions to their destinations
def ls_connect(origin_name: str, portal_sdt: str) -> None:
p_name, paired_region_name = get_portal_info(portal_sdt)
ladder_regions[origin_name].connect(
regions[paired_region_name],
name=p_name + " (LS) " + origin_name)
# get what non-overworld ladder storage connections we want together
non_ow_ls_list = []
non_ow_ls_list.extend(easy_ls)
if options.ladder_storage >= LadderStorage.option_medium:
non_ow_ls_list.extend(medium_ls)
if options.ladder_storage >= LadderStorage.option_hard:
non_ow_ls_list.extend(hard_ls)
# create the ls elevation regions
ladder_regions: Dict[str, Region] = {}
for name in ow_ladder_groups.keys():
ladder_regions[name] = Region(name, player, world.multiworld)
# connect the ls elevations to each other where applicable
if options.ladder_storage >= LadderStorage.option_medium:
for i in range(len(ow_ladder_groups) - 1):
ladder_regions[f"LS Elev {i}"].connect(ladder_regions[f"LS Elev {i + 1}"])
# connect the applicable overworld regions to the ls elevation regions
for origin_region, ladders in region_ladders.items():
for ladder_region, region_info in ow_ladder_groups.items():
# checking if that region has a ladder or ladders for that elevation
common_ladders: FrozenSet[str] = frozenset(ladders.intersection(region_info.ladders))
if common_ladders:
if options.shuffle_ladders:
regions[origin_region].connect(
connecting_region=ladder_regions[ladder_region],
rule=lambda state, lads=common_ladders: state.has_any(lads, player)
and can_ladder_storage(state, world))
else:
regions[origin_region].connect(
connecting_region=ladder_regions[ladder_region],
rule=lambda state: can_ladder_storage(state, world))
# connect ls elevation regions to the region on the other side of the portals
for ladder_region, region_info in ow_ladder_groups.items():
for portal_dest in region_info.portals:
ls_connect(ladder_region, "Overworld Redux, " + portal_dest)
# convenient staircase means this one is easy difficulty, even though there's an elevation change
ls_connect("LS Elev 0", "Overworld Redux, Furnace_gyro_west")
# connect ls elevation regions to regions where you can get an enemy to knock you down, also well rail
if options.ladder_storage >= LadderStorage.option_medium:
for ladder_region, region_info in ow_ladder_groups.items():
for dest_region in region_info.regions:
ladder_regions[ladder_region].connect(
connecting_region=regions[dest_region],
name=ladder_region + " (LS) " + dest_region)
# well rail, need height off portal pad for one side, and a tiny extra from stairs on the other
ls_connect("LS Elev 3", "Overworld Redux, Sewer_west_aqueduct")
ls_connect("LS Elev 3", "Overworld Redux, Furnace_gyro_upper_north")
# connect ls elevation regions to portals where you need to get behind the map to enter it
if options.ladder_storage >= LadderStorage.option_hard:
ls_connect("LS Elev 1", "Overworld Redux, EastFiligreeCache_")
ls_connect("LS Elev 2", "Overworld Redux, Town_FiligreeRoom_")
ls_connect("LS Elev 2", "Overworld Redux, Ruins Passage_west")
ls_connect("LS Elev 3", "Overworld Redux, Overworld Interiors_house")
ls_connect("LS Elev 5", "Overworld Redux, Temple_main")
# connect the non-overworld ones
for ls_info in non_ow_ls_list:
# for places where the destination is a region (so you have to get knocked down)
if ls_info.dest_is_region:
# none of the non-ow ones have multiple ladders that can be used, so don't need has_any
if options.shuffle_ladders and ls_info.ladders_req:
regions[ls_info.origin].connect(
connecting_region=regions[ls_info.destination],
name=ls_info.destination + " (LS) " + ls_info.origin,
rule=lambda state, lad=ls_info.ladders_req: can_ladder_storage(state, world)
and state.has(lad, player))
else:
regions[ls_info.origin].connect(
connecting_region=regions[ls_info.destination],
name=ls_info.destination + " (LS) " + ls_info.origin,
rule=lambda state: can_ladder_storage(state, world))
continue
portal_name, dest_region = get_portal_info(ls_info.destination)
# these two are special cases
if ls_info.destination == "Atoll Redux, Frog Stairs_mouth":
regions[ls_info.origin].connect(
connecting_region=regions[dest_region],
name=portal_name + " (LS) " + ls_info.origin,
rule=lambda state: can_ladder_storage(state, world)
and (has_ladder("Ladders in South Atoll", state, world)
or state.has(key, player, 2) # can do it from the rope
# ice grapple push a crab into the door
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or options.ladder_storage >= LadderStorage.option_medium)) # use the little ladder
# holy cross mid-ls to get in here
elif ls_info.destination == "Swamp Redux 2, Cathedral Redux_secret":
if ls_info.origin == "Swamp Mid":
regions[ls_info.origin].connect(
connecting_region=regions[dest_region],
name=portal_name + " (LS) " + ls_info.origin,
rule=lambda state: can_ladder_storage(state, world) and has_ability(holy_cross, state, world)
and has_ladder("Ladders in Swamp", state, world))
else:
regions[ls_info.origin].connect(
connecting_region=regions[dest_region],
name=portal_name + " (LS) " + ls_info.origin,
rule=lambda state: can_ladder_storage(state, world) and has_ability(holy_cross, state, world))
elif options.shuffle_ladders and ls_info.ladders_req:
regions[ls_info.origin].connect(
connecting_region=regions[dest_region],
name=portal_name + " (LS) " + ls_info.origin,
rule=lambda state, lad=ls_info.ladders_req: can_ladder_storage(state, world)
and state.has(lad, player))
else:
regions[ls_info.origin].connect(
connecting_region=regions[dest_region],
name=portal_name + " (LS) " + ls_info.origin,
rule=lambda state: can_ladder_storage(state, world))
for region in ladder_regions.values():
world.multiworld.regions.append(region)
# for combat logic, easiest to replace or add to existing rules
if world.options.combat_logic >= CombatLogic.option_bosses_only:
set_rule(wg_to_after_gk,
lambda state: state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or has_combat_reqs("Garden Knight", state, player))
# laurels past, or ice grapple it off, or ice grapple to it and fight
set_rule(after_gk_to_wg,
lambda state: state.has(laurels, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or (has_ice_grapple_logic(False, IceGrappling.option_easy, state, world)
and has_combat_reqs("Garden Knight", state, player)))
if not world.options.hexagon_quest:
add_rule(heir_fight,
lambda state: has_combat_reqs("The Heir", state, player))
if world.options.combat_logic == CombatLogic.option_on:
# these are redundant with combat logic off
regions["Fortress Grave Path Entry"].connect(
connecting_region=regions["Fortress Grave Path Dusty Entrance Region"],
rule=lambda state: state.has(laurels, player))
regions["Rooted Ziggurat Lower Entry"].connect(
connecting_region=regions["Rooted Ziggurat Lower Mid Checkpoint"],
rule=lambda state: state.has(laurels, player))
regions["Rooted Ziggurat Lower Mid Checkpoint"].connect(
connecting_region=regions["Rooted Ziggurat Lower Entry"],
rule=lambda state: state.has(laurels, player))
add_rule(ow_to_town_portal,
lambda state: has_combat_reqs("Before Well", state, player))
# need to fight through the rudelings and turret, or just laurels from near the windmill
set_rule(ow_to_well_entry,
lambda state: state.has(laurels, player)
or has_combat_reqs("East Forest", state, player))
set_rule(ow_tunnel_beach,
lambda state: has_combat_reqs("East Forest", state, player))
add_rule(atoll_statue,
lambda state: has_combat_reqs("Ruined Atoll", state, player))
set_rule(frogs_front_to_main,
lambda state: has_combat_reqs("Frog's Domain", state, player))
set_rule(btw_front_main,
lambda state: state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player))
set_rule(btw_back_main,
lambda state: has_ladder("Ladders in Well", state, world)
and (state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player)))
set_rule(well_boss_to_dt,
lambda state: has_combat_reqs("Beneath the Well", state, player)
or laurels_zip(state, world))
add_rule(dt_entry_to_upper,
lambda state: has_combat_reqs("Dark Tomb", state, player))
add_rule(dt_exit_to_main,
lambda state: has_combat_reqs("Dark Tomb", state, player))
set_rule(wg_before_to_after_terry,
lambda state: state.has_any({laurels, ice_dagger}, player)
or has_combat_reqs("West Garden", state, player))
set_rule(wg_after_to_before_terry,
lambda state: state.has_any({laurels, ice_dagger}, player)
or has_combat_reqs("West Garden", state, player))
# laurels through, probably to the checkpoint, or just fight
set_rule(wg_checkpoint_to_after_terry,
lambda state: state.has(laurels, player) or has_combat_reqs("West Garden", state, player))
set_rule(wg_checkpoint_to_before_boss,
lambda state: has_combat_reqs("West Garden", state, player))
add_rule(btv_front_to_main,
lambda state: has_combat_reqs("Beneath the Vault", state, player))
add_rule(btv_back_to_main,
lambda state: has_combat_reqs("Beneath the Vault", state, player))
add_rule(fort_upper_lower,
lambda state: state.has(ice_dagger, player)
or has_combat_reqs("Eastern Vault Fortress", state, player))
set_rule(fort_grave_entry_to_combat,
lambda state: has_combat_reqs("Eastern Vault Fortress", state, player))
set_rule(quarry_entry_to_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(quarry_back_to_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(monastery_to_quarry_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(monastery_front_to_back,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(lower_quarry_empty_to_combat,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(zig_upper_front_back,
lambda state: state.has(laurels, player)
or has_combat_reqs("Rooted Ziggurat", state, player))
set_rule(zig_low_entry_to_front,
lambda state: has_combat_reqs("Rooted Ziggurat", state, player))
set_rule(zig_low_mid_to_front,
lambda state: has_combat_reqs("Rooted Ziggurat", state, player))
set_rule(zig_low_mid_to_back,
lambda state: state.has(laurels, player)
or (has_ability(prayer, state, world) and has_combat_reqs("Rooted Ziggurat", state, player)))
set_rule(zig_low_back_to_mid,
lambda state: (state.has(laurels, player)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
and has_ability(prayer, state, world)
and has_combat_reqs("Rooted Ziggurat", state, player))
# only activating the fuse requires combat logic
set_rule(cath_entry_to_elev,
lambda state: options.entrance_rando
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or (has_ability(prayer, state, world) and has_combat_reqs("Cathedral", state, player)))
set_rule(cath_entry_to_main,
lambda state: has_combat_reqs("Cathedral", state, player))
set_rule(cath_elev_to_main,
lambda state: has_combat_reqs("Cathedral", state, player))
# for spots where you can go into and come out of an entrance to reset enemy aggro
if world.options.entrance_rando:
# for the chest outside of magic dagger house
dagger_entry_paired_name, dagger_entry_paired_region = (
get_paired_portal("Archipelagos Redux, archipelagos_house_"))
try:
dagger_entry_paired_entrance = world.get_entrance(dagger_entry_paired_name)
except KeyError:
# there is no paired entrance, so you must fight or dash past, which is done in the finally
pass
else:
set_rule(wg_checkpoint_to_dagger,
lambda state: dagger_entry_paired_entrance.can_reach(state))
world.multiworld.register_indirect_condition(region=regions["West Garden at Dagger House"],
entrance=dagger_entry_paired_entrance)
finally:
add_rule(wg_checkpoint_to_dagger,
lambda state: state.has(laurels, player) or has_combat_reqs("West Garden", state, player),
combine="or")
# zip past enemies in fortress grave path to enter the dusty entrance, then come back out
fort_dusty_paired_name, fort_dusty_paired_region = get_paired_portal("Fortress Reliquary, Dusty_")
try:
fort_dusty_paired_entrance = world.get_entrance(fort_dusty_paired_name)
except KeyError:
# there is no paired entrance, so you can't run past to deaggro
# the path to dusty can be done via combat, so no need to do anything here
pass
else:
# there is a paired entrance, so you can use that to deaggro enemies
regions["Fortress Grave Path Dusty Entrance Region"].connect(
connecting_region=regions["Fortress Grave Path by Grave"],
rule=lambda state: state.has(laurels, player) and fort_dusty_paired_entrance.can_reach(state))
world.multiworld.register_indirect_condition(region=regions["Fortress Grave Path by Grave"],
entrance=fort_dusty_paired_entrance)
# for activating the ladder switch to get from fortress east upper to lower
fort_east_upper_right_paired_name, fort_east_upper_right_paired_region = (
get_paired_portal("Fortress East, Fortress Courtyard_"))
try:
fort_east_upper_right_paired_entrance = (
world.get_entrance(fort_east_upper_right_paired_name))
except KeyError:
# no paired entrance, so you must fight, which is done in the finally
pass
else:
set_rule(fort_east_upper_lower,
lambda state: fort_east_upper_right_paired_entrance.can_reach(state))
world.multiworld.register_indirect_condition(region=regions["Fortress East Shortcut Lower"],
entrance=fort_east_upper_right_paired_entrance)
finally:
add_rule(fort_east_upper_lower,
lambda state: has_combat_reqs("Eastern Vault Fortress", state, player)
or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world),
combine="or")
else:
# if combat logic is on and ER is off, we can make this entrance freely
regions["Fortress Grave Path Dusty Entrance Region"].connect(
connecting_region=regions["Fortress Grave Path by Grave"],
rule=lambda state: state.has(laurels, player))
else:
# if combat logic is off, we can make this entrance freely
regions["Fortress Grave Path Dusty Entrance Region"].connect(
connecting_region=regions["Fortress Grave Path by Grave"],
rule=lambda state: state.has(laurels, player))
def set_er_location_rules(world: "TunicWorld") -> None:
player = world.player
forbid_item(world.get_location("Secret Gathering Place - 20 Fairy Reward"), fairies, player)
# Ability Shuffle Exclusive Rules
set_rule(world.get_location("East Forest - Dancing Fox Spirit Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Forest Grave Path - Holy Cross Code by Grave"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("East Forest - Golden Obelisk Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Beneath the Well - [Powered Secret Room] Chest"),
lambda state: state.has("Activate Furnace Fuse", player))
set_rule(world.get_location("West Garden - [North] Behind Holy Cross Door"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Library Hall - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Quarry - [Back Entrance] Bushes Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Cathedral - Secret Legend Trophy Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Overworld - [Southwest] Flowers Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Overworld - [East] Weathervane Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Overworld - [Northeast] Flowers Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Overworld - [Southwest] Haiku Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Overworld - [Northwest] Golden Obelisk Page"),
lambda state: has_ability(holy_cross, state, world))
# Overworld
set_rule(world.get_location("Overworld - [Southwest] Grapple Chest Over Walkway"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Overworld - [Southwest] From West Garden"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Overworld - [Southeast] Page on Pillar by Swamp"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Overworld - [Southwest] Fountain Page"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Old House - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Overworld - [East] Grapple Chest"),
lambda state: state.has(grapple, player))
set_rule(world.get_location("Sealed Temple - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Caustic Light Cave - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Cube Cave - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Old House - Holy Cross Door Page"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Maze Cave - Maze Room Holy Cross"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Old House - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Patrol Cave - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Ruined Passage - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Hourglass Cave - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Secret Gathering Place - Holy Cross Chest"),
lambda state: has_ability(holy_cross, state, world))
set_rule(world.get_location("Secret Gathering Place - 10 Fairy Reward"),
lambda state: state.has(fairies, player, 10))
set_rule(world.get_location("Secret Gathering Place - 20 Fairy Reward"),
lambda state: state.has(fairies, player, 20))
set_rule(world.get_location("Coins in the Well - 3 Coins"),
lambda state: state.has(coins, player, 3))
set_rule(world.get_location("Coins in the Well - 6 Coins"),
lambda state: state.has(coins, player, 6))
set_rule(world.get_location("Coins in the Well - 10 Coins"),
lambda state: state.has(coins, player, 10))
set_rule(world.get_location("Coins in the Well - 15 Coins"),
lambda state: state.has(coins, player, 15))
# East Forest
set_rule(world.get_location("East Forest - Lower Grapple Chest"),
lambda state: state.has(grapple, player))
set_rule(world.get_location("East Forest - Lower Dash Chest"),
lambda state: state.has_all({grapple, laurels}, player))
set_rule(world.get_location("East Forest - Ice Rod Grapple Chest"), lambda state: (
state.has_all({grapple, ice_dagger, fire_wand}, player) and has_ability(icebolt, state, world)))
# Dark Tomb
# added to make combat logic smoother
set_rule(world.get_location("Dark Tomb - 2nd Laser Room"),
lambda state: has_lantern(state, world))
# West Garden
set_rule(world.get_location("West Garden - [North] Across From Page Pickup"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("West Garden - [West] In Flooded Walkway"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest"),
lambda state: state.has(laurels, player) and has_ability(holy_cross, state, world))
set_rule(world.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("West Garden - [Central Lowlands] Below Left Walkway"),
lambda state: state.has(laurels, player))
# Ruined Atoll
set_rule(world.get_location("Ruined Atoll - [West] Near Kevin Block"),
lambda state: state.has(laurels, player))
# ice grapple push a crab through the door
set_rule(world.get_location("Ruined Atoll - [East] Locked Room Lower Chest"),
lambda state: state.has(laurels, player) or state.has(key, player, 2)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
set_rule(world.get_location("Ruined Atoll - [East] Locked Room Upper Chest"),
lambda state: state.has(laurels, player) or state.has(key, player, 2)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
# Frog's Domain
set_rule(world.get_location("Frog's Domain - Side Room Grapple Secret"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Frog's Domain - Grapple Above Hot Tub"),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(world.get_location("Frog's Domain - Escape Chest"),
lambda state: state.has_any({grapple, laurels}, player))
# Library Lab
set_rule(world.get_location("Library Lab - Page 1"),
lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
set_rule(world.get_location("Library Lab - Page 2"),
lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
set_rule(world.get_location("Library Lab - Page 3"),
lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
# Eastern Vault Fortress
set_rule(world.get_location("Fortress Arena - Hexagon Red"),
lambda state: state.has(vault_key, player))
# yes, you can clear the leaves with dagger
# gun isn't included since it can only break one leaf pile at a time, and we don't check how much mana you have
# but really, I expect the player to just throw a bomb at them if they don't have melee
set_rule(world.get_location("Fortress Leaf Piles - Secret Chest"),
lambda state: has_melee(state, player) or state.has(ice_dagger, player))
# Beneath the Vault
set_rule(world.get_location("Beneath the Fortress - Bridge"),
lambda state: has_melee(state, player) or state.has_any({laurels, fire_wand}, player))
# Quarry
set_rule(world.get_location("Quarry - [Central] Above Ladder Dash Chest"),
lambda state: state.has(laurels, player))
# Ziggurat
# if ER is off, while you can get the chest, you won't be able to actually get through zig
set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"),
lambda state: has_sword(state, player) or (state.has(fire_wand, player)
and (state.has(laurels, player)
or world.options.entrance_rando)))
set_rule(world.get_location("Rooted Ziggurat Lower - After Guarded Fuse"),
lambda state: has_sword(state, player) and has_ability(prayer, state, world))
# Bosses
set_rule(world.get_location("Fortress Arena - Siege Engine/Vault Key Pickup"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Librarian - Hexagon Green"),
lambda state: has_sword(state, player)
and has_ladder("Ladders in Library", state, world))
# can ice grapple boss scav off the side
# the grapple from the other side of the bridge isn't in logic 'cause we don't have a misc tricks option
set_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"),
lambda state: has_sword(state, player)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
# Swamp
set_rule(world.get_location("Cathedral Gauntlet - Gauntlet Reward"),
lambda state: state.has(fire_wand, player) and has_sword(state, player))
set_rule(world.get_location("Swamp - [Entrance] Above Entryway"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest"),
lambda state: state.has(laurels, player))
# really hard to do 4 skulls with a big skeleton chasing you around
set_rule(world.get_location("Swamp - [South Graveyard] 4 Orange Skulls"),
lambda state: has_sword(state, player))
# Hero's Grave and Far Shore
set_rule(world.get_location("Hero's Grave - Tooth Relic"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Hero's Grave - Mushroom Relic"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Hero's Grave - Ash Relic"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Hero's Grave - Flowers Relic"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Hero's Grave - Effigy Relic"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Hero's Grave - Feathers Relic"),
lambda state: state.has(laurels, player))
set_rule(world.get_location("Far Shore - Secret Chest"),
lambda state: state.has(laurels, player))
# Events
set_rule(world.get_location("Eastern Bell"),
lambda state: (has_melee(state, player) or state.has(fire_wand, player)))
set_rule(world.get_location("Western Bell"),
lambda state: (has_melee(state, player) or state.has(fire_wand, player)))
set_rule(world.get_location("Furnace Fuse"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("South and West Fortress Exterior Fuses"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("Upper and Central Fortress Exterior Fuses"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("Beneath the Vault Fuse"),
lambda state: state.has("Activate South and West Fortress Exterior Fuses", player))
set_rule(world.get_location("Eastern Vault West Fuses"),
lambda state: state.has("Activate Beneath the Vault Fuse", player))
set_rule(world.get_location("Eastern Vault East Fuse"),
lambda state: state.has_all({"Activate Upper and Central Fortress Exterior Fuses",
"Activate South and West Fortress Exterior Fuses"}, player))
set_rule(world.get_location("Quarry Connector Fuse"),
lambda state: has_ability(prayer, state, world) and state.has(grapple, player))
set_rule(world.get_location("Quarry Fuse"),
lambda state: state.has("Activate Quarry Connector Fuse", player))
set_rule(world.get_location("Ziggurat Fuse"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("West Garden Fuse"),
lambda state: has_ability(prayer, state, world))
set_rule(world.get_location("Library Fuse"),
lambda state: has_ability(prayer, state, world) and has_ladder("Ladders in Library", state, world))
if not world.options.hexagon_quest:
set_rule(world.get_location("Place Questagons"),
lambda state: state.has_all((red_hexagon, blue_hexagon, green_hexagon), player))
# Bombable Walls
for location_name in bomb_walls:
set_rule(world.get_location(location_name),
lambda state: state.has(gun, player)
or can_shop(state, world)
or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
# not enough space to ice grapple into here
set_rule(world.get_location("Quarry - [East] Bombable Wall"),
lambda state: state.has(gun, player) or can_shop(state, world))
# Shop
set_rule(world.get_location("Shop - Potion 1"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Shop - Potion 2"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Shop - Coin 1"),
lambda state: has_sword(state, player))
set_rule(world.get_location("Shop - Coin 2"),
lambda state: has_sword(state, player))
def combat_logic_to_loc(loc_name: str, combat_req_area: str, set_instead: bool = False,
dagger: bool = False, laurel: bool = False) -> None:
# dagger means you can use magic dagger instead of combat for that check
# laurel means you can dodge the enemies freely with the laurels
if set_instead:
set_rule(world.get_location(loc_name),
lambda state: has_combat_reqs(combat_req_area, state, player)
or (dagger and state.has(ice_dagger, player))
or (laurel and state.has(laurels, player)))
else:
add_rule(world.get_location(loc_name),
lambda state: has_combat_reqs(combat_req_area, state, player)
or (dagger and state.has(ice_dagger, player))
or (laurel and state.has(laurels, player)))
if world.options.combat_logic >= CombatLogic.option_bosses_only:
# garden knight is in the regions part above
combat_logic_to_loc("Fortress Arena - Siege Engine/Vault Key Pickup", "Siege Engine", set_instead=True)
combat_logic_to_loc("Librarian - Hexagon Green", "The Librarian", set_instead=True)
set_rule(world.get_location("Librarian - Hexagon Green"),
rule=lambda state: has_combat_reqs("The Librarian", state, player)
and has_ladder("Ladders in Library", state, world))
combat_logic_to_loc("Rooted Ziggurat Lower - Hexagon Blue", "Boss Scavenger", set_instead=True)
if world.options.ice_grappling >= IceGrappling.option_medium:
add_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"),
lambda state: has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
combat_logic_to_loc("Cathedral Gauntlet - Gauntlet Reward", "Gauntlet", set_instead=True)
if world.options.combat_logic == CombatLogic.option_on:
combat_logic_to_loc("Overworld - [Northeast] Flowers Holy Cross", "Garden Knight")
combat_logic_to_loc("Overworld - [Northwest] Chest Near Quarry Gate", "Before Well", dagger=True)
combat_logic_to_loc("Overworld - [Northeast] Chest Above Patrol Cave", "Garden Knight", dagger=True)
combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret", "Overworld", dagger=True)
combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret 2", "Overworld")
combat_logic_to_loc("Overworld - [Southwest] Bombable Wall Near Fountain", "East Forest", dagger=True)
combat_logic_to_loc("Overworld - [Southwest] Fountain Holy Cross", "East Forest", dagger=True)
combat_logic_to_loc("Overworld - [Southwest] South Chest Near Guard", "East Forest", dagger=True)
combat_logic_to_loc("Overworld - [Southwest] Tunnel Guarded By Turret", "East Forest", dagger=True)
combat_logic_to_loc("Overworld - [Northwest] Chest Near Turret", "Before Well")
add_rule(world.get_location("Hourglass Cave - Hourglass Chest"),
lambda state: has_sword(state, player) and (state.has("Shield", player)
# kill the turrets through the wall with a longer sword
or state.has("Sword Upgrade", player, 3)))
add_rule(world.get_location("Hourglass Cave - Holy Cross Chest"),
lambda state: has_sword(state, player) and (state.has("Shield", player)
or state.has("Sword Upgrade", player, 3)))
# the first spider chest they literally do not attack you until you open the chest
# the second one, you can still just walk past them, but I guess /something/ would be wanted
combat_logic_to_loc("East Forest - Beneath Spider Chest", "East Forest", dagger=True, laurel=True)
combat_logic_to_loc("East Forest - Golden Obelisk Holy Cross", "East Forest", dagger=True)
combat_logic_to_loc("East Forest - Dancing Fox Spirit Holy Cross", "East Forest", dagger=True, laurel=True)
combat_logic_to_loc("East Forest - From Guardhouse 1 Chest", "East Forest", dagger=True, laurel=True)
combat_logic_to_loc("East Forest - Above Save Point", "East Forest", dagger=True)
combat_logic_to_loc("East Forest - Above Save Point Obscured", "East Forest", dagger=True)
combat_logic_to_loc("Forest Grave Path - Above Gate", "East Forest", dagger=True, laurel=True)
combat_logic_to_loc("Forest Grave Path - Obscured Chest", "East Forest", dagger=True, laurel=True)
# most of beneath the well is covered by the region access rule
combat_logic_to_loc("Beneath the Well - [Entryway] Chest", "Beneath the Well")
combat_logic_to_loc("Beneath the Well - [Entryway] Obscured Behind Waterfall", "Beneath the Well")
combat_logic_to_loc("Beneath the Well - [Back Corridor] Left Secret", "Beneath the Well")
combat_logic_to_loc("Beneath the Well - [Side Room] Chest By Phrends", "Overworld")
# laurels past the enemies, then use the wand or gun to take care of the fairies that chased you
add_rule(world.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest"),
lambda state: state.has_any({fire_wand, "Gun"}, player))
combat_logic_to_loc("West Garden - [Central Lowlands] Chest Beneath Faeries", "West Garden")
combat_logic_to_loc("West Garden - [Central Lowlands] Chest Beneath Save Point", "West Garden")
combat_logic_to_loc("West Garden - [West Highlands] Upper Left Walkway", "West Garden")
# with combat logic on, I presume the player will want to be able to see to avoid the spiders
set_rule(world.get_location("Beneath the Fortress - Bridge"),
lambda state: has_lantern(state, world)
and (state.has_any({laurels, fire_wand, "Gun"}, player) or has_melee(state, player)))
combat_logic_to_loc("Eastern Vault Fortress - [West Wing] Candles Holy Cross", "Eastern Vault Fortress",
dagger=True)
# could just do the last two, but this outputs better in the spoiler log
# dagger is maybe viable here, but it's sketchy -- activate ladder switch, save to reset enemies, climb up
combat_logic_to_loc("Upper and Central Fortress Exterior Fuses", "Eastern Vault Fortress")
combat_logic_to_loc("Beneath the Vault Fuse", "Beneath the Vault")
combat_logic_to_loc("Eastern Vault West Fuses", "Eastern Vault Fortress")
# if you come in from the left, you only need to fight small crabs
add_rule(world.get_location("Ruined Atoll - [South] Near Birds"),
lambda state: has_melee(state, player) or state.has_any({laurels, "Gun"}, player))
# can get this one without fighting if you have laurels
add_rule(world.get_location("Frog's Domain - Above Vault"),
lambda state: state.has(laurels, player) or has_combat_reqs("Frog's Domain", state, player))
# with wand, you can get this chest. Non-ER, you need laurels to continue down. ER, you can just torch
set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"),
lambda state: (state.has(fire_wand, player)
and (state.has(laurels, player) or world.options.entrance_rando))
or has_combat_reqs("Rooted Ziggurat", state, player))
set_rule(world.get_location("Rooted Ziggurat Lower - After Guarded Fuse"),
lambda state: has_ability(prayer, state, world)
and has_combat_reqs("Rooted Ziggurat", state, player))
# replace the sword rule with this one
combat_logic_to_loc("Swamp - [South Graveyard] 4 Orange Skulls", "Swamp", set_instead=True)
combat_logic_to_loc("Swamp - [South Graveyard] Guarded By Big Skeleton", "Swamp", dagger=True)
# don't really agree with this one but eh
combat_logic_to_loc("Swamp - [South Graveyard] Above Big Skeleton", "Swamp", dagger=True, laurel=True)
# the tentacles deal with everything else reasonably, and you can hide on the island, so no rule for it
add_rule(world.get_location("Swamp - [South Graveyard] Obscured Beneath Telescope"),
lambda state: state.has(laurels, player) # can dash from swamp mid to here and grab it
or has_combat_reqs("Swamp", state, player))
add_rule(world.get_location("Swamp - [Central] South Secret Passage"),
lambda state: state.has(laurels, player) # can dash from swamp front to here and grab it
or has_combat_reqs("Swamp", state, player))
combat_logic_to_loc("Swamp - [South Graveyard] Upper Walkway On Pedestal", "Swamp")
combat_logic_to_loc("Swamp - [Central] Beneath Memorial", "Swamp")
combat_logic_to_loc("Swamp - [Central] Near Ramps Up", "Swamp")
combat_logic_to_loc("Swamp - [Upper Graveyard] Near Telescope", "Swamp")
combat_logic_to_loc("Swamp - [Upper Graveyard] Near Shield Fleemers", "Swamp")
combat_logic_to_loc("Swamp - [Upper Graveyard] Obscured Behind Hill", "Swamp")
# zip through the rubble to sneakily grab this chest, or just fight to it
add_rule(world.get_location("Cathedral - [1F] Near Spikes"),
lambda state: laurels_zip(state, world) or has_combat_reqs("Cathedral", state, player))